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lanspread/crates/lanspread-peer/ARCHITECTURE.md
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ddidderr e5d70ae56f fix(call-to-play): acknowledge live replication
Raise the wire protocol to version 7 and add explicit Call to Play delivery
outcomes. Live requests now wait for an application acknowledgement, allowing
the sender to distinguish applied, duplicate, obsolete, incomplete, and
rejected updates instead of treating a successful write as acceptance.

Remove source-IP equality from actor verification. The receiver now requires
the envelope peer ID to be present in its known roster and requires every live
event actor to match that envelope. This matches the cooperative-LAN trust
model without misrepresenting the shared TLS identity as per-peer
authentication.

Transport failures, malformed responses, NeedHandshake, and NeedHistory each
trigger one asynchronous Hello/HelloAck resync. Rejections are logged without
retry, and local publication remains independent of remote availability.

Test Plan:
- `just fmt` -- passed
- `just clippy` -- passed
- `just test` -- passed
- `git diff --cached --check` -- passed
2026-07-23 17:49:01 +02:00

13 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, 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 event replaces that terminal call with one small tombstone; this lets a peer that missed the live action heal on its next handshake without retaining the inactive call's full history. Active 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. A call whose deadline elapses remains available for five minutes so the creator can start or extend it, then its 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 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.
  • games/<game_id>/install_intent.json in the configured state directory is the atomic per-game intent log.
  • .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 a download discards the peer-owned root download payload and scratch sentinel 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.