4f34c4a2492f202ac6afd9543c0ef96bb62ec63d
208 Commits
| Author | SHA1 | Message | Date | |
|---|---|---|---|---|
|
|
4f34c4a249
|
feat: pass profile settings to launch scripts
Add launcher profile settings for username and language, then thread those values into the Windows script launch path. The game setup, game start, and server start scripts now share the same argument shape: - game path: local - game id - language: en or de - player name Expose a local can_host_server flag in the games payload by checking for server_start.cmd in an installed game's root directory. The detail modal uses that flag to show Start Server only for installed games with the script, and the new start_server command invokes server_start.cmd with the same sanitized settings used by game_setup.cmd and game_start.cmd. Test Plan: - just fmt - just test - just frontend-test - just build - just clippy - git diff --check Refs: design/README.md |
||
|
|
12a0d7abe9
|
feat(ui): align peer count chip with design reference
Mirror the design-doc update in the actual download progress component so the GUI matches the trimmed chip. Previously the large progress panel rendered `[icon] from N peer(s)` inline; now it renders just `[icon] N`, with the full "Downloading from N peers on the LAN" sentence retained as the `title` tooltip for discoverability. Changes: - `DownloadProgress.tsx` (lg variant): drop the "from" / unit text from the inline span, keeping only the count. `peerUnit` stays in scope because the tooltip still needs singular/plural. - `launcher.css`: collapse `.dl-peers` and `.dl-peers strong` into a single rule that puts the t-1 colour, 600 weight and tabular-nums directly on the chip (the inner `<strong>` no longer exists). Gap drops from 5px to 4px to match the tighter icon+number layout. - Container queries: peers drops at <=240px and ETA drops at <=320px, matching the new thresholds in the design reference. The narrower chip simply fits in smaller modals, so the old 300/380 cutoffs were hiding stats that would have rendered fine. Test Plan - `just frontend-test` (passes) - `just run`, start a download, confirm the chip reads `[icon] N`, hover shows the tooltip, and narrowing the window collapses ETA before peers at the new breakpoints. |
||
|
|
8acb6dc246
|
feat: show active download peer count
Render the active peer count already carried by download progress events in the large download progress control. The peer chip appears between speed and ETA, uses singular/plural copy, and hides after the ETA when the detail modal gets very narrow. This keeps the UI aligned with the design reference without changing backend state ownership or download progress plumbing. Test Plan: - git diff --check - git diff --cached --check - just frontend-test - just build |
||
|
|
b56f4e2757
|
feat(peer): expose active download peer count
The launcher needs design work later for showing how many peers are currently feeding an active download. Surface that data now on the existing progress payload so UI state can consume it without a separate event stream or rendering change. The peer download tracker now treats each live chunk receive as peer activity and reports the number of unique peers with in-flight streams. This is a live transfer count, not the number of peers that advertised the game or received a plan. Multiple chunks from one peer count once, and the count falls as chunk streams finish. Tauri already forwards DownloadGameFilesProgress, so no bridge event was added. The TypeScript model accepts active_peer_count under download_progress and preserves it with the same reducer path that keeps bytes and speed while the backend says the game is still downloading. Test Plan: - just fmt - RUSTC_WRAPPER= CARGO_BUILD_RUSTC_WRAPPER= just test - just frontend-test - RUSTC_WRAPPER= CARGO_BUILD_RUSTC_WRAPPER= just clippy - git diff --check - git diff --cached --check Refs: none |
||
|
|
c3800461a4
|
fix(peer): delete partial files when a download is cancelled
Cancelling an in-flight download via `PeerCommand::CancelDownload` previously
torn down the network transfer and cleared `active_downloads`, but left the
partial `.eti` archive(s) sitting in the game root forever. The next library
scan still picked up the half-written files as a "downloaded" game, and the
only escape was the `Remove files` action. This is the symmetric fix to
`62ceb06 feat(peer): remove downloaded game files safely`: the cancel path
must clean up after itself the same way an explicit remove does.
The fix introduces a dedicated `download/storage.rs` module that owns both the
existing pre-allocation step (`prepare_game_storage`, moved out of
`planning.rs` because pure file I/O has no business sitting next to chunk
planning) and a new `discard_cancelled_download` sweep. The orchestrator
calls the sweep at every cancellation exit point, immediately after
`rollback_version_ini_transaction` so the version sentinel transients are
gone before the bulk deletion runs.
The sweep deliberately preserves a known set of names so a cancelled update
of an installed game does not destroy user-extracted files:
- `local/` committed install directory
- `.local.installing/`,
`.local.backup/` in-flight install transaction state, needed by
`install::recover_game_root` on next startup
- `.lanspread.json` per-game install intent log
- `.softlan_game_installed` external softlan installer marker
- `.sync/` external sync tooling
Everything else under the game root (the `.eti` archives, any nested payload
directories, partial chunk files) is removed, and the game root itself is
removed if it ends up empty. The set matches `should_ignore_game_child` in
`services/local_monitor.rs` minus the version.ini transients (which the
rollback step removes itself just before the discard runs).
Tradeoff worth knowing: this does NOT restore the pre-update `version.ini`
sentinel. `begin_version_ini_transaction` parks the existing sentinel as
`.version.ini.discarded`, and `rollback_version_ini_transaction` deletes
that file rather than renaming it back. The user-visible consequence is
that cancelling a mid-flight update of an installed game leaves the local
install playable but no longer flagged as "downloaded" — the documented
"settles as local-only" behaviour now recorded in
`crates/lanspread-peer/ARCHITECTURE.md` and `README.md`. Restoring the
sentinel on cancel was considered, but it would mean a cancelled update
keeps advertising the OLD version as Ready, which is worse than the
current outcome.
Two unrelated correctness issues that surfaced while threading cancellation
through the orchestrator are bundled in here because they belong to the
same user-visible "Cancel button works" story:
1. `download_from_peer` now races `connect_to_peer` against
`cancel_token.cancelled()` (`download/transport.rs:314-322`). Previously
a cancel arriving while QUIC was still in its connect handshake had to
wait for the connect timeout to elapse before the cleanup could run.
2. The download task in `handlers.rs` now calls
`refresh_local_game_for_ending_operation` on every terminal branch —
success-without-install, install-handoff-failure, and the `Err(e)` /
cancel branch — before `end_download_operation` clears
`active_downloads`. Without this, the UI's settled snapshot on the
cancel path could lag behind the actual file system state because the
active-operation snapshot was cleared while the discard was still
running, leaving a brief window where the card showed the pre-cancel
state.
What this does NOT fix: a crash (process kill, power loss) during a
download still leaves orphan `.eti` files because `recover_download_transients`
in `install/transaction.rs` only sweeps the version.ini transients. Closing
that gap would mean calling the same discard from startup recovery for any
game root whose install intent is None and whose `version.ini` is absent.
Tracked in `FINDINGS.md` as a follow-up.
Test Plan:
- `just clippy && just test` — 102 unit tests pass, no new warnings.
- Two new storage tests:
- `discard_cancelled_download_removes_peer_owned_payload` exercises the
fresh-download cancel (no `local/`, root sweeps clean).
- `discard_cancelled_download_preserves_local_install_state` exercises
the update cancel (`local/`, `.lanspread.json`, `.local.backup/`
survive; `version.ini` and `.eti` go away).
- Manual GUI smoke (operator): start a fresh download of a multi-archive
game from a peer, click Cancel from the detail modal while the progress
bar is between 5% and 95%. Expect the game root to be empty (or absent)
afterwards and no orphan `.eti` files. Repeat against an installed game
by clicking Update, then Cancel mid-download; expect `local/` contents
intact and the card to drop back to Play (or Update if the newer-version
peer is still around).
- `lanspread-peer-cli` has no `cancel` command yet, so the headless
`PEER_CLI_SCENARIOS.md` matrix does not cover this end-to-end. Adding a
CLI cancel command + scenario is the natural follow-up.
