Ctrl+F is a common search shortcut and should open the launcher search just
like the existing slash shortcut. Handle it in the same SearchField keydown
listener so the behavior stays scoped to the topbar search component.
The shortcut is ignored while the user is already typing in another input or
textarea, matching the existing slash behavior. When handled, it prevents the
webview's browser find UI and focuses the app search field instead.
Test Plan:
- `just frontend-test`
Refs: none
Follow the latest top-bar spec for the Game Folder control. The button stays
as only the folder icon and short label, with the full path in tooltip and aria
text, and now sits in the app-level control group with the kebab menu on the
far-right edge of the wide top bar.
This keeps Sort as the right-zone lead control next to the centered search
cluster while treating Game Folder and the kebab menu as a tight trailing pair.
The narrow fallback still flows in source order: sort, game folder, kebab.
Test Plan:
- git diff --check
- rg -n "dirbtn-status-dot|status dot|green status|red status" crates/lanspread-tauri-deno-ts/src
- just frontend-test
- just build
Validate the persisted game directory before sending it to the backend or
showing library content for it. When the saved path no longer exists, the
launcher keeps the top bar visible but shows the folder picker empty state
and labels the Game Folder button as an unset folder.
This keeps stale local data from being presented as the active library when
an old path is deleted or disconnected.
Test Plan:
- git diff --check
- just frontend-test
- just build
Implements the v2 design's game-folder button in the Tauri launcher.
The previous control squeezed the full game-directory path into the
top-bar button as truncated monospace (e.g.
`…s/Desktop/eti_games_AFTER_LAN_2025`). In practice the leading
ellipsis rarely showed the meaningful part of the path, ate
horizontal space the new 3-zone top bar needs for its primary
controls, and competed with the filter / search / sort cluster for
attention.
The button now communicates the *state* of the configuration at a
glance — an icon + short label + colored status dot — while the full
path moves into the native tooltip and `aria-label`, where it stays
one mouseover (and screen-reader friendly) away.
Two visual states, both 36 px tall and sharing the surface of the
other top-bar controls:
- **Set & valid** (`.dirbtn-set`) — label `Game folder`, green dot
(`--ok`) with a soft glow, default border, tooltip = full path.
- **Not set / invalid** (`.dirbtn-unset`) — label `Set game folder`,
red dot (`--danger`) with a soft glow, a red-tinted border, and a
faint red wash on hover so the bad state reads as "this is what
you need to fix". Tooltip = `Please select a game folder`.
`DirectoryButton` now takes `path: string | null` and picks the
state from `!!(path && path.trim())`. The `aria-label` carries the
full state in words (`Game folder: <path>` / `Set game folder`) so
screen readers don't have to interpret the colored dot.
Note: in the current `MainWindow`, `gameDir` is gated upstream — if
no directory is selected, `NoDirectoryState` is shown instead of the
top bar, so the unset state will only surface here if we later
validate disk existence and clear `gameDir`. The button accepts a
nullable path anyway, so it's ready when that check lands.
`truncatePath` in `lib/format.ts` was the only caller-less helper
left behind and is removed.
Test Plan
- `npx tsc --noEmit` from the frontend crate — clean.
- `just frontend-test` — passes.
- Manual: `just run`, pick a valid game directory, and confirm the
top-bar button reads `Game folder` with a green dot; hovering it
reveals the full path in the OS tooltip. Inspect the DOM and
confirm `aria-label` reads `Game folder: <path>`. (The unset
variant currently isn't surfaced by `MainWindow`; eyeball it via
DevTools by toggling the `dirbtn-set` class to `dirbtn-unset`.)
Implements the v2 design's top-bar reorganization in the Tauri
launcher. The bar was previously a flat flex row that let the search
field drift left or right depending on filter / sort widths; now it's
a 3-column CSS grid with the search field pinned to the geometric
center of the window.
- `.topbar` 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,
capped at `flex: 0 1 360px` so it cannot push into the side columns.
- The left zone is `flex; justify-content: space-between`: brand
pins far-left, filter pills hug the search. The filter pills are
now grouped with the search semantically (they scope it) instead of
floating next to the brand.
- The right zone mirrors that: sort hugs the search, kebab pins
far-right, with the directory button between them.
- A `@container launcher (max-width: 1100px)` rule collapses the
layout back to a single nowrap flex row at narrow widths — the
geometric centering doesn't read at small widths and would 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`.
`TopBar.tsx` now wraps the existing children in `.topbar-left`,
`.topbar-center`, `.topbar-right` (plus `.topbar-left-trail` /
`.topbar-right-lead` for the inner space-between alignment), but each
control component is otherwise untouched.
Test Plan
- `just frontend-test` — passes.
- `npx tsc --noEmit` from the frontend crate — clean.
- Manual: run `just run`, confirm the search input's horizontal center
matches the window's horizontal center across the standard launcher
width. Shrink the window below 1100 px and confirm the row collapses
to a single left-to-right strip with no overlap or wrapping.
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
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
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
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
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.
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
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
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
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
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
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`
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
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
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
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
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
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
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
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
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
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
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
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/
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 b35755f.
Test plan:
* `tsc --noEmit` and `vite build` are clean.
* Manual: trigger several successful and failed unpacks (rename one
archive between handshake and extraction to force a canonicalize
failure), open Unpack Logs, and verify:
- empty lines are gone from stdout/stderr,
- sidebar lists every entry with the right OK/FAIL badge,
- "Errors only" hides the OK rows,
- typing a regex narrows lines in the open entry, hides entries
with no matches, and shows the per-entry match counts,
- an invalid regex (e.g. `[`) reddens the field and shows the
parser error rather than crashing,
- arrow keys / j / k step through the filtered list and the
active row scrolls into view,
- new entries arriving via `unpack-logs-updated` while the window
is open keep the current selection rather than jumping.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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>
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
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
The follow-up backlog had drifted into three settled peer/runtime issues: the
legacy game-list fallback contradicted the one-wire-version policy, the Tauri
shell still re-derived local install state from disk after peer snapshots, and
`Availability::Downloading` existed even though active operations are already
reported through a separate operation table.
Remove the legacy `AnnounceGames` request and fallback service. Discovery now
ignores peers that do not advertise the current protocol and a peer id, and
library changes are sent through the current delta path only. This keeps the
runtime aligned with the documented current-build-only interoperability model.
Make peer `LocalGamesUpdated` snapshots authoritative for local fields in the
Tauri database. The GUI-side catalog still owns static metadata such as names,
sizes, and descriptions, but downloaded, installed, local version, and
availability now come from the peer runtime instead of a second whole-library
filesystem scan. Snapshot reconciliation also pins the missing-begin and
missing-finish lifecycle cases in tests.
Collapse availability back to the settled `Ready` and `LocalOnly` states.
Aggregation now counts only `Ready` peers as download sources, and the frontend
no longer carries a dead `Downloading` enum value.
The core peer also exposes the small non-GUI hooks needed by scripted callers:
startup options for state and mDNS, a local-ready event, direct connection, peer
snapshots, and an explicit post-download install policy. Those hooks reuse the
same current protocol path and do not add compatibility shims.
Test Plan:
- `git diff --check`
- `just fmt`
- `just clippy`
- `just test`
Refs: BACKLOG.md, FINDINGS.md, IMPL_DECISIONS.md
FINDINGS.md identified three merge blockers in the post-plan install/update
flow.
Updates now use FetchLatestFromPeers so the Tauri update command bypasses
local manifest serving and asks peers that advertise the latest version for
fresh file metadata. PeerGameDB now aggregates and validates file descriptions
from latest-version peers, keeping stale cached metadata for older versions
from poisoning chunk planning when filenames stay the same but sizes change.
Download-to-install handoff now performs explicit async state transitions.
The download task mutates Downloading to Installing or Updating under the
active-operation write lock, clears the cancellation token, and then runs the
install transaction. OperationGuard remains armed only as crash or abort
cleanup and is disarmed after normal explicit cleanup, so final refreshes no
longer race a deferred Drop cleanup.
Local library index writers now serialize the load/mutate/save window with one
async mutex. The index fingerprint also includes the root version.ini contents
so a same-length version rewrite in the same mtime second still updates the
reported local version.
The tradeoff is that local index mutations are serialized in-process instead
of moved into a dedicated actor. That keeps the fix small and scoped to the
merge blockers while preserving the existing scanner API.
Test Plan:
- just fmt
- just test
- just clippy
- just build
- git diff --check
Refs:
- FINDINGS.md
Game::availability used string labels that were carried through persisted
library data, protocol summaries, and the Tauri-facing game payload. That
allowed invalid states to exist and required legacy summary conversion code to
defensively map strings back into protocol availability values.
Move Availability to lanspread-db and re-export it from lanspread-proto so the
persisted Game type and wire GameSummary type share one serde enum. The JSON
spelling stays Ready, Downloading, or LocalOnly, so the serialized shape does
not change for current library indexes or peer payloads.
Add typed helpers for sentinel-derived download state. Game::set_downloaded
keeps downloaded and Ready/LocalOnly in lockstep and intentionally collapses
non-ready local state, including Downloading, back to LocalOnly. That matches
the current local-summary contract where active operations are suppressed
instead of advertised as Downloading. Game::normalized_availability keeps the
legacy Game-to-summary path from publishing an inconsistent Ready value when
downloaded is false.
