- Go 100%
| Filename | Latest commit message | Latest commit date |
|---|---|---|
resolveNSAtoPID only memoised successful lookups, so every login attempt carrying an unknown NSA id triggered a fresh outbound call to the shared account service: a flood of bogus ids on the unauthenticated auth port turned into amplification against the service every game depends on. Failures are now negative-cached with a short TTL and concurrent outbound calls are capped (fail-closed past the cap). Requires nextendo-nex v0.1.4, which stops the secure endpoint from handing a ticketless CONNECT an identity it never proved. |
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| .gitignore | ||
| dashboard.go | ||
| example.env | ||
| gates.go | ||
| go.mod | ||
| go.sum | ||
| init_replay.go | ||
| LICENSE.md | ||
| main.go | ||
| README.md | ||
| type8.go | ||
super-smash-bros-ultimate
Nextendo Network game server for Super Smash Bros. Ultimate.
What is this?
The NEX game server for Super Smash Bros. Ultimate on Nextendo Network
— authentication, matchmaking, NAT traversal, and the online-init handlers (DataStore 0x73 /
Utility 0x6E) that bring SSBU's online mode up. Built on the
nextendo-nex core.
DataStore / Utility init is a stub. SSBU calls a set of DataStore and Utility getters during the online bring-up. This server answers them with a minimal valid response (empty list) so the game proceeds; a full server-side implementation is not yet part of this tree, so online play is not complete out of the box.
Running
cp example.env .env # then edit .env
go run .
No secrets, keys, or measured data are baked into the source — everything comes from the environment.
What this is not
Ships no Nintendo code, keys, measured data, or copyrighted assets. Independent reimplementation for a community-run service; not affiliated with Nintendo. The NEX access key is a public per-title value, not a secret.
License
PolyForm Shield License 1.0.0 — source-available.