Refs:
|
||
|
|
47e2bbd454
|
feat(ui): add download progress controls
Replace the downloading action button with a dedicated progress component in
both card and detail views. The card now shows percent plus current speed, while
the detail modal shows bytes, speed, ETA, percent, and an inline cancel affordance
using the same backend progress payload.
Expose download cancellation as a peer command that cancels the tracked transfer
token and lets the running operation clear the authoritative active-operation
snapshot. Add a View Files action that resolves the game root safely and opens it
with the platform file viewer through Tauri's shell plugin.
Test Plan:
- just fmt
- just frontend-test
- just test
- just build
- just clippy
- git diff --cached --check
Refs: design reference
|
||
|
|
01712f248b
|
feat(ui): show download progress and speed in the action button
Previously the action button only said "Downloading…" with no indication of
how far along the transfer was or how fast it was going. With multi-gigabyte
game payloads on a LAN this gave the user no signal whether the download had
stalled, was hitting the wire fast, or was about to finish.
Wire a sampled byte-level progress channel from the download pipeline up to
the action button:
- New `DownloadProgressTracker` in `crates/lanspread-peer/src/download/progress.rs`
holds the total expected bytes plus two atomic counters: `downloaded_bytes`
(deduplicated per `(relative_path, offset)` chunk key, used for the bar) and
`transferred_bytes` (raw cumulative, used for the speed sample). The dedup
prevents a retried chunk from double-counting toward completion while still
letting speed reflect actual wire activity including retry waste, which is
the more useful metric for "is the link doing anything right now?".
- `sample_download_progress` wraps the transfer future, emits an initial 0 B/s
snapshot, then samples on a 500 ms interval (`MissedTickBehavior::Skip` so a
stalled downloader does not generate a thundering herd of catch-up ticks)
and emits one final snapshot when the future resolves, so the UI sees the
closing state before `DownloadGameFilesFinished` arrives.
- New `PeerEvent::DownloadGameFilesProgress(DownloadProgress)` variant carries
`{ id, downloaded_bytes, total_bytes, bytes_per_second }`. The Tauri shell
forwards it as `game-download-progress`; the JSONL harness emits it as
`download-progress`.
- Orchestrator and retry paths refactored to thread a single shared
`Arc<DownloadProgressTracker>` through both the initial transfer and any
retry attempts. New `TransferContext`, `RetryContext`, and `ChunkPlanContext`
structs absorb the parameter-list growth that came with adding the tracker.
Frontend rendering honors the snapshot-is-authoritative decision from commit
`5df82aa` ("fix(ui): derive operation status from snapshots"):
- `Game.download_progress` is an ephemeral overlay carried alongside the card,
not a status field. `mergeGameUpdate` preserves it only while
`install_status === Downloading` and otherwise clears it on the next
snapshot, so the games-list snapshot remains the single authority for when
the bar should disappear.
- The `game-download-progress` listener writes ONLY `download_progress` — it
does not touch `install_status`, `status_message`, or `status_level`. This
preserves the rule that lifecycle events never mutate card status.
- No `game-download-finished` listener; snapshot reconciliation clears the
overlay automatically when status leaves Downloading.
- `ActionButton` renders a percentage fill behind the icon/label via a
`--download-progress` CSS custom property; the existing `.act-busy` spinner
is layered above the fill with `z-index: 1`. `act-downloading` widens the
button to avoid label jitter as the speed number changes (tabular-nums).
- `actionLabel` for the Downloading status now appends a formatted speed
("Downloading… 12.5 MB/s") via the new `formatBytesPerSecond` helper.
Test Plan:
- `just test` — Rust workspace tests including new progress tracker unit tests
(`tracker_counts_only_new_bytes_for_a_retried_chunk`,
`tracker_clamps_reported_bytes_to_total`).
- `just frontend-test` — Deno tests including
`download progress is preserved only while actively downloading` and
`downloading action label includes current speed`.
- `just clippy` — clean.
- Manual: download a multi-GB game from a peer and watch the action button
fill, speed update on the half-second, and reset cleanly on completion.
Refs: download progress visibility, snapshot-authoritative UI architecture
|
||
|
|
0f10108438
|
perf(peer): widen LAN bulk-transfer windows and buffers
Centralize the bulk-transfer sizing in config.rs and bump the values used
on both ends of a QUIC connection:
- CHUNK_SIZE: 32 MiB -> 128 MiB
- QUIC_CONNECTION_DATA_WINDOW: 64 MiB -> 256 MiB
- QUIC_STREAM_DATA_WINDOW: 32 MiB -> 128 MiB
- QUIC_MAX_SEND_BUFFER_SIZE: 32 MiB -> 128 MiB
- QUIC_INITIAL_CONGESTION_WINDOW: 1 MiB -> 4 MiB
- FILE_TRANSFER_BUFFER_SIZE: 64 KiB -> 1 MiB (new constant)
The previous 32 MiB stream window was already comfortably above the
bandwidth-delay product of a sub-millisecond LAN at 2.5 GbE. The further
bump is deliberately generous: the goal is to push flow control and
per-syscall overhead far enough out of the way that they cannot be the
suspect when isolating the remaining LAN download bottleneck (disk, NIC,
or s2n-quic platform offload on the sending host). Memory pressure from
the larger windows is not observable on a desktop client moving GB-sized
games.
stream_file_bytes previously read the local file in 64 KiB chunks. At
multi-Gbit/s send rates that produced many thousands of disk reads per
second; bumping to 1 MiB keeps the per-file syscall load modest with no
measurable latency cost on streamed bulk transfers. The buffer size lives
in config.rs as FILE_TRANSFER_BUFFER_SIZE so it stays adjustable from one
place.
Also add a started/MiB-per-second log line at info level when a file
finishes streaming. This matches the S37 measurement methodology already
used in the peer-cli harness and makes per-file send throughput visible in
normal operation.
The peer-cli extended-scenarios harness uses CHUNK_SIZE as the tolerance
bound for chunk-boundary variance in its assertions, so its constant is
bumped to match. The multi-chunk planning unit test is rewritten to
reference CHUNK_SIZE symbolically (CHUNK_SIZE * 3 + CHUNK_SIZE / 2)
instead of a hardcoded 120 MiB; the previous literal would silently
degrade into a single-chunk test at the new chunk size and stop
exercising the spread-across-peers code path.
Test Plan:
- just fmt
- just clippy
- just test
- python3 crates/lanspread-peer-cli/scripts/run_extended_scenarios.py S37 \
--build-image
- python3 crates/lanspread-peer-cli/scripts/run_extended_scenarios.py S37
Refs: local LAN download performance investigation on 2026-05-20.
