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Metrics: Your Server's History

Where Metrics is, what its Overview, Health, Busiest hours, Travel and Places tabs show, the live status bar, All servers, how uptime and restart causes are counted, how ranges and time zones work, and how to read a chart as a table or download it.

Where Metrics is

Every server has a Metrics entry in its sidebar, just below Events. It is there for every game and in every state, stopped servers included. A deactivated server keeps it too, so you can still read its history while the server is inactive.

Metrics is yours: only you and the people you give panel access to can see it. Nothing on the Metrics page is shown to your players. What is recorded about your players, how long it is kept, the Player access card and Forget player are in Metrics and Your Players' Privacy.

What the Overview shows

Metrics is new, and it grows as each part is built. Today the Overview tab has four cards:

CardWhat it shows
Players onlineHow many players were on the server, as the highest count in each interval, with the peak and when it happened, the average, and how much of the running time the server was empty
ResourcesThe server's CPU use and memory while it was running, how long it ran, and how long it has been up now
Server healthA coloured band showing when the server was running, starting or updating, stopped, crashed or unreachable, with the share of time it was up and markers for every crash (red) and restart (orange). Hover a marker to see why it happened
Busiest hoursA grid of weekdays by hours of the day in your time zone, darker where more players were on, with the busiest hour named underneath

A stretch with no player count is drawn as a gap, not as zero: it means the server was stopped or the count was not known then. CPU and memory averages only count the time the server was running, because a stopped server uses none.

Tabs and cards appear only when your game can supply them and the platform has built them. A card your game cannot supply is never shown empty.

Player statistics

When player statistics are switched on for your server, the Overview also shows who plays, for how long, how often they log in and how they die. Until then these cards do not appear.

CardWhat it shows
Player engagementUnique and new players in each interval, beside the players-online line, with the busiest moment
Session durationThe average length of the sessions that started in each interval, with the median and the longest session
Logins per dayHow many sessions started each day, with the daily average and the busiest day
Deaths & killsEvery death, and kills by players where your game reports them, with the share of deaths to creatures and to players
Deaths by causeWhat killed players: creatures, players, animals, the environment, explosions and more

Whenever a game tells us a player's Steam account, that is who the player is, so one person is one player however the game names them. Otherwise each game names its players in its own way: a cross-platform account, the game's own account, or, where the game has nothing else, the character name. Where a game knows a player only by character name, a player who renames their character looks like a new player, and the cards say "identified by character name". Some numbers are approximate, and the card says so: where kills are read from the game's kill messages, a player named like a creature can be miscounted, and where deaths are checked every 10 seconds, a very quick death can be missed. A game that does not report deaths shows no deaths cards.

Import history from logs

On the Settings tab, Import history from logs reads the game's own logs still on your server once, up to 30 days back, and adds the sessions from before player statistics started. It appears only for games whose logs record players joining and leaving. Only sessions that ended before the first one recorded live are added, and running it again adds nothing new. You can start one import per server every 10 minutes.

Server health: uptime, crashes and restarts

The Server health card's summary reads like this: "Running, all hours 96.4 % · Uptime when meant to be on 99.1 % · 1 crash · 3 restarts (2 scheduled, 1 Event Manager)".

  • Running, all hours is the share of the whole range the server was running, including any time you stopped it on purpose.
  • Uptime when meant to be on leaves out the time you meant it to be off: after you stop the server yourself, that time does not count against it until you start it again.
  • Every restart is named by its cause: by you (the panel, the API or the Discord bot), scheduled (your auto-restart policy), Event Manager, Command Manager, an update or a move, crash recovery, a server that exited by itself, or "Other" when nothing recorded why. When GameGrid recorded where a restart was asked from, the marker and the Events row say so after the cause, for example "Owner from the panel", "Owner from Discord" or "Owner from the API".
  • A deactivated server (one whose plan has lapsed) shows Deactivated on the band, not an outage.
  • Player data unknown: a grey band labelled, for example, "server module unavailable: player data unknown" marks the minutes the server was running but the game's player source (the GameGrid mod, the server module, the GameGrid Bridge, the REST API, the server log or the status file) did not answer, so who was on is not known then. It is not "nobody played". A minute or two of it while a game loads is normal. It covers the last seven days.
  • Planned exit by the game: some games end their own session on a timer. Windrose's invite-code servers do so about every 48 hours. That shows in its own colour, labelled "Planned exit by the game", and counts as a restart by the game, not as a crash. The server still comes back by itself as before.

The Health tab

Health has everything about whether the server stayed up:

  • the band at full width and Availability per day;
  • Outages: every stretch the server was meant to be on but was not running, with when it started and ended, how long it lasted and why;
  • Time to ready: how long starts take, on average and for nine starts in ten;
  • CPU, Memory, Network (in and out) and Disk used;
  • Backups (how many, their size, failures and the last good one) and Game updates and mods (each build change and mod job).

