Network
glitchless_networkNetwork quality of a multiplayer game: ping (median and the slowest 5%), lag (the share of connected play with a round trip over 150 ms), packet loss and jitter, and disconnects (per hour played, by reason, and the share of level attempts a disconnect ended: never counted as fails), overall and by level, version, platform and kind of connection (Wi-Fi, mobile data, wired), and by region when the game sets a region property (or by any property given as by). Also the worst matches by ping (glitchless_match opens one), and the network findings: a whole lobby lagging at once (the server), one kind of connection or region lagging (players' connections, or no server near them), disconnects rising in a release. The SDKs read it from the engine's netcode (Netcode for GameObjects, Mirror, Godot's ENet, Unreal's net driver, WebRTC) or the game's netSample calls.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| by | No | A session property to split by besides the built-in ones, e.g. "region" (the default when the game sets one) or "$play": each of its values (up to 8) read on its own | |
| 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. | |
| 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. | |
| 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 | |
| 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 |