5.9 KiB
SpaceGame consumer pilot
Tracking: Rendezvous #21 and SpaceGame #3.
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, 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 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 |
| HTTP, UDP, ticket contracts | 1 |
| SpaceGame gameplay protocol | 2 |
At the checkpoint date, the Final Factory Gitea NuGet service was reachable but
both FinalFactory.Rendezvous.* 1.0.0 registrations returned HTTP 404. The run
therefore restored locally built candidate packages with the hashes recorded in
spacegame.json. This proves candidate
compatibility, not immutable registry publication. The release package restore
must be repeated from the public feed.
Proven local path
The SpaceGame host and client each create one caller-owned NetManager, set its
three gameplay QoS channels before Start, and give the same manager and
RendezvousNetListener to the coordinator. Rendezvous authenticates discovery,
join authorization, host presence, mediation, and connection outcome reporting.
After traversal, SpaceGame performs a separate audience-bound admission exchange
on its own reliable command channel. A trusted game-auth boundary mints the
opaque assertion; the player process never receives the signing key.
The authoritative host rejects expired, replayed, incorrectly signed, wrong-listing, duplicate-player, over-capacity, identity-mismatched, 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 real-process harnesses observed:
- host publication and lease maintenance;
- browser compatibility filtering and join authorization;
- typed traversal outcome
Connected; - successful audience-bound game admission;
- 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.
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
| Path | Evidence | Status |
|---|---|---|
| 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 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 | 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
The pilot found generic integration gaps and keeps their fixes in this repository:
- the local production-shaped smoke tenant accepts SpaceGame gameplay protocol
2and the boundedmodemetadata 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
ChannelsCountbeforeStartand states that Rendezvous reserves no gameplay channel; and - the local credential helper rejects any signing-key file with group or other permissions, in addition to its ownership, symlink, and hard-link checks.
Documentation contract tests cover these generic requirements.
Remaining acceptance gates
Do not mark #21 passed until both remaining external gates have direct evidence:
- restore the exact immutable
1.0.0packages from the public Gitea feed; and - 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.