feat(game): broadcast game presence (GOSSIP_PROTO 3) + per-game background
Steps 5-6 of game detection. BREAKING wire change — bump everyone. Wire (step 5): - PeerState.game: Option<String> (display label only — never appid/source). - SelfPresence.game + to_state carry it (single self-state builder). - GOSSIP_PROTO 2->3, GOSSIP_SIG_DOMAIN v3, version comment bumped together; Cargo MINOR 0.3.0 -> 0.4.0 per VERSIONING.md. v2/v3 isolate into different topics + signature domains, so a coordinated redeploy is required (same as the W4 avatar bump). - Gossip ingest sanitizes incoming game via sanitize_game_label (bidi/ control strip, 64-char/256-byte cap); empty -> None. - Bonus security fix (Codex find): reject inbound gossip frames over a 128KB cap BEFORE serde_json::from_slice — a legit Announce with a full 48KB avatar is ~49KB, so this bounds allocation abuse with headroom. Core wiring: - Spawns the detector at startup; consumes its watch channel in the main select. Detection runs continuously (for the local background); the broadcast is gated by game_presence_enabled (opt-in, default OFF). New commands: SetGamePresenceEnabled (immediate publish/clear, D8), SetGameOverride, SetGameProcessMap. New event: GameChanged. - game_presence_label sanitizes the outgoing label too. Background switch (step 6): - GUI handles GameChanged: stores current_game, swaps background to the per-game override (config.game_backgrounds[id]) or falls back to the W16 default; reuses the existing cached-handle path (no redraw flicker). 397 lib tests (all green), clippy --all-targets clean, full binary builds. Remaining: step 7 UI (opt-in toggle, roster 'Playing' text, manual override control, Settings game-backgrounds + process-map editors). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
Generated
+1
-1
@@ -4871,7 +4871,7 @@ checksum = "35fb2e5f958ec131621fdd531e9fc186ed768cbe395337403ae56c17a74c68ec"
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[[package]]
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name = "peerspeak"
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version = "0.3.0"
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version = "0.4.0"
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dependencies = [
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"anyhow",
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"async-trait",
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+1
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@@ -1,6 +1,6 @@
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[package]
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name = "peerspeak"
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version = "0.3.0"
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version = "0.4.0"
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edition = "2024"
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# Application crate, not a crates.io library — refuse `cargo publish` and let
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# cargo-deny's [licenses.private] skip the missing-license check.
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@@ -381,6 +381,11 @@ pub struct AppState {
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/// doesn't read the file from disk on every redraw. Loaded on startup and
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/// refreshed when the background is changed/removed. `None` = no custom bg.
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background_image: Option<bytes::Bytes>,
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/// The locally-detected running game (game detection), as reported by core.
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/// Drives the per-game background (W18) and a local "Playing …" indicator.
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/// `None` = nothing detected. Independent of whether we broadcast it to peers
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/// (that's `config.game_presence_enabled`).
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current_game: Option<crate::game::DetectedGame>,
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peers: HashMap<EndpointId, PeerState>,
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audio_levels: HashMap<EndpointId, f32>,
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/// Peers we've locally muted (their audio isn't mixed into our output).
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@@ -565,6 +570,7 @@ impl Default for AppState {
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selected_output,
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config,
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background_image,
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current_game: None,
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peers: HashMap::new(),
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audio_levels: HashMap::new(),
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locally_muted: HashSet::new(),
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@@ -624,6 +630,23 @@ fn load_background_bytes(config: &AppConfig) -> Option<bytes::Bytes> {
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std::fs::read(path).ok().map(bytes::Bytes::from)
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}
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/// The effective background for the current state: the per-game override (W18) when
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/// the running `game` has a mapping in `config.game_backgrounds`, otherwise the
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/// single custom background (W16). A mapped-but-missing/unreadable per-game file
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/// falls back to the default WITHOUT forgetting the mapping (the file may return).
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fn effective_background_bytes(
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config: &AppConfig,
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game: Option<&crate::game::DetectedGame>,
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) -> Option<bytes::Bytes> {
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if let Some(g) = game
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&& let Some(path) = config.game_backgrounds.get(&g.id)
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&& let Ok(bytes) = std::fs::read(path)
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{
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return Some(bytes::Bytes::from(bytes));
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}
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load_background_bytes(config)
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}
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pub fn run_gui() -> iced::Result {
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// Restore the last window size (saved on close). Position is restored too,
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// but only on X11 — Wayland's xdg-shell gives clients no way to set their own
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@@ -1144,6 +1167,15 @@ fn update(state: &mut AppState, message: AppMessage) -> Task<AppMessage> {
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format!("Presence mode stayed {mode}")
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};
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}
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UiEvent::GameChanged(detected) => {
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// The locally-detected game changed: switch the per-game
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// background (W18) if one is mapped, else fall back to the
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// default. Presence broadcasting is handled in core, gated by
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// the opt-in toggle; this is purely local presentation.
