lanspread-peer
lanspread-peer is the networking runtime that lets Lanspread nodes find each
other on the local network, exchange library metadata, and transfer game files.
It is designed to run headless – other crates (most notably
lanspread-tauri-deno-ts) embed it and drive it through a channel-based API.
Runtime Overview
start_peer(game_dir, tx_events, peer_game_db)boots the asynchronous runtime in the background and returns anUnboundedSender<PeerCommand>that the caller uses for control. The function immediately forwards the supplied game directory viaPeerCommand::SetGameDirand keeps using the providedPeerGameDBso the UI layer can observe live peer metadata.PeerCommandrepresents the small control surface exposed to the UI layer:ListGames,GetGame,DownloadGameFiles, andSetGameDir.PeerEventenumerates everything the peer runtime reports back to the UI: library snapshots, download lifecycle updates, and peer membership changes.PeerGameDBcollects remote peer metadata. It aggregates discovered peers’Gamedefinitions, tracks the latest ETI version per title, and keeps the last seen list ofGameFileDescriptionentries for each peer.
Internally the peer runtime owns three long-lived tasks that run for the lifetime of the process:
- Server component (
run_server_component) – listens for QUIC connections, advertises via mDNS, and servesRequest::ListGames,Request::GetGame,Request::GetGameFileData, andRequest::GetGameFileChunkby reading from the local game directory. - Discovery loop (
run_peer_discovery) – uses thelanspread-mdnshelper to discover other peers. The blocking mDNS work is executed on a dedicated thread viatokio::task::spawn_blockingso that the Tokio runtime remains responsive. - Ping service (
run_ping_service) – periodically issues QUIC ping requests to keep peer liveness up to date and prunes stale entries fromPeerGameDB.
load_local_game_db scans the configured game directory (looking for folders
with a version.ini) and hydrates a GameDB. That database is used to respond
to incoming metadata requests (Request::ListGames / Request::GetGame).
Networking and File Transfer
- Transport is handled by
s2n-quic; TLS cert/key material is compiled in from the repository root. - Protocol messages are JSON-encoded structures defined in
lanspread-proto::{Request, Response}. - File transfers stream raw bytes over dedicated bidirectional QUIC streams.
peer::send_game_file_datasends entire files, whilepeer::send_game_file_chunkservices ranged requests.
Download Pipeline
When the UI asks to download a game:
- The UI first issues
PeerCommand::GetGame. Each peer that still reports the game is queried viarequest_game_details_from_peer, and their file manifests are merged insidePeerGameDB. - Once the UI receives
PeerEvent::GotGameFiles, it forwards the selected file list back withPeerCommand::DownloadGameFiles. download_game_filesprepares the filesystem (creating directories and pre-sizing files where possible), emitsPeerEvent::DownloadGameFilesBegin, and builds a per-peer plan (build_peer_plans) that round-robins file chunks across the available peers that advertise the latest version.- Each plan is executed in its own task (
download_from_peer). Chunk requests use per-chunk QUIC streams and write into pre-created files. The chunk writer keeps existing data intact and only truncates when we intentionally fall back to a full file transfer, which prevents corruption when multiple peers fill different regions of the same file. - Failures are accumulated and retried (up to
MAX_RETRY_COUNT) viaretry_failed_chunks. If everything succeeds,PeerEvent::DownloadGameFilesFinishedis emitted; otherwise the UI receivesPeerEvent::DownloadGameFilesFailed.
Integration with lanspread-tauri-deno-ts
The Tauri application embeds this crate in
crates/lanspread-tauri-deno-ts/src-tauri/src/lib.rs:
LanSpreadStateholds onto the peer control channel, the latest aggregatedGameDB, per-game download state, and the user-selected game directory.- The Tauri commands (
request_games,install_game,update_game, andupdate_game_directory) translate UI actions intoPeerCommands. In particular,update_game_directoryrecords the filesystem path, kicks off the peer runtime on first use, and mirrors the installed/uninstalled state into the UI-facing database. - A background task consumes
PeerEvents and fans them out to the front-end via Tauri publish/subscribe events (games-list-updated,game-download-*,peer-*). Successful downloads trigger anunrarsidecar to unpack ETI archives and clean up the temporary backup folders that are created when updates begin. - When downloads fail the Tauri layer restores the on-disk backup, keeping the previous installation consistent even after partial transfers.
Security & Operational Notes
- All QUIC connections are TLS encrypted; the shipped certificates are suitable for local-network trust but should be rotated for production deployments.
- Peer discovery is restricted to the local link via mDNS.
- Long-running blocking mDNS calls are isolated on dedicated threads which keeps the async runtime responsive even when discovery takes a long time.
- File writes are chunk-safe: partial chunk downloads now open files without truncating existing data, avoiding the corruption that occurred previously when multiple peers collectively filled a file.
Known Limitations
PeerGameDBcurrently models the latest metadata that other peers advertise. If the UI needs to surface titles that only exist locally, additional merging with the locally scannedGameDBwill be required.- The download planner uses a simple round-robin and does not yet take per-peer throughput or failures into account when distributing work.
Refer to the source (particularly src/lib.rs) for the exact message shapes and
state machines.