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