docs(integration): record SpaceGame pilot checkpoint (#21)
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@@ -70,6 +70,7 @@ 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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gameplayNetwork.ChannelsCount = 3; // set the game's required count before Start
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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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@@ -85,6 +86,10 @@ using RendezvousHostCoordinator host = new(
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host.Poll(); // call each game frame while this coordinator owns polling
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```
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LiteNetLib defaults to one QoS channel. Set `ChannelsCount` before `Start` when
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the game protocol uses additional channels; both peers must configure the same
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count. Rendezvous does not choose, remap, or reserve a gameplay channel.
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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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@@ -0,0 +1,107 @@
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# SpaceGame consumer pilot
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Tracking: Rendezvous #21 and SpaceGame #3.
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The first SpaceGame checkpoint proves that the v1 client boundary can establish
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authenticated direct LiteNetLib traffic without taking ownership of the game's
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protocol, admission, player identity, entity identity, capacity, or gameplay
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payloads. It does not yet pass the complete consumer-pilot gate. The public
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package restore, actual Godot-process integration, connected fallback transport,
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remote Linux dedicated run, representative external NAT run, and reconnect path
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remain required before #21 can close.
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## Pinned checkpoint
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| Input | Value |
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| --- | --- |
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| Rendezvous source | `7fb85059fb7003ca0984ebd0cc9541218d33ae93` plus the #21 compatibility changes |
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| SpaceGame source | `86424ebde69a7eeae110106ab5f84c68f04af89b` |
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| Client package | `FinalFactory.Rendezvous.Client` `1.0.0` |
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| Contracts package | `FinalFactory.Rendezvous.Contracts` `1.0.0` |
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| LiteNetLib | `2.1.4` |
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| HTTP, UDP, ticket contracts | `1` |
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| SpaceGame gameplay protocol | `2` |
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At the checkpoint date, the Final Factory Gitea NuGet service was reachable but
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both `FinalFactory.Rendezvous.*` `1.0.0` registrations returned HTTP 404. The run
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therefore restored locally built candidate packages with the hashes recorded in
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[`spacegame.json`](../evidence/consumers/spacegame.json). This proves candidate
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compatibility, not immutable registry publication. The release package restore
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must be repeated from the public feed.
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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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three gameplay QoS channels before `Start`, and give the same manager and
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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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After traversal, SpaceGame performs a separate audience-bound admission exchange
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on its own reliable command channel. A trusted game-auth boundary mints the
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opaque assertion; the player process never receives the signing key.
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The authoritative host rejects expired, replayed, incorrectly signed,
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wrong-listing, duplicate-player, over-capacity, identity-mismatched,
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out-of-sequence, and over-rate traffic. It assigns a canonical game entity ID
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only after admission. The player ID, entity ID, listing ID, join-attempt ID, and
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LiteNetLib peer ID remain distinct values.
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The bounded two-process harness observed:
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- host publication and lease maintenance;
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- browser compatibility filtering and join authorization;
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- typed traversal outcome `Connected`;
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- successful audience-bound game admission;
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- one reliable ordered input and one sequenced state snapshot on the direct
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gameplay socket;
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- zero SpaceGame gameplay payloads handled by Rendezvous; and
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- successful host deregistration.
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Both Debug and Release builds passed. Both Debug and Release test runs passed 29
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tests with zero failures. The focused formatter, shell checker, clean
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candidate-package restore, and adversarial branch review also passed.
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## Failure evidence
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| Path | Evidence | Status |
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| --- | --- | --- |
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| Incompatible protocol | protocol `999` returns no compatible listing and starts no traversal | Proven |
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| Stale/no host presence | typed `NoHostPresence/RendezvousService/HostPresence/Mediation` | Proven |
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| Traversal timeout | non-listening mediator produces typed `PunchTimedOut/LocalTraversal/NatTraversal/NatTraversal` | Proven |
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| Rejected game admission | invalid signature and wrong audience deny gameplay; expiry and replay are regression-tested | Proven at protocol/unit boundary |
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| Capacity and duplicate player | game-owned roster rejects both and publishes current capacity | Regression-tested |
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| Configured fallback | policy excludes authorization, compatibility, and capacity failures | Policy only; transport path open |
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| Disconnect | direct session ends and host deregisters | Proven for checkpoint shutdown |
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| Reconnect | a second authenticated session after disconnect | Open |
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## Rendezvous-side compatibility fixes
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The pilot found generic integration gaps and keeps their fixes in this
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repository:
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- the local production-shaped smoke tenant accepts SpaceGame gameplay protocol
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`2` and the bounded `mode` metadata key;
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- SDK guidance requires games using multiple LiteNetLib QoS channels to set
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`ChannelsCount` before `Start` and states that Rendezvous reserves no gameplay
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channel; and
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- the local credential helper rejects any signing-key file with group or other
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permissions, in addition to its ownership, symlink, and hard-link checks.
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Documentation contract tests cover these generic requirements.
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## Remaining acceptance gates
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Do not mark #21 passed until all of these have direct evidence:
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1. restore the exact immutable `1.0.0` packages from the public Gitea feed;
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2. drive the host and client through actual Godot game processes, not only the
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console pilot;
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3. implement and exercise the configured dedicated fallback connection with the
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same game admission and identity rules;
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4. prove disconnect followed by a fresh authenticated reconnect;
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5. run a remote client against a Linux dedicated host and capture normal
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termination/drain behavior;
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6. run representative external NAT canaries and record the network topology and
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typed outcome; and
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7. clear the current SpaceGame Linux runtime blocker: its pre-existing ImGui
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GDExtension native library is absent. A headless process exit code of zero
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while that load error is present is not runtime proof.
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