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lanspread/crates/lanspread-peer/ARCHITECTURE.md
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ddidderr ce51d92df0 refactor(peer): tighten listener-addr handshake invariant
Follow-up hardening for 348a02c, where `listen_addr` was added to Hello and
HelloAck as `Option<SocketAddr>`. Code review surfaced three concrete problems
that the previous commit left open:

1. Cold-start asymmetry. Discovery and the QUIC/mDNS advertiser are spawned
   concurrently. If discovery saw a cached peer advertisement before our own
   advertiser had written `ctx.local_peer_addr`, our outbound Hello carried
   `listen_addr: None`. The receiver's `peer_record_addr` then returned `None`
   and silently dropped the Hello while we still recorded their HelloAck, so
   peer A learned about peer B but B never learned about A until a later
   handshake happened to win the race.

2. Duplicate game-list pipeline. The previous commit added
   `refresh_peer_games`, which post-handshake issued a `ListGames` to fetch
   `peer.games`. The library-sync path (`LibrarySnapshot`) already populates
   the same field. Both could race on first contact and overwrite each other.
   Worse, `refresh_peer_games` was misnamed: a `peer_game_count > 0` guard
   turned it into a fetch-once-then-no-op helper, while
   `handle_library_summary` independently re-triggered a full handshake when
   `previous_count == 0` was observed, producing a redundant ping-pong on
   every first contact.

3. Argument explosion. `perform_handshake_with_peer`, `spawn_library_resync`,
   and `after_peer_library_recorded` had grown to 6-8 individual parameters
   and acquired `#[allow(clippy::too_many_arguments)]` opt-outs. Every caller
   was destructuring the same fields out of `Ctx`/`PeerCtx`.

Changes (all in one commit because they jointly enforce the same invariant:
"a peer is only ever recorded by its listener address, and the local
listener address must exist before we participate in the protocol"):

- `Hello.listen_addr` and `HelloAck.listen_addr` are now `SocketAddr`, not
  `Option<SocketAddr>`. Wire-incompatible, but PROTOCOL_VERSION already moved
  to 3 in 348a02c so no additional version bump is needed.
- `required_listen_addr` reads `ctx.local_peer_addr` and returns an
  `eyre::Result`; `build_hello_from_state` and `build_hello_ack` both call
  it, so an outbound or inbound Hello can no longer be constructed before
  the local QUIC listener is bound. The inbound path maps this into a
  `Response::InternalPeerError` so the remote peer fails cleanly instead of
  seeing a malformed HelloAck.
- `run_peer_discovery` blocks on `wait_for_local_peer_addr` (25 ms poll,
  shutdown-aware) before subscribing to the mDNS browser. This closes the
  cold-start race for outbound handshakes at the source.
- `refresh_peer_games`, `request_game_list_from_peer`, and the
  `previous_count == 0` re-handshake trigger are removed. The post-handshake
  flow now relies solely on `LibrarySummary`/`LibrarySnapshot`/`LibraryDelta`
  for peer-library state; `ListGames` survives only for the
  `request_game_details_*` paths that fetch per-game file descriptions on
  demand.
- New `HandshakeCtx` (with `from_ctx` and `from_peer_ctx` constructors)
  replaces the long argument lists. All `too_many_arguments` allow-attrs in
  `handshake.rs` are gone, and call sites in `handlers.rs`, `discovery.rs`,
  and `stream.rs` collapse to a single clone.
- `handle_library_delta` no longer acquires a read lock on the apply path:
  the `peer_addr` lookup moved into the `else` resync branch where it is
  actually needed.
- `accept_inbound_hello`'s `remote_addr` parameter is renamed to
  `transport_addr`. It is now used only for warn-log formatting, and the
  new name signals that this is the ephemeral QUIC source port, never the
  authoritative listener address that gets recorded.

User-visible effect: on cold start, peers can no longer end up with an
asymmetric view of each other ("A sees B but B never sees A"). First-contact
library sync now does one handshake plus one snapshot/delta exchange instead
of the previous handshake + ListGames + redundant follow-up handshake. The
direct-connect CLI path (`handle_connect_peer_command`) now fails fast with
"local peer listener address is not ready" if invoked before the QUIC server
has bound; this is intentional - the previous behaviour would have sent a
Hello that the receiver had to silently discard.

Test Plan:
- just fmt
- just clippy
- just test (80 peer + 3 cli + 5 tauri tests pass)
- just build
- Manual: bring up `just peer-cli-alpha`/`bravo`/`charlie`, confirm symmetric
  peer discovery and that games show up on every side after one library
  digest cycle, with no duplicated ListGames traffic in trace logs.

Refs: Review feedback on commit 348a02c (listener-address handshake fix).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-18 18:21:19 +02:00

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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.
### 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.
- 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.
Reserved per-game paths:
- `.version.ini.tmp` and `.version.ini.discarded` are download transaction
scratch files and are swept during startup recovery.
- `.local.installing/` is extraction staging.
- `.local.backup/` holds the previous install while an update or uninstall is in
flight.
- `.lanspread.json` is the atomic per-game intent log.
- `.lanspread_owned` inside `.local.*` directories proves Lanspread ownership
when the current intent is `None`.
Recovery reads `.lanspread.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.
### 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.
## 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:
- 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:
- 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.