How does enabling session events impact costs?
There are two events
- client_session_start (should just be 1 event per session, unless there is a 10 min gap between focus)
- client_focus_change - so this one will emit each time client focus changes (keyboard on android, check notification, etc)
The 2nd event could happen pretty often, especially if player just constantly keeps changing focus. Will that rack up event count really high?
It also seems to pollute the event stream, although it can be filtered, there will be costs to storing those events as well.
It will depend on the type of game, but it seems enabling session events could increase events per player by a lot (2x, 3x, etc). Also it seems players can use this knowledge to intentionally incur many events.
Thanks