Update the follow-up status note so typed availability is no longer listed as
open work.
Test Plan:
- just fmt
- just test
- just clippy
- just build
Refs: none
Local operation spinners were driven by begin, finish, and failure event
history. If one of those lifecycle events was missed, the Tauri bridge could
keep a stale active operation and the React state would keep showing an
in-progress spinner until restart.
Peer local scan updates now carry an authoritative active-operation snapshot.
The peer still suppresses active game roots from peer-facing library deltas,
but it emits LocalGamesUpdated to the UI even when no library delta changed so
the snapshot can clear stale state after rollback or completion. The Tauri
bridge replaces its active-operation map from that snapshot, emits it with the
games-list payload, and the React merge uses it to restore download, install,
update, and uninstall spinners from current peer state rather than event
history alone.
This also enables the Tauri lib unit-test target so the reconciliation helper
can stay covered by the workspace test recipe.
Test Plan:
- git diff --check
- just fmt
- just clippy
- just test
Follow-up-Plan: FOLLOW_UP_2.md
The follow-up review found a few stale lifecycle edges around local game
transactions. Recovery could sweep active roots, post-operation refreshes
still re-ran full startup recovery, and the UI kept inferring local-only state
from downloaded and installed flags instead of the backend availability.
This updates the peer lifecycle so startup recovery skips active operations,
install/update/uninstall refresh only the affected game after the operation
guard is dropped, and path-changing game-directory updates are rejected while
operations are active. It also removes the dead UpdateGame command, drops the
unused manifest_hash write field while preserving old JSON reads, renames the
internal install-finished event, and carries availability through the DB,
peer summaries, Tauri refreshes, and the React model.
The included follow-up documents record the review source, implementation
decisions, and the remaining FOLLOW_UP_2.md work so later commits can stay
small instead of reopening the completed plan items.
Test Plan:
- git diff --check
- just fmt
- just clippy
- just test
Follow-up-Plan: FOLLOW_UP_PLAN.md
Remove the Tauri-side whole-game backup and unpack flow. The Tauri shell now
provides an injected unrar sidecar implementation and lets the peer own
install, update, uninstall, rollback, and recovery decisions.
Route install commands by local state: missing version.ini fetches from peers,
downloaded archives without local/ send InstallGame directly, and already
installed games are left to the Play action. Updates request a fresh download
and uninstalls forward UninstallGame. The UI mirrors peer operation events for
downloading, installing, updating, and uninstalling.
Render installed-but-not-downloaded games as LocalOnly and surface the local
version for downloaded-but-not-installed games. Add a secondary uninstall
affordance that does not change the main Install/Open action.
Test Plan:
- just fmt
- just clippy
- just test
- just build
Refs: PLAN.md
A game that the user deletes from disk while the launcher is running stayed
visible as "Installed" in the UI indefinitely, both as a status label and as
a member of the Installed tab. After a restart the Install button reappeared
but the game still wrongly showed up under Installed. The backend rescan
(`set_all_uninstalled` + `update_game_installation_state` in
src-tauri/src/lib.rs) was already producing the correct `installed: false`
on each refresh; the React store was just refusing to honour it.
Two independent UI bugs were in play:
1. The `games-list-updated` listener merged each update with
`previous?.install_status ?? ...`, which preserved a prior `Installed`
value regardless of what the backend now reported. The fix introduces
`mergeGameUpdate`: the backend `installed` flag wins for settled state
(Installed vs NotInstalled), while genuine in-progress states
(CheckingPeers / Downloading / Unpacking) are preserved across refreshes
so concurrent backend ticks cannot blow away an active download UI.
`status_message` and `status_level` are cleared only when the local
`installed` / `downloaded` flags actually flip, so a transient error
("No peers currently have this game.") survives a cosmetic refresh but
is wiped once the underlying state changes.
2. The Installed tab filter was `installed || downloaded`, which leaked
downloaded-but-not-yet-installed games into a tab whose label promises
only ready-to-play titles. It now filters on `installed` alone, matching
`getActionLabel`'s own definition of when "Install" appears.
