docs(peer): document transactional install model

Update the peer README and architecture notes to match the landed runtime:
version.ini is the download sentinel, local/ is the install predicate, install
state is recovered through .lanspread.json intents, and watcher rescans are
operation-gated rather than time-debounced.

Add IMPL_DECISIONS.md with the implementation-time choices that were not
already prescribed by PLAN.md, including the just test recipe, the UI event
compatibility bridge, reuse of the existing library index for per-ID rescans,
and the split between active operation state and download cancellation tokens.

Test Plan:
- just fmt
- just clippy
- just test
- just build

Refs: PLAN.md
This commit is contained in:
2026-05-15 18:21:09 +02:00
parent c5dfbf99a0
commit fce34c7bd2
3 changed files with 106 additions and 36 deletions
+43 -7
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@@ -69,7 +69,10 @@ When a peer is discovered:
## When peers broadcast their game list
- Only on changes, not on a timer.
- Use a short debounce (1-2 seconds) to coalesce bursts of filesystem events.
- Filesystem events are gated per game ID instead of time-debounced:
- an active operation lock drops events for that game;
- a rescan already running for the ID sets a rescan-pending flag;
- the running rescan loops once more when that flag was set.
- Send `LibraryDelta` to known peers; send `LibrarySummary` on new connections.
## Local game scanning: fast and low cost
@@ -78,21 +81,50 @@ When a peer is discovered:
1. Maintain a persistent on-disk index (per game):
- `manifest_hash`, total size, file list (optional), and a fingerprint
(version.ini mtime, .eti mtime/size, local install dir presence).
(root-level `version.ini` mtime, root-level `.eti` mtime/size, and
`local/` directory presence).
2. Use filesystem watchers to update only changed games.
3. Keep a fallback periodic scan with a long interval (minutes) to recover from
missed events.
3. Keep a 300-second fallback scan to recover from missed events.
### Fast-path scanning
- On startup, list only top-level game directories.
- For each game, read a cheap fingerprint:
- `.eti` size + mtime
- `version.ini` mtime (if installed)
- presence of `local/` content
- root-level `.eti` file names, sizes, and mtimes
- root-level `version.ini` mtime
- presence of `local/` as a directory
- If fingerprint unchanged, reuse cached size and manifest hash.
- Only run a recursive scan for new or changed games.
## Local State and Recovery
Downloaded and installed are independent predicates:
- `downloaded` is true only when `<game_root>/version.ini` exists as a regular
file. The sentinel is written last through `.version.ini.tmp` and atomic
rename. An interrupted replacement leaves no restored old sentinel because
archive bytes may already have changed.
- `installed` is true when `<game_root>/local/` is a directory. The contents of
`local/` are user-owned and are skipped by manifests, fingerprints, and file
serving.
Reserved per-game paths:
- `.version.ini.tmp` and `.version.ini.discarded` are download transaction
scratch files and are swept during startup recovery.
- `.local.installing/` is extraction staging.
- `.local.backup/` holds the previous install while an update or uninstall is in
flight.
- `.lanspread.json` is the atomic per-game intent log.
- `.lanspread_owned` inside `.local.*` directories proves Lanspread ownership
when the current intent is `None`.
Recovery reads `.lanspread.json` and combines the recorded intent with the
observed `local/`, `.local.installing/`, and `.local.backup/` state. Intent
states `Installing`, `Updating`, and `Uninstalling` prove ownership of the
corresponding reserved directories even if the marker was not flushed before a
crash. With intent `None`, markerless `.local.*` directories are left untouched.
### Result
Most scans become O(number of game dirs), with full recursion only when needed.
@@ -102,6 +134,10 @@ Most scans become O(number of game dirs), with full recursion only when needed.
- Keep `GetGame`/manifest requests, but keyed by `manifest_hash` so repeated
calls can be skipped when unchanged.
- Downloads remain chunked QUIC streams with the existing integrity checks.
- A game is transferable only when its ID is in the catalog, no operation is
active for that ID, and the root-level `version.ini` sentinel exists.
- `local/` paths are never served, even if a stale or malicious manifest request
asks for them.
## Fault tolerance rules
+43 -29
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@@ -7,16 +7,17 @@ It is designed to run headless other crates (most notably
## Runtime Overview
- `start_peer(game_dir, tx_events, peer_game_db)` boots the asynchronous runtime in the
background and returns an `UnboundedSender<PeerCommand>` that the caller uses
for control. The initial game directory is installed directly into the peer
context, the local library scan is attempted before discovery starts, and the
provided `PeerGameDB` remains shared so the UI layer can observe live peer
metadata.
- `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`, and `SetGameDir`.
`ListGames`, `GetGame`, `DownloadGameFiles`, `InstallGame`, `UpdateGame`,
`UninstallGame`, and `SetGameDir`.
- `PeerEvent` enumerates everything the peer runtime reports back to the UI:
library snapshots, download lifecycle updates, and peer membership changes.
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.
@@ -34,12 +35,13 @@ lifetime of the process:
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`) periodically rescans the
configured game directory and announces local library deltas to known peers.
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. The resulting database is used to respond to
incoming metadata requests (`Request::ListGames` / `Request::GetGame`).
`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
@@ -60,19 +62,32 @@ When the UI asks to download a game:
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` prepares the filesystem (creating directories and
pre-sizing files where possible), 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.
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. Failures are accumulated and retried (up to `MAX_RETRY_COUNT`) via
`retry_failed_chunks`. If everything succeeds,
`PeerEvent::DownloadGameFilesFinished` is emitted; otherwise the UI receives
`PeerEvent::DownloadGameFilesFailed`.
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`
@@ -80,7 +95,8 @@ 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 download state, and the user-selected game directory.
`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
@@ -89,11 +105,9 @@ The Tauri application embeds this crate in
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-*`,
`peer-*`). Successful downloads trigger an `unrar` sidecar to unpack ETI
archives and clean up the temporary backup folders that are created when
updates begin.
- When downloads fail the Tauri layer restores the on-disk backup, keeping the
previous installation consistent even after partial transfers.
`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
@@ -102,9 +116,9 @@ The Tauri application embeds this crate in
- 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 now open files without
truncating existing data, avoiding the corruption that occurred previously
when multiple peers collectively filled a file.
- 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