Match
glitchless_matchMatches of a multiplayer game, from every side (the game marks a match with setGroup('match', id), the ID its server made; every SDK hashes it the same way, so its players and its server join up). Without id: the window's matches, the most recent first, or the worst by lag (ping) or disconnects (sort), each with its level, players, outcomes, disconnects, ping and lag (the share of connected play over 150 ms), and its server's tick. With id: one match slot by slot (30 seconds) from its start, with a verdict that tells a whole lobby lagging at once (the server or its network) from one player lagging (their connection): each player's ping, frame time, outcome and disconnects, the server's ticks against its budget and the players connected in the same slots, and the match's events. slots: true gives every slot of every player.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| id | No | A match id (h_… or the game's own), from the list or a finding | |
| env | No | Only include sessions from this environment, e.g. "prod" (what the game passes to init; builds a developer runs usually send "dev") | |
| game | No | The game, by name or id, when signed in to a workspace (glitchless_list_games lists them); later calls keep it. Ignored with a key for one game. | |
| sort | No | Without id: recent (default), lag (the worst ping p95 first) or disconnects | |
| hours | No | Look-back window in hours (default 24), as far back as the workspace keeps data on Glitchless Cloud (the answer says when it starts later than asked). Past 744 (31 days) answers are by day. | |
| limit | No | Without id: how many matches (default 20) | |
| props | No | Only sessions with these session properties (what the game set with setProperties): { rank: "diamond" }, or a list of values for any of them, { rank: ["diamond", "master"] }; "(none)" keeps the sessions without one. glitchless_events lists the properties and their values. Read from the sessions, so over 31 days or less | |
| slots | No | With id: every 30-second slot of every player and server (long for a big match); by default only the slots that lagged | |
| service | No | Game service name (defaults to the most recently active game) | |
| version | No | Only include sessions from this game version | |
| session_type | No | "user": players only; "tester": people on TestFlight and other test builds only; "synthetic": bots, playtests and store test devices only; "all" or unset: every session. Findings (glitchless_triage, and the overview's) read the production sessions of players unless env or session_type is given | |
| steam_branch | No | Only include sessions that ran this Steam branch ("public", or a beta's name); games that use Steamworks send it |