feat(client): standardize connection outcomes (#13)
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KyuubiYoru
2026-07-16 10:18:41 +02:00
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@@ -17,7 +17,7 @@ Rendezvous is intended to provide:
- Isolation by game, environment, protocol version, and region.
- Operational health, metrics, logging, administration, and rate limiting.
UDP hole punching cannot guarantee a direct connection through every network. Symmetric NAT, carrier-grade NAT, restrictive firewalls, and platform policies can prevent it. Consumers must therefore support a defined fallback, such as a dedicated server or a future relay service.
UDP hole punching cannot guarantee a direct connection through every network. Symmetric NAT, carrier-grade NAT, restrictive firewalls, and platform policies can prevent it. Consumers must therefore support a defined fallback, such as a dedicated server. The v1 SDK returns an optional game-configured endpoint for an explicit caller decision; it never routes automatically, and v1 does not provide a relay.
## Connection flow
@@ -75,7 +75,12 @@ The initial service does not provide:
## Project status
Rendezvous is currently in its initial design and bootstrap stage. The first implementation should establish the contracts, directory leases, LiteNetLib mediator, client SDK, thin test client, and a three-party integration test before either game depends on it for production connectivity.
Rendezvous is under active roadmap development. The versioned contracts,
directory leases, authenticated join attempts, LiteNetLib mediator, caller-owned
SDK coordination, and typed connection outcomes are implemented. The thin test
client, deployment hardening, and production-readiness roadmap remain in progress;
participating games must not treat the current repository as a finished production
service until those gates land.
The ratified v1 boundaries, trust decisions, privacy rules, safety budgets, and
threat model are indexed in [the architecture documentation](docs/architecture/README.md).