Files
lanspread/crates/lanspread-peer/ARCHITECTURE.md
T
ddidderr 62cd9306bd feat(peer): journal download file ownership
Track the exact regular files owned by each completed and in-flight peer
download instead of sweeping every non-reserved path after cancellation. Bind
the record to the canonical games directory, publish pending ownership before
payload mutation, and use the final version.ini rename as the recovery commit
point.

Make replacement, cancellation, and startup recovery preserve unknown files
and install state while removing stale or partial downloader-owned bytes. Add a
new-format baseline so legacy discarded sentinels cannot make partially
modified payloads ready, sync payload and journal state in transaction order,
and serialize startup recovery against operation admission.

Document ambiguous legacy target adoption, portable alias transitions, and the
other ownership tradeoffs in the refactor decision log.

Test Plan:
- `just clippy` -- passed
- `just test` -- passed (182 peer-core tests plus the full workspace)
- `just fmt` -- Rust, TOML, and Prettier formatting completed; the command then
  stopped on 40 pre-existing rumdl findings in unrelated Markdown content
- `git diff --cached --check` -- passed
2026-08-09 18:44:40 +02:00

288 lines
14 KiB
Markdown

# lanspread-peer proposed protocol and architecture
This document proposes a tighter, more fault-tolerant protocol while keeping the
current idea: mDNS discovery, QUIC transport, on-demand metadata, and chunked
file transfers.
## Goals (unchanged)
- Local LAN discovery via mDNS.
- QUIC + JSON messages for control, raw streams for file data.
- UI drives operations through `PeerCommand`, peers remain headless.
- Peers can appear/disappear at any time without data loss.
## Peer lifecycle and message flow
### 1) Startup and advertise
- Start QUIC server.
- Advertise via mDNS with TXT records:
- `peer_id` (stable ID, not tied to IP)
- `proto_ver`
- `library_rev` (monotonic local library revision)
- optional `hostname`
### 2) Discovery and handshake
When a peer is discovered:
1. Connect and send
`Hello { peer_id, proto_ver, listen_addr, library_rev, library_digest, features }`.
`listen_addr` is mandatory; the QUIC source port is only a temporary
transport port and must not be recorded as the peer's listener.
2. Receive
`HelloAck { peer_id, proto_ver, listen_addr, library_rev, library_digest, features }`.
3. If the remote `peer_id` is already known but the address changed, update it.
4. If protocol versions are incompatible, drop the peer (and keep mDNS
watching).
5. If library digests match, do nothing else.
6. If digests differ:
- If we have a known `library_rev` for that peer, request `LibraryDelta`.
- Otherwise request `LibrarySnapshot`.
### 3) Steady state
- Any message updates `last_seen`.
- Pings run only when idle (or on a longer interval), not every 5 seconds.
- Library updates are pushed as deltas, debounced and coalesced.
- Call to Play actions are broadcast as immutable, uniquely identified events.
### Call to Play replication
Call to Play is transient peer-session state rather than database state. The
peer keeps a bounded event history, deduplicated by event ID. Every event and
chat message remains in the snapshot for the full lifetime of an active call, so
a peer joining mid-call receives the complete context. A creator's `Start` or
`Cancel` makes the call terminal and read-only, but its complete roster and chat
history remain in snapshots for 15 minutes so late joiners can see the outcome.
After that display window the history compacts to the Start or Cancel tombstone
for the rest of the peer session. Active and recently terminal calls are never
partially trimmed. If genuinely active history reaches the bound, local
publishes return an error to the caller instead of appearing to succeed;
terminal histories and tombstones do not consume that active-history capacity. A
call whose deadline elapses remains available for five minutes so the creator
can start or extend it, then its unresolved history is evicted as a unit. A
local action is applied to that history, sent to the UI, and broadcast to every
currently known peer. An incoming live event is applied once and sent to the UI
without being rebroadcast, which prevents forwarding loops.
Live Call to Play delivery is acknowledged by the receiver. Applied, duplicate,
and obsolete events need no follow-up. An unknown envelope peer, missing call
root, transport failure, or malformed acknowledgement makes the sender perform
one normal `Hello` / `HelloAck` exchange with that peer. The handshake carries
the full retained history in both directions, so a transient request failure
heals without waiting for mDNS rediscovery or a later reconnect. A rejected
event is logged without retry. Local publication remains successful while this
healing happens asynchronously, so an offline peer cannot block an action.
Actors are keyed by the peer's stable ID and carry a separate display name. The
