No C# in Bedrock. No Java unless you're talking about the Android versions. Very little C.
It's mostly C++.
Minecraft is famously under-optimized and needy in terms of CPU frequency. If running a vanilla (no server mods) version, then using something optimized, like PaperMC is a better idea for datacenter VMs. (Until you need to dupe sand or something.)
The other route is installing a bunch of optimization mods - some really do help.
However, they may be a problem if players are sensitive to possible non-vanilla behaviour (as you mentioned, and it’s not limited to cheaty duping). Thankfully, spinning up a server with a selection of performance mods is very easy these days. Various tricks like pre-generating chunks in advance also help.
Paper is good enough for anyone but very technical players pushing to the limits of redstone tick timing logic, entity behavior, chunk loading mechanics, etc. These don't matter even for advanced players doing normal things.
Promoting a telemetry solution when it comes to a hobby server, which you host for yourself and which can’t bankrupt you by running up a massive AWS bill, doesn’t seem to make much sense when simply bottling it up in Docker and being able to restart or recreate at will is enough (mount volumes for logs and persistent data, back it up, and you’re good).
With games like Minecraft in particular there’s value in being able to have multiple servers with different worlds, perhaps different mods, etc. If you decide not to have more servers because they are snowflakes you do not have time to set up monitoring for then you rob yourself and your players of the opportunity to have more fun.
Furthermore, containerizing it allows you to upgrade as new game versions come out quickly by simply spinning up a new container with your preexisting world as a test, and you get you basic system resource usage monitoring built-in.
What I think could be a more interesting exercise is a dashboard for friends or family that allows to manage the lifetime and configuration of their respective containers.
In any case, fun starts when the system have more interdependent components.
Luckily, all of the interesting components are existing third party libraries so if you don't want to use their SaaS service, you can build your own Minecraft dashboard pretty easily.
Alerting is specific to Dash0. I know of no other monitoring solution that lets you run real PromQL on logs. But there will be similar ways of accomplishing the same alerting logic.
The goal of my comment was to highlight opportunities for more fun and less what seems like toil.
Furthermore, this is an article about a telemetry solution posted on a site of that telemetry solution. They make money from this.
For a game, a solution that simply restarts the container if it’s down solves the issue. You can mount game logs in a volume if you want, and you can see resource usage in container host dashboard. What value do detailed system metrics bring?
Furthermore, you don’t care what software you run to make your garage door system Siri-enabled, as long as it does its job and is not vulnerable; whereas with a game that adds new gameplay features multiple times per month, you do want to update it frequently. Babysitting a snowflake server makes it way more difficult than it should be.
Am I misguided?
I have Dockerfiles from 10 years ago for Grafana and a time-series DB so basically you learn it once and you can bang out basic telemetry infra in an hour afterwards.
And I still actually use InfluxDB and Grafana for my hobby stuff. My current Dockerfiles just look like my old ones…
Forge and its recent fork Neoforge are supported too.