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Glitchless

Network

glitchless_network
Read-onlyIdempotent

Network 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

NameRequiredDescriptionDefault
byNoA 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
envNoOnly include sessions from this environment, e.g. "prod" (what the game passes to init; builds a developer runs usually send "dev")
gameNoThe 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.
hoursNoLook-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.
propsNoOnly 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
serviceNoGame service name (defaults to the most recently active game)
versionNoOnly include sessions from this game version
session_typeNo"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_branchNoOnly include sessions that ran this Steam branch ("public", or a beta's name); games that use Steamworks send it

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observed

TDQS

A4.1/5.0
Behavior4/5

Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?

Annotations already cover the safety profile (read-only, idempotent, non-destructive, closed-world), so the description's contribution is meaning: it defines lag as share of connected play over 150 ms, clarifies disconnects are 'never counted as fails', and explains where the data originates (engine netcode hooks — NGO, Mirror, ENet, Unreal net driver, WebRTC — or netSample calls). That tells the agent how to interpret an empty or partial result. It does not describe the response shape or pagination, which is the remaining gap.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness4/5

Is the description appropriately sized, front-loaded, and free of redundancy?

Front-loaded correctly: metrics first, then breakdown dimensions, then the worst-matches pointer, then findings, then data provenance. It is information-dense rather than padded, though the long run-on sentences and heavy parenthetical nesting make it slower to scan than it needs to be.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness4/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

For a 9-parameter analytics tool with no output schema, the description covers what the metrics mean, what dimensions arrive, what findings look like, and where the data comes from — enough to call it correctly and interpret the result. The absence of any indication of the response structure (sections, per-finding shape) is the main thing left to the schema and guesswork.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters3/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

Schema coverage is 100%, so the schema already carries parameter meaning and the baseline is 3. The description adds only a little, chiefly the default behavior of `by` (region when the game sets a region property, otherwise any property given as `by`) and the standard breakdown dimensions. It adds nothing about env, version, session_type, steam_branch, or hours beyond what the schema documents.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose5/5

Does the description clearly state what the tool does and how it differs from similar tools?

The description names the precise resource (multiplayer network quality) and enumerates its constituents — ping median/slowest 5%, lag share over 150 ms RTT, packet loss, jitter, disconnects per hour by reason — plus the breakdowns and findings it produces. It distinguishes itself from siblings by pointing at glitchless_match for an individual worst match and by framing its own findings as lobby-wide vs. connection-type/region-wide, which separates it from glitchless_servers and glitchless_triage.

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines4/5

Does the description explain when to use this tool, when not to, or what alternatives exist?

It routes the agent outward for adjacent needs: 'glitchless_match opens one' for a worst match, glitchless_events for property values, glitchless_list_games for game ids. However, it never states explicitly when to pick this tool over glitchless_performance or glitchless_servers — the exclusions are implied by topic rather than declared.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.

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