docs: add integration guides and incident runbooks (#20)
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# Game integration seams
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Tracking: #20
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Use the [TestClient start-to-finish guide](test-client.md) before integrating a
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game. It proves the service and network path without engine or game code. This
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page documents only the seams that the diagnostic cannot choose for a game:
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package/version policy, ownership of the gameplay socket, host admission,
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metadata, credential custody, and deployment compatibility.
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## Packages and compatibility
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Consume `FinalFactory.Rendezvous.Client` and
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`FinalFactory.Rendezvous.Contracts` from the approved Gitea NuGet source and pin
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both to the same exact released version. Do not use a floating version range.
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The current release matrix is machine-readable in
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[`compatibility.json`](../releases/compatibility.json); the same window is
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available from authenticated `GET /v1/operator/status`.
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The authoritative package feed is
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`https://git.finalfactory.de/api/packages/HeiKyu/nuget/index.json`. Add it to the
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consumer's `NuGet.config` and map only Rendezvous packages to it; retain the
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consumer's existing NuGet.org mapping for other dependencies:
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```xml
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<packageSources>
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<add key="FinalFactory" value="https://git.finalfactory.de/api/packages/HeiKyu/nuget/index.json" />
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</packageSources>
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<packageSourceMapping>
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<packageSource key="FinalFactory">
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<package pattern="FinalFactory.Rendezvous.*" />
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</packageSource>
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<packageSource key="nuget.org">
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<package pattern="*" />
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</packageSource>
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</packageSourceMapping>
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```
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When the feed is anonymously readable, no reader credential is needed. If
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registry policy requires authentication, use the platform's NuGet credential
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provider or a protected per-user/CI NuGet configuration populated by the secret
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manager. Never put a registry token in the project file, repository,
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package-source URL, or `dotnet` command argument.
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```xml
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<ItemGroup>
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<PackageReference Include="FinalFactory.Rendezvous.Client" Version="1.0.0" />
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<PackageReference Include="FinalFactory.Rendezvous.Contracts" Version="1.0.0" />
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</ItemGroup>
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```
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Run `dotnet restore`, then `dotnet list package --include-transitive` and verify
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that Client and Contracts resolve to the same exact version and LiteNetLib to the
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release matrix version before compiling the game.
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Release 1.0.0 targets `netstandard2.1`, requires LiteNetLib `2.1.4`, speaks HTTP,
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UDP, and connection-ticket contract version `1`, and requires an exact
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tenant-configured gameplay protocol match. A package patch does not silently
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change a wire version. Follow the [release and migration policy](../releases/README.md)
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when changing any dimension, and validate the generated
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[OpenAPI v1 document](../api/rendezvous-v1.json) rather than hand-building HTTP.
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## One caller-owned gameplay socket
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Create the game's LiteNetLib manager through `RendezvousNetListener`; do not open
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a separate NAT socket. The game owns start, stop, and disposal. A coordinator
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owns polling while it is active, so call its `Poll()` once from the game/network
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thread and do not also call `NetManager.PollEvents()` during that period.
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```csharp
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RendezvousNetListener networkEvents = new();
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NetManager gameplayNetwork = networkEvents.CreateManager();
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if (!gameplayNetwork.Start(gameplayPort))
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{
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throw new InvalidOperationException("Gameplay UDP socket could not start.");
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}
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using RendezvousHostCoordinator host = new(
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gameplayNetwork,
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networkEvents,
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mediatorEndPoint,
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publishedSession,
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joinClient);
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host.Poll(); // call each game frame while this coordinator owns polling
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```
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Register normal game callbacks on `networkEvents.GameplayEvents`. Rendezvous
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reserves only its authenticated direct requests and forwards other callbacks.
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The same socket sends host presence, punches through the mediator, establishes
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the peer, and then carries gameplay. A NAT introduction is not success; accept a
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peer only after the coordinator reports the typed `Connected` outcome.
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`Poll()` does not fetch new invitations. Schedule
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`RefreshJoinAttemptsAsync` repeatedly for the entire hosting lifetime using a
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bounded caller-owned timer (the diagnostic uses 250 ms), never allow two refreshes
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to overlap, and inspect each typed result. The refresh performs HTTP work and
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queues a snapshot; it does not call the LiteNetLib manager. Continue calling
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`Poll()` on the manager's owning thread so the queued snapshot, presence traffic,
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and callbacks are processed. Run the lease maintainer concurrently and cancel
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both loops before disposing the coordinator.
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For example, start one sequential refresh loop when hosting begins and await it
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during shutdown:
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```csharp
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static async Task RefreshInvitationsAsync(
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RendezvousHostCoordinator host,
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CancellationToken cancellationToken)
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{
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using PeriodicTimer timer = new(TimeSpan.FromMilliseconds(250));
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do
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{
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RendezvousClientResult<int> result =
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await host.RefreshJoinAttemptsAsync(cancellationToken);
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if (!result.IsSuccess)
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{
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ObserveBoundedHostRefreshFailure(result.Error);
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}
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}
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while (await timer.WaitForNextTickAsync(cancellationToken));
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}
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```
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On the joining side, create an attempt through `RendezvousJoinClient`, then give
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the issued attempt to `RendezvousClientCoordinator` using the same manager and
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listener. Cancellation, outcome reporting, bounded deadlines, fallback, and
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lease-maintainer examples are in the packaged
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[`FinalFactory.Rendezvous.Client` README](../../src/FinalFactory.Rendezvous.Client/README.md).
