Error Codes Reference¶
Signal Fish Server uses structured error codes to communicate failures
to clients. Every error response includes a human-readable message
field and an error_code string that clients can match on
programmatically.
How Errors Are Delivered¶
Errors arrive as server messages over the WebSocket connection. The server uses several message types depending on the context:
Error-- general errors that can occur at any pointRoomJoinFailed-- errors specific to joining a roomReconnectionFailed-- errors specific to reconnection attemptsAuthenticationError-- errors during authenticationSpectatorJoinFailed-- errors when joining as a spectatorAuthorityResponse-- authority request denials (withgranted: false)
All of these message types include an error_code field containing one
of the codes documented below. The error_code field is optional in
some message types, but when present it is always a SCREAMING_SNAKE_CASE
string.
For v3 delivery gaps, Error is not the accounting record. An unsupported
payload is preceded by an exact DeliveryReport range; that prior report is
what authorizes the missing sequence. On a congested connection a final error
can be lost, so WebSocket close codes such as 4002 slow_consumer are
authoritative.
Example Error Message¶
{
"type": "Error",
"data": {
"message": "The room has reached its maximum player capacity.",
"error_code": "ROOM_FULL"
}
}
Example RoomJoinFailed Message¶
Error Code Categories¶
Error codes are organized into categories. The category ranges (1xxx, 2xxx, etc.) appear in source comments for organizational purposes; the wire format uses string codes, not numeric values.
Authentication Errors (1xxx)¶
Errors related to credentials, application identity, and session establishment.
| Error Code | Description |
|---|---|
UNAUTHORIZED |
Access denied. Credentials are missing or invalid. |
INVALID_TOKEN |
The authentication token is invalid, malformed, or expired. |
AUTHENTICATION_REQUIRED |
The operation requires authentication. Provide valid credentials. |
INVALID_APP_ID |
The provided application ID is not recognized. |
APP_ID_EXPIRED |
The application ID has expired. Renew your application registration. |
APP_ID_REVOKED |
The application ID has been revoked by an administrator. |
APP_ID_SUSPENDED |
The application ID has been suspended by an administrator. |
MISSING_APP_ID |
Application ID is required but was not provided in the request. |
AUTHENTICATION_TIMEOUT |
Authentication took too long to complete. |
CONNECTION_IDLE_TIMEOUT |
The connection was closed because no messages were received within the idle timeout (websocket.idle_timeout_secs). Send periodic Ping messages to keep the connection alive. |
SLOW_CONSUMER |
The delivery contract failed closed: reliable queue capacity timed out, the oldest outbound item/write exceeded websocket.max_sojourn_ms, or the server could not preserve exact report/control ordering. The best-effort error is followed by authoritative close code 4002 slow_consumer. |
ACTIVITY_TIMEOUT |
The server could not write its WebSocket Ping within the bounded write timeout, the connection missed the matching Pong deadline, or the activity reaper (server.ping_timeout) observed no inbound traffic within its window. Distinct from CONNECTION_IDLE_TIMEOUT (the socket-level websocket.idle_timeout_secs close). Compliant WebSocket stacks answer protocol Pings automatically; clients should still send application Ping messages when server probes are disabled. |
SDK_VERSION_UNSUPPORTED |
The SDK version is no longer supported. Upgrade to the latest version. |
UNSUPPORTED_GAME_DATA_FORMAT |
A payload could not be represented in the recipient's negotiated format. For v3, an exact DeliveryReport gap with reason unsupported_format is written first; this supplemental error is best effort, and a failed error write disconnects without exposing a successor. |
Validation Errors (2xxx)¶
Errors caused by invalid input, malformed messages, or constraint violations.
| Error Code | Description |
|---|---|
INVALID_INPUT |
The provided input is invalid or malformed. |
INVALID_GAME_NAME |
The game name is invalid. Must be non-empty and follow naming requirements. |
INVALID_ROOM_CODE |
The room code is invalid or malformed. |
INVALID_PLAYER_NAME |
The player name is invalid. Must be non-empty and meet length requirements. |
INVALID_MAX_PLAYERS |
The maximum player count is invalid. Must be a positive number within limits. |
MESSAGE_TOO_LARGE |
The message size exceeds the maximum allowed limit. |
INVALID_DELIVERY_CLASS |
A well-typed delivery class/key pairing is illegal: latest requires a u32 key; reliable/default and volatile forbid a key; connections below v3 must omit both fields. Malformed metadata is INVALID_INPUT instead. |
Room Errors (3xxx)¶
Errors related to room lifecycle, capacity, and membership.
