9835e77e8d
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
220 lines
9.4 KiB
Markdown
220 lines
9.4 KiB
Markdown
# lanspread-peer proposed protocol and architecture
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This document proposes a tighter, more fault-tolerant protocol while keeping
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the current idea: mDNS discovery, QUIC transport, on-demand metadata, and
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chunked file transfers.
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## Goals (unchanged)
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- Local LAN discovery via mDNS.
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- QUIC + JSON messages for control, raw streams for file data.
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- UI drives operations through `PeerCommand`, peers remain headless.
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- Peers can appear/disappear at any time without data loss.
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## Peer lifecycle and message flow
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### 1) Startup and advertise
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- Start QUIC server.
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- Advertise via mDNS with TXT records:
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- `peer_id` (stable ID, not tied to IP)
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- `proto_ver`
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- `library_rev` (monotonic local library revision)
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- optional `hostname`
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### 2) Discovery and handshake
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When a peer is discovered:
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1. Connect and send `Hello { peer_id, proto_ver, listen_addr, library_rev,
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library_digest, features }`. `listen_addr` is mandatory; the QUIC source port
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is only a temporary transport port and must not be recorded as the peer's
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listener.
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2. Receive `HelloAck { peer_id, proto_ver, listen_addr, library_rev,
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library_digest, features }`.
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3. If the remote `peer_id` is already known but the address changed, update it.
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4. If protocol versions are incompatible, drop the peer (and keep mDNS watching).
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5. If library digests match, do nothing else.
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6. If digests differ:
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- If we have a known `library_rev` for that peer, request `LibraryDelta`.
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- Otherwise request `LibrarySnapshot`.
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### 3) Steady state
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- Any message updates `last_seen`.
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- Pings run only when idle (or on a longer interval), not every 5 seconds.
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- Library updates are pushed as deltas, debounced and coalesced.
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### 4) Shutdown
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- Optional `Goodbye { peer_id }` lets others remove the peer quickly.
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- If a peer vanishes without goodbye, stale timeout + ping removal handle it.
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- Goodbye is a hint, never required for correctness.
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## Library sync protocol
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### Summary and snapshot
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- `LibrarySummary { peer_id, summary: { library_rev, library_digest, game_count } }`
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- `LibrarySnapshot { peer_id, snapshot: { library_rev, games: Vec<GameSummary> } }`
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### Delta updates
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- `LibraryDelta { peer_id, delta: { from_rev, to_rev, added, updated, removed } }`
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- `removed` is a list of game IDs.
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- Deltas are idempotent; ignore if `to_rev` <= known rev.
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### GameSummary (concept)
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- `id`, `name`, `eti_version`, `size`, `downloaded`, `installed`
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- `manifest_hash` (hash of file list + sizes)
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- `availability` (e.g., `ready`, `downloading`, `local_only`)
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## When peers broadcast their game list
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- Only on changes, not on a timer.
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- Filesystem events are gated per game ID instead of time-debounced:
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- an active operation lock drops events for that game;
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- a rescan already running for the ID sets a rescan-pending flag;
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- the running rescan loops once more when that flag was set.
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- Local library scans emit `LocalLibraryChanged` only for real library changes,
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except that accepted game-directory changes can force a UI snapshot for the
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new path without sending a peer delta.
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- Active operation mutations emit `ActiveOperationsChanged` from the mutation
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path instead of riding on local library scans.
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- Send `LibraryDelta` to known peers; send `LibrarySummary` on new connections.
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## Local game scanning: fast and low cost
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### Strategy
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1. Maintain a persistent on-disk index (per game):
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- `manifest_hash`, total size, file list (optional), and a fingerprint
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(root-level `version.ini` mtime, root-level `.eti` mtime/size, and
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`local/` directory presence).
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2. Use filesystem watchers to update only changed games.
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3. Keep a 300-second fallback scan to recover from missed events.
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### Fast-path scanning
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- On startup, list only top-level game directories.
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- For each game, read a cheap fingerprint:
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- root-level `.eti` file names, sizes, and mtimes
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- root-level `version.ini` mtime
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- presence of `local/` as a directory
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- If fingerprint unchanged, reuse cached size and manifest hash.
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- Only run a recursive scan for new or changed games.
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## Local State and Recovery
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Downloaded and installed are independent predicates:
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- `downloaded` is true only when `<game_root>/version.ini` exists as a regular
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file. The sentinel is written last through `.version.ini.tmp` and atomic
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rename. An interrupted replacement leaves no restored old sentinel because
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archive bytes may already have changed.
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- `installed` is true when `<game_root>/local/` is a directory. The contents of
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`local/` are user-owned and are skipped by manifests, fingerprints, and file
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serving.
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Reserved per-game paths:
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- `.version.ini.tmp` and `.version.ini.discarded` are download transaction
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scratch files and are swept during startup recovery.
