docs(integration): verify Godot and Linux SpaceGame pilot (#21)
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This commit is contained in:
KyuubiYoru
2026-07-16 20:32:53 +02:00
parent ebb5eb617c
commit 9e863ebf64
5 changed files with 113 additions and 66 deletions
+5 -3
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@@ -42,9 +42,11 @@ test "$RENDEZVOUS_UID" -ne 0
docker compose -f deploy/compose/compose.yaml up --build --detach
```
`deploy/compose/appsettings.Production.json` is an isolated loopback smoke
profile, not an Internet template: it deliberately opts into private advertised
endpoints and has no TLS proxy. Its random key is ignored by Git and must be
`deploy/compose/appsettings.Production.json` is a local/private-bridge smoke
profile, not an Internet template: TCP is published only on host loopback, the
explicit `rendezvous` host name serves isolated clients on the Compose network,
and the profile deliberately opts into private advertised endpoints without a
TLS proxy. Its random key is ignored by Git and must be
deleted after use. Its deliberately long key window only keeps this disposable
local fixture usable; production keys require short, reviewed rotation windows.
Production configuration must use its real public names and must leave
+45 -21
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@@ -3,60 +3,84 @@
"recordedAt": "2026-07-16",
"issue": 21,
"consumerIssue": "Kyuubi/SpaceGame#3",
"result": "checkpoint-pass-with-open-gates",
"rendezvousCommit": "7fb85059fb7003ca0984ebd0cc9541218d33ae93",
"consumerCommit": "86424ebde69a7eeae110106ab5f84c68f04af89b",
"result": "checkpoint-pass-with-external-gates",
"rendezvousBaseCommit": "ebb5eb617c0bbb170418afab396b68584b7f992e",
"consumerCommit": "f3f5bc29810c362656cd7143bec1ddc2cfaf9f22",
"consumerIssueComment": 11469,
"packages": {
"FinalFactory.Rendezvous.Client": {
"version": "1.0.0",
"source": "local-candidate",
"sha256": "606711e4961867ca8fe95fde973aa85f2b6e7483cafe4867ca8daa918aa78b6b"
"sourceCommit": "07004cd75fe172aa5dfdb3edda22fc280a4c4477",
"sha256": "fb156cf48b49f75c244dd25ea7cc4aa9fc6fab0a878393bb7efd5d9b131d0395"
},
"FinalFactory.Rendezvous.Contracts": {
"version": "1.0.0",
"source": "local-candidate",
"sha256": "394acf0a1419690829ff38eb214b1833cf64edbc85bbb7182345bfe77b8ec1f0"
"sourceCommit": "07004cd75fe172aa5dfdb3edda22fc280a4c4477",
"sha256": "a82ba986d3905d599096d1d8ce8f32cd4feb104abfca37b0f65e0d2ef3df9a6f"
},
"LiteNetLib": {
"version": "2.1.4"
}
},
"localRun": {
"processes": ["Rendezvous", "SpaceGame host pilot", "SpaceGame client pilot"],
"processes": ["Rendezvous", "Godot SpaceGame host", "two sequential Godot SpaceGame clients"],
"typedOutcome": "Connected",
"gameAdmission": "Accepted",
"directGameplay": true,
"directInputs": 1,
"directSnapshots": 1,
"rendezvousGameplayPayloads": 0,
"authenticatedSessions": 2,
"directInputs": 2,
"directSnapshots": 2,
"lifecyclePackets": 4,
"gameplayTransport": "caller-owned-litenetlib",
"rendezvousGameplayPayloadPath": "none",
"hostLeaseRenewed": true,
"reconnected": true,
"deregistered": true
},
"linuxRun": {
"runtime": "Godot 4.7 .NET Linux x86_64",
"freshExport": true,
"sourceDirty": false,
"optimized": true,
"dedicatedHostNamespace": "docker",
"remoteClientNamespace": "docker",
"topology": "private-bridge",
"directGameplay": true,
"fallback": "PunchTimedOut to explicit Docker-gateway endpoint, then Accepted game admission and direct gameplay",
"artifactHashes": "SpaceGame issue #3 comment 11469"
},
"negativePaths": {
"incompatibleProtocol": "proven",
"staleHostPresence": "proven",
