feat(call-to-play)!: coordinate game sessions across peers
Implement the launcher design as a production peer-to-peer feature. Call to Play actions are immutable, validated events broadcast over the existing QUIC control channel, deduplicated in a bounded in-memory history, and exchanged in Hello/HelloAck so late joiners reconstruct current calls. Add the Tauri bridge and modular launcher surfaces for play-now and scheduled calls, check-in, readiness buffers, role-aware controls, chat, tickers, and actual caller launch. A deterministic frontend reducer derives presentation state from replicated history. Extend the JSONL peer harness with publish/list commands and a three-peer live-delivery and late-join scenario. This intentionally raises the only supported wire protocol from version 5 to version 6; older builds are not supported. Document the transport architecture and exclude generated peer-test state from Docker build contexts. Test Plan: - `just fmt` -- passed - `just clippy` -- passed - `just test` -- passed - `just frontend-test` -- passed, 20 tests - `just build` -- passed - `just peer-cli-tests S2 S48` -- passed - `git diff --cached --check` -- passed
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@@ -90,6 +90,16 @@ async fn dispatch_request(
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handle_library_delta(ctx, peer_id, delta).await;
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framed_tx
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}
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Request::CallToPlayEvents { events: incoming } => {
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let accepted = ctx.call_to_play.write().await.insert_all(incoming);
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if !accepted.is_empty() {
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events::send(
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&ctx.tx_notify_ui,
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crate::PeerEvent::CallToPlayEvents(accepted),
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);
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}
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framed_tx
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}
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Request::GetGame { id } => handle_get_game(ctx, id, framed_tx).await,
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Request::GetGameFileData(desc) => handle_file_data_request(ctx, desc, framed_tx).await,
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Request::GetGameFileChunk {
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