CultLib/tests/GameCult.Networking.InteropPeer
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Meta Vens 5ff1ee3222 Ack Cut 1c (C#): a Connect's sequence says whether it repeats; the handshake alone seeds the watermark
The session records the sequence of the Connect that started its generation. A
Connect repeats exactly when the session is connected and carries that
sequence; anything else ends the generation, forgets the peer and accepts a new
one. AcceptConnect answers both, ConnectRepeats is the predicate for servers
that keep one session per peer, and AnswerRepeatedConnect is private. Server
mode admits a Connect from a new endpoint and the session decides; the listener
no longer compares payloads (the payload stays application evidence).

CreateConnect on a session that has had a peer starts a new generation. An
Accept counts only while the Connect is pending and only if it names it. The
watermark is seeded by the Connect or Accept alone; reliable data before that
is neither remembered, acknowledged nor delivered. The default initial sequence
is random in [1, 2^31) in every options type. An ICMP connection reset no
longer sets DisconnectReason: nothing ended. The interop peer flushes before it
disconnects.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-09-30 05:51:14 +02:00
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GameCult.Networking.InteropPeer.csproj Interop: C# managed QUIC provider serving a TypeScript native consumer 2026-09-23 12:33:02 +02:00
Program.cs Ack Cut 1c (C#): a Connect's sequence says whether it repeats; the handshake alone seeds the watermark 2026-09-30 05:51:14 +02:00