"punchTimeout": "proven",
"invalidAdmission": "unit-and-protocol-boundary-proven",
"invalidAdmission": "integration-proven",
"capacity": "regression-tested",
"fallbackConnection": "open",
"reconnect": "open"
"fallbackConnection": "godot-and-isolated-linux-proven",
"reconnect": "proven"
},
"verification": {
"debugBuild": "passed",
"releaseBuild": "passed",
"debugTests": { "passed": 29, "failed": 0 },
"releaseTests": { "passed": 29, "failed": 0 },
"debugTests": { "passed": 31, "failed": 0 },
"releaseTests": { "passed": 31, "failed": 0 },
"exportRelease": "optimized-without-debug-symbols",
"format": "passed",
"shellcheck": "passed",
"twoProcessHarness": "passed",
"godotReconnectHarness": "passed",
"godotFallbackHarness": "passed",
"linuxContainerHarness": "passed-clean-source",
"failureMatrix": "passed",
"adversarialReview": "passed-after-fixes"
},
"openGates": [
"public-package-restore",
"actual-godot-process-integration",
"dedicated-fallback-connection",
"disconnect-reconnect",
"remote-linux-dedicated",
"representative-external-nat",
"spacegame-imgui-native-runtime-dependency"
"representative-external-nat"
],
"relatedSpaceGameGates": [
"production-enet-replacement",
"capacity-profiles-64-and-128",
"sigterm-drain-save"
]
}
+38 -33
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@@ -2,20 +2,20 @@
Tracking: Rendezvous #21 and SpaceGame #3.
The first SpaceGame checkpoint proves that the v1 client boundary can establish
The current SpaceGame checkpoint proves that the v1 client boundary establishes
authenticated direct LiteNetLib traffic without taking ownership of the game's
protocol, admission, player identity, entity identity, capacity, or gameplay
payloads. It does not yet pass the complete consumer-pilot gate. The public
package restore, actual Godot-process integration, connected fallback transport,
remote Linux dedicated run, representative external NAT run, and reconnect path
remain required before #21 can close.
protocol, admission, player identity, entity identity, capacity, lifecycle, or
gameplay payloads. Real Godot processes, reconnect, an explicit dedicated
fallback, and a fresh Linux export now pass. The public package restore and a
representative external NAT/CGNAT canary remain required before #21 can close.
## Pinned checkpoint
| Input | Value |
| --- | --- |
| Rendezvous source | `7fb85059fb7003ca0984ebd0cc9541218d33ae93` plus the #21 compatibility changes |
| SpaceGame source | `86424ebde69a7eeae110106ab5f84c68f04af89b` |
| Rendezvous compatibility source | `ebb5eb617c0bbb170418afab396b68584b7f992e` plus the current #21 configuration/evidence changes |
| Rendezvous package source | `07004cd75fe172aa5dfdb3edda22fc280a4c4477` |
| SpaceGame source | `f3f5bc29810c362656cd7143bec1ddc2cfaf9f22` |
| Client package | `FinalFactory.Rendezvous.Client` `1.0.0` |
| Contracts package | `FinalFactory.Rendezvous.Contracts` `1.0.0` |
| LiteNetLib | `2.1.4` |
@@ -45,19 +45,28 @@ out-of-sequence, and over-rate traffic. It assigns a canonical game entity ID
only after admission. The player ID, entity ID, listing ID, join-attempt ID, and
LiteNetLib peer ID remain distinct values.
The bounded two-process harness observed:
The bounded real-process harnesses observed:
- host publication and lease maintenance;
- browser compatibility filtering and join authorization;
- typed traversal outcome `Connected`;
- successful audience-bound game admission;
- one reliable ordered input and one sequenced state snapshot on the direct
gameplay socket;
- zero SpaceGame gameplay payloads handled by Rendezvous; and
- successful host deregistration.
