Implémente le pendant serveur du DTLSHandlerComponent d'UE (la pile client est
[DTLS, Stateless]) : le client exige un DTLS en mode PSK dont l'identité = user_id.
- DtlsPskStore : table user_id -> PSK 32o, chargée depuis l'env (PROSPECT_DTLS_PSKS,
rendu Vault) — aucune clé en dur ni commitée.
- DtlsPacketTransport : pont entre l'API bloquante DTLS de BouncyCastle et le modèle
paquet-par-paquet du PacketHandler (handshake sur thread dédié).
- ProspectPskTlsServer : serveur DTLS-PSK BouncyCastle (DTLS 1.2, identité=user_id).
- DTLSHandlerComponent : composant du pipeline (Incoming déchiffre / Outgoing chiffre),
activé au NMT_Hello portant un EncryptionToken.
- UWorld.NotifyControlMessage : sur NMT_Hello chiffré, si la PSK de l'identité est
connue -> NMT_EncryptionAck + BeginHandshake ; sinon warning (comme avant).
Compile (0 erreur, BouncyCastle 2.4). ⚠️ Le framing exact DTLS-sur-PacketHandler et
le routage des records de handshake demandent une ITÉRATION EN LIVE contre le vrai
client (invalidable hors client).
Bit-decoded real client packets: the header is 65 bits (not stock UE 4.27's 64).
One extra bit sits between the ack history and the packet-info payload; consuming
it realigns bHasPacketInfoPayload + jitter + bHasServerFrameTime, and the first
control-channel bunch parses (ChIndex 0, open, reliable = NMT_Hello).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Log + drop the packet (with net version) instead of throwing, so a
bit-alignment/version mismatch with the client doesn't kill the server.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The Cycle client does not derive its initial packet sequences from the
handshake cookie the way stock UE does (its acked server-seq isn't present
anywhere in the cookie), so the cookie-based InitSequence disagreed and
every post-handshake packet was rejected as out-of-order. On the first
packet, adopt the client's announced Seq/AckedSeq instead.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
R&D branch for an authoritative Unreal game server (Prospect.Unreal).
The connection handshake already reaches PlayerController spawn; this
commit pushes it toward real players joining:
- Program.cs: target the Cycle station map + game mode (configurable via
PROSPECT_MAP/GAMEMODE/PORT), proper host loop, and initialise a
GameSession so NMT_Join -> Login no longer fails ("GameSession is null").
- UWorld.WelcomePlayer: send the world's real map/game mode to the client
instead of the UE ThirdPerson template.
- Dockerfile.gameserver + .gitea/workflows/game-server.yml: build/push a
separate image (the-cycle-game) on the game-server branch, ntfy notify.
- GAMESERVER.md: honest state + roadmap (player spawn + movement
replication need live client testing; AI/loot intentionally deferred).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>