Quick answer: Write the friendship symmetrically for both players atomically, then push a live update or invalidate the cached list so both lists reflect the new friend immediately.

Accepting a friend request and then not seeing the friend, on one or both sides, is a data and refresh bug. Writing the relationship for both users in one operation and pushing a live update makes the friendship appear instantly.

How to fix it

1. Write both sides atomically

Create the friendship record for both users in a single transaction so a partial write cannot leave it visible to one player but not the other.

2. Push a live list update

Notify both clients to add the new friend, or invalidate and refetch the cached list, so the friend appears without requiring a relog.

3. Clear the pending request

Remove the request from the pending and incoming lists on acceptance so it does not linger as both a pending request and a confirmed friend.

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.

Ship the fix, watch the signature disappear from the next build. That's how you know it's really gone.