Depends-on:
|
||
|
|
44e0629926
|
refactor(peer-cli): split download measurement event handlers
Extract the download-begin and chunk-finished measurement bookkeeping out of the main peer-cli event reducer. This keeps the S37 throughput reporting behavior unchanged while bringing the reducer back under the pedantic clippy line-count threshold. Test Plan: - just fmt - just clippy - just test Refs: S37 download throughput measurement harness. |
||
|
|
d7f7dc737e
|
perf(peer): request larger QUIC UDP socket buffers
Configure the s2n-quic Tokio IO provider on both client and server instead of using the address-only default provider. The configured provider asks the OS for 4 MiB send and receive buffers on each QUIC UDP socket, which avoids starting bulk LAN transfers on the tiny default UDP buffer sizes. I tested a wider version that also raised s2n-quic internal IO queues to 8 MiB, but that regressed S37 to 710.19 and 736.20 MiB/s in repeat runs. This commit keeps the narrower socket-buffer request, which measured faster than the prior flow-control-only tuning while leaving the internal queue defaults intact. The host used for measurement reports: - net.core.rmem_max = 16777216 - net.core.wmem_max = 16777216 - net.core.rmem_default = 212992 - net.core.wmem_default = 212992 S37 single-source throughput: - Step 1: 824.94 MiB/s, 6920.09 Mbit/s, 2.483s - Step 2 sample A: 848.15 MiB/s, 7114.81 Mbit/s, 2.415s - Step 2 sample B: 874.06 MiB/s, 7332.12 Mbit/s, 2.343s Test Plan: - just fmt - sysctl net.core.rmem_max net.core.wmem_max net.core.rmem_default \ net.core.wmem_default - python3 crates/lanspread-peer-cli/scripts/run_extended_scenarios.py S37 --build-image - python3 crates/lanspread-peer-cli/scripts/run_extended_scenarios.py S37 Refs: local LAN download performance investigation on 2026-05-20. Depends-on: cd8bcbfeedfa (QUIC flow-control and BBR tuning). |
||
|
|
5b689ec5f4
|
perf(peer): tune QUIC flow control for LAN downloads
Raise the s2n-quic connection and stream data windows on both the client and server, increase the max send buffer, and use BBR with a larger initial congestion window. The download path was already able to pipeline multiple chunk streams, but those streams still shared small default connection-level budgets that limited sustained LAN throughput. The tuning keeps one current wire protocol and does not add fallback behavior. It is deliberately centralized in the peer networking module so later transport changes can use the same limits on both sides of the connection. S37 single-source throughput: - Before: 733.22 MiB/s, 6150.72 Mbit/s, 2.793s - After: 824.94 MiB/s, 6920.09 Mbit/s, 2.483s - Delta: +91.72 MiB/s, +769.37 Mbit/s, about +12.5% Test Plan: - just fmt - python3 crates/lanspread-peer-cli/scripts/run_extended_scenarios.py S37 --build-image Refs: local LAN download performance investigation on 2026-05-20. Depends-on: 14e772c5c71a (peer-cli S37 throughput measurement). |
||
|
|
8a9f420a06
|
test(peer-cli): measure single-source download throughput
Add peer-cli accounting for download sessions so terminal download events report bytes, chunks, elapsed time, MiB/s, and Mbit/s. The extended scenario runner now has S37, a focused single-source download benchmark that creates a 2 GiB sparse bf1942 archive, downloads it from one peer with install disabled, and checks the destination archive size and reported byte count. This gives the QUIC performance work a repeatable measurement below the 5 GiB limit from the original request. The source file is sparse, so S37 is aimed at the app, QUIC, and destination-write path rather than raw source-disk reads; the existing correctness scenarios still cover normal game downloads. Baseline S37 before QUIC tuning: - 733.22 MiB/s - 6150.72 Mbit/s - 2.793s for 2.00 GiB plus version.ini - 65 reported chunks Test Plan: - just fmt - python3 crates/lanspread-peer-cli/scripts/run_extended_scenarios.py S37 --build-image Refs: local LAN download performance investigation on 2026-05-20. |
||
|
|
6a90ca951d
|
feat(peer): pipeline chunk downloads over QUIC
Keep several chunk streams in flight per peer connection so a fast LAN download is no longer forced through a request, wait, request loop. The transport still uses the current GetGameFileChunk request on normal QUIC bidirectional streams, so this improves throughput without adding another wire message or compatibility path. The peer planner now assigns chunks to the least-loaded eligible peer by planned bytes. This keeps shared large files balanced across the latest valid sources, while still respecting per-file source eligibility. Retries are batched by peer and use the same pipelined transport instead of opening a new connection for one failed chunk at a time. Initial peer connection failures are converted into per-chunk failures so the existing retry logic can move those chunks to another validated source. The dead whole-file branch was removed from PeerDownloadPlan because nothing populated it and retrying those entries as zero-length chunks would be a future data-loss trap. Test Plan: - RUSTC_WRAPPER= just fmt - RUSTC_WRAPPER= just test - RUSTC_WRAPPER= just clippy - RUSTC_WRAPPER= just peer-cli-build - RUSTC_WRAPPER= just peer-cli-image - python3 crates/lanspread-peer-cli/scripts/run_extended_scenarios.py \ S13 S14 S16 S18 S19 S20 S24 S25 S26 S36 - git diff --cached --check Refs: PEER_CLI_SCENARIOS.md Review-Notes: addressed Claude review on whole-file retry cleanup |
||
|
|
5df82aa4f3
|
fix(ui): derive operation status from snapshots
The launcher was mixing lifecycle event handlers with the games-list snapshot when deciding the card status. That left multiple writers for the same install_status field and made event ordering visible in React. Make games-list-updated active_operations the authoritative source for busy status. Lifecycle events no longer mutate the card status; they only keep their non-status side effects such as rescans and error messages. The only remaining optimistic status is CheckingPeers before the backend emits its next snapshot. Add a frontend reducer test that proves an install stays in Installing while an active install snapshot exists, then settles to Installed only after the active operation clears with installed local state. Test Plan: - git diff --check - just fmt - just frontend-test - just build Refs: local install/download status snapshot cleanup |
||
|
|
db03533bd4
|
fix(peer): settle local state before clearing operations
Install, update, uninstall, and downloaded-file removal used to clear the active operation before publishing the settled local-library snapshot. That allowed the UI bridge to emit a snapshot with no active operation but stale local state, which could briefly make an installing game look not installed. Refresh the ending game while its operation is still active, but exempt only that game from the active-operation freeze. Other active games keep the existing scan-preservation behavior. Lifecycle finished/failed events are now emitted after the local snapshot and active-operation clear, so the status snapshot remains the source of truth. Test Plan: - git diff --check - just fmt - just test Refs: local install/download status snapshot cleanup |
||
|
|
b7df2de6a5
|
fix(download): emit failure events on early-returns and update UI transition
Address backend early-return paths that were silently exiting without emitting a terminal event to the UI, and align the UI transition to "Downloading" with the actual start of the chunk transfer. - Added `DownloadGameFilesFailed` event emissions to `handlers.rs` in the unhandled early-return branches (when resolved file descriptions are empty or when no trusted peers are found without a local copy). This prevents the UI from getting stuck in a checking state. - Updated the frontend `'game-download-pre'` listener to keep the status in `CheckingPeers` during peer majority size validation, and let the UI switch to `Downloading` only upon `'game-download-begin'`. - Added clarifying comments explaining the safety and semantic roles of both listeners. Test Plan: - Run all unit tests to ensure no regressions: `just test` - Compile and build the Tauri project: `just build` |
||
|
|
2b3851f837
|
fix(ui): keep peer-check state backend-driven
Downloading a game could keep showing "Checking peers" while the backend was already transferring files. The frontend owned a five-second fallback that could invent a no-peers error during a valid long download, then return the action to Download until install began. Remove that frontend timer and make the peer lifecycle authoritative instead. The UI now treats CheckingPeers as only an optimistic click response, ignores it if a real operation is already in progress, and switches to Downloading when the existing game-download-pre bridge reports that peer metadata was found. A review found one backend path that previously had no terminal event: candidate peers existed, but every peer detail request failed before GotGameFiles. That path now emits DownloadGameFilesFailed so the UI can leave CheckingPeers without falling back to a frontend guess. Test Plan: - just fmt - just clippy - just test - just build - git diff --check Refs: local review P2 |
||
|
|
ebeee2d90a
|
fix(settings): name descending size sort explicitly