- reliable ordered frame-definition and spawn lifecycle records, reliable
ordered input, and sequenced state snapshots on the caller-owned gameplay
socket;
- disconnect and a new authenticated session for the same durable player while
LiteNetLib peers and canonical entity IDs change;
- immediate host lease renewal and successful host deregistration;
- a fresh optimized Linux export running the host and client in distinct
hardened container namespaces; and
- a forced punch timeout that connects the isolated client to an explicitly
advertised, non-loopback Docker-gateway fallback and repeats game admission.
Both Debug and Release builds passed. Both Debug and Release test runs passed 29
tests with zero failures. The focused formatter, shell checker, clean
Rendezvous exposes no gameplay relay API; all lifecycle, command, and snapshot
bytes are sent by SpaceGame through its caller-owned `NetManager`. Both Debug
and Release builds passed. Both Debug and Release test runs passed 31 tests with
zero failures. ExportRelease is optimized with debug symbols removed. The
focused formatter, shell checker, fresh-export provenance gate, clean
candidate-package restore, and adversarial branch review also passed.
## Failure evidence
@@ -67,11 +76,11 @@ candidate-package restore, and adversarial branch review also passed.
| Incompatible protocol | protocol `999` returns no compatible listing and starts no traversal | Proven |
| Stale/no host presence | typed `NoHostPresence/RendezvousService/HostPresence/Mediation` | Proven |
| Traversal timeout | non-listening mediator produces typed `PunchTimedOut/LocalTraversal/NatTraversal/NatTraversal` | Proven |
| Rejected game admission | invalid signature and wrong audience deny gameplay; expiry and replay are regression-tested | Proven at protocol/unit boundary |
| Rejected game admission | invalid signature denies gameplay in the process matrix; wrong audience, expiry, and replay are regression-tested | Proven |
| Capacity and duplicate player | game-owned roster rejects both and publishes current capacity | Regression-tested |
| Configured fallback | policy excludes authorization, compatibility, and capacity failures | Policy only; transport path open |
| Disconnect | direct session ends and host deregisters | Proven for checkpoint shutdown |
| Reconnect | a second authenticated session after disconnect | Open |
| Configured fallback | typed `PunchTimedOut`, explicit non-loopback endpoint, same game admission, direct gameplay | Proven locally and across Linux namespaces |
| Disconnect | host observes zero active players and final admitted count zero | Proven |
| Reconnect | same durable player enters a second authenticated session with new peer/entity IDs | Proven |
## Rendezvous-side compatibility fixes
@@ -80,6 +89,8 @@ repository:
- the local production-shaped smoke tenant accepts SpaceGame gameplay protocol
`2` and the bounded `mode` metadata key;
- the Compose smoke tenant explicitly allows its private-network service name
and enables only the dedicated-endpoint fallback policy;
- SDK guidance requires games using multiple LiteNetLib QoS channels to set
`ChannelsCount` before `Start` and states that Rendezvous reserves no gameplay
channel; and
@@ -90,18 +101,12 @@ Documentation contract tests cover these generic requirements.
## Remaining acceptance gates
Do not mark #21 passed until all of these have direct evidence:
Do not mark #21 passed until both remaining external gates have direct evidence:
1. restore the exact immutable `1.0.0` packages from the public Gitea feed;
2. drive the host and client through actual Godot game processes, not only the
console pilot;
3. implement and exercise the configured dedicated fallback connection with the
same game admission and identity rules;
4. prove disconnect followed by a fresh authenticated reconnect;
5. run a remote client against a Linux dedicated host and capture normal
termination/drain behavior;
6. run representative external NAT canaries and record the network topology and
typed outcome; and
7. clear the current SpaceGame Linux runtime blocker: its pre-existing ImGui
GDExtension native library is absent. A headless process exit code of zero
while that load error is present is not runtime proof.
1. restore the exact immutable `1.0.0` packages from the public Gitea feed; and
2. run representative external NAT/CGNAT canaries and record the network
topology and typed outcome.
SpaceGame #3 remains open independently for the production ENet replacement,
64/128-player profiles, and SIGTERM/drain/save evidence. The consumer pilot
does not claim those broader game-migration gates.