Commit Graph

5 Commits

Author SHA1 Message Date
ddidderr 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
2026-05-21 21:32:28 +02:00
ddidderr 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: 62ceb06 (feat(peer): remove downloaded game files safely)
Refs: b7df2de (fix(download): emit failure events on early-returns and update UI transition)
2026-05-21 00:07:12 +02:00
ddidderr 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
2026-05-20 22:11:09 +02:00
ddidderr 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
2026-05-17 10:25:26 +02:00
ddidderr 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
2026-05-16 12:16:08 +02:00