Protected ReadonlyendpointProtected ReadonlyfetchOptionalinit: RequestInitOptionalinit: RequestInitProtected Readonlytimeoutwhether send will actually transmit anything right now
sends one structured event; a silent no-op before consent is granted, not an error
a game calls this from its own consent flow; not read from anywhere mwg controls
Protectedwith
An injectable transport for automatic, structured analytics events -
FeedbackClient's own shape, for a different question.FeedbackClientis a player choosing to write something and send it; this is a game deciding on its own to send something, which needs its own consent gate before anything ever leaves the machine, unlike a player action that already consents to sending just by happening.sendis a silent no-op, not an error, untilsetConsent(true)has been called - automatic collection defaults off.mwgstays opinion-free on what an event actually contains, what "consent" means for a given game (a settings toggle, a first-launch prompt, a platform-level flag), and where the endpoint lives - the same boundaryFeedbackClient's own doc comment draws for manual reports.Example