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
View File
@@ -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