Quick answer: Detect the close, reconnect with exponential backoff, resync state on reconnect, and avoid a tight reconnect loop.
WebSocket drops without recovery stop the game. Backoff reconnection fixes it. Here is how.
How to fix it
1. Detect close and reconnect
Handle the WebSocket close and error events and trigger a reconnect, rather than leaving the game stuck on a dead connection. A connection that drops without reconnection logic just stops working.
2. Use exponential backoff
Reconnect with increasing delays (and a cap) rather than immediately retrying in a loop, which hammers the server and the network. Backoff recovers gracefully without making things worse during an outage.
3. Resync on reconnect
After reconnecting, resync the game state with the server, since events may have been missed while disconnected. A silent reconnect without resync leaves the client out of sync with the server.
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.
A crash you can name from its stack trace is a crash you can usually fix in minutes.