Quick answer: Hash and log key simulation state each tick on every client, compare logs to find the first diverging tick, and fix the nondeterminism at that point.
Desyncs are invisible until you find the exact tick they began. State hashing pinpoints it. Here is how.
How to fix it
1. Hash state per tick
Compute a checksum of the deterministic state each tick on every client and log it with the tick number.
2. Find the first divergence
Compare logs across clients to locate the earliest tick where the hashes differ — that is where the bug lives.
3. Fix the nondeterminism
Trace that tick for floating-point, ordering, or RNG differences and make the computation deterministic.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
Ship the fix, watch the signature disappear from the next build. That's how you know it's really gone.