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
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 aPeerRuntimeHandlewhose sender controls the peer. The injectedUnpackerkeeps archive extraction out of the peer crate's platform layer, and the catalog set gates which local game roots are announced or served.PeerCommandrepresents the small control surface exposed to the UI layer:ListGames,GetGame,FetchLatestFromPeers,DownloadGameFiles,InstallGame,UninstallGame,SetGameDir, andGetPeerCount.PeerEventenumerates everything the peer runtime reports back to the UI: library snapshots, download/install/uninstall lifecycle updates, runtime failures, and peer membership changes.PeerGameDBcollects remote peer metadata. It aggregates discovered peers’Gamedefinitions, tracks the latest ETI version per title, and keeps the last seen list ofGameFileDescriptionentries for each peer.
Internally the peer runtime owns four long-lived tasks that run for the lifetime of the process:
- Server component (
run_server_component) – listens for QUIC connections, advertises via mDNS, and servesRequest::ListGames,Request::GetGame,Request::GetGameFileData, andRequest::GetGameFileChunkby reading from the local game directory. - Discovery loop (
run_peer_discovery) – uses thelanspread-mdnshelper to discover other peers. The blocking mDNS work is executed on a dedicated thread viatokio::task::spawn_blockingso that the Tokio runtime remains responsive. - Ping service (
run_ping_service) – periodically issues QUIC ping requests to keep peer liveness up to date and prunes stale entries fromPeerGameDB. - 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_datasends entire files, whilepeer::send_game_file_chunkservices ranged requests.
Download Pipeline
When the UI asks to download a game:
- The UI first issues
PeerCommand::GetGamefor a new download, orPeerCommand::FetchLatestFromPeersfor an update that must bypass local archives. The selected peers are queried viarequest_game_details_from_peer, and their file manifests are merged insidePeerGameDB. - Once the UI receives
PeerEvent::GotGameFiles, it forwards the selected file list back withPeerCommand::DownloadGameFiles. download_game_filesstarts a version-sentinel transaction, parks any oldversion.inias.version.ini.discarded, prepares non-sentinel files, emitsPeerEvent::DownloadGameFilesBegin, and builds a per-peer plan (build_peer_plans) that round-robins file chunks across the available peers that advertise the latest version.- 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. version.inichunks are buffered in memory and committed last via.version.ini.tmpfollowed by an atomic rename. Failures are accumulated and retried (up toMAX_RETRY_COUNT) viaretry_failed_chunks; failed or cancelled downloads sweep.version.ini.tmpand.version.ini.discardedwithout restoring the previous sentinel.- After a successful sentinel commit,
PeerEvent::DownloadGameFilesFinishedis 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:
LanSpreadStateholds onto the peer control channel, the latest aggregatedGameDB, 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, andupdate_game_directory) translate UI actions intoPeerCommands. In particular,update_game_directoryvalidates 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 injectedUnpacker; 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.iniis written only after the rest of the download has succeeded.
Known Limitations
PeerGameDBcurrently models the latest metadata that other peers advertise. If the UI needs to surface titles that only exist locally, additional merging with the locally scannedGameDBwill 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.