The other half of the feature, and the half that decides whether a player's report survives: the endpoint CRASH_TELEMETRY_URL points at. It takes the POST from processCrashTelemetry and forwards the report to a Discord webhook as a file attachment. It stores nothing -- a report is only worth reading next to the PDB it was built against, and that never leaves a developer's machine, so there is nothing for a bucket to do here that the channel we already read bug reports in does not do better. That also keeps the whole thing inside the Workers free tier, where the 10 ms budget is CPU, not wall clock, and waiting on Discord is not metered. In the repo rather than in someone's home directory because the status codes are a contract with the client and the two have to be changed together. reportIsSettled() in sgp/crash_telemetry.cpp deletes the player's copy on 2xx and on 400/413/415 and keeps it on everything else, so a settling 4xx returned for a failure on our side silently destroys the report. Every failure path here is therefore a 503, each naming its own cause in wrangler's console, and the one 4xx that is safe -- 429, which the client does not settle -- is the one the rate limiter returns. That rate limiter is a binding with a .limit() call, not a dashboard rule: WAF rate limiting rules need a zone and a workers.dev subdomain is not one. Per-IP, 50 a minute, which has to clear kMaxUploadsPerRun (20) in the client or a player draining a backlog throttles themselves. It is checked before the body is read. A report is attacker-controlled text arriving at a public, unauthenticated endpoint whose URL ships in every player's Ja2.ini, so the summary line strips markdown from the player handle and the payload sets allowed_mentions to nothing. The size cap and the "*** CRASH" check keep drive-by scanners out; anything determined gets through, and the blast radius is a message we delete. test.mjs covers the whole contract against a stubbed fetch, no network and no webhook needed. DISCORD_WEBHOOK is a secret and lives nowhere in this tree; .dev.vars, which holds a live one for local development, is gitignored. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Crash telemetry sink
Receives the crash reports sgp::processCrashTelemetry uploads and posts them to a
Discord channel. Stores nothing — a report is only useful next to the matching PDB,
which lives on a developer's machine.
Deploy
npm i -g wrangler # once
wrangler login # once
wrangler deploy # creates the Worker
wrangler secret put DISCORD_WEBHOOK # paste the channel's webhook URL
Deploy first: secret put needs the Worker to already exist. To point it at a
different channel later, run secret put again — it overwrites in place and
redeploys, no other step needed. Secrets are write-only; wrangler secret list
shows names, never values.
Then put the printed https://ja2-crash-telemetry.<subdomain>.workers.dev into
gamedir/Ja2.ini:
[Ja2 Settings]
CRASH_TELEMETRY_URL = https://ja2-crash-telemetry.<subdomain>.workers.dev
Empty or missing key = telemetry off, reports just accumulate locally.
Test without the game
node test.mjs # status-code contract, Discord payload shape. No network.
Against a real local instance:
cp .dev.vars.example .dev.vars # put a webhook URL in it, see below
wrangler dev # local, http://localhost:8787
printf '*** CRASH code=C0000005 ***\r\n build test\r\n' \
| curl -X POST --data-binary @- localhost:8787
Expect 204 for that, 400 for junk (curl -X POST -d hello localhost:8787). Any
real crash_report_*.txt out of a gamedir works as a body too.
wrangler dev does not see wrangler secret put. Secrets set that way go to the
deployed Worker; local dev reads .dev.vars and nothing else. Without it every
request answers 503 not configured. Each 503 names its own cause in the response
body and in wrangler's console.
There is no stub webhook value that returns 2xx — a Discord webhook URL you do not
own answers 401 or 404, which the Worker correctly turns into a 503. So .dev.vars
needs a real webhook; point it at a throwaway channel rather than the live one.
node test.mjs is the path that needs no webhook at all.
Status codes are a contract
The client (reportIsSettled() in sgp/crash_telemetry.cpp) deletes its copy of a
report on 2xx and on 400/413/415, and keeps it on everything else. So:
| Status | Meaning | Client does |
|---|---|---|
| 2xx | delivered | deletes its copy |
| 400 | not a crash report, or too big | deletes its copy |
| 429 | throttled | keeps it, retries next launch |
| 5xx | our fault (Discord down, rate-limited, secret unset) | keeps it, retries next launch |
Never answer a settling 4xx for a failure on our side — that silently destroys the report. 429 is the one 4xx that is safe here, precisely because the client does not settle it.
Rate limiting
A per-IP cap, via the UPLOAD_LIMITER binding in wrangler.toml, checked before
the body is read. The ceiling (50/minute) has to clear kMaxUploadsPerRun (20) in
the client, or a player draining a backlog throttles themselves.
This has to be a binding with a .limit() call in worker.js, not a dashboard
rule: WAF rate limiting rules need a zone, and a workers.dev subdomain is not
one. The counter is per-colo and best-effort, so treat the number as a rough
ceiling — it is there to keep scanners out of the channel, not to be exact.
Adding the binding from the Cloudflare dashboard instead would leave wrangler.toml
out of sync, and the next wrangler deploy would drop it. Edit the file.
Free tier
100k requests/day and 10 ms CPU per invocation. Forwarding a few KB costs well under a millisecond of CPU — the time spent waiting on Discord is not metered.
Not done
No authentication. The endpoint is public and its URL ships in every player's
Ja2.ini, so assume it will eventually be found; the size and *** CRASH checks
only keep out drive-by scanners. Report contents are attacker-controlled text, which
is why the summary line strips markdown from the handle and sends
allowed_mentions: {parse: []}. Blast radius of abuse is a message we delete.