Quick answer: Generate a unique id per event on the client, send it with every retry, and dedupe on the server so repeated deliveries collapse to one record.
A flaky network causes your purchase_completed event to land twice, inflating revenue metrics. The client retried after a dropped ack. Per-event idempotency keys fix the duplicate.
How to fix it
1. Assign an event id
Create a UUID per event at creation time and keep it stable across retries so the same logical event always carries the same id.
2. Dedupe server-side
Make the ingest endpoint idempotent: drop or upsert events whose id was already stored, so a retried delivery does not create a second row.
3. Only clear on ack
Keep an event in the client queue until the server acknowledges it; retry with the same id rather than generating a new one on each attempt.
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.