From ba1d1d297fbd68b0ce7186970b910a69dec532d2 Mon Sep 17 00:00:00 2001 From: Eric Wagoner Date: Thu, 17 Sep 2026 00:36:51 -0400 Subject: [PATCH] The keeper's bell rings at error level, so Sentry files it as high priority and alerts Co-Authored-By: Claude Fable 5.1 Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG --- packages/server/src/index.ts | 6 ++++-- 1 file changed, 4 insertions(+), 2 deletions(-) diff --git a/packages/server/src/index.ts b/packages/server/src/index.ts index eea7727..5da06e7 100644 --- a/packages/server/src/index.ts +++ b/packages/server/src/index.ts @@ -745,11 +745,13 @@ wss.on("connection", (socket, req) => { const called = callKeeper(room, session.playerId, KEEPER); if ("error" in called) return send(socket, { type: "error", message: called.error }); // The alarm the keeper listens for: one issue per room, so each - // call rings once, with the door in the message. + // call rings once, with the door in the message. Error level, + // because Sentry's alerts ring for high-priority issues and a + // warning is filed as medium — a bell nobody hears. const link = `${PUBLIC_URL}/join/${room.id}`; if (process.env.SENTRY_DSN) { Sentry.captureMessage(`${session.playerId} challenges ${KEEPER} to a game — ${link}`, { - level: "warning", + level: "error", fingerprint: ["challenge", room.id], tags: { room: room.id, challenger: session.playerId }, extra: { link, players: room.players.join(", ") },