Some sessions last 40 days because the phone clock jumped
A few players show impossible play times, and they drag every average. The cause is a phone clock that was changed or corrected in the middle of play. This entry shows which two clocks to record, how to notice a jump and how to still place a session in time.
Why this works
A clock that people and the system can set is a statement, not a measurement. A clock that only counts forward cannot be told a different time, so lengths come from that one, and the date clock is used only to say roughly when it happened.
When not to use it
Do not trust the forward-only clock across a restart of the phone or app, and some systems stop it during sleep. If sessions are short and cheap to lose, simply drop the few with impossible lengths instead of repairing them.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 34 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 "Some sessions last 40 days because the phone clock jumped" (read_entry wrong-phone-clock-ruins-session-lengths) 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