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fix(game_eval): carve the not-ready path out into EVAL_GAME_NOT_READY (#518) (#519)
The opaque INTERNAL_ERROR 'regression' on game_eval (1.42%->6.15%) was a thin-baseline cohort artifact plus #500 reclassifying ~15s TimeoutErrors into fast ~3s INTERNAL_ERRORs; the genuine ~10s hang is flat ~2.8%. Carve the play-session-up-but-capture-not-ready failure into its own EVAL_GAME_NOT_READY code (mirrors #491, and is #518's Suggested Action #2) so the opaque bucket again means 'the eval truly hung'. Relabel only; no timing machinery touched.
Refs #518.
"Game-side autoload never registered its debugger capture within %ds. Is the game actually running? Start it with project_run / the editor's Play button, then retry. If it IS running, check Project Settings → Autoload for _mcp_game_helper (added automatically when the plugin is enabled)."%int(EVAL_READY_WAIT_SEC))
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## #518: EVAL_GAME_NOT_READY (not INTERNAL_ERROR) — the play session is up
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## but the game-side capture didn't register within the short wait. Fast
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## and caller-actionable; classifying it apart from the opaque 10s hang
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## keeps the INTERNAL_ERROR telemetry bucket meaning "the eval truly hung".
"Game-side capture didn't register within %ds. The play session is already running, so the game is most likely still booting — wait a moment and retry. If it persists, the _mcp_game_helper autoload is missing or disabled (Project Settings → Autoload; added automatically when the plugin is enabled), or the game uses a custom main loop."%int(EVAL_READY_WAIT_SEC))
"Game-side capture registered but its debugger session is no longer active — the game likely just stopped or is restarting. Confirm it's running and retry.")
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