Files
lanspread/crates/lanspread-peer
ddidderr 01712f248b feat(ui): show download progress and speed in the action button
Previously the action button only said "Downloading…" with no indication of
how far along the transfer was or how fast it was going. With multi-gigabyte
game payloads on a LAN this gave the user no signal whether the download had
stalled, was hitting the wire fast, or was about to finish.

Wire a sampled byte-level progress channel from the download pipeline up to
the action button:

- New `DownloadProgressTracker` in `crates/lanspread-peer/src/download/progress.rs`
  holds the total expected bytes plus two atomic counters: `downloaded_bytes`
  (deduplicated per `(relative_path, offset)` chunk key, used for the bar) and
  `transferred_bytes` (raw cumulative, used for the speed sample). The dedup
  prevents a retried chunk from double-counting toward completion while still
  letting speed reflect actual wire activity including retry waste, which is
  the more useful metric for "is the link doing anything right now?".
- `sample_download_progress` wraps the transfer future, emits an initial 0 B/s
  snapshot, then samples on a 500 ms interval (`MissedTickBehavior::Skip` so a
  stalled downloader does not generate a thundering herd of catch-up ticks)
  and emits one final snapshot when the future resolves, so the UI sees the
  closing state before `DownloadGameFilesFinished` arrives.
- New `PeerEvent::DownloadGameFilesProgress(DownloadProgress)` variant carries
  `{ id, downloaded_bytes, total_bytes, bytes_per_second }`. The Tauri shell
  forwards it as `game-download-progress`; the JSONL harness emits it as
  `download-progress`.
- Orchestrator and retry paths refactored to thread a single shared
  `Arc<DownloadProgressTracker>` through both the initial transfer and any
  retry attempts. New `TransferContext`, `RetryContext`, and `ChunkPlanContext`
  structs absorb the parameter-list growth that came with adding the tracker.

Frontend rendering honors the snapshot-is-authoritative decision from commit
`5df82aa` ("fix(ui): derive operation status from snapshots"):

- `Game.download_progress` is an ephemeral overlay carried alongside the card,
  not a status field. `mergeGameUpdate` preserves it only while
  `install_status === Downloading` and otherwise clears it on the next
  snapshot, so the games-list snapshot remains the single authority for when
  the bar should disappear.
- The `game-download-progress` listener writes ONLY `download_progress` — it
  does not touch `install_status`, `status_message`, or `status_level`. This
  preserves the rule that lifecycle events never mutate card status.
- No `game-download-finished` listener; snapshot reconciliation clears the
  overlay automatically when status leaves Downloading.
- `ActionButton` renders a percentage fill behind the icon/label via a
  `--download-progress` CSS custom property; the existing `.act-busy` spinner
  is layered above the fill with `z-index: 1`. `act-downloading` widens the
  button to avoid label jitter as the speed number changes (tabular-nums).
- `actionLabel` for the Downloading status now appends a formatted speed
  ("Downloading… 12.5 MB/s") via the new `formatBytesPerSecond` helper.

Test Plan:
- `just test` — Rust workspace tests including new progress tracker unit tests
  (`tracker_counts_only_new_bytes_for_a_retried_chunk`,
  `tracker_clamps_reported_bytes_to_total`).
- `just frontend-test` — Deno tests including
  `download progress is preserved only while actively downloading` and
  `downloading action label includes current speed`.
- `just clippy` — clean.
- Manual: download a multi-GB game from a peer and watch the action button
  fill, speed update on the half-second, and reset cleanly on completion.

Refs: download progress visibility, snapshot-authoritative UI architecture
2026-05-20 22:11:09 +02:00
..

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, unpacker, catalog) boots the asynchronous runtime in the background and returns a PeerRuntimeHandle whose sender controls the peer. The injected Unpacker keeps archive extraction out of the peer crate's platform layer, and the catalog set gates which local game roots are announced or served.
  • PeerCommand represents the small control surface exposed to the UI layer: ListGames, GetGame, FetchLatestFromPeers, DownloadGameFiles, InstallGame, UninstallGame, SetGameDir, and GetPeerCount.
  • PeerEvent enumerates everything the peer runtime reports back to the UI: library snapshots, download/install/uninstall lifecycle updates, runtime failures, and peer membership changes.
  • PeerGameDB collects remote peer metadata. It aggregates discovered peers Game definitions, tracks the latest ETI version per title, and keeps the last seen list of GameFileDescription entries for each peer.

