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EN Team Write Refused 409
Français · Troubleshooting · Published, reviewed by a person · Applies from: 4.2.3
On a team Studio, your save was refused with a 409: someone else saved the same file after you opened it. Nothing of theirs was overwritten, and your draft is kept. This page says how to see what changed and how to save yours.
Audience, context, and the statuses of what this page rests on
Audience: author · Context: hosted Studio
The Studio Server (hosted team Studio) · contract: experimental · verified by CI (support matrix of 4.4.0, 2026-10-23): Postgres, S3 and Keycloak in CI; Chromium and Firefox (job studio-hosted); WebKit on macOS, by hand only · automated checks: jobs
studio-hosted,studio-install-smoke; CI planstudioHosted; 3 test files · people's passes:studio-hostednot run (#149),studio-collabnot run (#150),studio-previewnot run (#166),studio-assets-hostednot run (#167),studio-mcp-remotenot run (#196),studio-oidc-genericnot run (#197) · known limits:per-file
- In the Studio: a dialog "The file changed since you read it", with "Someone saved
rooms/kitchen.tsmeanwhile (revision 42): this is what changed since you read it at revision 40. Your draft is kept: apply it on the latest version, or copy it." - Through the API, the CLI or the MCP: HTTP 409,
{"error": "rooms/kitchen.ts changed since revision 40 (now 42)", "path", "readAt", "head", "before", "now"}: the file as you read it and as it is now, when it is text.
Each write says which revision its editor read, in the header x-studio-base; every read answers with its revision in
x-studio-revision. If one of the files the write changes was saved by someone else after that revision, the write is
refused:
- Another member saved the same file after you opened it. The most common case.
- You saved it yourself from somewhere else: another tab, or an AI agent working for you through the MCP. Only the writes of the same tab, CLI or MCP session never refuse each other.
- Undo or redo of an operation whose file someone else changed since: refused the same way, "cannot undo …: changed since".
Limit ·
per-fileThe check is per file: two notes edited at once are one file (notes.json), so they refuse each other. A script that sends nox-studio-baseis not checked this way. The room view's placement is checked against what the Rooms tab read, while the view may still show an older preview for a moment.
- The dialog shows what changed between the revision you read and now.
- Through the API,
readAtis the revision you read,headthe current one,beforeandnowthe file at each. - If the error has no
pathbut says "changed while this edit was being prepared" or "while this edit was being checked", another write landed during yours: try again, nothing else to do.
- Read what changed in the dialog: it may already hold what you wanted, or clash with it.
- For an edit the server makes on the file (a text, a value, a note, a voice line): click "Apply my edit on the latest version". Your edit is applied on top of theirs; nothing of theirs is lost.
- For a whole document (a room's layout, the storyboard): either click "Replace with my version (drops their change)", knowing it removes theirs, or copy your draft, reload the file, and redo your change on the new version.
- Through the API, read the file again (its answer gives the new
x-studio-revision), redo the change, and send it with that revision asx-studio-base. Nothing is sent again unless you ask.
The save goes through, with a revision after the one in the error's head. GET /api/ops lists both operations,
theirs and yours.
- 423, "… is held by …": someone holds the span right now; that is a lock, not a stale read. See Write refused on the hosted Studio: span locked (423).
- The Reality Bridge's 409 has nothing to do with the Studio: a pairing code confirmed twice, a speedrun run sent twice. See Bridge and connector troubleshooting.
- Other 409s of the Studio Server:
"… already exists in room …"(an id already taken), and"another epoch: resynchronise"onGET /api/ops?epoch=…when the project is not the one the client knew (read the history again from the start).
Generated publication · publication générée — current documentation · documentation courante: quest'n'click 4.5.3 r1, documentation revision · révision de la documentation b061c4ae6fbeb0be47a11ba8a442ba7e23ecb0a1.
Latest documentation · dernière documentation: https://quest-n-click.cleverapps.io/docs · https://quest-n-click.cleverapps.io/fr/docs; earlier versions · versions précédentes: each release's quest-n-click-docs-<version>.tar.gz · l'archive quest-n-click-docs-<version>.tar.gz de chaque release, https://github.com/Quest-n-Click/quest-n-click/releases
An edit made in this wiki is overwritten at the next publication · une modification faite dans ce wiki est écrasée à la publication suivante.
