Runtime telemetry
Understand the information flow and the limits of client-reported data.
Client to dashboard#
The client observes supported game/runtime information and sends authenticated telemetry to the live service when a dashboard key is connected. The browser subscribes or fetches authorized runtime data. Acknowledged linked telemetry can also provide presence liveness.
What can be reported#
The documented dashboard can show session state/duration, activity and counters, inventory, configuration and modules when the client provides them. The service does not manufacture unsupported game fields. Stored runtime snapshots and runtime history have different retention periods.
Presence is a smaller channel#
An unlinked client can report basic presence independently of the dashboard. That route cannot read detailed snapshots or join authenticated dashboard channels. Read presence and fallback to understand why online and linked are different indicators.
Association is not verified identity#
Roblox IDs and executor labels originate from the client. An Aroyn account association is an access-control boundary, not verification that the caller owns a Roblox account. Anonymous metrics are not verified people counts.
Persistence and ordering#
D1 and R2 hold account/runtime history and snapshot data. Runtime mutations are coordinated per Aroyn account and object key so concurrent writes and cleanup use the same ordering. D1 and R2 operations are not one cross-service transaction; failed cleanup can remain pending.
Reading old data#
History is retained for 30 days without updates and stored snapshots for 7 days from their last stored update. Freshness indicators matter. An old row can be retained without representing an online user.