6e28f736e890d69065bfb2cf90af71179bd128dd
268 Commits
| Author | SHA1 | Message | Date | |
|---|---|---|---|---|
|
|
6e28f736e8
|
docs(design): center search in a 3-zone top bar
The single-row top bar was a flat flex row, which made the search field drift left or right depending on how wide the surrounding clusters were. Rework it as a 3-column CSS grid (left zone, search, right zone) so the search input lands at the geometric center of the window regardless of the side-zone widths. Mechanics: - `.topbar-single` becomes `display: grid` with `grid-template-columns: minmax(0, 1fr) auto minmax(0, 1fr)` and a 16 px column gap. The middle (auto) column holds only the search, which is capped at `flex: 0 1 360px` so it cannot push into the side columns. - The left and right zones are flex containers with `justify-content: space-between`, so brand pins far-left while filter pills hug the search, and sort hugs the search while the kebab pins far-right. The filter pills are now grouped semantically with the search (they scope it) instead of floating next to the brand. - A `@container launcher (max-width: 1100px)` rule collapses the layout back to a single nowrap flex row at narrow widths — the geometric centering stops reading at narrow widths and would otherwise force awkward truncation, so we abandon it rather than fight it. - The `.launcher` root opts into container queries via `container-type: inline-size; container-name: launcher`. `launcher.jsx` now wraps the existing children in `.topbar-left`, `.topbar-center`, `.topbar-right` (plus a `.topbar-left-trail` / `.topbar-right-lead` for the inner space-between alignment), but each control component is otherwise untouched. The README's "Top bar" section is rewritten to spec the new layout, and a new "Changes since v2" section calls it out at the top of the handoff. The game-directory button line is left as-is in this commit and addressed separately. Test Plan - Open `design_reference/SoftLAN Launcher.html` in a static server and inspect variant A at full width: the search input's horizontal center should match the window's horizontal center, regardless of accent / density choices in the Tweaks panel. - Shrink the launcher artboard below 1100 px and confirm the row collapses to a single left-to-right strip with no overlap. |
||
|
|
8d96d99160
|
fix(ui): keep file viewer visible while installing
The detail view already exposes View Files while a game is downloaded, installed, or actively downloading. During the download-to-install handoff, the backend can report Installing before the local downloaded/installed flags have settled in the next snapshot, which briefly hid the file viewer button. Treat Installing as another state where the game root should remain reachable. This keeps the detail view stable during the handoff without changing backend file-opening behavior. Test Plan: - just frontend-test |
||
|
|
a913e4c776
|
feat(settings): show automatic build number
The launcher settings dialog now shows a Build-Nr value in its footer so users can identify the exact application build without manually updating a number before release. The value is generated by Vite when the frontend bundle is built and injected as an import.meta.env constant. Using the current millisecond timestamp keeps the number numeric and monotonic for normal builds without a checked-in counter file or any extra build-state mutation. The tradeoff is that the value follows the build machine clock rather than a central sequence service. The footer layout now keeps the build number on the lower left and the Done button on the lower right. Test Plan: - just frontend-test - just build - git diff --cached --check Refs: local user request |
||
|
|
a5307d3d6a
|
fix: suppress failed event for cancelled downloads
Manual download cancellation uses the same internal error path as transfer failures after the terminal-event ordering fix. That made the Tauri UI receive DownloadGameFilesFailed and show a red failure state even though the user had asked for the cancellation. Keep a clone of the cancellation token in the download task and check it after the transfer task returns an error. Cancelled downloads still refresh local state and clear active operation tracking, but they no longer emit the failed event. Real, uncancelled errors continue to send DownloadGameFilesFailed. Add unit coverage for both branches so the UI-facing event contract stays explicit. Test Plan: - just fmt - just test - just clippy - git diff --check Refs: manual cancel regression from app-state follow-up |
||
|
|
9835e77e8d
|
feat: store launcher state outside game dirs
Move launcher-owned metadata from game roots into the configured peer state area. Peer identity, the local library index, install intent logs, and setup markers now live under app/CLI state instead of being written beside games. The Tauri shell passes its app data directory into the peer, and the peer CLI runs the same path through its explicit --state-dir. Add a dedicated pre-start migration phase for legacy files. It migrates the old global library index, per-game install intents, and the old first-start marker into app state, then deletes legacy files only after the replacement write succeeds. Normal scan, install, recovery, and transfer paths no longer read legacy state files. Rename the old first-start meaning to setup_done and only set it after launching game_setup.cmd. Start/setup scripts keep the shared argument shape, while server_start.cmd now uses cmd /k and a visible window so server logs stay open for inspection. While validating the Docker scenario matrix, make download terminal events come from the handler after local state refresh and operation cleanup. This makes download-finished/download-failed safe points for immediate follow-up CLI commands. Also update the multi-peer chunking scenario to use a sparse archive large enough to actually span multiple production chunks. Test Plan: - just fmt - just test - just frontend-test - just build - just clippy - git diff --check - python3 crates/lanspread-peer-cli/scripts/run_extended_scenarios.py Refs: local app-state migration discussion |
