Did players leave the match because of a bad connection or because they wanted to?
A player who disappears from a match could have been thrown out by lag or could simply have had enough. The fixes are completely different. This entry shows what to log around every exit so the two can be told apart afterwards.
Why this works
Someone who left right after a bad connection and someone who left with a healthy one did different things, and only the second chose it. Judging each exit by how the connection looked just before it separates cause from guesswork, and treats a dead connection as its own case.
When not to use it
It is useless when you cannot watch the connection during play, or when delay hardly matters, as in slow turn-based games played over days. There, ask players why they stopped or look at where they left. A healthy line also shows only that nobody forced them out, not that they were angry.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 25 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 "Did players leave the match because of a bad connection or because they wanted to?" (read_entry dropouts-caused-by-lag-or-by-choice) 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