Host only. Ends the current in-game match and returns the lobby to waiting status so the same players can start another round (or queue again).
What it does:
in_game → waitingserver, matchId, and matchmaking fieldsAll players receive a lobby_updated SSE event with the reset state.
When to use: Rematch flows, party-persistent games, or any scenario where the host wants to reuse the lobby without forcing players to rejoin.
Natural server exits: If your game server shuts down on its own, the lobby transitions to completed and is cleaned up. Use end-match only when the host explicitly wants to rematch with the same group.
Unique player identifier. Must be the lobby host.
Lobby configuration name or ID.
Match ended. Lobby is back to waiting status with the same players. server and matchmaking fields are null.
Full lobby state including players, server, and matchmaking info.
Lobby ID.
Invite code for joining (null if private mode is disabled).
Lobby config name.
Current lobby status.
waiting, in_queue, starting, matched, match_found, in_game Player ID of the host.
Maximum player capacity.
Current number of players.
Preferred game server region.
Whether the lobby is hidden from browsing.
Whether players can join mid-game.
Custom game settings.
Players in the lobby with their state.
Game server info (null when no game running).
Matchmaking info (null when not searching).
ISO 8601 creation timestamp.
ISO 8601 last update timestamp.