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## Host admission remains game-owned
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The coordinator privately validates and consumes the signed one-time connection
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ticket before accepting the LiteNetLib transport request. Do not create a second
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`ConnectionTicketValidator` beside it: the coordinator deliberately does not
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expose the expected or presented ticket. A connected transport proves only that
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Rendezvous authorized one attempt; it does not prove player identity,
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entitlement, capacity, ban status, or gameplay compatibility.
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Treat `AttemptCompleted` with a successful outcome and non-null `Peer` as the
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start of game-owned admission. Keep that peer outside authoritative gameplay
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until the game's normal authentication and admission exchange succeeds; disconnect
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it on rejection or timeout:
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```csharp
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host.AttemptCompleted += (_, completed) =>
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{
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if (!completed.Outcome.IsSuccess || completed.Peer is null)
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{
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return;
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}
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BeginBoundedGameAuthentication(
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completed.Peer,
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onAccepted: AdmitToAuthoritativeGameplay,
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onRejected: peer => peer.Disconnect());
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};
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```
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Revoke an attempt when the game cancels it. Never log a ticket or capability. A
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successful Rendezvous check must not bypass the game's authentication or
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authoritative server rules. `ConnectionTicketValidator` is a lower-level
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primitive for a custom transport integration that owns the complete request
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acceptance path; it is not an extra gate for `RendezvousHostCoordinator`.
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## Provision each game and environment
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Provision game/environment scope before issuing credentials. The policy fixes
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enabled regions, exact gameplay protocols, visibility and publisher trust modes,
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metadata schema and byte budgets, quotas, and whether a dedicated fallback may
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be published. Unknown or disabled scope fails closed. Follow
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[game provisioning and signing-key lifecycle](../security/provisioning.md) for
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the complete schema, principal kinds, secret providers, overlap, and revocation.
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Dedicated publisher credentials belong only on trusted hosting infrastructure.
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Never ship one in a player build, repository, image layer, appsettings file, URL,
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argument, log, crash report, or analytics event. Issue a short-lived credential
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scoped to one game/environment and its allowed regions from the trusted
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deployment boundary. Player-host grants are issued to an authenticated player
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session at runtime and are never embedded in the build. Player-host grants,
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dedicated publishers, anonymous unlisted hosts, and operators are separate
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principal kinds; do not interchange them.
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Rotate signing keys with an overlap:
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1. install a new authorized key inside its `NotBefore`/`SignUntil` window;
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2. begin issuing with it while the old key remains verify-only;
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3. wait at least the maximum credential lifetime plus allowed clock skew;
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4. retire the old verifier after `VerifyUntil` and preserve custody records.
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A suspected compromise is not routine rotation: stop issuance, revoke the exact
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key through the protected operator route, remove or replace it in provisioning,
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invalidate affected credentials, and follow the
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[key-compromise runbook](../operations/incident-runbooks.md#signing-key-or-issuer-compromise).
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## Metadata is public and policy-owned
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Treat listing metadata as untrusted public input. Define a small allowlist in
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each provisioned game's `MetadataValueMaxBytes`, set `RequiredMetadataKeys`, and
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keep `MetadataMaxKeys` and `MetadataMaxBytes` to the smallest useful values. Values
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must be display data only—for example a bounded map or ruleset identifier. Never
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publish player identity, free-form chat, secrets, access tokens, internal
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addresses, world state, or data needed for authoritative gameplay.
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The platform contract caps metadata at 32 keys, 256 UTF-8 bytes per value, and
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4096 encoded bytes total; tenant policy can and should be smaller. Build version
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and display name are separately bounded public fields. Games must escape metadata
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for their UI and must not infer trust from a listing being present.
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## Local, staging, and production path
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Use the checked-in Compose profile only for the local TestClient guide. For a
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real environment:
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1. provision the game/environment policy and externally held signing keys;
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2. deploy one active service behind the source-preserving HTTPS/UDP topology in
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[secure single-active Linux deployment](../deployment/linux.md);
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3. install matching exact package versions in the game and set its service and
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mediator endpoints through environment-specific configuration;
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4. pass the TestClient health/publish/browse/punch/direct-traffic smoke using a
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short-lived diagnostic credential;
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5. run the topology harness and representative consumer-network trials; and
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6. monitor typed outcomes and bounded metrics before broad rollout.
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Rendezvous v1 has no relay, account system, matchmaking engine, server-browser
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UI, gameplay authority, or durable session database. A game owns player-facing
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recovery and an explicit fallback. Do not describe direct traversal as guaranteed.
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