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GsValheimStatsEmitter
Server-side companion for the gs dashboard: world milestones, per-player boss damage, live online players + in-game day, and server-owned combat. Pairs with the gs client companion.
CHANGELOG
Changelog
0.2.6
- Bosses are detected by the game, not a hardcoded list. The prefab map
stopped at whatever shipped when it was written, so Valheim 1.0's Kall
Fimbulbringer was invisible to every boss stat.
Character.IsBoss()replaces it, and the prefab name becomes the boss key (which is what the old map produced anyway). Any future boss works with no code change. - The state file is finally written.
SaveState()was called from exactly one place, the end ofOnBossKilled. Valheim hands creature simulation to the nearest client, so the server almost never owns a boss death and that call almost never ran: the file had never been created once, and every cumulative counter reset to zero on restart. State now saves on a 60s timer and on shutdown.
0.2.5
- Milestone labels fixed. Valheim lower-cases global keys before storing them,
so
GetGlobalKeys()returnskilledtroll, never theKilledTrollspelling the label map used.KeyLabelsnow compares withStringComparer.OrdinalIgnoreCase, which restores the labels for troll and Hildir keys. - Hildir bounties are bounties again. The keys now arrive prefixed
(
bosshildir3), which failed theStartsWith("Hildir")test and filed them underprogression. The prefix is stripped before both the label lookup and the kind test. - Season and boss-count keys no longer become milestones. Seasonality writes
season_<name>on every season change, and vanilla'sactiveBosses <n>carries a changing count in the key itself, so each new value was landing as a permanent milestone. Both are now ignored. - Added a label for
KilledBat.
0.2.4
- Docs: plain-text README (removed em-dashes and emoji).
0.2.3
- Docs: link to the Data format & self-hosting wiki.
0.2.2
- Docs: refreshed README ingest examples (
onlinePlayers,worldDay, bossfightSec) and bundled this changelog.
0.2.1
- Live presence: reports connected players (
onlinePlayers) and the in-game day (worldDay), force-emitted on join/leave for a near-instant "online now".
0.2.0
- Fixed hardest hit for server-owned creatures: now hooks
Character.RPC_Damage(where backstab/crit/armor are applied) instead of theDamageforwarder.
0.1.0
- Initial release: world-progression milestones (boss defeats, bounties), per-player boss damage, weapon damage / hardest hit for server-owned creatures (the sleeping-backstab case), and the active mod list + world identity.