Quick answer: Gate host-migration code behind a check for peer-hosted topology, and on dedicated servers rely on reconnection to the same authoritative server instead.
Host migration makes sense when a player hosts, but on a dedicated server the server is the authority and never migrates. Running migration logic there causes chaos. Here is how to gate it.
How to fix it
1. Detect the hosting topology
Branch on whether the session is peer-hosted or dedicated. Host migration applies only when a player is the host; on a dedicated server the authority is the server and migration is meaningless.
2. Disable migration on dedicated
On dedicated builds, skip the migration path entirely. The server keeps authoritative state through any single client's drop, so the correct response to a disconnect is client reconnection, not host election.
3. Use reconnect instead of migrate
Where dedicated clients drop, route them through your reconnection flow to rejoin the same server and resume their preserved state, rather than invoking a host-election routine that has no host to elect.
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.
A crash you can name from its stack trace is a crash you can usually fix in minutes.