From 13382531ce421d177de890f1c70a549e9e936e0f Mon Sep 17 00:00:00 2001 From: KyuubiYoru Date: Sat, 22 Aug 2026 23:21:10 +0200 Subject: [PATCH] docs(integration): correct channel claim and flag UDP port collision (#21) MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit SpaceGame's v1.0.0 evaluation (SpaceGame docs/rendezvous-eval.md @ 8eb5607) found the pilot doc asserting ChannelsCount=3 as current SpaceGame fact — their source uses LiteNetLib's single-channel default, and a peer mismatch fails connections silently, so the doc now states the requirement as agreement rather than a count. The compose file also gains a loud warning that host UDP 9050 collides with common game-client defaults during same-machine evaluation. --- deploy/compose/compose.yaml | 4 ++++ docs/integration/spacegame-pilot.md | 7 +++++-- 2 files changed, 9 insertions(+), 2 deletions(-) diff --git a/deploy/compose/compose.yaml b/deploy/compose/compose.yaml index df98ae1..0bb39d8 100644 --- a/deploy/compose/compose.yaml +++ b/deploy/compose/compose.yaml @@ -34,4 +34,8 @@ services: - ${RENDEZVOUS_SECRET_SOURCE:-./secrets/signing-key}:/run/secrets/rendezvous-signing-key:ro ports: - "127.0.0.1:${RENDEZVOUS_HTTP_HOST_PORT:-8080}:8080/tcp" + # 9050 is also a common game-client default UDP port. Evaluating this + # service on the same machine as a running game client can silently + # collide; remap with RENDEZVOUS_UDP_HOST_PORT and keep the advertised + # Rendezvous:Deployment:PublicUdpPort in appsettings matched to it. - "${RENDEZVOUS_UDP_HOST_PORT:-9050}:9050/udp" diff --git a/docs/integration/spacegame-pilot.md b/docs/integration/spacegame-pilot.md index a52d8a2..4f9c256 100644 --- a/docs/integration/spacegame-pilot.md +++ b/docs/integration/spacegame-pilot.md @@ -31,8 +31,11 @@ must be repeated from the public feed. ## Proven local path -The SpaceGame host and client each create one caller-owned `NetManager`, set its -three gameplay QoS channels before `Start`, and give the same manager and +The SpaceGame host and client each create one caller-owned `NetManager`, +configure any additional gameplay QoS channels before `Start` (the pilot +harness used three; current SpaceGame source uses LiteNetLib's default single +channel — both peers must simply agree, because a `ChannelsCount` mismatch +fails the connection silently), and give the same manager and `RendezvousNetListener` to the coordinator. Rendezvous authenticates discovery, join authorization, host presence, mediation, and connection outcome reporting. After traversal, SpaceGame performs a separate audience-bound admission exchange