# lanspread-peer

`lanspread-peer` is the networking runtime that lets Lanspread nodes find each
other on the local network, exchange library metadata, and transfer game files.
It is designed to run headless – other crates (most notably
`lanspread-tauri-deno-ts`) embed it and drive it through a channel-based API.

## Runtime Overview

- `start_peer(game_dir, tx_events, peer_game_db, unpacker, catalog)` boots the
  asynchronous runtime in the background and returns a `PeerRuntimeHandle` whose
  sender controls the peer. The injected `Unpacker` keeps archive extraction out
  of the peer crate's platform layer, and the catalog set gates which local game
  roots are announced or served.
- `PeerCommand` represents the small control surface exposed to the UI layer:
  `ListGames`, `GetGame`, `DownloadGameFiles`, `InstallGame`,
  `UninstallGame`, and `SetGameDir`.
- `PeerEvent` enumerates everything the peer runtime reports back to the UI:
  library snapshots, download/install/uninstall lifecycle updates, runtime
  failures, and peer membership changes.
- `PeerGameDB` collects remote peer metadata. It aggregates discovered peers’
  `Game` definitions, tracks the latest ETI version per title, and keeps the
  last seen list of `GameFileDescription` entries for each peer.

Internally the peer runtime owns four long-lived tasks that run for the
lifetime of the process:

1. **Server component** (`run_server_component`) – listens for QUIC connections,
   advertises via mDNS, and serves `Request::ListGames`, `Request::GetGame`,
   `Request::GetGameFileData`, and `Request::GetGameFileChunk` by reading from
   the local game directory.
2. **Discovery loop** (`run_peer_discovery`) – uses the `lanspread-mdns`
   helper to discover other peers. The blocking mDNS work is executed on a
   dedicated thread via `tokio::task::spawn_blocking` so that the Tokio runtime
   remains responsive.
3. **Ping service** (`run_ping_service`) – periodically issues QUIC ping requests
   to keep peer liveness up to date and prunes stale entries from `PeerGameDB`.
4. **Local game monitor** (`run_local_game_monitor`) – watches the configured
   game directory and each game root non-recursively, gates per-ID rescans while
   operations are active, and runs a 300-second fallback scan for missed events.

`scan_local_library` maintains a lightweight on-disk index and produces both a
`GameDB` and protocol summaries. A game is downloaded only when its root-level
`version.ini` sentinel exists; `local/` being a directory is the install signal.

## Networking and File Transfer

- Transport is handled by [`s2n-quic`](https://github.com/aws/s2n-quic); TLS
  cert/key material is compiled in from the repository root.
- Protocol messages are JSON-encoded structures defined in
  `lanspread-proto::{Request, Response}`.
- File transfers stream raw bytes over dedicated bidirectional QUIC streams.
  `peer::send_game_file_data` sends entire files, while
  `peer::send_game_file_chunk` services ranged requests.

### Download Pipeline

When the UI asks to download a game:

1. The UI first issues `PeerCommand::GetGame`. Each peer that still reports the
   game is queried via `request_game_details_from_peer`, and their file
   manifests are merged inside `PeerGameDB`.
2. Once the UI receives `PeerEvent::GotGameFiles`, it forwards the selected file
   list back with `PeerCommand::DownloadGameFiles`.
3. `download_game_files` starts a version-sentinel transaction, parks any old
   `version.ini` as `.version.ini.discarded`, prepares non-sentinel files, emits
   `PeerEvent::DownloadGameFilesBegin`, and builds a per-peer plan
   (`build_peer_plans`) that round-robins file chunks across the available peers
   that advertise the latest version.
4. Each plan is executed in its own task (`download_from_peer`). Chunk requests
   use per-chunk QUIC streams and write into pre-created files. The chunk writer
   keeps existing data intact and only truncates when we intentionally fall back
   to a full file transfer, which prevents corruption when multiple peers fill
   different regions of the same file.
5. `version.ini` chunks are buffered in memory and committed last via
   `.version.ini.tmp` followed by an atomic rename. Failures are accumulated and
   retried (up to `MAX_RETRY_COUNT`) via `retry_failed_chunks`; failed or
   cancelled downloads sweep `.version.ini.tmp` and `.version.ini.discarded`
   without restoring the previous sentinel.
6. After a successful sentinel commit, `PeerEvent::DownloadGameFilesFinished`
   is emitted and the peer auto-runs the install transaction.

### Install Transactions

Install, update, uninstall, and startup recovery live under `src/install/`.
Each game root has an atomic `.lanspread.json` intent log for install-side
operations and uses Lanspread-owned `.local.installing/` and `.local.backup/`
directories marked by `.lanspread_owned`. Startup recovery combines the recorded
intent with the observed filesystem state and only deletes reserved directories
when intent or marker ownership proves they belong to Lanspread.

## Integration with `lanspread-tauri-deno-ts`

The Tauri application embeds this crate in
`crates/lanspread-tauri-deno-ts/src-tauri/src/lib.rs`:

- `LanSpreadState` holds onto the peer control channel, the latest aggregated
  `GameDB`, per-game operation state, the catalog set, and the user-selected
  game directory.
- The Tauri commands (`request_games`, `install_game`, `update_game`, and
  `update_game_directory`) translate UI actions into `PeerCommand`s. In
  particular, `update_game_directory` validates the filesystem path before
  storing it, loads the bundled catalog on first use, kicks off the peer runtime
  on demand, and mirrors the installed/uninstalled state into the UI-facing
  database.
- A background task consumes `PeerEvent`s and fans them out to the front-end via
  Tauri publish/subscribe events (`games-list-updated`, `game-download-*`,
  `game-install-*`, `game-uninstall-*`, `peer-*`). The Tauri crate now only
  provides the unrar sidecar through the injected `Unpacker`; rollback and
  cleanup live in the peer transaction code.

## Security & Operational Notes

- All QUIC connections are TLS encrypted; the shipped certificates are suitable
  for local-network trust but should be rotated for production deployments.
- Peer discovery is restricted to the local link via mDNS.
- Long-running blocking mDNS calls are isolated on dedicated threads which keeps
  the async runtime responsive even when discovery takes a long time.
- File writes are chunk-safe: partial chunk downloads open files without
  truncating existing data, and root-level `version.ini` is written only after
  the rest of the download has succeeded.

## Known Limitations

- `PeerGameDB` currently models the latest metadata that other peers advertise.
  If the UI needs to surface titles that only exist locally, additional merging
  with the locally scanned `GameDB` will be required.
- The download planner uses a simple round-robin and does not yet take per-peer
  throughput or failures into account when distributing work.

Refer to the source (particularly `src/lib.rs`) for the exact message shapes and
state machines.
