How many players who drop out of a match manage to get back in time?
A shaky connection can drop and return several times in a minute, which makes a naive count look wonderful or terrible. This entry shows how to count whole interruptions and what counts as being back too late.
Why this works
A player's experience is one interruption, not the number of times the line flickered. Joining flickers into one event counts what the person went through, and requiring the return before the match ended counts only comebacks that gave them something to come back to.
When not to use it
It does not help when your game cannot be rejoined while running, or when matches are so short that nobody could return in time. Then measure how often people drop at all and fix the cause. Without a known end time for the match, leave it out instead of guessing.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 39 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 "How many players who drop out of a match manage to get back in time?" (read_entry reconnect-success-without-counting-flapping-twice) 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