Tell crashes from real quits when a session ends without an exit message
A game that freezes mid-session and gets closed looks just like a player who chose to leave, unless you look at what came next. Counting crashes as quits blames the design for a bug. This entry shows how to separate the two from the log.
Why this works
A missing goodbye has more than one cause, and a person who comes back right away almost surely did not want to stop. Giving that group its own name keeps a bug from being counted as boredom. Those who never return stay a separate unknown rather than a guess.
When not to use it
Do not use it when people play in many short bursts and reopen the game right away on purpose, such as a phone game between tasks. A quick return then says little about a crash. Look at error reports from the device itself instead.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 20 lines of example code with 3 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Tell crashes from real quits when a session ends without an exit message" (read_entry crash-or-quit-session-endings) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP