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| 286fbfeb36 |
@@ -76,3 +76,6 @@ The initial service does not provide:
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## Project status
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## Project status
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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.
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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.
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The ratified v1 boundaries, trust decisions, privacy rules, safety budgets, and
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threat model are indexed in [the architecture documentation](docs/architecture/README.md).
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# ADR 0001: v1 control-plane boundaries and domain
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- Status: Accepted
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- Date: 2026-07-16
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- Tracking: #2
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## Context
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Rendezvous must help two game peers discover and attempt an authenticated direct
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connection without becoming a game server, an identity provider, or a gameplay
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traffic service. The HTTP API and UDP mediator share short-lived state and must
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agree on authorization, endpoint freshness, and tenant scope.
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## Decision
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V1 is one ASP.NET Core deployable with separable directory, join-authorization,
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endpoint-registry, NAT-mediator, and operations modules. Modules communicate
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through application interfaces, not through transport DTOs or one another's
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storage implementation. Contracts and the client SDK remain independently
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packageable.
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The service is a connection control plane. A successful join authorization only
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grants permission to attempt a direct connection. The game host remains the
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final authority for player identity, capacity, bans, admission, and gameplay.
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Rendezvous success is reported only after the host accepts a valid connection
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ticket and LiteNetLib establishes the authenticated peer connection.
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## Domain glossary
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| Term | Definition | Lifetime and exposure |
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| --- | --- | --- |
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| `SessionListing` | Bounded public discovery data for one hosted game session. | Visible only while its lease and host presence are fresh. Never contains endpoints or credentials. |
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| `Lease` | Renewable capability controlling the lifetime of a listing. | Secret, host-only, expires unless renewed. |
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| `HostPresence` | Authenticated observation of the host's local and public UDP endpoints from its gameplay socket. | Internal, short-lived, never returned by browsing. |
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| `JoinAttempt` | Authorization linking one client attempt to one compatible session. | Internal and short-lived; it is not authoritative game admission. |
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| `PunchCapability` | Opaque, one-time credential scoped to attempt, role, tenant, and expiry. | Sent only to its intended peer; consumed at the UDP mediator. |
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| `ConnectionTicket` | Compact signed credential presented to the host during the direct connection. | One-time, short-lived, and scoped to the attempt and host. |
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IDs are opaque and tenant-scoped. They are never canonical player, entity, or
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world identities.
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## Trust boundaries
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```mermaid
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flowchart LR
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Browser["Untrusted browser/client"] -->|"HTTPS: browse/join"| Proxy["Reverse proxy"]
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Host["Game host"] -->|"HTTPS: register/renew"| Proxy
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Operator["Privileged operator"] -->|"separate authenticated route"| Proxy
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Proxy -->|"normalized HTTP + trusted forwarding metadata"| Service["Rendezvous service"]
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Host -->|"host gameplay UDP socket"| Mediator["UDP mediator module"]
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Browser -->|"client gameplay UDP socket"| Mediator
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Mediator <--> Service
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Service -->|"read keys; never list or log values"| Secrets["Secret provider"]
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Service -.->|"future authenticated state protocol"| Store["Future shared store"]
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Service -->|"redacted events and aggregate metrics"| Ops["Observability systems"]
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```
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- Public HTTP input is hostile even after TLS termination. The proxy may be
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trusted to terminate TLS and supply forwarding metadata only when its source
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address is allowlisted; forwarded headers from other sources are discarded.
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- Public UDP input is hostile even when structurally valid. HTTP-supplied
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endpoints are claims, never proof. Public response targets come only from an
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authenticated UDP packet's observed source. A private local candidate may be
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carried inside that packet only under ADR 0002's bounded same-LAN rules.
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- Operator routes use a separate authentication policy and network exposure.
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Operator access does not bypass tenant scoping, audit, or secret redaction.
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- The client SDK is convenience code in an untrusted process. Server decisions
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never rely on client-side validation or secrecy.
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- Game hosts are authoritative only for their own gameplay admission. A host
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cannot enumerate or mutate another game/environment tenant.
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- The secret provider is trusted with long-lived key material. The application
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receives only the minimum named key version it needs.
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- A future shared store is a distinct authenticated boundary. Moving state to it
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does not make stored input trusted and requires a new availability ADR.
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## Connection data flow
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```mermaid
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sequenceDiagram
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participant H as Game host
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participant R as Rendezvous HTTP
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participant M as Rendezvous UDP mediator
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participant C as Game client
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H->>R: Register listing (publisher authorization)
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R-->>H: Lease + host-presence capability
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H->>M: Presence from gameplay UDP socket
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M->>R: Store observed endpoint and freshness
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H->>R: Renew lease
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C->>R: Browse compatible visible listings
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C->>R: Request join attempt
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R-->>C: Client punch capability
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R-->>H: Host attempt/capability via authenticated poll or stream
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H->>M: Host capability from gameplay UDP socket
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C->>M: Client capability from gameplay UDP socket
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M->>M: Validate scope, freshness, expiry, and replay state
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M-->>H: Introduce verified client endpoints + connection ticket
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M-->>C: Introduce verified host endpoints + connection ticket
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C->>H: Direct LiteNetLib connect + ticket
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H->>H: Validate and consume ticket; apply game admission
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H-->>C: Authenticated peer connection or rejection
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```
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The mediator does not forward normal gameplay packets. A connection attempt
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that times out or is rejected returns a typed outcome to the caller.
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## Consequences
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- Directory and mediator can ship together without erasing their module boundary.
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- Contracts cannot expose server storage or LiteNetLib implementation types.
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- Tests must cover the three-party host/service/client flow; an HTTP-only test is
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insufficient evidence of a successful connection.
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- Splitting modules into processes requires an explicit protocol, shared-state
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ownership, deterministic mediator routing, and a superseding ADR.
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@@ -0,0 +1,88 @@
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# ADR 0002: publisher trust, discovery, compatibility, and fallback
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- Status: Accepted
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- Date: 2026-07-16
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- Tracking: #2
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## Context
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Dedicated servers can protect provisioned credentials. Public game binaries
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cannot. Discovery also needs rules that prevent accidental cross-game joins and
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make the meaning of a successful authorization precise.
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## Decision
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### Publisher trust modes
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Each `GameId` and `EnvironmentId` is provisioned policy, never caller-created
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free text. V1 supports two visibly distinct publisher modes:
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1. **Managed dedicated host.** A provisioned workload principal authenticates
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with a rotatable credential held outside the game binary. It is scoped to
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allowed games, environments, regions, and listing limits. Public or unlisted
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discovery may be enabled by policy.
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2. **Player-hosted session.** A short-lived publisher grant is minted by a
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game-owned backend and is scoped to one game, environment, host, and expiry.
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Rendezvous does not interpret it as player identity. If a game has no grant
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issuer, it may opt into anonymous unlisted hosting with strict address and
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concurrency limits; anonymous sessions can be joined only through an opaque
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share code and never appear in public browsing.
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A reusable credential embedded in a downloadable client is not authentication
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and is rejected as a provisioning design. Responses and metrics expose the
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publisher trust mode so operators and games can apply different policy without
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claiming anonymous hosts are authenticated identities.
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### Discovery and metadata
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- `Public` listings can appear only in tenant-scoped compatible browsing.
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- `Unlisted` listings never appear in browse results and require a random,
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unguessable share code. Unlisted does not mean private; join authorization and
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host admission still apply.
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- Browser responses contain display data only. They exclude raw endpoints,
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internal IDs, lease credentials, punch capabilities, and connection tickets.
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- Metadata is treated as hostile data. It is schema/budget validated, stored and
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returned as data, and never rendered as markup by the SDK or TestClient.
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### Compatibility and address families
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- `NetworkProtocolVersion` must match exactly in v1. `BuildVersion` is bounded
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display/diagnostic text and never overrides protocol compatibility.
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- `GameId` and `EnvironmentId` must match exactly. Region is a browse filter and
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preference, not a compatibility escape hatch.
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- IPv4 direct connection and NAT punching are required for v1.
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- Contracts carry an address-family discriminator. IPv6 direct connections may
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use observed global IPv6 endpoints when both peers support them, but IPv6 NAT
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traversal is not a v1 release requirement.
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- Public candidates are derived only from the authenticated UDP packet's source.
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For same-LAN attempts, that packet may additionally claim at most one private
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unicast candidate per supported address family. A local claim is scoped to the
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capability and is introduced only to the opposite role in the same authorized
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attempt after both roles contribute. Loopback, link-local, multicast,
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unspecified, documentation, and otherwise invalid destinations are rejected.
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The SDK bounds probes per introduced candidate and lets callers disable local
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candidates. HTTP-supplied endpoint claims are never introduced.
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### Authorization and fallback
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Join authorization means only that Rendezvous permits a scoped connection
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attempt. It does not reserve a game slot and does not authenticate a player to
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the game. The host validates and consumes the connection ticket, then applies
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its own capacity, ban, identity, and gameplay rules.
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The SDK returns a typed outcome including success, cancellation, timeout,
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incompatibility, stale host, service rejection, host rejection, and transport
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failure. A game may provision an optional dedicated fallback endpoint. The SDK
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reports it but never connects without an explicit caller decision.
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Gameplay relay is not part of v1. It remains a separate future service whose
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need is evaluated from privacy-safe measured direct-connection failures.
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## Consequences
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- A player-hosted game needs a game-owned grant issuer for public discovery.
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- Anonymous player hosting is useful for direct invitations but makes no user
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identity claim and receives the strictest quotas.
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- Games remain responsible for presenting unsafe user-authored text safely.
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- The exact-match v1 rule favors predictable interoperation over flexible
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version ranges; a later compatibility scheme must be versioned explicitly.
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# ADR 0003: state, privacy, availability, and safety budgets
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- Status: Accepted
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- Date: 2026-07-16
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- Tracking: #2
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## Context
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V1 needs safe defaults before contracts and stores make them difficult to
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change. The initial deployment is deliberately single-active and in-memory, so
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its restart and availability behavior must be honest.
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## Decision
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### State and lifecycle
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All directory, lease, presence, attempt, capability, ticket-consumption, and
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rate-limit state is ephemeral and held behind atomic store interfaces. V1 has
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one active writer/service instance. A second instance may be a cold standby but
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must not accept public traffic concurrently.
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```mermaid
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stateDiagram-v2
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[*] --> Registered: authenticated register
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Registered --> Visible: fresh lease and fresh UDP presence
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Visible --> Registered: presence becomes stale
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Visible --> Visible: lease renew + presence refresh
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Registered --> Expired: lease expires
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Visible --> Expired: lease expires
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Registered --> Revoked: host or operator revokes
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Visible --> Revoked: host or operator revokes
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Expired --> [*]
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Revoked --> [*]
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```
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Restart loses all ephemeral state, used capabilities, and listings. Readiness is
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false until HTTP, UDP, policy, key material, and the state store are ready. SDK
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publishers use jittered backoff and re-register after a restart; old credentials
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remain invalid. The service drains by refusing new registrations/attempts,
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allowing a bounded completion window, then cancelling remaining work.
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No horizontal scale is supported until shared atomic state and deterministic
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mediator routing exist. A shared-state design is triggered when any of these is
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true:
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- one measured supported node cannot sustain 150% of the 30-day peak load;
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- the approved availability target exceeds what single-active operation can meet;
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- planned maintenance without listing loss becomes a product requirement; or
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- a region needs more than one active mediator endpoint.
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Relay remains independently triggered only when a representative real-network
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canary shows direct-connect failure high enough to justify its privacy, abuse,
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bandwidth, and operating cost.
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### Initial time and size budgets
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These are enforceable v1 ceilings, not suggestions. Contract issue #4 may lower
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them but must not raise them without security review.
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| Budget | V1 ceiling |
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| --- | --- |
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| HTTP request body | 16 KiB after content decoding; compressed request bodies are rejected in v1 |
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| Listing metadata | 4 KiB encoded JSON, at most 32 keys; key 64 UTF-8 bytes; scalar value 256 UTF-8 bytes; nesting depth 3 |
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| Browser page | 100 listings and 256 KiB encoded response; opaque cursor; stable bounded sort |
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| UDP datagram accepted | 1,200 bytes; oversized or fragmented application payloads are dropped without response |
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| Opaque HTTP credential | 1,024 bytes encoded |
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| UDP capability or ticket | 768 bytes encoded, with the complete datagram still at most 1,200 bytes |
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| Clock skew | 30 seconds maximum when validating issued/not-before/expiry times |
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| Lease lifetime | 60 seconds; renewal accepted from 30 seconds; no client-selected extension |
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| Host presence freshness | 20 seconds |
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| Join attempt lifetime | 30 seconds |
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| Punch capability lifetime | 30 seconds and one successful use per role |
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| Connection ticket lifetime | 20 seconds and one successful host consumption |
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| Graceful drain | 30 seconds maximum |
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All work queues are bounded. Initial per-instance ceilings are 1,024 concurrent
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HTTP requests, 4,096 queued UDP datagrams, and 10,000 active join attempts.
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Overflow is rejected or dropped early with a metric; it never creates an
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unbounded task, allocation, log entry, or retry loop.
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For an endpoint that has not proved possession of a valid capability, the UDP
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mediator sends no response. Once both valid peer contributions exist,
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authenticated mediation sends at most one introduction datagram to each peer.
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The combined response bytes caused by the completing contribution must be no
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more than twice that contribution's bytes, giving zero unverified amplification
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and at most 2.0 verified byte amplification. Protocol padding or a smaller
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response enforces the byte ratio. Responses are sent only to endpoints observed
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from the corresponding authenticated gameplay socket, never to an arbitrary
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HTTP-supplied address.
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### Supported and capacity profiles
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The development profile is functional, not a production capacity claim. The
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initial production candidate is one Linux instance with 2 vCPU and 2 GiB RAM,
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targeting 25,000 visible listings, 10,000 active attempts, 200 HTTP requests per
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second, and 2,000 UDP datagrams per second while staying below 70% sustained CPU
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and 75% memory. Issue #18 must measure and publish the actual supported profile;
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production is blocked if the target is not met or the documented profile is not
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reduced accordingly.
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The initial single-active service objective, after the real-network canary, is
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99.5% monthly successful availability for valid in-profile requests, excluding
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announced maintenance. In-profile latency objectives are p95 <= 200 ms for HTTP
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and p95 <= 100 ms from the second valid UDP contribution to both introduction
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datagrams. These are service objectives, not guarantees of NAT traversal.
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### Data classification and retention
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| Data | Classification | Retention and handling |
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| --- | --- | --- |
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| Raw public/local endpoints | Sensitive network data | In memory only while the lease/attempt requires it, then deleted within 10 minutes; never logged or exported as metric labels |
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| Listing display metadata | Public-untrusted or unlisted-untrusted | In memory for the active lease; audit stores only schema/result and a listing ID, not metadata values |
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| Lease/capability/ticket/key material | Secret | Opaque random credentials are retained only as keyed digests; signed credentials retain verification keys and consumption IDs, not issued plaintext; plaintext is returned only at creation and is never logged or traced |
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| Principal and tenant IDs | Internal identifiers | Audit retention 30 days; access-controlled and never used as high-cardinality metric labels |
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| Security/audit event | Confidential operations data | 30 days online, access-controlled; contains action, coarse result, tenant, principal, and correlation ID, but no raw endpoint or secret |
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| Diagnostic attempt record | Sensitive diagnostic data | Disabled by default; when explicitly enabled, redacted record retained at most 24 hours; raw endpoints remain excluded |
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| Aggregate outcome/capacity metrics | Operational aggregate | 13 months; only bounded dimensions such as game, environment, region, trust mode, and typed outcome |
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Logs use allowlisted fields rather than after-the-fact redaction. Correlation IDs
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are random and are not credentials. Error responses are stable and do not reveal
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whether a cross-tenant resource exists.
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||||||
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## Owner decisions required before production
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||||||
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|
||||||
|
Implementation can proceed with the baseline above. Production remains blocked
|
||||||
|
until the owner records:
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||||||
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|
||||||
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- the actual secret-provider and key-custody system for each environment;
|
||||||
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- which games may enable anonymous unlisted player hosting;
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||||||
|
- deployment regions, data-processing jurisdiction, and approval of the stated
|
||||||
|
30-day audit/13-month aggregate retention periods;
|
||||||
|
- the per-game dedicated fallback endpoint policy;
|
||||||
|
- the measured supported profile and whether the 99.5% single-active objective
|
||||||
|
is sufficient or shared-state/high-availability work must be brought forward.
|
||||||
|
|
||||||
|
These are configuration and launch decisions, not permission to weaken the
|
||||||
|
tenant, replay, endpoint-verification, or secret-handling controls.
|
||||||
@@ -0,0 +1,14 @@
|
|||||||
|
# Rendezvous architecture decisions
|
||||||
|
|
||||||
|
These records define the v1 architecture baseline. A later change to a ratified
|
||||||
|
decision requires a superseding ADR and corresponding contract/test updates.
|
||||||
|
|
||||||
|
- [ADR 0001: v1 control-plane boundaries and domain](0001-v1-control-plane-boundaries.md)
|
||||||
|
- [ADR 0002: publisher trust, discovery, compatibility, and fallback](0002-publisher-trust-and-connection-policy.md)
|
||||||
|
- [ADR 0003: state, privacy, availability, and safety budgets](0003-state-privacy-availability-and-budgets.md)
|
||||||
|
- [Threat model](../security/threat-model.md)
|
||||||
|
- [Security promise and test matrix](../security/control-matrix.md)
|
||||||
|
|
||||||
|
These decisions intentionally leave gameplay authority, player identity,
|
||||||
|
simulation, persistence, social features, skill matchmaking, and gameplay
|
||||||
|
traffic with each game. Relay is future evidence-driven scope, not part of v1.
|
||||||
@@ -0,0 +1,27 @@
|
|||||||
|
# README security promise and test matrix
|
||||||
|
|
||||||
|
Tracking: #2
|
||||||
|
|
||||||
|
This matrix turns each security and lifecycle promise in the README into an
|
||||||
|
enforceable control and planned evidence. Issue numbers refer to the delivery
|
||||||
|
backlog where the control is implemented and verified.
|
||||||
|
|
||||||
|
| README promise | Enforceable control | Planned evidence |
|
||||||
|
| --- | --- | --- |
|
||||||
|
| Per-game credentials and signing keys | Provisioned principals and versioned keys are scoped to game/environment; secrets come from a provider and never a public binary. (#5) | Cross-tenant authorization tests, rotation/overlap/revocation tests, and secret scans. |
|
||||||
|
| Short-lived, single-purpose tokens resistant to replay | Issuer fixes audience, tenant, attempt, role, issued/expiry times, nonce, and key ID; store atomically consumes nonce/ticket. (#4, #6, #10) | Golden vectors; expired, future, mutated, wrong-role, wrong-tenant, and concurrent replay tests. |
|
||||||
|
| Strict payload, metadata, and token size limits | ADR 0003 ceilings are checked before allocation/deserialization and again at domain construction. (#4, #15) | Boundary/property tests, malformed corpus, and allocation-aware fuzzing. |
|
||||||
|
| Registration, query, and introduction rate limits | Layered per-address, principal, tenant, and global token buckets with bounded queues and stable retry guidance. (#15) | Limit partition/isolation tests and overload/soak profiles. |
|
||||||
|
| Lease expiry removes abandoned servers | Visibility and join eligibility atomically require a fresh lease and fresh authenticated presence. (#6, #7) | Fake-clock expiry, renew/expire race, restart, and stale-host join tests. |
|
||||||
|
| Validate game, environment, room, and protocol boundaries | Every identifier is a validated type; store keys and authorization decisions include server-derived tenant scope; protocol is exact-match in v1. (#4-#10) | Contract, tenant-isolation, incompatible-version, and confused-deputy tests. |
|
||||||
|
| Structured audit events without secrets or reusable credentials | Allowlisted audit schema excludes metadata values, raw endpoints, tokens, and key material; event volume is bounded. (#16) | Captured-log/audit assertions and credential canary scans. |
|
||||||
|
| Public endpoint observation | Only authenticated UDP packets from the gameplay socket establish public endpoint ownership; bounded private local candidates follow ADR 0002 and HTTP claims are never introduced. (#11) | Spoofed-source, arbitrary-target, private-range, and same-LAN/external tests. |
|
||||||
|
| Authenticated join and punch tokens | Join issuance rechecks compatible visible listing; mediator validates scoped one-time capabilities; host consumes signed ticket. (#10-#12) | Deterministic three-party success, rejection, replay, mismatch, and timeout tests. |
|
||||||
|
| Clear timeouts and failure results | SDK owns explicit deadlines/cancellation and returns a closed typed outcome set; NAT introduction alone is not success. (#12, #13) | Fake-clock deadline/cancellation and host-rejection tests. |
|
||||||
|
| Isolation by game, environment, protocol, and region | Tenant and protocol are mandatory exact filters; region is bounded policy/filter data and cannot override tenant compatibility. (#5, #8, #15) | Cross-product browse/register/join isolation tests. |
|
||||||
|
| Operational health, metrics, logging, administration, and rate limiting | Separate liveness/readiness, bounded privacy-safe metrics/logs, authenticated operator controls, and overload signals. (#15, #16, #27) | Authorization matrix, redaction tests, dashboard queries, and failure-injection checks. |
|
||||||
|
| Service leaves gameplay path after direct connection | Mediator handles only presence/capability/introduction messages and has no gameplay forwarding API. (#4, #11) | Contract/API review, UDP unknown-message drop tests, and end-to-end traffic-path assertion. |
|
||||||
|
| Direct traversal is not guaranteed and requires fallback | SDK distinguishes traversal failure from service/host rejection and only returns configured fallback data for caller choice. Relay is absent from v1. (#13, #20, #24) | Typed-outcome tests and TestClient scripted fallback scenarios. |
|
||||||
|
|
||||||
|
Release readiness requires the linked implementation tests to exist and pass;
|
||||||
|
the design documents alone do not satisfy the security promise.
|
||||||
@@ -0,0 +1,96 @@
|
|||||||
|
# Rendezvous v1 threat model
|
||||||
|
|
||||||
|
Tracking: #2
|
||||||
|
|
||||||
|
## Scope and assets
|
||||||
|
|
||||||
|
This model covers the public HTTP API, public LiteNetLib-compatible UDP mediator,
|
||||||
|
operator API, client SDK, game host integration, reverse proxy, secret provider,
|
||||||
|
observability pipeline, and the proposed future shared store. Gameplay traffic
|
||||||
|
after direct connection and game-owned identity/admission systems are outside
|
||||||
|
the service boundary, but their handoff is in scope.
|
||||||
|
|
||||||
|
Assets include tenant isolation, service availability, signing and publisher
|
||||||
|
keys, lease and connection credentials, raw endpoints, unlisted share codes,
|
||||||
|
listing integrity, audit integrity, and the guarantee that Rendezvous does not
|
||||||
|
turn into a reflector or private-network probe.