| Error Code | Description |
|---|---|
ROOM_NOT_FOUND |
The requested room could not be found. It may have been closed. |
ROOM_FULL |
The room has reached its maximum player capacity. |
ALREADY_IN_ROOM |
You are already in a room. Leave the current room first. |
NOT_IN_ROOM |
You are not currently in any room. Join a room first. |
ROOM_CREATION_FAILED |
Failed to create the room. Try again later. |
MAX_ROOMS_PER_GAME_EXCEEDED |
The maximum number of rooms for this game has been reached. |
INVALID_ROOM_STATE |
The room is in an invalid state for this operation. |
GAME_START_NOT_READY |
StartGame was sent before every current player was ready. |
GAME_START_FORBIDDEN |
StartGame was sent by a player not permitted to start (the room has a designated authority and the sender is not it). |
Authority Errors (4xxx)¶
Errors related to the authority system, which designates a single client as the authoritative source of game state.
| Error Code | Description |
|---|---|
AUTHORITY_NOT_SUPPORTED |
Authority features are not enabled on this server. |
AUTHORITY_CONFLICT |
Another client has already claimed authority in this room. |
AUTHORITY_DENIED |
You do not have permission to claim authority in this room. |
Rate Limiting Errors (5xxx)¶
Errors triggered by exceeding request or connection limits.
| Error Code | Description |
|---|---|
RATE_LIMIT_EXCEEDED |
Too many requests in a short time. Slow down and retry later. |
TOO_MANY_CONNECTIONS |
Too many active connections. Close some before opening new ones. |
Reconnection Errors (6xxx)¶
Errors that occur when a client attempts to rejoin a room after a disconnection using a stored reconnection token.
| Error Code | Description |
|---|---|
RECONNECTION_FAILED |
Failed to reconnect. The session may have expired or the room closed. |
RECONNECTION_TOKEN_INVALID |
The reconnection token is invalid or malformed. |
RECONNECTION_EXPIRED |
The reconnection window has expired. Join as a new player. |
PLAYER_ALREADY_CONNECTED |
This player is already connected from another session. |
Spectator Errors (7xxx)¶
Errors related to spectator (read-only observer) mode.
| Error Code | Description |
|---|---|
SPECTATOR_NOT_ALLOWED |
Spectator mode is not enabled for this room. |
TOO_MANY_SPECTATORS |
The room has reached its maximum spectator capacity. |
NOT_A_SPECTATOR |
You are not a spectator in this room. |
SPECTATOR_JOIN_FAILED |
Failed to join as a spectator. The room may be full or spectating disabled. |
Signaling Errors (8xxx)¶
Errors related to targeted WebRTC signal relay (protocol v3 Signal
messages). The signal envelope is validated; the opaque payload is
never parsed.
| Error Code | Description |
|---|---|
CROSS_ROOM_SIGNAL |
Cannot signal a peer in a different room. Signaling is restricted to same-room peers. |
UNSUPPORTED_TRANSPORT |
Signaling requires the WebRTC transport, which was not negotiated for this connection. |
SIGNAL_TARGET_NOT_FOUND |
The target peer was not found in your room, or does not support WebRTC signaling. |
SIGNAL_RATE_LIMITED |
Too many signaling messages in a short time. Slow down trickle-ICE and retry shortly. |
SIGNAL_TOO_LARGE |
The serialized signal payload exceeds the server's security.max_signal_bytes cap (default 16 KiB). |
Server Errors (9xxx)¶
Internal server failures. These typically indicate transient issues that may resolve on retry.
| Error Code | Description |
|---|---|
INTERNAL_ERROR |
An internal server error occurred. Try again or contact support. |
STORAGE_ERROR |
A storage error occurred while processing the request. |
SERVICE_UNAVAILABLE |
The service is temporarily unavailable. Try again in a few moments. |
SERVER_DRAINING |
The server is draining for shutdown. New room creation is rejected; existing sockets will close with 4000 server_shutdown at the drain deadline. |
Handling Errors in Client Code¶
Error codes are delivered as strings, so clients can match on them directly. The following Rust example demonstrates a pattern for handling error codes received from the server.