The library sort setting used `size` for largest-first sorting while the ascending option used `sizeAsc`. That made the pair asymmetric and left the current settings model carrying a legacy-looking key. Rename the current descending key to `sizeDesc` in the type, menu, and sort logic. Stored `size` values are normalized to `sizeDesc` on read, so existing users keep the same largest-first behavior while new writes use the explicit key. Test Plan: - deno task build - RUSTC_WRAPPER= CARGO_BUILD_RUSTC_WRAPPER= just build - git diff --check Refs: local review feedback |
||
|
|
59efe9e2d7
|
fix(ui): close detail modal when removing downloads
Confirming removal from the game detail modal used to clear only the confirmation modal state. The detail modal remained open for the same game while the removal operation was in flight, which could show stale removing or post-removal state around the closed confirmation dialog. Close the detail modal when it is showing the game whose downloaded copy is being removed. Other open detail state is left alone so the change stays scoped to the confirmed removal flow. Test Plan: - deno task build - RUSTC_WRAPPER= CARGO_BUILD_RUSTC_WRAPPER= just build - git diff --check Refs: local review feedback |
||
|
|
62ceb063ac
|
feat(peer): remove downloaded game files safely
Downloaded but uninstalled games can still occupy significant disk space. Add a separate removal path for that state instead of overloading uninstall, which is reserved for deleting only `local/` installs. The peer runtime now exposes `RemoveDownloadedGame` with matching lifecycle and active-operation events. The filesystem delete is intentionally strict: the id must be a catalog game and a single path component, the target must be a direct child of the configured game directory, the root must not be a symlink, it must have a regular root-level `version.ini`, and it must not contain `local/`, `.local.installing/`, or `.local.backup/`. Only then do we recursively remove the game root. The Tauri bridge exposes this as `remove_downloaded_game`, the frontend shows a matching danger action only for downloaded-but-uninstalled games, and a confirmation dialog warns that re-downloading can take a long time. Test Plan: - git diff --check - just fmt - RUSTC_WRAPPER= CARGO_BUILD_RUSTC_WRAPPER= just test - RUSTC_WRAPPER= CARGO_BUILD_RUSTC_WRAPPER= just clippy - RUSTC_WRAPPER= CARGO_BUILD_RUSTC_WRAPPER= just build Refs: user redesign nitpick about removing downloaded uninstalled games |
||
|
|
74d9266723
|
fix(ui): show installing for downloaded games
The redesigned action hook marked every accepted install command as Checking Peers. That is correct while the launcher is asking peers for file details, but it is wrong for a game that is already downloaded and only needs local archive installation. Track the already-downloaded path separately and optimistically show Installing until the backend install lifecycle event arrives. Peer-backed downloads keep the existing Checking Peers state. Test Plan: - git diff --check Refs: user redesign nitpick about install button state |
||
|
|
50698f9a7d
|
feat(ui): add search clear button
Search now exposes a small icon-only clear button whenever a query is present. Clicking it clears the term in one step and returns focus to the input so users can immediately type a replacement. The button uses the existing topbar styling language and a compact circled-x icon alongside the keyboard hint. Test Plan: - git diff --check Refs: user redesign nitpick about one-click search clearing |
||
|
|
a6130fc687
|
fix(ui): handle enter and escape in search
The search field should behave like a transient launcher search control. Enter now blurs the input while preserving the current term, and Escape clears the term before blurring the input. Test Plan: - git diff --check Refs: user redesign nitpick about search keyboard behavior |
||
|
|
2af55981c3
|
fix(ui): make animated background drift subtly
The animated background had an animation assigned, but the layers painted at the viewport size so the background-position changes were effectively static. Give the ambient light layers larger paint areas and drift them slowly so the animated option visibly moves without becoming distracting. Reduced-motion users keep the same static background. Test Plan: - git diff --check Refs: user redesign nitpick about animated background not moving |
||
|
|
e5235948df
|
fix(ui): default covers to square
Fresh launcher profiles should start with square covers when no stored UI settings exist. Existing stored settings still pass through the normal sanitize path and keep their selected aspect. Test Plan: - git diff --check Refs: user redesign nitpick about no-config cover aspect |
||
|
|
25f92c9b0b
|
feat(ui): add smallest-first size sort
The redesign only offered a largest-first size sort. Keep the existing `size` preference value as largest for compatibility with saved settings and add a new ascending size key for users who want to find small downloads first. The sort menu now exposes both size directions and the sorter handles the new smallest-first option directly. Test Plan: - git diff --check Refs: user redesign nitpick about Size (smallest) sort |
||
|
|
bcaf28dcee
|
fix(ui): count all-games filter from network games
The launcher redesign showed the All Games pill count from the full bundled catalog. That made the counter report every row in game.db even though the All Games filter itself only shows games that are visible on the current network or present locally. Use the same network-visible predicate for the counter and the filter. The pill count and results total now describe the displayed network library instead of the baked catalog size. Test Plan: - git diff --check Refs: user redesign nitpick about All Games counter |
||
|
|
640214ec38
|
feat(tauri): implement Steam-style launcher redesign per design handoff
Replace the previous monolithic 900-line `App.tsx` launcher UI with the
Steam-inspired dark redesign specified in `design/README.md` (handoff
committed in the previous commit). The new UI is split across small,
single-responsibility React modules instead of one file.
What changes from the user's perspective
----------------------------------------
- Dark, gradient-tinted background with sticky 64px top bar (glass blur
+ saturate). Single-row chrome (handoff variant A).
- Pill-style filter toggle (`All Games` / `Local` / `Installed`) with an
animated thumb that slides between options.
- Search field with magnifying-glass icon and a `/` keyboard shortcut to
focus it from anywhere outside an input.
- Sort menu (Name A–Z / Size / Status) as a dropdown.
- Game directory button shows the current path with leading-ellipsis
truncation; clicking it opens the native folder picker.
- Kebab menu hosts Settings, Refresh library, and Unpack logs (existing
companion window). The standalone Unpack-Logs button is removed from
the chrome.
- Game grid uses CSS `auto-fill` minmax with three density presets
(compact / normal / large) and three cover aspects (box / square /
banner), persisted via the Settings dialog.
- Game cards render with the real thumbnail when the backend has one
(via `get_game_thumbnail`) and fall back to a procedurally-generated
gradient + accent-blob placeholder with a Bebas Neue title burned in.
Each card carries a color-coded state chip (Installed = green,
Downloaded = amber, busy = pulsing accent), a peers chip when at
least one peer holds the game, the title, size · genre meta line, a
status line (errors in red), and a single color-coded primary action
button: Play (green gradient), Update / Install (accent), Download
(neutral), animated "busy" spinner during in-flight operations, or a
disabled "Unavailable" state when no peer has the game.
- Clicking anywhere on a card except the action button opens a detail
modal: 16:7 hero (uses the thumbnail), state chip, tag pills derived
from genre/publisher/release_year, large title, 4-cell meta grid
(size, players from `max_players`, version from `local_version` or
`eti_game_version` formatted YYYY.MM.DD, status), description, and an
action row with the primary action plus an Uninstall ghost-danger
button when the game is installed. Esc, scrim click, and the close
button all dismiss the modal.
- Settings dialog (opened from the kebab menu) lets the user change the
accent color (six swatches), background style (flat / gradient /
animated), grid density, and cover aspect. Changes apply live and
persist immediately to the Tauri store under `launcher-settings.json`
(key `ui-settings`); the existing `game-directory` key in the same
file is unchanged.
- Empty state when no directory is chosen offers a centered prompt with
a single CTA. Empty state when filters/search match nothing shows a
distinct "Nothing matches" message.
Why this approach
-----------------
The handoff selected variant A (single-row chrome) explicitly, so only
that variant is implemented; variant B underlined tabs and the
storage-meter widget are intentionally omitted (no free-space data
available from the backend yet).
Real cover art from `get_game_thumbnail` is preferred over the
placeholder generator. When a thumbnail is present, the Bebas Neue
title overlay is suppressed because shipped cover art already has its
own title. When the thumbnail is absent, the placeholder gradient (with
per-id stable hue/blob/angle) plus the burned-in title takes over —
this is the same procedural look as the design reference.
