Servers
glitchless_serversA multiplayer game's dedicated servers, when they run the Glitchless SDK in server mode (Node glitchless/server, or the Unity, Godot or Unreal server role): servers running now and the players connected to them; tick time against its budget (the slowest 5% of ticks, and the share of windows over budget) by players connected, by map and by version; CPU, memory and networked objects; crashes, each with the matches it ended and the players it dropped; long-running servers whose memory or objects keep climbing; the latest server runs; and the server findings (falling behind when full, a crash that ends matches, a leak). A server's sessions are kept apart from players' under the companion service ".server": every other tool reads them with service ".server" (glitchless_session for one server run, glitchless_get_error for a server crash's stack). Server sessions count as sessions like any other.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| 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 |