Quick answer: When the control effect expires, start an immunity timer for that effect type and reject new applications of it until the timer elapses.
If players or enemies get locked in a stun loop, there is no immunity window after the effect. Granting brief diminishing-returns immunity breaks the chain. Here is how.
How to stop it
1. Start an immunity timer on expiry
When the stun ends, record immune_until[type] = now + immunity_duration so further stuns are blocked for that span.
2. Reject applies during immunity
In the apply function, if now < immune_until.get(type, 0), ignore the new application of that effect type.
3. Consider diminishing returns
Optionally shorten each successive control effect and lengthen immunity, so repeated crowd control becomes less effective rather than infinite.
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 Godot 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.
The bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.