/// Represents an error response from Signal Fish Server.
struct ServerError {
message: String,
error_code: Option<String>,
}
fn handle_server_error(error: &ServerError) {
let Some(code) = &error.error_code else {
eprintln!("Server error (no code): {}", error.message);
return;
};
match code.as_str() {
"ROOM_FULL" => {
println!("Room is full. Try a different room or create a new one.");
}
"RATE_LIMIT_EXCEEDED" => {
println!("Rate limited. Backing off before retrying.");
}
"RECONNECTION_EXPIRED" => {
println!("Reconnection window expired. Joining as a new player.");
}
"SERVER_DRAINING" => {
println!("Server is draining. Retry on another healthy instance.");
}
"ROOM_NOT_FOUND" => {
println!("Room not found. It may have been closed.");
}
"AUTHENTICATION_REQUIRED" | "UNAUTHORIZED" | "INVALID_TOKEN" => {
println!("Authentication error. Re-authenticating.");
}
code if code.starts_with("INTERNAL") || code.starts_with("SERVICE") => {
println!("Server issue. Retrying after a delay.");
}
unknown_code if !unknown_code.is_empty() => {
eprintln!("Unhandled error code {unknown_code}: {}", error.message);
}
unknown_code => {
eprintln!("Unhandled error code (empty): {}", error.message);
}
}
}
Common Scenarios¶
Room is full (ROOM_FULL)¶
The room has reached its max_players limit. To resolve this, wait for
a player to leave and retry, or create a new room by sending a
JoinRoom message without a room_code.
Rate limited (RATE_LIMIT_EXCEEDED)¶
Your client is sending messages faster than the server allows. Implement
exponential backoff: wait 1 second, then 2, then 4, and so on before
retrying. The Authenticated response includes a rate_limits object
with your per-minute, per-hour, and per-day limits.
Reconnection expired (RECONNECTION_EXPIRED)¶
The reconnection window has closed since the client disconnected. The
stored auth_token is no longer valid. The client must rejoin the room
as a new player by sending a fresh JoinRoom message.
Server draining (SERVER_DRAINING)¶
The process is shutting down gracefully. New room creation is refused during the
drain, and connected sockets close with WebSocket code 4000 and reason
server_shutdown at the drain deadline. Protocol v3 clients may first receive
GoingAway; v2 clients see only the close frame. Retry on another healthy
instance and create or join a fresh room.
Invalid input (INVALID_INPUT)¶
The message format or content does not meet validation requirements. Check that:
game_nameis non-empty and within length limitsplayer_namemeets the server's naming rules (seeProtocolInfo)room_codefollows the expected formatmax_playersis a positive number within allowed limits- The overall message size does not exceed the server's limit
- Delivery metadata uses a known class token, a non-null value, and a
u32key when present
Invalid delivery class (INVALID_DELIVERY_CLASS)¶
Delivery metadata is valid only on negotiated-v3 JSON GameData. Use no key
with an omitted or reliable class, a required u32 key with latest, or no
key with volatile. Raw binary frames and pre-v3 messages cannot carry delivery
metadata. A recognized, well-typed but illegal pairing reaches
INVALID_DELIVERY_CLASS; an unknown class token, wrong type, out-of-range key,
or explicit null fails decoding as INVALID_INPUT. The invalid message is
not relayed.
Authentication failures (UNAUTHORIZED, INVALID_APP_ID)¶
Verify that your app_id is correct and has not expired, been revoked,
or been suspended. Send an Authenticate message before attempting
room operations when authentication is enabled.
Spectator join failed (SPECTATOR_JOIN_FAILED, SPECTATOR_NOT_ALLOWED)¶
Spectator mode must be enabled for the room. Verify the room exists, supports spectators, and has not reached its spectator capacity limit.
See Also¶
- Protocol -- full message format documentation
- Getting Started -- basic usage examples
- Features -- complete feature overview