quest'n'click 4.5.0 · r1

Built for quest'n'click 4.5.0, revision r1. Whether it is published, and which one is current, is recorded at publication.json.

Bridge and connector troubleshooting

Français · Type: troubleshooting · Audience: admin · Context: Reality Bridge · Status: ready · Applies from: 4.1.20

The Reality Bridge, local profile (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: jobs reality, reality-xcheck; CI plan reality; 2 test files · people's passes: none · known limits: none listed on this page

The Reality Bridge, distributed profile (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: jobs bridge-postgres, deployment-smoke; CI plan reality; 1 test file · people's passes: bridge-postgres-https not run (#77) · known limits: none listed on this page

The 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 plan reality; 3 test files · people's passes: connectors-real-security not 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":

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

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


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