Architecture / file layout
--------------------------
The previous single-file design is decomposed top-down:
```
src/
main.tsx entry; loads tokens + launcher CSS
App.tsx thin router (main vs. unpack-logs view)
styles/
tokens.css CSS custom props + body reset
launcher.css port of the design reference styles.css
(single-row chrome only)
windows/
MainWindow.tsx composition root: top bar + grid + modals
lib/
types.ts Game, InstallStatus, GameAvailability,
ActiveOperationKind, GameFilter / GameSort,
DerivedState
gameState.ts derive() + isUnavailable + needsUpdate +
primaryActionFor + actionLabel +
mergeGameUpdate (event reconciliation) +
countByFilter + applyFilterAndSort
format.ts formatBytes, formatEtiVersion (YYYYMMDD),
truncatePath, formatPlayers
cover.ts coverColorsFor(id) — stable palette pick +
gradient angle + blob position from id
hash; titleFontSize
store.ts file + key constants for plugin-store
hooks/
useSettings.ts UISettings + accent/bg/density/aspect/
sort/filter, persisted via plugin-store
useGameDirectory.ts loads + persists the chosen directory and
pushes it to update_game_directory
useGames.ts owns the games list; listens to every
backend event (games-list-updated,
game-download-begin/finished/failed/
peers-gone, game-no-peers, game-install-
begin/finished/failed, game-uninstall-
begin/finished/failed, peer-count-updated);
exposes markChecking with a 5s fallback to
clear "Checking peers…" when nothing comes
back from the backend
useGameActions.ts play / install / update / uninstall
wrappers around the corresponding invoke
commands
useThumbnails.ts lazy per-id cache for get_game_thumbnail
components/
Icon.tsx inline SVG icon set (currentColor)
Brand.tsx brand mark + name + peer-count chip
Modal.tsx generic scrim + panel + Esc handler
StateChip.tsx corner pill with state-coded dot
ActionButton.tsx color-coded primary action; disabled when
unavailable; spinner when busy
SegmentedRadio.tsx generic 3-way segmented control
ColorSwatchPicker.tsx 6-swatch picker with check overlay
topbar/
TopBar.tsx chrome composition
SegmentedFilters.tsx All / Local / Installed with sliding thumb
SearchField.tsx input + `/` shortcut
SortMenu.tsx dropdown sort selector
DirectoryButton.tsx folder picker trigger
KebabMenu.tsx generic dropdown menu
grid/
ResultsBar.tsx "Showing N of M games"
GameGrid.tsx CSS-grid wrapper
GameCard.tsx full card composition
GameCover.tsx thumbnail OR placeholder cover art
modals/
GameDetailModal.tsx hero + meta grid + actions
SettingsDialog.tsx appearance + library preferences
empty/
NoDirectoryState.tsx onboarding CTA
EmptyResultsState.tsx "scanning" / "nothing matches"
```
`UnpackLogsWindow.tsx` and its CSS are untouched — the unpack-logs
companion window is rendered as before via the existing `?view=unpack-
logs` route in `App.tsx`.
The previous `App.css` is removed entirely (its styles are superseded
by `styles/launcher.css`).
Bebas Neue is loaded via Google Fonts in `index.html` (preconnect +
swap), used for the brand mark and the placeholder cover-art titles.
Tradeoffs and intentional omissions
-----------------------------------
- Storage meter: omitted. The handoff specifies installed/local/free
bytes, but no Tauri command currently provides free-space data.
- Variant B (two-row chrome with underline tabs): omitted; the handoff
picked variant A.
- "View files" action in the detail modal: omitted. The backend doesn't
expose per-game install paths and `shell.open` of the user-chosen
root directory would be misleading.
- "Delete from disk" ghost-danger action for `local` games: omitted.
No backend command currently distinguishes "delete downloaded
archive" from `uninstall_game`. Only installed games get an Uninstall
button.
- "Recently Played" sort: omitted (no play-time tracking yet). The sort
menu offers Name / Size / Status instead.
- Keyboard arrow grid navigation: not yet implemented (out of scope per
the handoff).
- Per-game progress bar during downloads/installs: not implemented; the
action button shows a spinner + "Downloading…" / "Installing…" label
instead, matching the existing event-driven status text.
Persistence
-----------
UI preferences (accent, bg, density, aspect, sort, filter) live in
`launcher-settings.json` under a new `ui-settings` key. The existing
`game-directory` key in the same file is preserved untouched, so users
keep their previously selected directory.
Test plan
---------
Frontend build verified locally:
cd crates/lanspread-tauri-deno-ts && deno task build
→ `tsc && vite build` completes with no diagnostics; bundle ~228 kB.
Manual verification (recommended once the app boots end-to-end):
- [ ] Launch with no directory set: only the "Pick a game directory"
empty state is visible; clicking the button opens the native
folder picker.
- [ ] Pick a directory: top bar appears, grid populates as games arrive.
- [ ] Click the All / Local / Installed pills: the thumb slides; the
count chips reflect the right subset.
- [ ] Press `/`: focus moves to the search input; type a substring and
confirm the grid filters live.
- [ ] Open the Sort menu, switch between sorts; the grid reorders.
- [ ] Open the Settings dialog from the kebab: change accent → the
thumb, brand mark, search-focus ring, and Install button all
switch color live. Change density → grid card size changes.
Change cover aspect → cards re-shape (2/3, 1/1, 16/9). Close and
reopen: choices are remembered.
- [ ] Click anywhere on a card except the action button → detail modal
opens with the right metadata; Esc / scrim click / close button
all dismiss it.
- [ ] Click the action button on an `installed` card → game launches.
- [ ] Click the action button on a `local` card → install starts;
button shows the spinner + "Installing…".
- [ ] Click on a `none` card with peer_count > 0 → download starts; the
lifecycle events update the button label correctly.
- [ ] Card for a game with peer_count == 0 and not downloaded → button
reads "Unavailable" and is disabled.
- [ ] Trigger a `game-download-failed` from the backend: the error
status line appears under the card title in red.
- [ ] Open Unpack Logs from the kebab: the companion window opens
exactly as before.
Trailer
-------
Refs: design/README.md (canonical handoff), design/design_reference/
|
||
|
|
ff35f0d95f
|
feat(tauri): make unpack logs viewer usable for debugging
The original unpack logs window was a flat, monolithic scroll of every
unrar invocation glued together as one continuous textfield. That is
fine for a sanity check but hostile to actually finding a failed
extraction in a session with 30+ games: empty lines from unrar bloated
the view, there was no way to focus on a single game, no filtering, and
no way to narrow in on the entries that actually failed.
This rewrites the viewer to be a proper debugging surface while keeping
the backend untouched -- it still consumes the existing
`get_unpack_logs` command and `unpack-logs-updated` event.
User-visible changes:
* Empty / whitespace-only lines are stripped from stdout and stderr
before rendering, so unrar's padding no longer drowns out real output.
* Two-pane layout: a sidebar lists every captured invocation (badge,
archive basename, finish time); the right pane shows the selected
entry's metadata, stdout and stderr.
* "Errors only" checkbox filters the sidebar to entries whose `success`
flag is false (sidecar exit != 0 or one of the pre-spawn failure
paths). This is the primary affordance for "find the unpack that
broke".
* Regex input filters lines (not entries) -- both per-log when viewing
one, and across the list: entries that contribute zero matching lines
are hidden, and the remaining ones display a per-entry match counter
next to the badge. Regex is case-insensitive; a bad pattern reddens
the input and renders the parser error inline rather than silently
dropping all matches.
* Prev / Next buttons plus arrow keys (and j/k) step through the
filtered list one entry at a time, with the active row auto-scrolled
into view. Selection is tracked by the entry's index in the full log
ring so it survives filter toggles and live appends.
Code organization:
The component, its types, helpers (`basename`, `nonEmptyLines`,
`formatLogTime`, `isUnpackLogsView`) and its CSS are moved out of
`App.tsx` / `App.css` into a dedicated `UnpackLogsWindow.tsx` +
`UnpackLogsWindow.css` pair. The viewer has no shared state with the
main window and lives behind its own `?view=unpack-logs` route, so
keeping ~200 lines of debug-UI plumbing inside `App.tsx` was just
noise. `App.tsx` now imports `UnpackLogsWindow` and `isUnpackLogsView`
and otherwise looks the same as before.
Intentionally out of scope:
* No backend changes. The Rust side already records everything needed;
this is purely a presentation improvement.
* No "view all logs concatenated" mode. The flat view was what we just
replaced -- if it is ever wanted back, it can be added as a third
pane mode.
* Regex is applied to displayed lines only, not to archive paths or
meta. Filtering by archive name is easy enough via the basename in
the sidebar; adding a second filter for it now would be premature.
