{"version":"2.1.269","anchor":"skills-sync-telemetry-gains-a-suspended-outcome-and-unifie","canonical_anchor":"skills-sync-telemetry-gains-a-suspended-outcome-and-unifie","heading":"Skills sync telemetry gains a suspended outcome and unified payload builder","tier":"internal","area":"Skills","scope":null,"heads_up":null,"url":"https:\/\/changelogs.core-directive.com\/v\/2.1.269\/e\/skills-sync-telemetry-gains-a-suspended-outcome-and-unifie","release_url":"https:\/\/changelogs.core-directive.com\/v\/2.1.269","markdown":"### Skills sync telemetry gains a `suspended` outcome and unified payload builder\n\nSkills-sync telemetry gains a 'suspended' outcome for rounds delayed by the process being asleep\n\n**What**\n\nThe skills-sync process, which keeps the list of available skills up to date, now builds its telemetry through a single shared function that always includes `account_opt_in`, `trigger`, and `duration_ms`, plus two new fields: `suspended_ms` (time the process spent suspended or asleep during the round) and `tick_late_ms` when applicable.\n\n- If a skills-list fetch fails with a timeout, network, or HTTP error, and `suspended_ms` exceeds 45 seconds, the round now reports its outcome as `suspended` instead of `list_failed`.\n\n**Why**\n\nThis distinguishes sync failures caused by the process being suspended, for example a laptop going to sleep, from genuine network or server failures, giving clearer telemetry about why a sync round didn't complete.\n\n- Area: Skills\n- Tier: Under the hood\n- Useful: 1\/5\n- Signal: 1\/5"}