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- `.local.installing/` is extraction staging.
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- `.local.backup/` holds the previous install while an update or uninstall is in
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flight.
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- `games/<game_id>/install_intent.json` in the configured state directory is the
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atomic per-game intent log.
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- `.lanspread_owned` inside `.local.*` directories proves Lanspread ownership
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when the current intent is `None`.
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Downloaded-file removal is not an uninstall transaction. It removes the whole
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game root only for a catalog ID that is a single direct child of the configured
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game directory, has a regular root-level `version.ini`, and has no `local/`,
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`.local.installing/`, or `.local.backup/` path.
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Recovery reads app-state `install_intent.json` and combines the recorded intent
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with the observed `local/`, `.local.installing/`, and `.local.backup/` state.
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Intent states `Installing`, `Updating`, and `Uninstalling` prove ownership of
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the corresponding reserved directories even if the marker was not flushed before
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a crash. With intent `None`, markerless `.local.*` directories are left
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untouched.
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Legacy `.lanspread/`, `.lanspread.json`, `.lanspread.json.tmp`,
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`.softlan_game_installed`, and `local/.softlan_first_start_done` files are
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handled only by the dedicated pre-start migration phase. Normal operation does
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not read legacy state paths.
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### Result
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Most scans become O(number of game dirs), with full recursion only when needed.
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## File manifests and downloads
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- Keep `GetGame`/manifest requests, but keyed by `manifest_hash` so repeated
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calls can be skipped when unchanged.
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- Downloads remain chunked QUIC streams with the existing integrity checks.
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- A game is transferable only when its ID is in the catalog, no operation is
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active for that ID, and the root-level `version.ini` sentinel exists.
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- `local/` paths are never served, even if a stale or malicious manifest request
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asks for them.
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- Cancelling a download discards the peer-owned root download payload and
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scratch sentinel files. `local/` and install transaction metadata are
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preserved, so a cancelled update of an installed game settles as local-only.
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## Fault tolerance rules
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- Every peer is keyed by `peer_id`, not by IP address.
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- Peer addresses are listener addresses from mDNS or `Hello`/`HelloAck`, never
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ephemeral QUIC source ports.
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- `library_rev` is monotonic and guards against out-of-order updates.
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- Any mismatch or missing delta falls back to `LibrarySnapshot`.
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- Loss of goodbye is harmless; stale timeout is authoritative.
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## Roadmap from current design to this one
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1. Protocol updates in `lanspread-proto`:
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- Define `Hello`, `HelloAck`, `LibrarySummary`, `LibrarySnapshot`,
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`LibraryDelta`, and optional `Goodbye` messages.
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- Thread `peer_id`, `library_rev`, and `manifest_hash` through all
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library and manifest-bearing types.
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- Make `Hello` and `HelloAck` carry the sender's `listen_addr`,
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`library_rev`, and `library_digest` so both sides can record stable
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listener addresses and immediately select `LibraryDelta` vs
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`LibrarySnapshot`.
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2. Peer identity:
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- Persist a stable `peer_id` (UUID) in the peer config and inject it into
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`PeerInfo` and `PeerGameDB` at startup.
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- Track `peer_id -> SocketAddr` in the discovery table and update the
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address on any incoming handshake or mDNS refresh.
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3. Discovery handshake:
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- Publish `peer_id` and `library_rev` in mDNS TXT records to avoid
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immediate TCP/QUIC roundtrips when nothing changed.
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- Add a lightweight handshake in `run_peer_discovery` that exchanges
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`Hello`/`HelloAck` before any library sync.
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- Ignore peers that do not advertise the current protocol version.
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4. Library revisioning:
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- Store a monotonic `library_rev` locally and increment only after a
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successful index refresh completes.
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- Apply `LibraryDelta` when `library_rev` matches; reject stale or future
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revisions and request `LibrarySnapshot` instead.
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- Cache the last accepted `manifest_hash` per peer to short-circuit
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manifest requests when unchanged.
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5. Local index + scan optimizations:
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- Use the cached `local_library/index.json` file in the configured state
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directory to store per-root fingerprints and computed manifests.
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- Use filesystem watchers with a debounce window to collect changes and
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incrementally update the cache.
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- Schedule a low-frequency full scan to reconcile missed watcher events.
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6. Announce updates:
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- Broadcast `LibraryDelta` updates keyed by `library_rev`.
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- Send `LibrarySummary` on new connections to seed the delta flow.
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7. File manifest caching:
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- Store per-game `manifest_hash` and only fetch details when changed.
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8. Liveness:
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- Reduce ping frequency; update `last_seen` on any message.
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- Add optional `Goodbye` on shutdown paths.
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9. Tests:
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- Delta apply/merge, rev ordering, manifest hashing, and scan cache behavior.
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