Quick answer: Delay the single-click action by the double-click threshold and cancel it if a second click arrives, so only the appropriate handler fires.

Double-clicking an inventory item to use it also fires the single-click select, doing both actions. The single handler runs too eagerly. Here is how to fix it.

How to fix it

1. Defer the single action

On click, start a short timer (about 250ms). Run the single-click action only when the timer elapses without a second click.

2. Cancel on the second click

If a second click arrives before the timer fires, cancel the pending single action and run the double-click action instead.

3. Prefer dblclick where possible

Where the platform provides a native double-click event, use it together with a deferred single handler rather than reinventing the threshold logic.

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 HTML5 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.