While the install-state semantics were being sorted out, the filter
taxonomy was clarified to match what users actually mean:
| Button | Filter |
|------------|---------------------------------------------------|
| All Games | installed || downloaded || peer_count > 0 |
| Local | installed || downloaded |
| Installed | installed |
The "Available" button was renamed "Local" because users do not think of
themselves as a peer; Local means "on my system, whether the archive is
still packed or already installed". "All Games" previously surfaced every
row in the bundled game.db, including catalogue entries that no peer on
the LAN holds — confusing, since those games cannot be acted on. It now
scopes to LAN-reachable games. The `isUnavailable` helper and its
`Unavailable` action label are left in place: with this filter no
displayed game can hit that state today, but the helper is cheap to keep
as a safety net for transient peer-count flips and for a possible future
"also show catalogue-only entries" toggle.
Tooltips were rewritten to a consistent `Show games … on your system` /
`Show all games available on the LAN` pattern, all phrased from the user's
point of view (no "peer" jargon in user-facing strings; doc/code comments
still use "peer" where it reflects the actual protocol).
Two stale comments were dropped along the way: a note on
`getInitialGameDir` that claimed it only sets the directory if not already
set (the function unconditionally calls `setGameDir` when a value is
persisted), and a leftover `// Rest of your component remains the same`
marker from an earlier scaffold.
Test plan:
- `npm --prefix crates/lanspread-tauri-deno-ts exec tsc -- --noEmit`
passes (run as part of this change).
- `just run`, point the launcher at a game directory holding two installed
games, then manually `rm -rf` each game's local folder. Within one
refresh cycle the Installed tab should empty and each game's action
button should flip to Install / Download as appropriate, without
needing a restart.
- Start a download and verify the UI does not regress to NotInstalled
when the next `games-list-updated` arrives mid-flight.
- Cycle through All Games / Local / Installed and confirm membership
matches the table above; in particular, a game whose archive is
downloaded but not installed appears under Local and All Games but not
Installed.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Replace the detached tokio::spawn pattern in the peer runtime with a
supervised model built on tokio_util's CancellationToken and TaskTracker.
Long-lived services and child tasks now have an explicit parent, a
cancellation path, and a join point. Tauri can request a clean shutdown
on app exit instead of leaking work into process termination.
Background
~~~~~~~~~~
start_peer() previously returned only a command sender. The four startup
services (QUIC server, mDNS discovery, peer liveness, local library
monitor) and their child tasks (ping workers, handshake jobs, download
workers, announcement fan-outs, connection/stream handlers) were spawned
with raw tokio::spawn and detached. Closing the command channel sent
Goodbye notifications but did not stop those services. The mDNS blocking
worker had no cancellation path at all. Active downloads were stored as
JoinHandle<()> and force-aborted, which could interrupt file writes
mid-chunk.
Supervisor
~~~~~~~~~~
The runtime now owns a CancellationToken and a TaskTracker, threaded
through Ctx and PeerCtx. Each long-lived service is spawned through a
small supervisor (spawn_supervised_service) that wraps the service in
catch_unwind and enforces an explicit SupervisionPolicy:
QuicServer: Required (fatal; cancels the runtime if it dies)
Discovery: Restart(5s) (matches the prior self-restart loop)
Liveness: Restart(5s)
LocalMonitor: BestEffort (logs and exits, no restart)
A Required failure emits a new RuntimeFailed { component, error } event
to the UI and cancels the runtime; the command loop and goodbye
notifications still run to completion. The Tauri layer forwards the
event as "peer-runtime-failed" so a future UI can surface it.
mDNS cancellation
~~~~~~~~~~~~~~~~~
MdnsBrowser previously blocked on receiver.recv() forever. It now
exposes next_service_timeout(Duration) returning an MdnsServicePoll
enum (Service/Timeout/Closed) via recv_timeout(). The discovery worker
polls at 250ms and checks the shutdown flag between ticks, so
cancellation reaches the blocking thread within one poll interval
instead of waiting for the next mDNS event.
Downloads
~~~~~~~~~
active_downloads is now HashMap<String, CancellationToken>. Each
download gets a child token of the runtime shutdown, checked at chunk
and peer-attempt boundaries (never inside file writes). When all peers
with a game disappear, liveness cancels the token and emits
DownloadGameFilesAllPeersGone; the download exits Ok(()) without
emitting a duplicate Failed event.
DownloadStateGuard (context.rs) is held inside the download task and
clears downloading_games + active_downloads on Drop, covering the happy
path, error returns, cancellation, and task abort. Drop falls back to
spawning the cleanup if write-lock contention prevents try_write.
Public API and Tauri integration
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
start_peer() now returns PeerRuntimeHandle exposing:
fn sender(&self) -> UnboundedSender<PeerCommand>
fn shutdown(&self)
async fn wait_stopped(&mut self)
The Tauri layer stores the handle in managed state and switches its
main loop from .run(ctx) to .build(ctx).run(|h, e| ...). On
RunEvent::Exit it calls handle.shutdown() and blocks up to 2s on
wait_stopped(), giving services time to cancel and Goodbye packets time
to flush over a healthy LAN while staying short enough not to delay
process exit noticeably on a dead network.
