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Feature #4

Updated by Striven Prevailed about 2 months ago

Currently, there is no known active RendezVous servers for the game. 

 There is one for another game that Ewe redirects to, and offers a simple facade that Patsy uses to insert custom responses, but this is far from ideal: 
 - It uses unnecessary hardware breakpoints 
 - It is difficult to identify which response packets are for which requests 
 - It is very difficult to scale 

 Presumably, RendezVous is also used for matchmaking and for the general game server, but this has not been confirmed. 

 The solution is to implement our own RendezVous peer implementation that we fully control. 

 We have a RendezVous DLL with debug symbols included that will be extremely helpful in figuring out how it works, as well as past research done by those over at Pretendo: https://developer.pretendo.network/docs/nex-go 

 This is a **tracking issue**, and can be considered closed when the full login sequence works without a connection to any external RendezVous server. These are technically adjacent, but not identical, goals, but this would be a good moment to say that the implementation is largely complete.

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