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.ts only runs verifyJwt(token) and sets req.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 clientid is the playerId (the client sends player_id as the MQTT client id), so getSession(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 reports client.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 calls removeSession immediately.
- Click matchmake →
POST /api/matchmaking/queue with the still-valid JWT → getSession returns 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 strict getSession. 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 found as "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.
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: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: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
reconnect = false, so it does not auto-reconnect.client.disconnected; since the player isn't in a lobby, the server callsremoveSessionimmediately.POST /api/matchmaking/queuewith the still-valid JWT →getSessionreturns nothing →Session not found(401).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
/authand recreates the session).Suggested fixes (in order of smallest blast radius)
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.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.