The push logged nothing on success, so during the first deploy an empty board
and a silent log were indistinguishable from a ticker that never started — and
the debug went looking for a bug that wasn't there. (The snapshot was simply
2 minutes out; the first tick hadn't fired yet.)
Logging every push at INFO would be noise forever. Log the transitions instead:
the first time it works, the moment it breaks, and when it recovers.
We only ever told Pete about outcomes. Nothing emitted when an expedition
*started*, which is why the two bored adventurers walked into dungeons and the
news feed said nothing at all — it wasn't broken, it had nothing to say.
Two halves:
A roster snapshot, pushed every 2 minutes. Deliberately NOT on the durable fact
queue: a fact is history and losing it loses it forever, so it retries. A
snapshot is a photograph of the present, and a retried one is a lie — by the
time it lands, she's moved. The next tick carries the truth. That's also what
lets Pete's staleness timer work: if we stay down, nothing arrives, and the
board stops claiming to be live instead of insisting forever that Josie is
still in holymachina.
And a "departure" bulletin when a bored adventurer lets itself out.
The snapshot omits opted-out players rather than anonymizing them, and carries a
board token distinct from every event token, so a standing row can't become the
key that links a player's dispatches back together.
The player_meta scan folds last_player_action_at/created_at in Go instead of
COALESCE()ing in SQL — modernc rebuilds time.Time from the declared column type
and COALESCE erases it. A failed scan here would publish an empty board and
every adventurer would vanish from the page.