The command loop distinguishes graceful shutdown from unexpected
channel closure: if recv() returns None and shutdown.is_cancelled() is
set, the loop returns Ok(()) silently. Only an unexpected close (no
cancellation observed) still emits RuntimeFailed. This avoids a
spurious failure event on every normal app close.
User-visible behavior changes
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Closing the app no longer leaks services into process termination;
Goodbye notifications are reliably attempted before exit.
- Downloads cancel cleanly (between chunks) instead of force-aborting
mid-write.
- A new "peer-runtime-failed" Tauri event fires when a Required service
cannot recover. No frontend handler exists yet — that is a follow-up.
Tradeoffs
~~~~~~~~~
- Workspace tokio-util now requires the "rt" feature for TaskTracker.
- The mDNS worker still runs in spawn_blocking and may stay parked
briefly between 250ms polls — acceptable for a desktop app.
- The 2s shutdown timeout on app exit is a deliberate compromise.
Tests
~~~~~
New unit tests:
- DownloadStateGuard clears tracking on completion, cancellation, and
parent-task abort (context.rs).
- Required failure cancels the runtime and emits RuntimeFailed
(startup.rs).
- Restart policy restarts until shutdown is requested (startup.rs).
- PeerRuntimeHandle.shutdown() observable via wait_stopped()
(startup.rs).
- Peers-gone cancellation emits only PeersGone, no duplicate Failed
(services/liveness.rs).
Test plan
~~~~~~~~~
cargo test --workspace
cargo clippy --workspace --all-targets
Manual smoke test on two peers on the same LAN:
1. Start a download, verify chunks transfer.
2. Close the receiving app mid-download — verify the sending peer
logs a Goodbye, not a connection-reset error.
3. Stop the sending peer mid-download — verify the receiver emits
DownloadGameFilesAllPeersGone, not Failed.
Follow-ups
~~~~~~~~~~
- Frontend handler for "peer-runtime-failed".
- Consider exposing the runtime handle's stopped watch to the frontend
for a reconnecting indicator on Required failures.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Peer startup used to bootstrap itself by spawning the runtime and immediately
sending a SetGameDir command back through its own control channel. The Tauri
integration then polled shared state until a directory appeared and waited two
seconds before asking peers for games. That made startup ordering implicit and
left a race-prone sleep in the UI bridge.
Install the initial game directory directly into the peer context instead. The
runtime now attempts the initial local-library scan before starting discovery,
then launches the server, discovery, liveness, and local monitor services from
that initialized context. Later directory changes still use SetGameDir, so the
existing UI command surface stays intact.
Use PathBuf and Path references across peer filesystem boundaries so directory
state is represented as a path rather than an optional string. The Tauri layer
now validates a selected game directory before storing it, loads the bundled
catalog on first use, and starts or updates the peer runtime from one helper.
Peer event fan-out is split into named handlers so the Tauri setup closure only
wires state and starts the event loop.
Shutdown goodbye notifications are still best-effort, but they are now awaited
with a short timeout instead of being spawned and forgotten. The tradeoff is a
small bounded wait during peer runtime shutdown in exchange for clearer task
ownership.
Test Plan:
- cargo test -p lanspread-peer
- cargo clippy
- cargo clippy --benches
- cargo clippy --tests
- cargo +nightly fmt
- git diff --check
Refs: none
Move the required game.db resource resolution and ETI catalog loading out of
Tauri setup into small helpers. The setup closure now describes the startup
flow instead of carrying resource-resolution and conversion details inline.
This keeps the existing fail-fast behavior for a missing or unreadable bundled
catalog, while giving the required resource path and in-memory GameDB conversion
clear names. There is no intended user-visible behavior change.
Test Plan:
- cargo clippy
- cargo clippy --benches
- cargo clippy --tests
- cargo +nightly fmt
Refs: none
LanSpreadState now owns its empty initialization through Default. This keeps
the root runtime state construction in one place instead of building each
Arc<RwLock<_>> value inline before registering it with Tauri.
The setup hook now retrieves peer_game_db from the managed state and clones the
Arc before spawning async peer initialization. That preserves the existing
lifetime boundary while removing the separate outer peer_game_db binding.
There is no user-visible behavior change. The peer database, game list,
download tracking, games folder, and peer control channel still start empty and
are populated through the same setup and command paths.
Test Plan:
- cargo clippy
- cargo clippy --benches
- cargo clippy --tests
- cargo +nightly fmt
Refs: none