fce34c7bd2
Update the peer README and architecture notes to match the landed runtime: version.ini is the download sentinel, local/ is the install predicate, install state is recovered through .lanspread.json intents, and watcher rescans are operation-gated rather than time-debounced. Add IMPL_DECISIONS.md with the implementation-time choices that were not already prescribed by PLAN.md, including the just test recipe, the UI event compatibility bridge, reuse of the existing library index for per-ID rescans, and the split between active operation state and download cancellation tokens. Test Plan: - just fmt - just clippy - just test - just build Refs: PLAN.md
133 lines
7.1 KiB
Markdown
133 lines
7.1 KiB
Markdown
# lanspread-peer
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`lanspread-peer` is the networking runtime that lets Lanspread nodes find each
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other on the local network, exchange library metadata, and transfer game files.
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It is designed to run headless – other crates (most notably
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`lanspread-tauri-deno-ts`) embed it and drive it through a channel-based API.
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## Runtime Overview
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- `start_peer(game_dir, tx_events, peer_game_db, unpacker, catalog)` boots the
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asynchronous runtime in the background and returns a `PeerRuntimeHandle` whose
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sender controls the peer. The injected `Unpacker` keeps archive extraction out
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of the peer crate's platform layer, and the catalog set gates which local game
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roots are announced or served.
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- `PeerCommand` represents the small control surface exposed to the UI layer:
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`ListGames`, `GetGame`, `DownloadGameFiles`, `InstallGame`, `UpdateGame`,
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`UninstallGame`, and `SetGameDir`.
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- `PeerEvent` enumerates everything the peer runtime reports back to the UI:
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library snapshots, download/install/uninstall lifecycle updates, runtime
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failures, and peer membership changes.
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- `PeerGameDB` collects remote peer metadata. It aggregates discovered peers’
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`Game` definitions, tracks the latest ETI version per title, and keeps the
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last seen list of `GameFileDescription` entries for each peer.
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Internally the peer runtime owns four long-lived tasks that run for the
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lifetime of the process:
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1. **Server component** (`run_server_component`) – listens for QUIC connections,
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advertises via mDNS, and serves `Request::ListGames`, `Request::GetGame`,
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`Request::GetGameFileData`, and `Request::GetGameFileChunk` by reading from
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the local game directory.
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2. **Discovery loop** (`run_peer_discovery`) – uses the `lanspread-mdns`
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helper to discover other peers. The blocking mDNS work is executed on a
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dedicated thread via `tokio::task::spawn_blocking` so that the Tokio runtime
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remains responsive.
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3. **Ping service** (`run_ping_service`) – periodically issues QUIC ping requests
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to keep peer liveness up to date and prunes stale entries from `PeerGameDB`.
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4. **Local game monitor** (`run_local_game_monitor`) – watches the configured
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game directory and each game root non-recursively, gates per-ID rescans while
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operations are active, and runs a 300-second fallback scan for missed events.
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`scan_local_library` maintains a lightweight on-disk index and produces both a
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`GameDB` and protocol summaries. A game is downloaded only when its root-level
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`version.ini` sentinel exists; `local/` being a directory is the install signal.
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## Networking and File Transfer
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- Transport is handled by [`s2n-quic`](https://github.com/aws/s2n-quic); TLS
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cert/key material is compiled in from the repository root.
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- Protocol messages are JSON-encoded structures defined in
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`lanspread-proto::{Request, Response}`.
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- File transfers stream raw bytes over dedicated bidirectional QUIC streams.
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`peer::send_game_file_data` sends entire files, while
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`peer::send_game_file_chunk` services ranged requests.
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### Download Pipeline
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When the UI asks to download a game:
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1. The UI first issues `PeerCommand::GetGame`. Each peer that still reports the
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game is queried via `request_game_details_from_peer`, and their file
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manifests are merged inside `PeerGameDB`.
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2. Once the UI receives `PeerEvent::GotGameFiles`, it forwards the selected file
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list back with `PeerCommand::DownloadGameFiles`.
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3. `download_game_files` starts a version-sentinel transaction, parks any old
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`version.ini` as `.version.ini.discarded`, prepares non-sentinel files, emits
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`PeerEvent::DownloadGameFilesBegin`, and builds a per-peer plan
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(`build_peer_plans`) that round-robins file chunks across the available peers
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that advertise the latest version.
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4. Each plan is executed in its own task (`download_from_peer`). Chunk requests
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use per-chunk QUIC streams and write into pre-created files. The chunk writer
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keeps existing data intact and only truncates when we intentionally fall back
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to a full file transfer, which prevents corruption when multiple peers fill
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different regions of the same file.
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5. `version.ini` chunks are buffered in memory and committed last via
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`.version.ini.tmp` followed by an atomic rename. Failures are accumulated and
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retried (up to `MAX_RETRY_COUNT`) via `retry_failed_chunks`; failed or
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cancelled downloads sweep `.version.ini.tmp` and `.version.ini.discarded`
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without restoring the previous sentinel.
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6. After a successful sentinel commit, `PeerEvent::DownloadGameFilesFinished`
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is emitted and the peer auto-runs the install transaction.
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### Install Transactions
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Install, update, uninstall, and startup recovery live under `src/install/`.
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Each game root has an atomic `.lanspread.json` intent log for install-side
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operations and uses Lanspread-owned `.local.installing/` and `.local.backup/`
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directories marked by `.lanspread_owned`. Startup recovery combines the recorded
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intent with the observed filesystem state and only deletes reserved directories
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when intent or marker ownership proves they belong to Lanspread.
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## Integration with `lanspread-tauri-deno-ts`
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The Tauri application embeds this crate in
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`crates/lanspread-tauri-deno-ts/src-tauri/src/lib.rs`:
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- `LanSpreadState` holds onto the peer control channel, the latest aggregated
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`GameDB`, per-game operation state, the catalog set, and the user-selected
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game directory.
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- The Tauri commands (`request_games`, `install_game`, `update_game`, and
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`update_game_directory`) translate UI actions into `PeerCommand`s. In
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particular, `update_game_directory` validates the filesystem path before
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storing it, loads the bundled catalog on first use, kicks off the peer runtime
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on demand, and mirrors the installed/uninstalled state into the UI-facing
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database.
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- A background task consumes `PeerEvent`s and fans them out to the front-end via
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Tauri publish/subscribe events (`games-list-updated`, `game-download-*`,
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`game-install-*`, `game-uninstall-*`, `peer-*`). The Tauri crate now only
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provides the unrar sidecar through the injected `Unpacker`; rollback and
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cleanup live in the peer transaction code.
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## Security & Operational Notes
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- All QUIC connections are TLS encrypted; the shipped certificates are suitable
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for local-network trust but should be rotated for production deployments.
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- Peer discovery is restricted to the local link via mDNS.
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- Long-running blocking mDNS calls are isolated on dedicated threads which keeps
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the async runtime responsive even when discovery takes a long time.
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- File writes are chunk-safe: partial chunk downloads open files without
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truncating existing data, and root-level `version.ini` is written only after
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the rest of the download has succeeded.
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## Known Limitations
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- `PeerGameDB` currently models the latest metadata that other peers advertise.
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If the UI needs to surface titles that only exist locally, additional merging
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with the locally scanned `GameDB` will be required.
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- The download planner uses a simple round-robin and does not yet take per-peer
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throughput or failures into account when distributing work.
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Refer to the source (particularly `src/lib.rs`) for the exact message shapes and
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state machines.
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