Quick answer: Add an input delay buffer so commands are scheduled several turns ahead, and detect persistent stalls to drop or pause the offending player gracefully.
Deterministic lockstep requires all inputs before stepping a turn. With no buffer, ordinary latency on one connection halts the entire match until that input arrives.
How to fix it
1. Schedule inputs with a delay buffer
Apply each player's command N turns in the future (e.g. 3-5 turns) so there is slack for it to arrive across the network before its execution turn.
2. Adapt the delay to latency
Measure round-trip time and grow the input delay when latency rises, trading a little input lag for a stall-free simulation across all players.
3. Handle persistent stalls explicitly
If a player's input is still missing after a grace period, show a waiting indicator and, past a threshold, drop them and continue deterministically so the match does not hang forever.
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.
Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.