Files
lanspread/crates/lanspread-peer/ARCHITECTURE.md
T
2026-02-26 20:12:25 +01:00

6.0 KiB

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, library_rev, library_digest, features }.
  2. Receive HelloAck { peer_id, proto_ver, 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.

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 { library_rev, library_digest, game_count }
  • LibrarySnapshot { library_rev, games: Vec<GameSummary> }

Delta updates

  • LibraryDelta { 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.
  • Use a short debounce (1-2 seconds) to coalesce bursts of filesystem events.
  • 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 (version.ini mtime, .eti mtime/size, local install dir presence).
  2. Use filesystem watchers to update only changed games.
  3. Keep a fallback periodic scan with a long interval (minutes) to recover from missed events.

Fast-path scanning

  • On startup, list only top-level game directories.
  • For each game, read a cheap fingerprint:
    • .eti size + mtime
    • version.ini mtime (if installed)
    • presence of local/ content
  • If fingerprint unchanged, reuse cached size and manifest hash.
  • Only run a recursive scan for new or changed games.

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.

Fault tolerance rules

  • Every peer is keyed by peer_id, not by IP address.
  • 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 HelloAck carry the remote library_rev and manifest_hash so the client can 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.
    • Keep a fallback path that uses ListGames when Hello is unsupported.
  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:
    • Introduce a cached index file (e.g., .lanspread/index.json) that stores 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:
    • Replace AnnounceGames with LibraryDelta broadcasts 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.