The Busiest hours tab

Busiest hours shows the grid at full size. Switch between Average players and Peak players, and tick Include offline time to count the hours the server was off as empty. Hatched squares had no data; grey squares are times the server was offline. Tap or hover a square to read its exact value. Below the grid are your Top 5 slots and Best time for an event: the busiest two hours of the week. Its link opens the Event Manager with that time already filled in for the next week it comes round.

Combat

The Combat tab appears on a game that reports deaths. Where the game also reports kills it has six views:

  • Ranking: the Players ranking, sorted by kills.
  • Kill feed: every kill, newest first, as "Killer ⟶ Victim · weapon · distance · hit zone", with PvP only, Player and Weapon filters. Both names open the player's profile, and the map button opens the kill map. The owner or an administrator can download it as a CSV.
  • Weapons: player kills by weapon with the average and longest distance, and, where the game reports them, kill distances and hit zones.
  • Kill times: player kills by weekday and hour, in your time zone.
  • Kill map: your server's live map with the kills and deaths layer.
  • Deaths by cause: every death by what caused it, with the detail where the game says it (bled out, drowned, fell).

On a game that reports deaths but no kills, the tab keeps the deaths: the list of deaths, the map and Deaths by cause. Kills read from a server log rather than reported by the game or a GameGrid mod are marked approximate. Creature kills (infected, zombies, mobs) are counted per player where the game or its GameGrid mod reports them. The Overview gains a Recent kills card, the Busiest hours tab a Player kills value, and each player's profile a Combat tab: deaths by cause, kills and K/D per day, weapons, kill distances, hit zones, the longest life and the longest kill streak.

Posting kills to Discord is off until you switch it on: Metrics, Settings, Player access, Post every kill to a Discord channel. Your Discord bot then posts each kill (on a game with no kills, each death) to the channel set with /config killfeed-channel. A player who hid themselves from public leaderboards is posted as "A player".

Players, profiles and seasons

When player statistics are switched on, the Players button lists every player who has played on your server and opens each player's profile, the Players tab ranks your players, and the Sessions tab lists every session. See Metrics: Player List and Player Profiles.

Travel and places

When player statistics are switched on and your game reports where players are, two more tabs appear.

Travel shows your server's own live map with three extra layers you can tick: Density (where players spend time), Trails (the paths they took) and Deaths / Kills (where players died, and where kills were made if your game reports kills). Pick all players or up to 20, or one player's single session, and press Play under the map to replay the trails at 1x, 4x or 16x (1x replays one minute of play every second). Beside the map: total distance travelled, how much of it was on foot or in a vehicle (where the game reports vehicles), time moving and idle, teleports and respawns left out, average and top speed, the top travellers, distance per day (click a day to see that day's trails), the places visited most and a Live activity column of the latest joins, leaves and deaths. The map button beside a death centres the map on it. Where your game's distances are approximate, the tab says so. Positions older than 30 days are kept only as each session's simplified path and as time per grid square, so long ranges draw simpler trails and coarser density, and the top speed is shown for the last 30 days only.

Places answers "where do players go, and for how long". Pick a kind of place (towns, points of interest, grid squares and more, whichever your game's map has), sort by time spent, visits or visitors, and click a place in the table or on the map to open it: time spent there each day, its busiest hours (for the last 30 days), who spends the most time there, who visited first, and deaths there. Download CSV saves the places table (places and totals only, no player names).

A player's profile gains a Travel and places tab with their own trails, density and deaths on the map, their distance per day and the places they visit most. Show path on a session in their Sessions tab opens it on that session, and Show on map on a death in their latest activity opens it centred there.

These layers are only ever shown to you in your panel. Your server's public map share links never show them.

The live status bar

The server's Overview page and its Metrics page show a status bar under the header: status, players online, uptime, the server time in your time zone, the next restart, availability over the last 7 days, today's peak, and kills today where your game reports kills. The status is the same word the page header shows. The next restart is the earliest of your automatic restart, a settings window from the Event Manager and a scheduled restart from the Command Manager; an automatic restart says waits for an empty server, because it only happens when nobody is online. Press ⚙ to choose which details to show and drag them into your own order (or use the arrows); Reset to default puts them back. Your layout is unique to your account. "● Live data connected" means the bar is refreshing every 10 seconds.

Where your game reports them, the bar also shows how the server itself is doing: its frame or tick rate with a small line of the last 15 minutes, how many entities the world is simulating, how many admins are online and your players' average ping, and the in-game time under the server time. Each one is named the way your game means it (a game that counts ticks shows TPS, a game that reports a tick rate shows Tick rate). A figure your game does not report is not shown at all, and one it has not reported in the last few minutes says not reported now rather than 0. A game that reports its frame rate and entities only while players are online (7 Days to Die) says reported while players are online on those two while nobody is on. While your server is stopped these figures say not running.

