Bridge and connector troubleshooting
Français · Type: troubleshooting · Audience: admin · Context: Reality Bridge · Status: ready · Applies from: 4.1.20
The Reality Bridge,
localprofile (SQLite) · contract: stable · verified by CI (support matrix of 4.4.0, 2026-10-23): Node 22.13+ with node:sqlite, on Ubuntu; Chromium and WebKit end to end · automated checks: jobsreality,reality-xcheck; CI planreality; 2 test files · people's passes: none · known limits: none listed on this pageThe Reality Bridge,
distributedprofile (Postgres) · contract: experimental · verified by CI (support matrix of 4.4.0, 2026-10-23): Postgres 16 in CI; The qualification profile: HTTPS, three instances (ops/qualify/) · automated checks: jobsbridge-postgres,deployment-smoke; CI planreality; 1 test file · people's passes:bridge-postgres-httpsnot run (#77) · known limits: none listed on this pageThe connectors (email, Telnet, SSH, Open Badges) · contract: experimental · verified by CI (support matrix of 4.4.0, 2026-10-23): Node 22 on Ubuntu (Telnet and SSH not on Windows) · automated checks: jobs
connectors,connector-archive-e2e; CI planreality; 3 test files · people's passes:connectors-real-securitynot run (#79) · known limits: none listed on this page
What a Reality Bridge's error codes mean, and what to do about them. The Bridge is the server that carries signals from the real world (an email, a badge, a terminal) to a player's game; its connectors send those signals. This page covers the Bridge's own answers, not the hosted Studio's, which has codes of the same numbers.
The Bridge answers 409
A Bridge's 409 means "this was already done", never "your copy is stale":
{"error": "pairing", "message": "already confirmed"}onPOST /v1/pairings/<code>/confirm: the pairing code was confirmed already, by this connector or another one. Two connectors confirming one code at once: one wins, the other gets this 409. The player is paired; nothing to redo.{"error": "duplicate", …"this run was submitted already (the first submitter keeps it)"}onPOST /v1/runs: the same speedrun run was sent twice, and the second is refused as it would join the queue. The first submission keeps its place in the queue; it is ranked only once the speedrun worker finds it valid.{"error": "trust", …"only a run the worker found valid can be moderated"}: a moderator tried to verify a run the speedrun worker did not find valid.
None of them loses data: the first action stands. To check it, read the Bridge's log (JSON lines on its standard
output): "event":"pairing.confirmed" with the playerId for the pairing, "event":"run.submitted" (then
run.verified) for the run. The Bridge has no operator route that reads a pairing's state. Never call
GET /v1/pairings/<code> to check one: that is the player's one-time claim, and calling it hands out, and uses up, the
player's capability.
The Bridge answers 503
{"error": "busy", "message": "the store is busy: try again in a second"}, withRetry-After: 1: another process held the store's write lock longer than the request could wait (SQLite). Nothing was written; send it again.GET /readyzanswers 503{"status": "unavailable"}: the store does not answer. Look at the database first.- From 4.1.20, a Bridge whose maintenance lease is lost (not renewed, or the database connection that holds its lock
dropped) holds its writes, which answer 503, and fails
/readyzuntil it takes a lease again (its log linemaintenance.lease.lostsays why).
The same event arrived twice
A connector may send the same signal twice (a retry after a timeout, a restart). The Bridge accepts it once: POST /v1/signals answers 202 the first time, and 200 with duplicate for a dedupeKey it already accepted. The player's
save keeps the sequence of signals it applied, so a signal is never applied twice in the game.
A connector is down
- The game plays on: a player offline, or without a signal, keeps playing; what arrives later is applied when it arrives.
- A connector started with a
healthport answersGET /healthwith 200 when it is well, 503 otherwise, with adetail;GET /metricson the same port gives its counters. - An email connector leaves a message unseen when the Bridge refused it for a reason that may pass (the Bridge away or busy, a quota): it is read again at the next poll. A message refused for good is marked seen and flagged, for you to look at. Over a quota the Bridge answers 429: the connector sees it, nothing is dropped in silence.