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Index (6)
Start (6)
Play (9)
Install (18)
- Requirements
- Install from the release archive
- Install from npm
- Install from the repository to work on the engine
- doctor: checking your machine
- Image toolchain
- Audio toolchain: ffmpeg, fluidsynth, Furnace, uv
- Upgrade
- Upgrade notes: 4.5
- Upgrade notes: 4.4
- Upgrade notes: 4.3
- Upgrade notes: 4.2
- Upgrade notes: 4.1
- Upgrade notes: v3
- Upgrade notes: v2 to v3
- Coming from web-scumm
- Package reference
- Install troubleshooting
Create a game (55)
- Your first game
- Layout of a created project and of the engine repository
- The working loop
- Content principles and the identity contract
- Rooms
- Geometry: placement, walk zones, masks, layers, camera
- Something is visible but unreachable
- Reactions
- Game commands
- Conditions
- Flags, variables and events: which to use
- Custom code
- Characters
- Items and inventory
- World map
- Dialogues
- Scripts and events
- Moving characters: patrols and walks
- Exits
- Chapters and objectives
- State and saves: persistent or temporary, renaming an id, migrations
- Staging: wide rooms and animations
- The stage: lights, particles, floors
- Skin and fonts
- Title and credits
- Heroes: several characters and hero choice
- Built-in minigames
- A custom minigame
- Translations
- Music in stems
- Sound effects
- Voices: per language and per hero
- Images: prompts, cutting sheets, transparency, scale
- Asset provenance
- The storyboard, source of truth
- Puzzle design
- Classic mechanics
- Review pages
- DSL reference
- Checking your game
- What the solver proves
- Solver options
- Playtests
- Remix
- Speedrun for authors
- The sealed ending
- Production template
- Example games
- Working with an AI
- Build and release a game
- Publish on GitHub Pages
- The static game on Clever Cloud
- Other static hosts
- Sub-path, cache and service worker, incomplete deploys, going back
- Testing on a phone over the LAN
Local Studio (24)
- The local Studio: overview and launch
- Edit a room
- Placement and stage
- Preview, apply, undo
- Storyboard
- Assets and cutting
- Check: validator, solver, critical path, heat, health, coverage
- Before and after captures
- Semantic diff
- Play and replay a session
- Rule explainer
- Language and objectives
- Voices and the heroes × languages matrix
- Map
- Notes
- Remix in the Studio
- Music
- The Assistant: bring your own key
- Demo mode and studio-apply
- Local and LAN security
- Studio API
- Local MCP: setting up each client
- MCP tools
- Studio troubleshooting
Team Studio (21)
- What runs where
- Concepts: revision, transaction, span, lease, preview, build
- Starting as an invited dev
- Working together day to day
- Roles and actions: the full matrix
- Invitations
- Managing members
- Write refused on the hosted Studio: stale base revision (409)
- Write refused on the hosted Studio: span locked (423)
- Recovering after a lost lease, a disconnection or a stale preview
- Comments
- Map and semantic diff
- Publishing builds
- Remote MCP
- The game in Git
- Upgrading the engine of a hosted game
- Hosted assets
- The server's command line
- Health and metrics routes
- Trying it locally with compose.yml
- Known limits
Clever Cloud (23)
- Clever Cloud: overview, cost and prerequisites
- Apps and add-ons
- Domains and TLS
- Keycloak
- Generic OIDC and GitLab
- Configuration
- First deployment
- Backups
- RPO and RTO
- Restore the Studio on a fresh installation
- Redeploys
- Upgrading the server and checking state after a migration
- Limits of going back
- Monitoring
- Security
- Rotating keys
- Recovering admin access
- Changing domain or OIDC provider
- Worker, PostgreSQL or Cellar down
- Exporting the game and leaving the installation
- Retention
- Clever Cloud troubleshooting
- Costs and teardown
Reality Bridge and connectors (16)
- The Reality Bridge: what it is
- Quick start
- Guarantees
- Install and run the Bridge
- Backup and restore
- Several tenants
- Signals and the manifest
- The Bridge's command line
- Connectors overview
- Email connector
- Telnet connector
- SSH connector
- Open Badges connector
- The connector SDK
- Security: Biscuit and signatures
- Bridge and connector troubleshooting
Contribute (25)
- Welcome
- Developer setup
- The dev loop
- Before a pull request
- Conventions
- Writing documentation
- Architecture
- Code tour
- Import boundaries
- Which tests run when
- Mutation testing
- The coverage ratchet
- The quality baseline
- CI explained
- Field passes
- Benchmarks
- Releasing
- npm packages
- Decisions and ADRs
- Governance
- Bot pull requests
- Contributing with AI agents
- Security policy
- Code of conduct
- Licences and credits