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
This commit is contained in:
Eric Wagoner
2026-09-17 00:36:51 -04:00
co-authored by Claude Fable 5.1
parent 3c10e0463f
commit ba1d1d297f
+4 -2
View File
@@ -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(", ") },