||
|
|
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 |
||
|
|
91c709960a
|
docs: update launcher design for profile and server actions
Document the profile settings added to the launcher design and the new Start Server detail action. The settings contract now includes a persisted username and language choice, and the game detail overlay shows Start Server only for installed games that can host a dedicated server. The reference mock now includes the matching Profile controls, a server icon, server-capable sample catalog entries, and the updated detail/settings artboards so implementation can follow the selected design direction. Test Plan: - git diff --cached --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. |
||
|
|
b96e8c5747
|
docs(design): trim peer count chip to icon + bare number
The download progress "peers" chip previously rendered as
`[icon] from N peers` — a full mini-sentence sitting between the speed
and ETA stats. With four groups already separated by middots, the extra
preposition and unit made the row read as prose rather than a stat
strip, and the singular/plural switch added a second source of layout
jitter on top of the digit-width change.
Update the design reference (README, components.jsx, styles.css) so the
chip shows just the users glyph and the count, matching the visual
weight of the other stat groups. The full sentence
("Downloading from N peers on the LAN") moves to the `title` tooltip,
which keeps the affordance discoverable without spending row width on
it. The count adopts `var(--t-1)` + 600 + tabular-nums directly on
`.dl-peers` (no inner `<strong>` needed), so the chip is a single span.
Also tighten the container-query breakpoints. Removing the prose makes
the chip much narrower, so the previous 300px cutoff for hiding peers
and 380px cutoff for hiding ETA were over-eager — both stats now fit
comfortably in narrower modals. Drop them to 240px (peers) and 320px
(ETA). The pct/cancel column still never collapses.
Test Plan
- Visual review of the design reference HTML at component widths
240px / 320px / 380px to confirm peers and ETA drop at the new
thresholds rather than the old ones.
- Confirm the chip's tooltip still spells out the full sentence.
|
||
|
|
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 |
||
|
|
f1e915c379
|
docs: document download peer count chip
Update the launcher design reference so active downloads show how many LAN peers are currently seeding the transfer. The reference now places the peer chip between speed and ETA, describes the singular/plural copy, and records how the ETA and peer count collapse in narrow modal layouts. Test Plan: - git diff --cached --check |
||
|
|
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 |
||
|
|
7e97d6a83a
|
docs(findings): note crash-during-download leaves orphan archives
While reviewing the cancel-cleanup fix (`fix(peer): delete partial files
when a download is cancelled`), it became clear that the new
`discard_cancelled_download` sweep only runs from inside the in-flight
orchestrator. If the process dies mid-download (kill, crash, power loss)
the partial `.eti` archives are left behind: `install::recover_on_startup`
calls `recover_download_transients`, which only removes
`.version.ini.tmp` and `.version.ini.discarded`. The user is left with
a card that looks "downloaded" but with corrupted archives that can only
be cleared via the explicit `Remove files` action.
Closing the gap would mean running the same discard pass during recovery
for any game root whose install intent is `None` and whose `version.ini`
is absent (intent log already distinguishes installed-and-then-broken
from interrupted-download). Not blocking — the user-initiated cancel
button is now correct in its scope; this is the symmetric crash recovery
case captured for a future cleanup pass.
Refs:
|
||
|
|
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
|
||
|
|
e308009a08
|
docs(design): specify download progress treatment
Document and mock the redesigned downloading state for the launcher. The reference now replaces the action button slot with a dedicated progress primitive, covers both card and detail-modal layouts, and records the sizing, number formatting, container-query fallback, and sample-data expectations that implementation work should follow. This commit keeps the design package separate from application code so the next UI/backend changes can be reviewed against a stable reference. Test Plan: - git diff --cached --check Refs: local design reference update |
||
|
|
51216b7281
|
docs(findings): note error handler still writes status fields
While reviewing the download progress bar feature we noticed that
`handleErrorEvent` in `crates/lanspread-tauri-deno-ts/src/hooks/useGames.ts`
still writes `install_status`, `status_message`, `status_level`, and now also
`download_progress` directly from a lifecycle event handler.