|
||||||
|
|
||||||
|
## Actors and assumptions
|
||||||
|
|
||||||
|
- Anonymous Internet attackers can send arbitrary HTTP and UDP traffic, spoof
|
||||||
|
source addresses where their network permits it, scrape listings, and create
|
||||||
|
many identities or addresses.
|
||||||
|
- Malicious publishers possess credentials only for their assigned tenant and
|
||||||
|
may submit hostile metadata or attempt to target arbitrary endpoints.
|
||||||
|
- Malicious clients can obtain legitimate join credentials for sessions they can
|
||||||
|
see and may replay, race, mutate, or share those credentials.
|
||||||
|
- A compromised game client and its SDK are fully attacker-controlled. No
|
||||||
|
reusable secret in them is trustworthy.
|
||||||
|
- Operators are privileged but fallible. Their actions are authenticated,
|
||||||
|
constrained, and audited.
|
||||||
|
- The reverse proxy, secret provider, and build/release pipeline are trusted
|
||||||
|
dependencies. Their compromise is considered and mitigated but cannot be
|
||||||
|
completely contained by the application.
|
||||||
|
|
||||||
|
## Abuse paths and controls
|
||||||
|
|
||||||
|
```mermaid
|
||||||
|
flowchart TD
|
||||||
|
A["Attacker input"] --> H{"HTTP or UDP?"}
|
||||||
|
H -->|HTTP| V["Authenticate when required; validate tenant, schema, size, and rate"]
|
||||||
|
H -->|UDP| U["Parse bounded datagram; validate capability before response"]
|
||||||
|
V --> S{"Allowed and in quota?"}
|
||||||
|
U --> E{"Capability valid, fresh, scoped, unused, and endpoint observed?"}
|
||||||
|
S -->|No| R["Stable bounded rejection"]
|
||||||
|
E -->|No| D["Silent drop + bounded aggregate metric"]
|
||||||
|
S -->|Yes| State["Atomic ephemeral state transition"]
|
||||||
|
E -->|Yes| State
|
||||||
|
State --> O["Allowlisted audit event; no secrets/endpoints"]
|
||||||
|
```
|
||||||
|
|
||||||
|
| Threat | Example | Required prevention/detection | Planned evidence |
|
||||||
|
| --- | --- | --- | --- |
|
||||||
|
| Spoofing and reflection | Forged UDP source causes traffic to a victim | No response before valid capability proof; send responses only to observed authenticated sources; at most two responses and <=2.0 verified byte amplification | Packet-level spoof/reflection tests and amplification accounting |
|
||||||
|
| Private-network probing | Publisher supplies `127.0.0.1`, link-local, or another victim as a same-LAN candidate | Accept only bounded private-unicast claims inside a scoped authenticated UDP contribution; reject prohibited ranges; disclose only to the opposite role in that attempt; bound SDK probes | Endpoint classification matrix and three-party adverse tests |
|
||||||
|
| Capability/ticket replay | Reuse a captured token to repeat introductions or connect | Short expiry, role/tenant/attempt scope, atomic one-time consumption, bounded skew, key rotation | Concurrent replay and post-expiry tests with golden vectors |
|
||||||
|
| Cross-tenant access | Game A browses, renews, or joins Game B | Server-derived principal scope on every lookup and atomic mutation; indistinguishable not-found response | Tenant isolation tests across every endpoint/store operation |
|
||||||
|
| Listing spam and scraping | Flood registrations or enumerate public sessions | Trust-mode quotas, per-principal/address limits, bounded pages/cursors, rate limits, aggregate alerts | Rate-limit, cursor-tamper, and sustained-load tests |
|
||||||
|
| Metadata injection | Control characters or markup attack logs/UI | UTF-8/schema/size validation; store as data; exclude values from audit; SDK does not render markup | Malformed Unicode/JSON corpus and TestClient safe-display tests |
|
||||||
|