* Logs are still process-local and capped at `MAX_UNPACK_LOGS` (100)
in the Rust state -- unchanged from
|
||
|
|
b35755f4e6
|
feat(tauri): add unpack logs viewer for unrar attempts
Captures stdout, stderr, exit status and start/finish timestamps for every unrar sidecar invocation and exposes them through a dedicated "Unpack Logs" window. Triggered by the need to debug why a particular game's archive failed to extract -- previously the only artifact of a failed unpack was a log line in the Tauri process stdout, which is awkward to inspect on an end-user machine. Implementation: * `LanSpreadState` gains an in-memory ring buffer (`unpack_logs`) capped at `MAX_UNPACK_LOGS` (100). The previous monolithic `do_unrar` is split into `prepare_unrar_paths` and `run_unrar_sidecar` so every failure path (mkdir failure, canonicalize failure, non-UTF-8 destination, sidecar spawn error, non-zero exit) records an `UnpackLogEntry` before bailing. * A `get_unpack_logs` Tauri command returns the current snapshot; an `unpack-logs-updated` event is emitted after every write so the viewer can refresh without polling. * The React `App` component now routes on `?view=unpack-logs` and renders a dedicated `UnpackLogsWindow`. The main window opens the viewer via `WebviewWindow` with label `unpack-logs`; an existing window is focused instead of being recreated. Capability scoping: the new window is given its own capability file (`capabilities/unpack-logs.json`) granting only `core:default`. The main capability is unchanged in window scope and only gains the two permissions the main window itself needs (`core:window:allow-set-focus` to focus an existing log window, `core:webview:allow-create-webview-window` to spawn it). Splitting the capability keeps the log window from inheriting `shell:allow-open`, `dialog:default` and `store:default`, which it has no reason to use. Known limitations (intentionally out of scope here): * Logs are process-local; they vanish on app restart. Persistence can be added later if it turns out users want to inspect failures across runs. * Entries are presented as a flat chronological list identified by archive path. No per-game grouping or filtering yet -- the archive filename is usually enough to identify the game in practice. * The `unpack-logs-updated` event carries no payload; the viewer re-fetches the full snapshot on every notification. Acceptable given the 100-entry cap, but a payload-bearing event would be cheaper if the cap grows. Test plan: * `just clippy` and `just build` are clean. * Manual: start the GUI, point it at a games directory containing at least one peer-hosted game, trigger an install, then click "Unpack Logs". The window should show one entry per unrar invocation with stdout, stderr, status code and timestamps; stderr/error lines render in the warning color. Triggering further unpacks should update the open window live via the `unpack-logs-updated` event without manual refresh. * Negative path: rename or remove the archive between handshake and extraction to force a canonicalize failure; confirm a failed entry with the corresponding stderr appears in the viewer. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> |
||
|
|
a8edcd7450
|
test(peer-cli): cover full docker scenario matrix
Merge the S18-S36 scenario ideas into the official peer-cli scenario matrix and add a Docker-backed runner that now exercises S1-S36 with concrete file proofs. The runner creates temporary fixtures under .lanspread-peer-cli, drives JSONL peer containers, checks transferred roots with diff and SHA-256 manifests, and covers startup, discovery, transfer, failure, mutation, concurrency, mesh, lifecycle, and catalog edge cases. The scenarios exposed a few harness/runtime boundary gaps that would otherwise make the contract ambiguous. The peer CLI now rejects self-connects, rejects commands for game IDs outside the receiver catalog, filters unknown remote games from its command/event surface, and reports duplicate active same-game commands as operation-in-progress errors. The peer core also refuses non-catalog download commands before transfer, and PeerGameDB has a unit check that address changes preserve identity and library state. S12 and S28 remain unit-level invariants because the CLI cannot stably race raw serve-gate requests or rebind a live listener without restart. The runner treats those scenarios as covered by just test and checks the expected unit test names appear in the output. Test Plan: - just fmt - python3 -m py_compile crates/lanspread-peer-cli/scripts/run_extended_scenarios.py - RUSTC_WRAPPER= just test - RUSTC_WRAPPER= just clippy - RUSTC_WRAPPER= just peer-cli-build - just peer-cli-image - python3 crates/lanspread-peer-cli/scripts/run_extended_scenarios.py - git diff --check Refs: PEER_CLI_SCENARIOS.md S1-S36 |
||
|
|
41e9a0efc1
|
refactor(peer): split local library and operation UI events
Replace the `a9f9845` local-update dedup cache with explicit peer event semantics. Local scans now emit `LocalLibraryChanged` when the library changes, while operation mutations emit `ActiveOperationsChanged` from the mutation path. Tauri keeps joining those facts into the existing `games-list-updated` payload, so the frontend contract stays stable. This removes the cache/invalidation coupling between scan emission and operation state. The remaining forced local snapshot is explicit: accepted game directory changes can refresh the UI for an equivalent new path without sending a peer library delta. Operation guard cleanup and liveness cancellation now publish the same active operation snapshot as normal command-handler transitions. The peer CLI JSONL events follow the same split with `local-library-changed` and `active-operations-changed`. Test Plan: - `just fmt` - `CARGO_BUILD_RUSTC_WRAPPER= just test` - `CARGO_BUILD_RUSTC_WRAPPER= just clippy` - `git diff --check` Refs: CLEAN_CODE_PLAN_1.md |
||
|
|
be00a7a298
|
fix(peer): exchange full library snapshots during handshake
Peer A failed to learn Peer B's games. The handshake only carried
library_rev/library_digest metadata, and the post-handshake sync path
compared those revisions against per-peer revision numbers that were
never advanced via this code path, so the games map for the remote
peer stayed empty and the UI never showed them.
The fix is to put the authoritative library data into the handshake
itself. Hello and HelloAck now carry a LibrarySnapshot directly, and
both perform_handshake_with_peer (outbound) and accept_inbound_hello
(inbound) apply that snapshot to the peer DB before emitting the UI
events. The initial peer-game-list event is now driven by the
handshake rather than by a follow-up LibrarySummary/LibrarySnapshot
roundtrip.
Bumps PROTOCOL_VERSION to 4 because the wire layout of Hello/HelloAck
changed. Per CLAUDE.md's protocol policy there is no compatibility
shim; older peers will fail the version check and be ignored.
Cleanups that fall out of the new design:
- The Hello / HelloAck library_rev and library_digest fields were
duplicated by the embedded LibrarySnapshot (which carries its own
library_rev, and whose digest is recomputed on apply). Collapsed
both messages to just `library: LibrarySnapshot` to remove the
foot-gun where the two could diverge.
- Request::LibrarySummary and Request::LibrarySnapshot are now dead
on the sender side and were removed along with their stream.rs
handlers and the LibrarySummary struct. LibraryDelta stays — it
is still sent from handlers.rs when the local library changes.
- record_remote_library previously called update_peer_library and
then apply_library_snapshot, which immediately overwrote the
rev/digest just written. Added update_peer_features and rewired
the call site so each peer-DB field is written exactly once.
update_peer_library is retained because discovery.rs still uses
it for the mDNS TXT-record path, where no snapshot is available.
- Removed the now-unused LibraryUpdate enum, select_library_update,
send_local_library_summary, send_local_library_update_if_needed,
LocalLibraryState::delta_since, build_library_summary,
send_library_summary, and send_library_snapshot.
Behavior change visible to users: when two peers come up on the LAN
they now see each other's full game lists immediately after the
handshake instead of waiting for a follow-up sync that, in the broken
case, never made the games visible at all.
Test Plan
- just clippy (clean for the touched crates)
- just test (workspace: all suites pass, including the two new
handshake tests: outbound_hello_carries_local_library_snapshot
and inbound_hello_applies_remote_library_snapshot, the latter
asserting PeerDiscovered + PeerCountUpdated + ListGames events
fire with the remote game visible)
- Manual: start `just peer-cli-alpha` and `just peer-cli-bravo` in
separate terminals; confirm each peer's game list shows the
other's library entries after discovery completes, without
requiring any additional command.
