Nakama Authoritative multiplayer matchmaking not working

Whenever I use matchmaker for an authoritative match, the match turns out to be not authoritative. It appears the lua register_matchmaker_matched is not even running because the logs aren’t logging.

Using Nakama Docker Compose and Godot 4 SDK
Using Lua for server framework

func start_matchmaking_async(data):
	if not _socket:
		await connect_to_server_async()
	leave()
	var min_players = 2
	var max_players = 4
	
	if data.has('min_count'):
		data['min_count'] = max(min_players, data['min_count'])
	else:
		data['min_count'] = min_players
	
	if data.has('max_count'):
		data['max_count'] = min(max_players, data['max_count'])
	else:
		data['max_count'] = max_players
	
	var result = await _socket.add_matchmaker_async("*", data['min_count'], data['max_count'], {}, {})
	
	if result.is_exception():
		leave()
	else:
		_matchmaker_ticket = result.ticket
		return result.ticket
local nk = require("nakama")

local function makematch(context, matched_users)
    -- print matched users
    for _, user in ipairs(matched_users) do
        local presence = user.presence
        nk.logger_info(("Matched user '%s' named '%s'"):format(presence.user_id, presence.username))
        for k, v in pairs(user.properties) do
            nk.logger_info(("Matched on '%s' value '%s'"):format(k, v))
        end
    end

    local modulename = "Game"
    local setupstate = {
        invited = matched_users
    }
    local matchid = nk.match_create(modulename, setupstate)
    return matchid
end

nk.register_matchmaker_matched(makematch)

Hello @Ancoder2009,

Do you see something like: “Registered Lua runtime Matchmaker Matched function invocation” in the logs?

If not there may be something wrong with your setup.

Yes I saw it in the logs, but now i switched to typescript and it works.