Skip to content

Metrics & Telemetry

ShardAnalytics separates data into metrics (numeric time series), events (discrete occurrences), and player telemetry (behavioural data used for sessions and retention). This page describes what is collected and how to read it.

MetricUnitNotes
Players onlinecountLive and historical concurrent players.
CPU usage%Process and system views.
Memory usage%Process, physical, and swap views.
Disk usageMBUsed and instance size.
TPSticks/sTicks per second.
MSPTmsMilliseconds per tick, with median and p95.
LatencymsPlayer ping average and p95.

Every metric is stored with avg, p95, min, and max aggregations. The dashboard exposes granularity controls from 1 minute up to daily, and aggregates on the server side.

Built-in events include:

  • Player join and leave, with session boundaries.
  • Player deaths.
  • Commands executed (subject to the collection allowlist).
  • Teleports, including dimension changes.
  • World snapshots: loaded chunks, entities, and tile entities.
  • Server start, load, and stop.
  • Plugin enable and disable.

Add-on events are collected when the corresponding plugin is installed and the add-on is enabled:

Add-onEvents
WorldGuardRegion enter/leave, including time spent in the region.
LuckPermsRank and group additions and removals.
DeluxeMenus / zMenuMenu open, item click, menu close.
ExcellentCratesCrate opens and rewards.
Citizens / FancyNPCsNPC left-click and right-click.
VotifierVotes received while the player is online.

Player telemetry is scoped to a player and used to build sessions, activity, and retention:

  • Position samples (x, y, z, dimension) at the heartbeat interval.
  • Latency samples.

From telemetry and join/leave events, ShardAnalytics derives session start and end, playtime, travel coverage, and the activity signals behind the Activity Index.

Metrics and events are collected per server. Tenant-level views aggregate across the servers in your organization, and the same server scope applies to dashboards, alerts, and reports.

  • Collection is limited to game and operational data; do not send secrets or private chat content in custom event properties.
  • Command collection is filtered by an allowlist.
  • Log ingestion is disabled by default because logs can contain sensitive text.
  • Retention of raw data is controlled by platform policy; exported or aggregated views may outlive raw samples.

See Built-in & Custom Events for the payload contract and how to send your own events.