quest'n'click 4.5.1 · r1

Built for quest'n'click 4.5.1, revision r1. Whether it is published, and which one is current, is recorded at publication.json.

Bridge and connector troubleshooting

Français · Troubleshooting · Published, reviewed by a person · Applies from: 4.1.20

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.

Audience, context, and the statuses of what this page rests on

Audience: admin · Context: Reality Bridge

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

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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