Matchmaking returns "Session not found" (401) for a valid JWT after a transient MQTT disconnect, with no recovery path
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Evaluación
- Dificultad
- 2/5
- Tiempo estimado
- 1-3 horas
- Aptitud para principiantes
- 75/100
- Tipo de issue
- Error
- Claridad
- Bien especificado
- Estado de actividad
- Tranquilo
- Stack tecnológico
- typescript
- Área
- api, authentication, backend
Línea de trabajo
Empieza en src/features/matchmaking/matchmaking.route.ts, en la búsqueda estricta de getSession, y compárala después con ensureSession en src/features/auth/auth.service.ts. Reproduce la solicitud con la sesión ausente descrita en el issue y verifica que un JWT válido pueda recuperar una sesión respaldada por la base de datos en lugar de recibir Session not found (401).
Escrito por el modelo de indexación a partir del texto del issue.
Descripción
Matchmaking returns "Session not found" (401) for a player with a valid JWT, with no recovery path
Summary
A player who is correctly authenticated (valid JWT) can be permanently locked out of matchmaking with Session not found (401) after a single transient MQTT disconnect. Retrying does not help, because nothing recreates the in-memory session and the still-valid JWT means the client never re-authenticates. The only workaround is a full client restart.
Root cause
The in-memory session and the stateless JWT have decoupled lifetimes, and the matchmaking route is the only flow that requires the session strictly instead of self-healing.
-
Sessions are in-memory only.
src/state/index.ts—export const sessions = new Map<string, PlayerSession>(). No persistence, no rehydration on startup. -
JWT auth never checks for a session.
src/middleware/authenticate.tsonly runsverifyJwt(token)and setsreq.player. A valid token passes even when the session is gone. -
A non-lobby disconnect reaps the session immediately.
src/features/emqx/emqx.route.ts:async function releasePlayerLobbyOrSession(clientid) { const session = getSession(clientid) if (!session) return leaveAllQueues(clientid) if (session.lobbyCode) { await startGracePeriod(clientid) // lobby members get a grace period } else { removeSession(clientid) // everyone else is removed on the spot } }The MQTT
clientidis theplayerId(the client sendsplayer_idas the MQTT client id), sogetSession(clientid)/removeSession(clientid)resolve the real session. A player who is matchmaking — and therefore not yet in a lobby — has their session deleted the instant EMQX reportsclient.disconnected. -
Matchmaking requires the session strictly.
src/features/matchmaking/matchmaking.route.ts:const session = getSession(req.player.playerId) if (!session) throw new AppError('Session not found', 401)By contrast, ~5 other endpoints call
ensureSession()(src/features/auth/auth.service.ts), which rebuilds the session from the DB when it's missing. Matchmaking is the asymmetric one that does not self-heal.
Reproduction
- Authenticate (Steam) — session created, MQTT connected.
- Drop the MQTT connection briefly (ordinary network blip). The client default is
reconnect = false, so it does not auto-reconnect. - EMQX fires
client.disconnected; since the player isn't in a lobby, the server callsremoveSessionimmediately. - Click matchmake →
POST /api/matchmaking/queuewith the still-valid JWT →getSessionreturns nothing →Session not found(401). - Retrying never recovers: the JWT is still valid, so the client doesn't re-auth, and nothing else recreates the session.
Impact
A single transient disconnect strands an authenticated player. From the user's side it looks like matchmaking is simply broken; the only fix they have is to fully quit and relaunch the game (which forces a fresh /auth and recreates the session).
Suggested fixes (in order of smallest blast radius)
- Make matchmaking self-heal like the other routes — use
ensureSession(req.player.playerId)instead of strictgetSession. A DB-backed (Steam-authed) player would transparently get their session rebuilt instead of a 401. This is the minimal, consistent fix. - Don't immediately reap non-lobby sessions on disconnect — give them the same grace period lobby members get, so a brief blip doesn't destroy the session.
- (Client-side, optional) Treat a
401 Session not foundas "re-authenticate, then retry" rather than surfacing it as a terminal error.
Notes / unverified
The mechanism above is confirmed against the code end-to-end (in-memory map, stateless JWT, immediate non-lobby reap, strict matchmaking lookup, clientid == playerId). What is not independently confirmed is that a given user report was caused by this exact path versus another session-loss trigger (e.g. a server restart/redeploy wiping the in-memory map, or a grace-period expiry). All of those funnel into the same end state — valid JWT, no session, strict 401 — so the fixes apply regardless.
- Lenguaje dominante
- TypeScript
- Estrellas
- 13
- Forks
- 21
- Merge medio
- 3 d 16 h
- PR fusionados (30 d)
- 6
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