| Credential theft | Secret appears in log, URL, metric, crash, or package | Credentials in headers/bodies only; allowlisted logging; secret-provider indirection; no credential metric labels | Log-capture tests, repository/package scans, rotation exercise |
|
||||||
|
| Parser/resource exhaustion | Oversized, nested, fragmented, or high-rate input | Fixed ceilings, bounded parsers/queues/concurrency, early rejection/drop, no input-sized logging | Fuzz/property corpus, allocation limits, overload tests |
|
||||||
|
| Stale or crashed host | Dead listing remains joinable | Both lease and recent authenticated presence required; atomic expiry; join rechecks freshness | Fake-clock lifecycle and join-race tests |
|
||||||
|
| Clock manipulation | Token accepted outside intended lifetime | Server-issued timestamps, monotonic elapsed-time for local expiry, <=30 s wall-clock skew | Boundary and clock-jump tests |
|
||||||
|
| Operator misuse | Unauthorized enumeration/revocation or secret exposure | Separate strong auth/network policy, least privilege, tenant scope, immutable audit, secrets never readable through API | Authorization matrix and audit completeness tests |
|
||||||
|
| Reverse-proxy confusion | Forged forwarded address bypasses limits | Trust forwarding headers only from allowlisted proxies; direct traffic uses socket peer | Forwarded-header spoof tests |
|
||||||
|
| Store race | Renew/revoke/expire/replay operations interleave | Compare-and-swap/transactional interfaces and deterministic outcomes | Parallel race tests with a fake clock |
|
||||||
|
| Dependency/supply-chain compromise | Malicious or drifting package/build output | Central pinning, lock files, reproducible builds, vulnerability review, signed release provenance | Locked clean restore, dependency audit, artifact verification |
|
||||||
|
| Availability attack | Valid-looking traffic fills CPU, memory, queues, logs | Layered quotas, bounded queues/tasks, graceful overload, readiness/drain, capacity alerts | Load/soak/resilience gates and forced saturation tests |
|
||||||
|
|
||||||
|
## Security invariants
|
||||||
|
|
||||||
|
The implementation and its tests must preserve these invariants:
|
||||||
|
|
||||||
|
1. No UDP response is sent to an endpoint that has not presented a valid scoped
|
||||||
|
capability from that observed endpoint.
|
||||||
|
2. No browse response contains an endpoint, secret, internal attempt ID, or
|
||||||
|
credential.
|
||||||
|
3. Every state lookup and mutation includes server-derived game/environment
|
||||||
|
scope; caller-supplied scope alone is never authoritative.
|
||||||
|
4. A listing is visible and joinable only while both lease and presence are
|
||||||
|
fresh at the atomic decision point.
|
||||||
|
5. A capability or ticket can cause at most one successful state transition for
|
||||||
|
its intended role and attempt.
|
||||||
|
6. Join authorization never bypasses host-owned final admission.
|
||||||
|
7. Input cannot create unbounded memory, work, response bytes, metric labels, or
|
||||||
|
log volume.
|
||||||
|
8. Raw endpoints and secrets never enter normal logs, traces, audit payloads, or
|
||||||
|
metric dimensions.
|
||||||
|
|
||||||
|
## Residual risk
|
||||||
|
|
||||||
|
Direct traversal cannot work through every NAT, firewall, carrier, or platform
|
||||||
|
policy. Rate limiting cannot eliminate distributed abuse. A compromised trusted
|
||||||
|
proxy, secret provider, operator identity, game grant issuer, or host credential
|
||||||
|
can act within its granted scope until detected and revoked. Unlisted share
|
||||||
|
codes can be disclosed by recipients. These risks are communicated as typed
|
||||||
|
outcomes and operational signals rather than hidden behind a success claim.
|
||||||
Reference in New Issue
Block a user