1. Performance Efficiency

Sub-characteristic Source Stimulus Artifact Environment Response Response measure
Time behaviour Player Presses “Confirm move” Client + P2P link 1-on-1 match, stable Wi-Fi ≥ 20 Mbps Peer sends move packet, opponent sees its animation End-to-end latency ≤ 150 ms for 95 % of moves
Resource utilisation Profiling system 30-minute game session Android client Battery 50 %, 8-core CPU, 4 GB RAM Engine maintains average CPU load ≤ 15 % average CPU and ≤ 250 MB RSS
Capacity 1 000 players Peak concurrent users Signalling server VPS 2 vCPU / 4 GB RAM WebRTC rooms are created ≥ 400 simultaneous tables without signal-time degradation (≤ 1 s)

2. Compatibility

Sub-characteristic Source Stimulus Artifact Environment Response Response measure
Interoperability Player (Android) Connects to a table created on Windows Two Godot clients Different OSs, NAT network conditions Exchange SDP/ICE, game starts Handshake completes ≤ 2 s, success rate ≥ 99 %
Co-existence Operating system Video-call app running concurrently Game client Mobile device with another WebRTC application Game limits channel bit-rate Average share of bandwidth ≤ 40 %

3. Reliability

Sub-characteristic Source Stimulus Artifact Environment Response Response measure
Availability Player Opens lobby Signalling server 24 × 7 operation Returns table list Availability ≥ 99.8 % per month
Fault tolerance Network 10 % packet loss for 5 s P2P link Match in progress Missing state frames are re-requested Game continues without disconnect; skipped moves = 0
Recoverability ISP Connection drop for 30 s Client Mobile 4G → Wi-Fi Client reconnects and restores the game Full recovery ≤ 10 s, lost moves = 0

4. Security

Sub-characteristic Source Stimulus Artifact Environment Response Response measure
Confidentiality Malicious sniffer Passively listens traffic P2P data Public Wi-Fi DTLS encrypts the channel Impossible to extract card contents (probability < 10⁻⁶)
Integrity Man-in-the-Middle att. Substitutes move packet P2P link In-transit Client rejects packet via HMAC 100 % of attacks detected, game continues
Authenticity Player Logs into account Signalling server OAuth2 + JWT Verifies token and issues ICE creds Invalid tokens rejected ≤ 100 ms; false positives < 0.1 %

5. Flexibility / Portability

Sub-characteristic Source Stimulus Artifact Environment Response Response measure
Adaptability Producer Web version required Game repository CI/CD, Emscripten Build to WebAssembly Successful build with no code changes, ≤ 2 days
Installability New user Clicks “Install” on Steam Distribution Windows 11 Client downloads and launches Successful installation ≥ 99 %, first window ≤ 15 s
Replaceability DevOps Migrate signalling server to another VPS Docker container Zero-downtime deploy Old traffic drained, new instance up Match downtime = 0 s; rollback ≤ 1 click