[code][fix] improvements for LAN 202503

- more robust client <-> server connection
  - new client event: DownloadGameFilesFailed
  - 3 seconds to reconnect
  - retry forever if server is gone and never lose a UI request

- code cleanup here and there (mostly server)
This commit is contained in:
2025-03-20 19:39:32 +01:00
parent 19434cd1b1
commit 765447e6d1
9 changed files with 405 additions and 239 deletions

View File

@@ -3,12 +3,12 @@ use std::{
sync::Arc,
};
use bytes::Bytes;
use bytes::{Bytes, BytesMut};
use lanspread_db::db::{GameDB, GameFileDescription};
use lanspread_proto::{Request, Response};
use lanspread_proto::{Message as _, Request, Response};
use lanspread_utils::maybe_addr;
use s2n_quic::stream::SendStream;
use tokio::sync::RwLock;
use tokio::{io::AsyncReadExt, sync::RwLock, time::Instant};
use walkdir::WalkDir;
#[derive(Clone, Debug)]
@@ -23,12 +23,33 @@ impl RequestHandler {
}
}
pub(crate) async fn handle_request(&self, request: Request, games_folder: &Path) -> Response {
pub(crate) async fn handle_request(
&self,
request: Request,
games_folder: &Path,
tx: &mut SendStream,
) -> eyre::Result<()> {
let remote_addr = maybe_addr!(tx.connection().remote_addr());
// process request and generate response
let response = self.process_request(request, games_folder).await;
tracing::trace!("{remote_addr} server response: {response:?}");
// write response back to client
tx.send(response.encode()).await?;
// close the stream
tx.close().await?;
Ok(())
}
pub(crate) async fn process_request(&self, request: Request, games_folder: &Path) -> Response {
match request {
Request::Ping => Response::Pong,
Request::ListGames => {
let db = self.db.read().await;
Response::Games(db.all_games().into_iter().cloned().collect())
Response::ListGames(db.all_games().into_iter().cloned().collect())
}
Request::GetGame { id } => {
if self.db.read().await.get_game_by_id(&id).is_none() {
@@ -71,19 +92,15 @@ impl RequestHandler {
}
}
Response::GetGame(game_files_descs)
Response::GetGame {
id,
file_descriptions: game_files_descs,
}
}
Request::GetGameFileData(_) => {
Response::InvalidRequest(Bytes::new(), "Not implemented".to_string())
}
Request::Invalid(data, err_msg) => {
tracing::error!(
"got invalid request from client (error: {}): {}",
err_msg,
String::from_utf8_lossy(&data)
);
Response::InvalidRequest(data, err_msg)
}
Request::Invalid(data, err_msg) => Response::InvalidRequest(data, err_msg),
}
}
}
@@ -98,14 +115,48 @@ pub(crate) async fn send_game_file_data(
tracing::debug!("{remote_addr} client requested game file data: {game_file_desc:?}",);
// deliver file data to client
let path = game_dir.join(&game_file_desc.relative_path);
let game_file = game_dir.join(&game_file_desc.relative_path);
if let Ok(mut file) = tokio::fs::File::open(&path).await {
if let Err(e) = tokio::io::copy(&mut file, tx).await {
tracing::error!("{remote_addr} failed to send file data: {e}",);
let mut total_bytes = 0;
let mut last_total_bytes = 0;
let mut timestamp = Instant::now();
if let Ok(mut f) = tokio::fs::File::open(&game_file).await {
let mut buf = BytesMut::with_capacity(64 * 1024);
while let Ok(bytes_read) = f.read_buf(&mut buf).await {
if bytes_read == 0 {
break;
}
total_bytes += bytes_read;
if last_total_bytes + 10_000_000 < total_bytes {
let elapsed = timestamp.elapsed();
let diff_bytes = total_bytes - last_total_bytes;
if elapsed.as_secs_f64() >= 1.0 {
#[allow(clippy::cast_precision_loss)]
let mb_per_s = (diff_bytes as f64) / (elapsed.as_secs_f64() * 1000.0 * 1000.0);
tracing::debug!(
"{remote_addr} sending file data: {game_file:?}, MB/s: {mb_per_s:.2}",
);
last_total_bytes = total_bytes;
timestamp = Instant::now();
}
}
if let Err(e) = tx.send(buf.split_to(bytes_read).freeze()).await {
tracing::error!("{remote_addr} failed to send file data: {e}",);
break;
}
}
tracing::debug!(
"{remote_addr} finished sending file data: {game_file:?}, total_bytes: {total_bytes}",
);
} else {
tracing::error!("{remote_addr} failed to open file: {}", path.display());
tracing::error!("{remote_addr} failed to open file: {}", game_file.display());
}
if let Err(e) = tx.close().await {