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When a multiplayer quiz room ends, save its final state first, send any completion event while players are still joined, then remove the channel and stop its timers and listeners. Treat channel removal as lifecycle cleanup—not proof that scores were saved or that every player received the event. After an unexpected disconnect, reconnect with appropriate backoff and reload the authoritative game state.
What channel removal does—and what it does not
In Supabase Realtime, a channel is a topic-named room. The protocol’s phx_leave message tells the server that a client is leaving a channel and stopping its event listening; the client SDK’s removal operation also removes that channel from the client. See the Realtime Protocol and the Swift channel-removal reference.
Removal is not a transaction for your game data, and it does not establish that a broadcast reached every peer. Supabase documents automatic cleanup 30 seconds after a client disconnects, but also warns that unused channels may degrade performance as simultaneous subscriptions increase. Explicit cleanup at the end of a room or view lifecycle avoids relying on that disconnect cleanup.
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This sequence is an application design pattern based on Realtime’s documented lifecycle and delivery behavior. Persist scores and round results in your authoritative store; use the channel for live coordination, not as the sole record of the game.
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- Persist the final result. Save the final answers, score, and room status in durable application storage before tearing down the channel.
- Publish completion while joined. Send the room-finished event before removing the channel. If players must confirm receipt, add an application-level acknowledgement; a successful send call alone may not establish delivery.
- Stop local activity and remove the channel. Stop quiz timers and listeners, then call the removal API for the SDK you use. Make this cleanup idempotent so a game-ending path, view unmount, or reconnect path can safely invoke it without corrupting local state. Check the API and behavior for your particular SDK and version.
- Reconcile on reconnect. Read the authoritative room state and determine whether the game is active, complete, or expired. Do not use ephemeral presence as the source of truth for scores.
Choose recovery based on the failure signal
Not every close should trigger a retry. Supabase’s protocol distinguishes a clean leave or close from an unexpected channel-process error, while client status callbacks can report states such as CLOSED and TIMED_OUT. Log the status and reason so your app can choose a response rather than blindly retrying.
| Signal or failure | Meaning and response |
|---|---|
phx_leave |
The client is leaving the channel. Use SDK cleanup when the room or view lifecycle ends. |
phx_close without a preceding error |
A clean close. Do not reconnect unless your application expected the channel to remain active. |
phx_error |
An unexpected server channel-process termination. Rejoin with exponential backoff. |
CLOSED or TIMED_OUT |
These may be expected or may indicate a real disconnect. Log status callbacks and recover when the state is unexpected. |
| Join rate limit | Back off and reduce join frequency; check for rapid room remounts or repeated joins. |
| Expired token | Refresh authentication, then rejoin. The protocol supports in-band token refresh for private channels. |
| Invalid JWT or configuration | Correct the credential or configuration issue instead of retrying indefinitely. |
| Channel-level system error followed by close | The channel is closed. System error messages do not include a machine-readable code field; log the message and map known causes to throttling, token refresh, payload correction, or delayed reconnect. |
The Realtime Protocol documents a minimum heartbeat cadence of 25 seconds to avoid timeout. It also lists a JavaScript-client reconnect schedule of 1,000, 2,000, 5,000, and 10,000 milliseconds, capped at 10 seconds and configurable through reconnectAfterMs. These are documented values, not a guarantee for every SDK version; verify the settings for the client you ship.
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Expose a reconnecting or degraded state to players when a live room unexpectedly disconnects. Keep retries bounded and avoid hiding a persistent authentication or configuration problem behind an endless retry loop.
Do not treat broadcast as score confirmation
Supabase documents that private-channel broadcast acknowledgements are disabled by default. With acknowledgements off, push failures—including size violations and row-level security write denials—may be silently dropped. With acknowledgements enabled, the JavaScript client’s send() still resolves to the string error without exposing the specific error atom. That response is not an application-level receipt from every intended player. Review the acknowledgement behavior in the protocol documentation.
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For private Broadcast channels, the sender needs insert permission and receivers need select permission. A successful sender call does not prove peers can receive the message. Also verify that all clients use the exact same topic: a typo, casing mismatch, or independently generated room ID can cause delivery to fail quietly. Supabase’s message-delivery troubleshooting guide covers these checks.
Check the right things when events do not arrive
Broadcast
- Confirm that every client joined the identical topic, including capitalization and room ID.
- For private channels, check insert permission for senders and select permission for receivers.
- Decide whether protocol-level acknowledgements are useful, but do not substitute them for a game-level confirmation when receipt matters.
Presence
Use Presence for slow-changing information such as whether a player is in a room, not high-frequency quiz state. Supabase’s Operational Error Codes guidance recommends Broadcast for high-frequency updates or throttling Presence track calls.
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Postgres Changes
If quiz clients listen for database changes, check the subscription status, filters, publication membership, and authorization. The troubleshooting guide notes that DELETE events are not RLS-filtered because the row has already been deleted.
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1Scan for outdated or missing drivers - takes under a minute2Clear out junk files and repair common Windows errors3Fix the driver behind crashes, sound loss and screen glitchesSeparate room lifetime from Realtime message cleanup
Supabase says its cleanup process deletes realtime.messages tables older than three days. This is maintenance for Realtime’s message storage; it is not a guarantee about quiz-room lifetime or final-score retention. Define room expiry and score retention in your own application data model. If you see JanitorFailedToDeleteOldMessages, the documented error is a scheduled Realtime cleanup failure; it does not provide a customer-side room teardown fix. For SubscriptionCleanupFailed or SubscriptionDeletionFailed, inspect project and server operational health rather than assuming that repeating client removal will repair the backend condition. See Operational Error Codes and Realtime Concepts.
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