Performance and building

The Health tab shows the same figures over any range you pick: the server's frame or tick rate, its frame time (or, for a game that reports no rate, how long each world save took, labelled Save time), entities, player ping, the server's own "can't keep up" warnings, bases over time and the time since the last world save, each only where your game reports it.

Where your game or its GameGrid add-on reports building, the Overview has a Building card: build actions per day, your top builders and the tools they used most, and the Activity tab has a Build filter ("Built Wall on Fence · Tool: Hatchet"). Building is player activity, so it is recorded only while player statistics are on and only you and your panel users see it. Some games only report how many blocks a player placed or broke; those counts are marked approximate where they are.

All servers

Metrics in the main menu (under My Servers) shows all your servers side by side: server health and players online with one line per server, a table comparing their availability, crashes, restarts and players, and, where your servers record player statistics, your players across them. Choose any of your servers from the server list at the top. A player who plays on two of your servers is one person in the player directory when their game gives a lasting account; players a game knows only by character name are listed per server.

World wipes keep your statistics

Wiping a server's world keeps every statistic: the kill feed, sessions, playtime and the server's history all stay. Starting your statistics again is a separate choice from wiping the world: start a new stats season when you want a fresh start (see Metrics: Stats Seasons and Wiping Player Stats).

Older history

The detailed record goes back seven days. Before that, Metrics fills in history from hourly records, so a short outage further back is shown to the nearest hour; charts that reach that far say "Hour-grained before" and the date. A server that has never been started says "This server has not run yet."

Choosing a range

The bar at the top of the page picks what you are looking at:

  • Live shows the last 15 minutes and refreshes every 10 seconds.
  • 1h, 24h, 7d, 30d and 90d show that much history up to now.
  • The calendar button picks your own range, with quick picks such as Today, Yesterday, This week and Last month, and times for the start and end.
  • Granularity decides how wide each step of a chart is. Auto picks it from the range; you can choose another where the data has that much detail.
  • Compare to previous period draws the period just before as a dashed line and puts a ▲ or ▼ with the change beside the headline numbers.
  • The server name at the start of the bar switches to another of your servers and keeps the same tab and range.

Metrics remembers the last range you chose, on every device you sign in on.

Time zones

Every time on the page is shown in your own time zone, which the bar names. To change it, follow the change link to your account page and set your time zone there.

Reading a chart as a table, and downloading it

Each card has Show as table in its top corner. It swaps the chart for a table of exactly the same figures, which you can sort by any column, copy, or download. The card's ⋯ menu has Download CSV for that card, and Export in the bar downloads every card on the tab at once.

Downloaded files are safe to open in a spreadsheet: text that a spreadsheet would treat as a formula is written so it shows as typed.

Arranging the Overview

The Settings tab (or ⚙ Layout at the top of the page) lists the Overview's cards. Untick a card to hide it, move cards up or down (or drag them), and Reset to default puts everything back. Your layout is saved for you on every device.

Events, economy, activity and chat

  • Events shows what happened on your server and who was there: Event Manager settings windows (applied and reverted,

with the restart warnings sent), Command Manager runs, DayZ events and Battle Royale rounds, drops, prize events, world

events such as Valheim raids and 7 Days to Die blood moons, and stops and crashes. Open a row to see who took part.

  • Economy (servers with the GameGrid economy) shows coins earned and spent, how coins are earned, how wealth is

spread (including a Gini figure), the items bought most beside how each delivery ended, the richest players (named only to the server's owner and administrators), kits,

refunds and deliveries, linked players and in-game sales. A purchase counts as delivered only once it was delivered.

On a server that shares its economy with others, wallets are the group's.

  • Activity is one timeline of chat, commands, joins and leaves, deaths, purchases, moderation and your server's own

history, with filters and a search.

  • Chat & commands on the Overview counts messages per day and names the most active chatter. Windrose has no chat:

its card shows the admin commands the platform ran. Only the server's owner and administrators can read chat: everyone

else sees how many messages were sent, not what they said. Chat is kept 180 days, and opening a player's chat is

recorded in your audit log.

  • Moderation rows show bans, unbans and whitelist and admin list changes, whether they were made in the panel,

through the API or by your Discord bot.

  • A player's profile gains Events, Economy, Chat and Activity tabs, a Wealth tile and an Events won tile, and shows their

Discord name when they linked their account.

Leaderboards

The Players tab has a Leaderboards view: top players by playtime, kills, distance and more, posted to your Discord on a schedule or asked for with /leaderboard. Everything is off until you switch it on. See Metrics Leaderboards: Top Players in Discord.