The follow-up review found a few stale lifecycle edges around local game transactions. Recovery could sweep active roots, post-operation refreshes still re-ran full startup recovery, and the UI kept inferring local-only state from downloaded and installed flags instead of the backend availability. This updates the peer lifecycle so startup recovery skips active operations, install/update/uninstall refresh only the affected game after the operation guard is dropped, and path-changing game-directory updates are rejected while operations are active. It also removes the dead UpdateGame command, drops the unused manifest_hash write field while preserving old JSON reads, renames the internal install-finished event, and carries availability through the DB, peer summaries, Tauri refreshes, and the React model. The included follow-up documents record the review source, implementation decisions, and the remaining FOLLOW_UP_2.md work so later commits can stay small instead of reopening the completed plan items. Test Plan: - git diff --check - just fmt - just clippy - just test Follow-up-Plan: FOLLOW_UP_PLAN.md
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Follow-up Plan #2
State of FOLLOW_UP_PLAN.md after two implementation rounds. Items here are what's still open.
Context for next time
Branch p2p-codex-muenchhausen has uncommitted work that completes the bulk of FOLLOW_UP_PLAN.md (52 tests pass via just test). Specifically these items in the original plan are done and shouldn't be re-opened: #1, #2, #3, #4, #5, #6, #7, #8, #9, #15, #17, #20, plus parts of #12 (update success, version-ini begin/rollback, multi-eti sorted order, corrupt + mismatched-id intent JSON).
The OperationGuard ordering fix in handlers.rs is the structurally most important change: install/update/uninstall now drop the guard before the finish event and refresh_local_game, so peers see settled state in the next announcement instead of waiting for a scan tick. Tests *_refreshes_settled_state_after_guard_release pin this.
Still open
Correctness / runtime
1. Tauri-side active_operations has no reconciliation
If a PeerEvent::InstallGameFinished / …Failed is dropped, the UI is stuck "installing" until app restart. Include an in-progress snapshot in PeerEvent::LocalGamesUpdated so the UI recomputes from authoritative state instead of accumulating from event history. (Was #10 in original plan, deferred both rounds.)
Tests still missing
2. Install-recovery matrix (~10 rows)
Only two intent-driven rows are covered: Updating | no local | .local.installing | .local.backup (recovery_restores_backup_for_interrupted_update) and the active-skip case (startup_recovery_skips_active_game_roots). The other ~9 combinations of (intent_state ∈ {Installing, Updating, Uninstalling}, local present?, .local.installing present?, .local.backup present?) are unverified.
Approach: convert recovery_restores_backup_for_interrupted_update into a table-driven test. Iterate over the named matrix rows in PLAN.md, set up FS + intent, run recover_game_root, assert resulting FS + intent.
3. Update rollback on commit-rename failure
Only extract-failure is tested (update_failure_restores_previous_local). The branch where extract succeeds but the staging→local rename fails is unexercised. Force it by making local/ un-renamable (e.g. swap in a directory under that name post-extract) or by injecting a rename hook.
4. Uninstall delete-failure restore
restore_backup rollback in transaction.rs:107-114 is unreached by tests.
5. Installed-only → Ready rescan
PLAN listed this. No test exercises the transition where a user drops version.ini into a local/-only game root and the next rescan flips it to Ready.
6. Scanner gating dispatch
handle_watch_event and RescanGate / run_gated_rescan (local_monitor.rs:208-287) have zero tests. Cover:
- Event for ID under active operation is dropped.
- Burst of events collapses to ≤2 rescans for the same ID.
- Sideload picked up by fallback scan.
- Non-catalog game produces no library index entry and no
LibraryDelta.
7. Serve gating dispatch
local_download_available predicate is tested; handle_get_game_command, handle_get_game_file_data, handle_get_game_file_chunk dispatch paths aren't. Small tests against an in-memory Ctx covering: non-catalog ID, mid-operation, missing sentinel.
Code hygiene
8. Consolidate TempDir test helper (getting worse)
Reimplemented in five test modules now: install/intent.rs, install/transaction.rs, local_games.rs, download.rs, handlers.rs. Each round of new tests adds another copy. Move to a single test_support module (or use the tempfile crate, already stable). The longer this waits, the bigger the eventual consolidation diff.
9. availability field is String, not a typed enum
lanspread-db::Game::availability: String with AVAILABILITY_* consts works but allows invalid values. remote_peer::summary_from_game already has a defensive fallback for unknown strings. A typed enum + serde would be tighter, but is a wire-format change — coordinate if/when other peers are upgraded.
10. save_library_index non-atomic
local_games.rs:141-148 writes without temp+rename. Corrupt index → next scan rebuilds, so blast radius is small. Match the intent-log atomic pattern if touching that module.
11. Split download.rs (1162 lines, growing)
Mixes chunk planning, retry orchestration, version-sentinel transaction, in-memory buffer, and the main loop. Future split into download/{transaction,chunks,orchestrator}.rs. Pure cosmetic.