Spielerando

Why do match-found screens fail: players who decline or players who are away?

When a found match falls apart you need to know whether people said no or simply were not there, because the cures are opposite. This entry shows how to tell the two apart in the logs, including players who changed their mind.

Why this works

Silence leaves no trace, so a check that starts from the replies cannot see the people who never answered. Starting from who was expected, and keeping each person's first answer, separates a bad match offer from an alert that was simply missed.

When not to use it

It is not worth much in a game where players are always at the screen and answer within a moment, nor where nobody can refuse. Then look at how long the answer takes, or at what players do right after the offer appears.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 37 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 "Why do match-found screens fail: players who decline or players who are away?" (read_entry ready-check-fails-by-decline-or-silence) 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