Refs
- FINDINGS.md: triage note that Claude's review surfaced only
in-scope cleanups (dead variants, duplicated header fields,
redundant DB writes, stale test fixture), all addressed here.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
|
||
|
|
ce51d92df0
|
refactor(peer): tighten listener-addr handshake invariant
Follow-up hardening for |
||
|
|
348a02c35f
|
fix(peer): record listener addresses during handshakes
Peers discovered over mDNS could still attribute later library sync traffic to temporary QUIC source ports. In a real GUI LAN run this made Host B try to push its library to Host A's outbound port instead of Host A's advertised listener, so Host A discovered the peer but never saw its games. Carry the stable listener address in Hello and HelloAck, and key library sync messages by peer_id instead of inferring identity from the transport source address. The handshake path now explicitly refreshes an empty peer library from the known listener address, matching the reliability of the direct-connect CLI path without overwriting richer snapshot state when it already arrived. This changes the current wire protocol, so PROTOCOL_VERSION is bumped to 3 and all peers must be rebuilt together. The architecture note now documents that listener addresses come from mDNS or Hello/HelloAck, never from ephemeral QUIC source ports. Test Plan: - just fmt - just test - just clippy - just build - git diff --check Refs: Local Linux/Win11 GUI LAN test logs from 2026-05-18. |
||
|
|
c795e9de02
|
deps: deno and cargo update | ||
|
|
274b9d2fd4
|
test(peer-cli): add large exact-transfer coverage
Add deeper peer CLI coverage for file-transfer integrity and multi-peer chunking. The alpha fixture now carries a real renamed RAR archive larger than 100 MB for alienswarm, which gives the chunk planner enough work to split a single game archive across multiple peers. Expose completed chunk source details as a peer event and have the CLI print that event as JSONL. This keeps transfer behavior in lanspread-peer while the CLI remains a harness that reports what the peer runtime did. The Tauri shell logs the event at debug level so the shared PeerEvent enum stays exhaustive. Document the new S13/S14 scenarios and record the manual run evidence, including SHA-256 manifests and the per-peer byte split for the large archive. Test Plan: - just fmt - just test - just peer-cli-build - just clippy - just peer-cli-image - unrar t -idq crates/lanspread-peer-cli/fixtures/fixture-alpha/alienswarm/alienswarm.eti - Manual peer CLI: bravo -> deep-small-client bfbc2 download with matching SHA-256 manifests - Manual peer CLI: alpha -> deep-stage-b alienswarm download with matching SHA-256 manifests - Manual peer CLI: alpha + deep-stage-b -> deep-stage-c alienswarm download with chunk events from both peers and matching SHA-256 manifests Refs: PEER_CLI_SCENARIOS.md S13 S14 |
||
|
|
5d58791192
|
fix(peer-cli): fail missing downloads from peer event
The peer core already emits NoPeersHaveGame when a requested game cannot be
served by any known peer. The JSONL harness still waited for the generic file
detail timeout before returning the download command error, which made the
manual scenario slower and less precise.
Correlate the existing no-peers event with the pending CLI download command so
the harness returns a deterministic error immediately. This is harness
bookkeeping only; game availability and peer behavior remain owned by
lanspread-peer.
Test Plan:
- just fmt
- just test
- just clippy
- just peer-cli-build
- just peer-cli-image
- just peer-cli-alpha, just peer-cli-bravo, just peer-cli-charlie
- In charlie, send {"cmd":"download","game_id":"not-a-game"}; observe
no-peers-have-game followed by error "no peers have game not-a-game"
Refs: PEER_CLI_SCENARIOS.md
|
||
|
|
10a1f57183
|
fix(peer): preserve advertised addresses for QUIC peers
After renewing the dev certificate, peers could complete handshakes but then lost each other during liveness checks. Inbound QUIC streams report the client's ephemeral source port, while the peer database is supposed to track the peer's advertised listening address. Recording the ephemeral address created unstable peer entries that could not be pinged later. Resolve transport source addresses back to the unique known peer on the same IP, and keep an existing advertised address when an inbound Hello arrives from that peer. Goodbye events now report the stored peer address as well. This keeps the core peer behavior in lanspread-peer; the CLI only observes the resulting peer snapshots. Test Plan: - just fmt - just test - just clippy - just peer-cli-build - just peer-cli-image - just peer-cli-alpha, just peer-cli-bravo, just peer-cli-charlie - list-peers after the ping idle window shows advertised peer addresses with populated game lists instead of ephemeral-port peers disappearing Refs: PEER_CLI_SCENARIOS.md |
||
|
|
3380d137fc
|
fix: ignore local watcher access events
The peer CLI could flood LocalGamesUpdated events when run from the Docker harness. The local monitor rescans game roots, and some bind-mounted filesystems report those read/close operations back as notify access events. Treating those non-mutating events as real library changes queued another rescan, making the headless CLI unusable for manual peer-to-peer testing. Ignore access events before mapping paths to game IDs. Create, modify, remove, and rename events still flow through the existing per-game rescan gate, while fallback scans continue to reconcile missed writes. Test Plan: - just fmt - just test - just clippy Refs: manual peer-cli P2P testing |
||
|
|
ed007f7844
|
test: add peer CLI game directory fixtures
Add three reusable peer CLI game directory fixtures for local smoke tests. Each fixture is a complete games root that can be passed directly to --games-dir, with catalog-backed game IDs, version.ini sentinels, and real RAR archives renamed to .eti. The fixtures intentionally overlap in two places so multi-peer tests can cover shared availability. Alpha and bravo both contain ggoo, while bravo and charlie both contain cnc4. The archives contain generated random payload files rather than meaningful game data; this keeps the fixtures fake while still exercising RAR-backed ETI handling. The tradeoff is committing roughly 34 MiB of binary fixture data. That is intentional here because the fixtures need real archives for CLI tests instead of synthetic text placeholders. Test Plan: - Ran git diff --check. - Ran unrar t -idq over every .eti file in the fixture tree. Refs: none |
||
|
|
754afd5621
|
refactor(peer): drop --no-mdns toggle, mDNS is always on
The peer runtime previously accepted an `enable_mdns: bool` flag, plumbed
through `PeerStartOptions`, `spawn_peer_runtime`, `run_peer`, `Ctx`, and
`PeerCtx`. The lanspread-peer-cli harness exposed the toggle as
`--no-mdns` so test scenarios could fall back to explicit `connect`
commands when mDNS could not be relied on, in particular when multiple
peers ran inside `--network host` containers and could not advertise
independently.
That host-networking workaround no longer exists: the previous commit
moves harness containers onto a macvlan network, where each peer is a
real LAN device and mDNS just works between them. There is no scenario
left in the codebase where disabling mDNS is desirable. Per the project's
protocol policy in CLAUDE.md ("there is only one wire version, no
compatibility shims, no fallback paths"), an opt-out path with no current
caller is exactly the kind of dead code we should not carry.
Remove the flag and every plumbing point that exists only to support it:
- `PeerStartOptions::enable_mdns` and the custom `Default` impl that set
it to `true`; the struct now derives `Default` and just carries
`state_dir`.
- The `enable_mdns` parameter on `start_peer_with_options`,
`spawn_peer_runtime`, `run_peer`, and `Ctx::new`.
- The `enable_mdns` fields on `Ctx` and `PeerCtx` and the propagation
through `to_peer_ctx`.
- The `if ctx.enable_mdns` guard in `spawn_startup_services`;
`spawn_peer_discovery_service` is now always spawned.
- The `if ctx.enable_mdns { ... } else { ... }` branch in
`run_server_component`: the mDNS advertiser and event monitor are now
unconditionally started, and the no-mDNS-fallback log line that read
"mDNS disabled; direct peer address is ..." is gone. The
`direct_connect_addr` helper is kept because the mDNS-on branch still
uses it as a fallback when `local_peer_addr` has not yet been
populated.
- The internal test helpers in `handlers.rs`, `services/local_monitor.rs`,
and `services/stream.rs` that passed `true` as the trailing
`enable_mdns` arg to `Ctx::new`.
- In `lanspread-peer-cli`: the `--no-mdns` arg parsing, the
`Args::enable_mdns` field, the `mdns` key on the `cli-started` event
payload, and the `--no-mdns` mention in the help text and the crate
README.
