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element_sdk makes three kinds of request from your server, all to telemetry.elementlabs.net over HTTPS. None of them is needed for a product to work: when they fail or are turned off, nothing changes in how products run. If your firewall works from an allowlist, allow telemetry.elementlabs.net, or turn off what you do not want. Settings are explained in Server settings.

The version check

Reads the list of published releases and compares it with the versions you have installed, so the console can tell you when an update exists. It sends nothing about your server beyond the request itself.

The installation report

Tells us which Element Labs resources are installed, and at which version. It decides what we support, what we fix first and when an old version can be retired. It contains, in full:
  • your server’s public Cfx join code: the same identifier that makes your server joinable and that the server list publishes;
  • the name and version of element_sdk and of each Element Labs product installed.
If the join code cannot be read, nothing is sent at all. About once a day we also look your server up on the public Cfx.re server list by that join code, and keep four things from its listing: the name it gives itself, its player count, its icon, and whether it lists the Element Labs resources it reported. Nothing else from the listing is kept. A private server has no listing, so nothing is read.

Error reports

When an error is raised inside an Element Labs resource, on the server or in a player’s game, it is reported so we can fix it, often before anyone opens a ticket. A player’s game passes its errors to your server, which sends them on. Errors are collected for about fifteen seconds and sent together, so an error that repeats is one report with a count. Each report contains:
  • your server’s public Cfx join code;
  • the resource and its version;
  • the error message, cut to 512 characters, and where in the resource it happened;
  • how many times it happened since the last report.
An error message is written by the code that failed and can quote a value it was handling, such as one of your settings. If that is a concern, turn the reports off. el:clientErrorLimit caps how many errors one player’s game can pass to your server per minute (5 by default), so a player cannot flood it.

What is never sent

  • Your server license key, in any form.
  • Any player’s name, identifier, IP address or anything else about players.
  • Anything about resources that are not Element Labs resources.

How long we keep it

  • An installation report is kept until the server has not reported for 180 days, then deleted.
  • An error is kept until nobody has hit it for 90 days, then deleted.
Reports are made once and never retried. A report that fails is not printed unless el:debug is on.