Quick answer: On the close event, remove the player from the room, and when the room becomes empty clear its timers and delete it from the rooms map so it is garbage collected.
A WebSocket game server whose memory climbs over hours is leaking rooms that were never deleted when everyone left. Tear the room down on the last disconnect. Here is how.
How to fix it
1. Handle the socket close event
On each socket's close handler, remove that player from its room. This is the only reliable hook for both deliberate leaves and dropped connections, so do all per-player cleanup here.
2. Delete the room when empty
After removing a player, if the room has no remaining sockets, clear its game-loop setInterval handles and delete it from the rooms map. A lingering interval keeps the whole room object alive and leaks memory.
3. Add an idle sweep as a backstop
Run a periodic sweep that deletes rooms with zero players or no activity past a timeout. This catches rooms a missed close event would otherwise leave orphaned in the map.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every HTML5 error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
Reproduce it once with full context and the fix writes itself. The hunt is the expensive part.