Internally the peer runtime owns four long-lived tasks that run for the lifetime of the process:

  1. Server component (run_server_component) listens for QUIC connections, advertises via mDNS, and serves Request::ListGames, Request::GetGame, Request::GetGameFileData, and Request::GetGameFileChunk by reading from the local game directory.
  2. Discovery loop (run_peer_discovery) uses the lanspread-mdns helper to discover other peers. The blocking mDNS work is executed on a dedicated thread via tokio::task::spawn_blocking so that the Tokio runtime remains responsive.
  3. Ping service (run_ping_service) periodically issues QUIC ping requests to keep peer liveness up to date and prunes stale entries from PeerGameDB.
  4. Local game monitor (run_local_game_monitor) watches the configured game directory and each game root non-recursively, gates per-ID rescans while operations are active, emits local-library changes separately from active operation snapshots, and runs a 300-second fallback scan for missed events.

scan_local_library maintains a lightweight on-disk index and produces both a GameDB and protocol summaries. A game is downloaded only when its root-level version.ini sentinel exists; local/ being a directory is the install signal.

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_data sends entire files, while peer::send_game_file_chunk services ranged requests.

Download Pipeline

When the UI asks to download a game:

  1. The UI first issues PeerCommand::GetGame for a new download, or PeerCommand::FetchLatestFromPeers for an update that must bypass local archives. The selected peers are queried via request_game_details_from_peer, and their file manifests are merged inside PeerGameDB.
  2. Once the UI receives PeerEvent::GotGameFiles, it forwards the selected file list back with PeerCommand::DownloadGameFiles.
  3. download_game_files starts a version-sentinel transaction, parks any old version.ini as .version.ini.discarded, prepares non-sentinel files, emits PeerEvent::DownloadGameFilesBegin, and builds a per-peer plan (build_peer_plans) that round-robins file chunks across the available peers that advertise the latest version.
  4. 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.
  5. version.ini chunks are buffered in memory and committed last via .version.ini.tmp followed by an atomic rename. Failures are accumulated and retried (up to MAX_RETRY_COUNT) via retry_failed_chunks; failed or cancelled downloads sweep .version.ini.tmp and .version.ini.discarded without restoring the previous sentinel.
  6. After a successful sentinel commit, PeerEvent::DownloadGameFilesFinished is emitted and the peer auto-runs the install transaction.

Install Transactions

Install, update, uninstall, downloaded-file removal, and startup recovery live under src/install/. Each game root has an atomic .lanspread.json intent log for install-side operations and uses Lanspread-owned .local.installing/ and .local.backup/ directories marked by .lanspread_owned. Startup recovery combines the recorded intent with the observed filesystem state and only deletes reserved directories when intent or marker ownership proves they belong to Lanspread. Downloaded-file removal is deliberately separate from uninstall: it only accepts catalog IDs that are direct children of the configured game directory, refuses installed or in-flight roots, and deletes the whole game root only after finding a regular root-level version.ini sentinel.

Integration with lanspread-tauri-deno-ts

The Tauri application embeds this crate in crates/lanspread-tauri-deno-ts/src-tauri/src/lib.rs:

  • LanSpreadState holds onto the peer control channel, the latest aggregated GameDB, per-game operation state, the catalog set, and the user-selected game directory.
  • The Tauri commands (request_games, install_game, update_game, remove_downloaded_game, and update_game_directory) translate UI actions into PeerCommands. In particular, update_game_directory validates the filesystem path before storing it, loads the bundled catalog on first use, kicks off the peer runtime on demand, 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-*, game-install-*, game-uninstall-*, peer-*). The Tauri crate now only provides the unrar sidecar through the injected Unpacker; rollback and cleanup live in the peer transaction code.

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 open files without truncating existing data, and root-level version.ini is written only after the rest of the download has succeeded.

Known Limitations

  • PeerGameDB currently models the latest metadata that other peers advertise. If the UI needs to surface titles that only exist locally, additional merging with the locally scanned GameDB will 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.