This is the same "two sources of truth" pattern that commit `5df82aa`
("fix(ui): derive operation status from snapshots") removed everywhere else.
That commit explicitly carved out error messages as a preserved side effect,
so this is a documented exception rather than a regression — but if we want
strict snapshot-is-truth, the error handler should stop writing status fields
and let the next snapshot reconcile the card, keeping only the error message
overlay (which the snapshot does not carry).
Captured in `FINDINGS.md` under a new "Open" section so a future cleanup pass
can pick it up. Not blocking the progress bar work.
Refs:
|
||
|
|
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 |
||
|
|
e078b12dcf
|
docs(peer-cli): record snapshot status matrix pass
Record the post-fix peer-cli validation run against the rebuilt Docker image. The run covered S1-S36 after the backend snapshot-ordering fix and frontend snapshot-status reducer cleanup, including auto-install, exact transfer, failure, propagation, concurrency, mutation, and latest-version scenarios. Test Plan: - git diff --check - just peer-cli-image - python3 crates/lanspread-peer-cli/scripts/run_extended_scenarios.py Refs: local install/download status snapshot 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/
|
||
|
|
27c71978d2
|
docs(design): add SoftLAN launcher redesign handoff and references
Add the `design/` directory containing the design handoff document and
HTML/React reference prototypes for the planned Steam-inspired redesign
of the launcher UI.
Contents:
- `design/README.md` — handoff spec. Defines screens (main library,
game detail overlay, in-app Settings dialog), the game card anatomy,
interaction behavior, transitions, state shape, design tokens
(colors, typography, spacing, shadows) and out-of-scope items.
Selects layout variant A (single-row top bar) as the primary
direction. High-fidelity: colors / typography / spacing / animations
are decided, pixel-fidelity to the mock is the goal.
- `design/design_reference/` — Babel-in-browser React prototypes built
to communicate intended look and behavior. Includes:
* `SoftLAN Launcher.html` — entry that wires React + Babel and
mounts the design canvas with all variants side-by-side.
* `styles.css` — full visual spec as CSS custom properties + named
component classes (`.topbar`, `.seg`, `.card`, `.modal`, etc.).
* `data.jsx` — mock game catalog plus filter/sort helpers and a
mock STORAGE record used by the storage meter.
* `components.jsx` — reusable building blocks (Icon set, GameCover
placeholder generator, StateChip, ActionButton, GameCard,
SegmentedFilters, UnderlineFilters, SearchField, SortMenu,
StorageMeter, DirectoryButton, KebabMenu, GameDetailModal,
SettingsDialog).
* `launcher.jsx` — composes top bar + grid + modals into a complete
launcher screen, in both `single`-row and `two`-row chrome
variants.
These files are reference material, not production code. They are not
imported by the Vite/Tauri build and ship outside the frontend crate
(`crates/lanspread-tauri-deno-ts/`). They are committed so the design
intent is reviewable in-repo and surviving across implementations.
The accompanying production implementation against this spec is in
follow-up commits.
Trailer
-------
Refs: design/README.md (canonical handoff)
|
||
|
|
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 |
||
|
|
8b3aefd2db
|
test(peer-cli): document full manual scenario pass
Record the May 18 manual Docker pass over PEER_CLI_SCENARIOS.md so the scenario matrix has current evidence for every row. The run log now covers the clean direct-connect and aggregation rerun, exact diff checks for downloaded files, custom renamed-RAR fixtures for conflict and version-skew cases, and the latest-only transfer behavior for S15-S17. S12 remains verified by unit tests instead of a CLI race because the raw serving gates are below the peer-cli command surface. The run log names the exact tests that cover the non-catalog, missing-sentinel, active-operation, and local-path serving gates. Test Plan: - just peer-cli-image - RUSTC_WRAPPER= just peer-cli-build - manual Docker peer-cli runs for S1-S17 using JSONL stdin commands - diff -r transferred game directories against source fixture directories - just fmt - RUSTC_WRAPPER= just test - RUSTC_WRAPPER= just clippy - git diff --check Refs: PEER_CLI_SCENARIOS.md |
||
|
|
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. |
||
|
|
642463d7eb
|
certs fixed |