The keeper's bell rings at error level, so Sentry files it as high priority and alerts
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
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Claude Fable 5.1
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ba1d1d297f
@@ -745,11 +745,13 @@ wss.on("connection", (socket, req) => {
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const called = callKeeper(room, session.playerId, KEEPER);
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if ("error" in called) return send(socket, { type: "error", message: called.error });
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// The alarm the keeper listens for: one issue per room, so each
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// call rings once, with the door in the message.
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// call rings once, with the door in the message. Error level,
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// because Sentry's alerts ring for high-priority issues and a
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// warning is filed as medium — a bell nobody hears.
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const link = `${PUBLIC_URL}/join/${room.id}`;
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if (process.env.SENTRY_DSN) {
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Sentry.captureMessage(`${session.playerId} challenges ${KEEPER} to a game — ${link}`, {
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level: "warning",
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level: "error",
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fingerprint: ["challenge", room.id],
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tags: { room: room.id, challenger: session.playerId },
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extra: { link, players: room.players.join(", ") },
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