docs(integration): correct channel claim and flag UDP port collision (#21)
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.
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@@ -34,4 +34,8 @@ services:
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- ${RENDEZVOUS_SECRET_SOURCE:-./secrets/signing-key}:/run/secrets/rendezvous-signing-key:ro
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- ${RENDEZVOUS_SECRET_SOURCE:-./secrets/signing-key}:/run/secrets/rendezvous-signing-key:ro
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ports:
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ports:
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- "127.0.0.1:${RENDEZVOUS_HTTP_HOST_PORT:-8080}:8080/tcp"
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- "127.0.0.1:${RENDEZVOUS_HTTP_HOST_PORT:-8080}:8080/tcp"
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# 9050 is also a common game-client default UDP port. Evaluating this
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# service on the same machine as a running game client can silently
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# collide; remap with RENDEZVOUS_UDP_HOST_PORT and keep the advertised
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# Rendezvous:Deployment:PublicUdpPort in appsettings matched to it.
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- "${RENDEZVOUS_UDP_HOST_PORT:-9050}:9050/udp"
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- "${RENDEZVOUS_UDP_HOST_PORT:-9050}:9050/udp"
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@@ -31,8 +31,11 @@ must be repeated from the public feed.
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## Proven local path
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## Proven local path
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The SpaceGame host and client each create one caller-owned `NetManager`, set its
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The SpaceGame host and client each create one caller-owned `NetManager`,
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three gameplay QoS channels before `Start`, and give the same manager and
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configure any additional gameplay QoS channels before `Start` (the pilot
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harness used three; current SpaceGame source uses LiteNetLib's default single
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channel — both peers must simply agree, because a `ChannelsCount` mismatch
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fails the connection silently), and give the same manager and
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`RendezvousNetListener` to the coordinator. Rendezvous authenticates discovery,
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`RendezvousNetListener` to the coordinator. Rendezvous authenticates discovery,
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join authorization, host presence, mediation, and connection outcome reporting.
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join authorization, host presence, mediation, and connection outcome reporting.
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After traversal, SpaceGame performs a separate audience-bound admission exchange
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After traversal, SpaceGame performs a separate audience-bound admission exchange
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