origin peer overwrites the actor ID on local actions. A live-event envelope must
name a peer already in the receiver's roster, and every enclosed actor ID must
match that envelope. This prevents accidental identity mixing and protects
creator controls from other normal clients. It is not authentication against a
hostile LAN peer: all peers use the shared application TLS identity, and stable
peer IDs are self-asserted under the project's trusted-LAN model.
`Hello` and `HelloAck` include each side's event history. This lets peers that
join after a call was created reconstruct the same nominations, responses,
RSVPs, chat, and terminal actions. The launcher reducer sorts the event stream
deterministically and derives deadlines and check-in phases from timestamps.
Those phases compare creator-supplied wall-clock timestamps with each viewer's
local wall clock, so LAN machines are assumed to be synchronized closely enough
for human-scale minute countdowns; clock skew shifts the displayed boundary by
the same amount. There is deliberately no compatibility path for older protocol
versions.
### 4) Shutdown
- Optional `Goodbye { peer_id }` lets others remove the peer quickly.
- If a peer vanishes without goodbye, stale timeout + ping removal handle it.
- Goodbye is a hint, never required for correctness.
## Library sync protocol
### Summary and snapshot
- `LibrarySummary { peer_id, summary: { library_rev, library_digest, game_count } }`
- `LibrarySnapshot { peer_id, snapshot: { library_rev, games: Vec<GameSummary> } }`
### Delta updates
- `LibraryDelta { peer_id, delta: { from_rev, to_rev, added, updated, removed } }`
- `removed` is a list of game IDs.
- Deltas are idempotent; ignore if `to_rev` <= known rev.
### GameSummary (concept)
- `id`, `name`, `eti_version`, `size`, `downloaded`, `installed`
- `manifest_hash` (hash of file list + sizes)
- `availability` (e.g., `ready`, `downloading`, `local_only`)
## When peers broadcast their game list
- Only on changes, not on a timer.
- Filesystem events are gated per game ID instead of time-debounced:
- an active operation lock drops events for that game;
- a rescan already running for the ID sets a rescan-pending flag;
- the running rescan loops once more when that flag was set.
- Local library scans emit `LocalLibraryChanged` only for real library changes,
except that accepted game-directory changes can force a UI snapshot for the
new path without sending a peer delta.
- Active operation mutations emit `ActiveOperationsChanged` from the mutation
path instead of riding on local library scans.
- Send `LibraryDelta` to known peers; send `LibrarySummary` on new connections.
## Local game scanning: fast and low cost
### Strategy
1. Maintain a persistent on-disk index (per game):
- `manifest_hash`, total size, file list (optional), and a fingerprint
(root-level `version.ini` mtime, root-level `.eti` mtime/size, and `local/`
directory presence).
2. Use filesystem watchers to update only changed games.
3. Keep a 300-second fallback scan to recover from missed events.
### Fast-path scanning
- On startup, list only top-level game directories.
- For each game, read a cheap fingerprint:
- root-level `.eti` file names, sizes, and mtimes
- root-level `version.ini` mtime
- presence of `local/` as a directory
- If fingerprint unchanged, reuse cached size and manifest hash.
- Only run a recursive scan for new or changed games.
## Local State and Recovery
Downloaded and installed are independent predicates:
- `downloaded` is true only when `<game_root>/version.ini` exists as a regular
file. The sentinel is written last through `.version.ini.tmp` and atomic
rename. An interrupted replacement leaves no restored old sentinel because
archive bytes may already have changed.
- `installed` is true when `<game_root>/local/` is a directory. The contents of
`local/` are user-owned and are skipped by manifests, fingerprints, and file
serving.
- Install and update transactions unpack into staging, then overwrite the first
discovered game-provided `account_name.txt` and `language.txt` files under the
staged tree from launcher settings before promoting it to `local/`.
Reserved per-game paths:
- `.version.ini.tmp` and `.version.ini.discarded` are download transaction
scratch files. Startup recovery interprets them together with the durable
ownership journal rather than sweeping them independently.
- `.local.installing/` is extraction staging.
- `.local.backup/` holds the previous install while an update or uninstall is in
flight.
- `games/<game_id>/install_intent.json` in the configured state directory is the
atomic per-game intent log.
- `games/<game_id>/download_ownership.json` in that state directory records the
last committed and any pending downloader-owned regular-file set. The record
is bound to one canonical configured games directory.
- `.lanspread_owned` inside `.local.*` directories proves Lanspread ownership
when the current intent is `None`.
Downloaded-file removal is not an uninstall transaction. It removes the whole