The `Args::name` field is wired to the harness identity but is otherwise
untouched. The macvlan network created by `just peer-cli-net` is the
runtime prerequisite for this change to be observable across containers;
on a single workstation, two harness binaries on `127.0.0.1` discover
each other through mDNS on the loopback interface as before.
Test Plan:
- `just fmt`
- `just clippy`
- `just test`
- `just peer-cli-build`
- Two peers on macvlan: `just peer-cli-run alpha` and
`just peer-cli-run beta`; check that each emits `peer-discovered` and
`peer-connected` events without an explicit `connect` JSONL command.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
|
||
|
|
dc9e13e6a1
|
feat(peer-cli): add JSONL peer test harness
Agents need a way to exercise multiple peers without launching the Tauri GUI.
Add `lanspread-peer-cli` as a workspace crate that starts the core peer runtime,
reads JSON commands from stdin, and writes result, event, and error records as
JSONL on stdout.
The harness supports status, peer listing, game listing, direct connect,
set-game-dir, download, install, uninstall, wait-peers, and shutdown commands.
It can seed tiny fixture archives that use a fixture unpacker, or delegate real
archives to an external `unrar` program when one is supplied.
Add a Dockerfile, `.dockerignore`, and `just` recipes for building the binary,
building the image, and running named harness containers with state and games
mounted under `target/peer-cli/`. The documentation now lists the crate and the
new test harness commands in the project map, with a crate-local README for the
JSONL protocol.
This commit depends on the non-GUI peer hooks introduced in the previous commit:
startup options, local-ready events, direct connects, snapshots, and explicit
post-download install policy. It does not add old-peer compatibility paths.
Test Plan:
- `git diff --check`
- `just fmt`
- `just clippy`
- `just test`
- `just peer-cli-build`
- Not run: `just peer-cli-image` requires a Docker daemon and base image access.
Depends-on:
|
||
|
|
e711cf3454
|
fix(peer): settle current-protocol local state cleanup
The follow-up backlog had drifted into three settled peer/runtime issues: the legacy game-list fallback contradicted the one-wire-version policy, the Tauri shell still re-derived local install state from disk after peer snapshots, and `Availability::Downloading` existed even though active operations are already reported through a separate operation table. Remove the legacy `AnnounceGames` request and fallback service. Discovery now ignores peers that do not advertise the current protocol and a peer id, and library changes are sent through the current delta path only. This keeps the runtime aligned with the documented current-build-only interoperability model. Make peer `LocalGamesUpdated` snapshots authoritative for local fields in the Tauri database. The GUI-side catalog still owns static metadata such as names, sizes, and descriptions, but downloaded, installed, local version, and availability now come from the peer runtime instead of a second whole-library filesystem scan. Snapshot reconciliation also pins the missing-begin and missing-finish lifecycle cases in tests. Collapse availability back to the settled `Ready` and `LocalOnly` states. Aggregation now counts only `Ready` peers as download sources, and the frontend no longer carries a dead `Downloading` enum value. The core peer also exposes the small non-GUI hooks needed by scripted callers: startup options for state and mDNS, a local-ready event, direct connection, peer snapshots, and an explicit post-download install policy. Those hooks reuse the same current protocol path and do not add compatibility shims. Test Plan: - `git diff --check` - `just fmt` - `just clippy` - `just test` Refs: BACKLOG.md, FINDINGS.md, IMPL_DECISIONS.md |
||
|
|
6242d64583
|
fix(peer): repair update lifecycle regressions
FINDINGS.md identified three merge blockers in the post-plan install/update flow. Updates now use FetchLatestFromPeers so the Tauri update command bypasses local manifest serving and asks peers that advertise the latest version for fresh file metadata. PeerGameDB now aggregates and validates file descriptions from latest-version peers, keeping stale cached metadata for older versions from poisoning chunk planning when filenames stay the same but sizes change. Download-to-install handoff now performs explicit async state transitions. The download task mutates Downloading to Installing or Updating under the active-operation write lock, clears the cancellation token, and then runs the install transaction. OperationGuard remains armed only as crash or abort cleanup and is disarmed after normal explicit cleanup, so final refreshes no longer race a deferred Drop cleanup. Local library index writers now serialize the load/mutate/save window with one async mutex. The index fingerprint also includes the root version.ini contents so a same-length version rewrite in the same mtime second still updates the reported local version. The tradeoff is that local index mutations are serialized in-process instead of moved into a dedicated actor. That keeps the fix small and scoped to the merge blockers while preserving the existing scanner API. Test Plan: - just fmt - just test - just clippy - just build - git diff --check Refs: - FINDINGS.md |
||
|
|
a251233653
|
refactor(peer): split download pipeline into modules
The download pipeline had grown into one large file that mixed sentinel transaction handling, peer planning, transport, retry, and top-level orchestration. Split it into a download/ module tree with one file per concern so future lifecycle changes can be reviewed at the right boundary. The public crate surface remains download::download_game_files. Helper types and functions are kept pub(super) or private so the refactor does not widen the API or encourage new callers to depend on internals. The version.ini transaction helpers stay local to version_ini.rs; the proposed fs_util extraction is intentionally left for the later atomic-index work, where a second caller exists. There is no intended runtime behavior change. Test Plan: - just fmt - just test - just clippy - just build Refs: none |
||
|
|
be196f9e4b
|
refactor: type game availability state
Game::availability used string labels that were carried through persisted library data, protocol summaries, and the Tauri-facing game payload. That allowed invalid states to exist and required legacy summary conversion code to defensively map strings back into protocol availability values. Move Availability to lanspread-db and re-export it from lanspread-proto so the persisted Game type and wire GameSummary type share one serde enum. The JSON spelling stays Ready, Downloading, or LocalOnly, so the serialized shape does not change for current library indexes or peer payloads. Add typed helpers for sentinel-derived download state. Game::set_downloaded keeps downloaded and Ready/LocalOnly in lockstep and intentionally collapses non-ready local state, including Downloading, back to LocalOnly. That matches the current local-summary contract where active operations are suppressed instead of advertised as Downloading. Game::normalized_availability keeps the legacy Game-to-summary path from publishing an inconsistent Ready value when downloaded is false. Update the follow-up status note so typed availability is no longer listed as open work. Test Plan: - just fmt - just test - just clippy - just build Refs: none |
||
|
|
fdad162240
|
fix(peer): write local library index atomically
The local library index used tokio::fs::write directly on the canonical library_index.json path. That truncates the existing index before writing the new bytes, so a crash or power loss could leave a zero-length or partial cache. Write the index through a sibling temp file, sync it, rename it over the canonical path, and sync the parent directory on Unix. Loading the index also sweeps a stale temp file before parsing the canonical file. That keeps the existing cache valid after an interrupted write while still letting a normal scan rebuild from disk if the canonical index is missing or corrupt. This follows the existing temp-plus-rename pattern used for version.ini and install intents. It intentionally does not add locking; local library writes are already serialized by the peer operation flow. Test Plan: just fmt just test just clippy Refs: none |
||
|
|
894eb5af6a
|
test(peer): consolidate temp dir helper
Move the repeated test TempDir implementations into a single peer test_support module. The shared helper keeps the existing automatic cleanup behavior and uses an atomic suffix plus timestamp so parallel tests do not collide on the same path. This is intentionally limited to test hygiene. It does not change the availability model, split download.rs, or touch production scan/install behavior beyond importing the shared helper from test modules. Test Plan: - git diff --check - just fmt - just clippy - just test Follow-up-Plan: FOLLOW_UP_2.md |
||
|
|
7731a9daa0
|
test(peer): cover serve gating dispatch
Add focused serve-side tests for the gates around peer requests. GetGame now has coverage for the non-catalog, active-operation, and missing-sentinel cases that should return GameNotFound instead of exposing local files. The full-file and chunk handlers both depend on the same transfer gate before touching the QUIC send stream. Extract that gate into a small helper and test the same cases there, plus the existing local-path exclusion, so both dispatch paths stay aligned without adding fake QUIC stream plumbing. Test Plan: - git diff --check - just fmt - just clippy - just test Follow-up-Plan: FOLLOW_UP_2.md |