c00e6eae843ac5e4176d5487f280a4b58f9044d7
11 Commits
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f62515451b
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feat(ui): label streamed installs as not shareable
NEXT_STEPS item 7 needed the installed-but-not-downloaded state to be clear to users. Keep streamed installs in the installed visual state so sorting, filters, and the primary Play action stay unchanged, but make the sharing limitation visible in the UI. Cards now label that state as `Not shareable`, while the detail modal status says `Installed, not shareable`. Downloaded-and-installed games keep the normal `Installed` wording. Test Plan: - just frontend-test - just build - git diff --check - git diff --cached --check Refs: NEXT_STEPS.md item 7 |
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40697a73e5
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feat(tauri): add low-disk streamed install action
NEXT_STEPS item 1 called out that streamed install was still CLI-only because the Tauri app started the peer with no stream provider. Users can now choose an explicit "Low disk install" action from the game detail modal for remote-only games instead of taking the default archive-preserving download path. The GUI command queues a normal peer detail fetch first so the peer database has the file metadata needed for source validation. A small pending handoff in Tauri routes the resulting GotGameFiles event into StreamInstallGame instead of DownloadGameFiles, and clears that pending state on no-peer or download failure events. This keeps the existing download continuation untouched for the default action. The external unrar stream provider moved from the CLI harness into lanspread-peer so CLI and Tauri use the same implementation. Tauri resolves the bundled unrar sidecar path and injects that provider at peer startup; falling back to the noop provider keeps peer startup alive if the sidecar cannot be resolved, while the streamed install operation still fails safely. Test Plan: - just fmt - just test - just frontend-test - just clippy - just build - git diff --check Refs: NEXT_STEPS.md item 1 |
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738095235f
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feat(peer): coordinate outbound transfers with local game mutations
Updating or removing a local game rewrites its on-disk files. Peers that were mid-download of that game would keep streaming bytes from files that are being deleted or replaced, handing them a corrupt or stale copy. There was also no authoritative notion of which game version a peer should serve or accept, so a peer could serve whatever happened to be on disk and downloaders could aggregate files from peers running mismatched versions. This introduces a reader-writer coordination scheme between outbound file transfers (readers) and local mutation operations (writers), and gates both serving and downloading on an authoritative game catalog version. Reader-writer coordination: - Track active outbound transfers per game in a shared `OutboundTransfers` map of (id, CancellationToken), threaded through `Ctx`/`PeerCtx` and registered by a `TransferGuard` in the stream service. The guard is registered *before* the serve-eligibility check to close a TOCTOU window where a writer could miss an in-flight reader. - `stream_file_bytes` now honors a cancellation token at every await point (file read, network send, stream close) via `tokio::select!`, so a transfer aborts promptly instead of hanging on a stalled receiver. - `begin_operation` marks a game active first, then cancels its outbound transfers and waits for the count to reach zero before any Updating/RemovingDownload work touches the filesystem. - Active games are now hidden from library snapshots entirely while an operation is in flight, instead of freezing their last announced state, so peers stop discovering a game that is being mutated. Authoritative version catalog: - Replace the `HashSet<String>` catalog with `GameCatalog`, mapping each game id to its expected version (from the bundled game.db / ETI data). - Serving requires the local `version.ini` to match the catalog version (`local_download_matches_catalog`); peer selection, file aggregation, and majority size validation all filter on the expected version (`peers_with_expected_version`, `aggregated_game_files`, and friends). User-visible changes: - The GUI shows confirmation dialogs before Update and Remove, and surfaces a sharing-status indicator on game cards and the detail modal. - A new `OutboundTransferCountChanged` event lets the UI reflect live outbound transfer activity. Test Plan: - just test - just frontend-test - just clippy |
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47e2bbd454
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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
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01712f248b
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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
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5df82aa4f3
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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 |
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ebeee2d90a
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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 |
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62ceb063ac
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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 |
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25f92c9b0b
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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 |
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bcaf28dcee
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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 |
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640214ec38
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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/
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