game root only for a catalog ID that is a single direct child of the configured
game directory, has a regular root-level `version.ini`, and has no `local/`,
`.local.installing/`, or `.local.backup/` path.
Recovery reads app-state `install_intent.json` and combines the recorded intent
with the observed `local/`, `.local.installing/`, and `.local.backup/` state.
Intent states `Installing`, `Updating`, and `Uninstalling` prove ownership of
the corresponding reserved directories even if the marker was not flushed before
a crash. With intent `None`, markerless `.local.*` directories are left
untouched.
Legacy `.lanspread/`, `.lanspread.json`, `.lanspread.json.tmp`,
`.softlan_game_installed`, and `local/.softlan_first_start_done` files are
handled only by the dedicated pre-start migration phase. Normal operation does
not read legacy state paths.
### Result
Most scans become O(number of game dirs), with full recursion only when needed.
## File manifests and downloads
- Keep `GetGame`/manifest requests, but keyed by `manifest_hash` so repeated
calls can be skipped when unchanged.
- Downloads remain chunked QUIC streams with the existing integrity checks.
- A game is transferable only when its ID is in the catalog, no operation is
active for that ID, and the root-level `version.ini` sentinel exists.
- `local/` paths are never served, even if a stale or malicious manifest request
asks for them.
- Cancelling or recovering a download removes only paths named by its durable
ownership journal and its validated pending manifest. Unknown user files,
`local/`, and install transaction metadata are preserved, so a cancelled
update of an installed game settles as local-only.
### Streamed install integrity
- Low-disk streamed installs request archive-derived file bytes from one peer
and write them directly into the install transaction staging directory.
- The receiver verifies every streamed file against the sender archive's file
size and RAR CRC32 before the transaction may commit. This catches truncated
streams, transport corruption, and provider bugs.
- This is not malicious-peer protection: the peer controls both the archive
metadata and the streamed bytes. A trusted-content model needs catalog-owned
hashes, either for the root archives or for extracted files, and receiver-side
SHA-256 verification against those catalog values before commit.
## Fault tolerance rules
- Every peer is keyed by `peer_id`, not by IP address.
- Peer addresses are listener addresses from mDNS or `Hello`/`HelloAck`, never
ephemeral QUIC source ports.
- `library_rev` is monotonic and guards against out-of-order updates.
- Any mismatch or missing delta falls back to `LibrarySnapshot`.
- Loss of goodbye is harmless; stale timeout is authoritative.
## Roadmap from current design to this one
1. Protocol updates in `lanspread-proto`:
- Define `Hello`, `HelloAck`, `LibrarySummary`, `LibrarySnapshot`,
`LibraryDelta`, and optional `Goodbye` messages.
- Thread `peer_id`, `library_rev`, and `manifest_hash` through all library
and manifest-bearing types.
- Make `Hello` and `HelloAck` carry the sender's `listen_addr`,
`library_rev`, and `library_digest` so both sides can record stable
listener addresses and immediately select `LibraryDelta` vs
`LibrarySnapshot`.
2. Peer identity:
- Persist a stable `peer_id` (UUID) in the peer config and inject it into
`PeerInfo` and `PeerGameDB` at startup.
- Track `peer_id -> SocketAddr` in the discovery table and update the address
on any incoming handshake or mDNS refresh.
3. Discovery handshake:
- Publish `peer_id` and `library_rev` in mDNS TXT records to avoid immediate
TCP/QUIC roundtrips when nothing changed.
- Add a lightweight handshake in `run_peer_discovery` that exchanges
`Hello`/`HelloAck` before any library sync.
- Ignore peers that do not advertise the current protocol version.
4. Library revisioning:
- Store a monotonic `library_rev` locally and increment only after a
successful index refresh completes.
- Apply `LibraryDelta` when `library_rev` matches; reject stale or future
revisions and request `LibrarySnapshot` instead.
- Cache the last accepted `manifest_hash` per peer to short-circuit manifest
requests when unchanged.
5. Local index + scan optimizations:
- Use the cached `local_library/index.json` file in the configured state
directory to store per-root fingerprints and computed manifests.
- Use filesystem watchers with a debounce window to collect changes and
incrementally update the cache.
- Schedule a low-frequency full scan to reconcile missed watcher events.
6. Announce updates:
- Broadcast `LibraryDelta` updates keyed by `library_rev`.
- Send `LibrarySummary` on new connections to seed the delta flow.
7. File manifest caching:
- Store per-game `manifest_hash` and only fetch details when changed.
8. Liveness:
- Reduce ping frequency; update `last_seen` on any message.
- Add optional `Goodbye` on shutdown paths.
9. Tests:
- Delta apply/merge, rev ordering, manifest hashing, and scan cache behavior.