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state.current_game = detected;
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state.background_image =
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effective_background_bytes(&state.config, state.current_game.as_ref());
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}
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UiEvent::ShutdownComplete => {
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if state.closing {
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return iced::exit();
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@@ -64,6 +64,7 @@ async fn main() -> Result<(), Box<dyn std::error::Error>> {
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addr: endpoint_a.addr(),
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sharing: None,
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avatar: Default::default(),
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game: None,
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};
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room_a.join(&ticket_str, state_a, vec![]).await?;
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println!("Node A joined topic.");
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@@ -83,6 +84,7 @@ async fn main() -> Result<(), Box<dyn std::error::Error>> {
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addr: endpoint_b.addr(),
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sharing: None,
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avatar: Default::default(),
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game: None,
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};
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room_b.join(&ticket_str, state_b, vec![]).await?;
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println!("Node B joined topic.");
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@@ -89,6 +89,17 @@ pub enum CoreCommand {
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/// invisible) and the outbound ping scheduler (invisible = fully dark). Sent at
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/// startup from config and whenever the user changes it.
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SetPresenceMode(PresenceMode),
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/// Toggle broadcasting the detected game as presence (game detection). Opt-in,
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/// default OFF. Enabling immediately publishes the current game; disabling
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/// immediately publishes `game: None`. Detection for the local background runs
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/// regardless. Sent at startup from config and on user toggle.
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SetGamePresenceEnabled(bool),
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/// Set the manual game-detection override (`Auto` / `None` / a forced game).
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/// Forwarded to the detector and applied immediately (bypasses debounce).
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SetGameOverride(crate::game::ManualOverride),
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/// Replace the user process→display-name mappings used by the non-Steam
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/// detection fallback. Sent at startup from config and after Settings edits.
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SetGameProcessMap(std::collections::BTreeMap<String, String>),
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}
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#[derive(Debug, Clone)]
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@@ -150,6 +161,12 @@ pub enum UiEvent {
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/// failure, this carries the previous truthful mode. The GUI must mirror +
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/// persist this so its presence picker matches the endpoint's discovery state.
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PresenceModeReverted { mode: PresenceMode },
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/// The locally-detected running game changed (game detection). Carries the
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/// debounced `DetectedGame` (id + display name + source) or `None` when nothing
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/// is detected. The GUI uses the stable `id` to switch the per-game background
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/// (W18) and may show a local "Playing …" indicator. Emitted regardless of
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/// whether game presence is being broadcast — the broadcast is core's own job.
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GameChanged(Option<crate::game::DetectedGame>),
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/// Core finished orderly app shutdown and the GUI can exit.
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ShutdownComplete,
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Error(String),
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@@ -80,6 +80,17 @@ fn audio_datagram_len_ok(len: usize) -> bool {
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(4..=4 + MAX_OPUS_PAYLOAD).contains(&len)
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}
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/// The presence label to broadcast for a detected game: its display name,
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/// sanitized + length-capped, or `None` when there's no game or no broadcastable
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/// name (a Steam appid without a manifest name, or a label that sanitizes empty).
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/// Sanitizing here as well as at the gossip ingest boundary keeps the outgoing
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/// value clean even though every peer re-sanitizes on receipt.
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fn game_presence_label(game: Option<&crate::game::DetectedGame>) -> Option<String> {
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game.and_then(|g| g.name.as_deref())
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.map(crate::sanitize::sanitize_game_label)
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.filter(|s| !s.is_empty())
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}
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fn arm_discovery_retry(
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discovery_deadline: &mut Option<tokio::time::Instant>,
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now: tokio::time::Instant,
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@@ -924,7 +935,23 @@ async fn run_core_loop(
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let mut presence = SelfPresence {
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name: "Anonymous".to_string(),
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avatar: crate::avatar::Avatar::default(),
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game: None,
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};
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// Game detection (W17/W18): a background worker polls Steam state + the process
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// list and publishes the debounced running game on a watch channel. Detection
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// runs continuously (the GUI uses it for the local per-game background); whether
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// the game is *broadcast* as presence is gated by `game_presence_enabled` (opt-in,
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// seeded false; the GUI sends `SetGamePresenceEnabled` from config at startup).
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// The override + process map start at their defaults and are set via commands.
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let game_detector = crate::game::detector::GameDetector::spawn(
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crate::game::ManualOverride::Auto,
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std::collections::BTreeMap::new(),
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);
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let mut game_rx = game_detector.subscribe();
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let mut game_presence_enabled = false;
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// The latest debounced detection, kept regardless of the broadcast toggle so a
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// later opt-in can immediately publish whatever is currently running.
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let mut current_game: Option<crate::game::DetectedGame> = None;
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let mut network_mode = NetworkMode::default();
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// Pixelpass binary override (config), and the ticket of our own active screen
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// share (rides our presence so the room — incl. late joiners — can watch).
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@@ -1031,6 +1058,30 @@ async fn run_core_loop(
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Some(cmd) => cmd,
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None => break,
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},
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changed = game_rx.changed() => {
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// The detector worker published a new debounced game (or `None`).
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if changed.is_err() {
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// Worker gone (shouldn't happen before shutdown); stop watching.
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continue;
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}
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let detected = game_rx.borrow_and_update().clone();
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current_game = detected.clone();
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// Always tell the GUI for the local per-game background + indicator.
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let _ = ui_tx.send(UiEvent::GameChanged(detected.clone())).await;
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// Broadcast as presence only when opted in; re-announce if in a room.
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if game_presence_enabled {
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presence.game = game_presence_label(detected.as_ref());
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if let Some(session) = &active_session {
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let self_state = presence.to_state(
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is_muted.load(Ordering::Relaxed),
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net.endpoint.addr(),
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current_sharing.clone(),
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);
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let _ = session.room_state.update_self_state(self_state).await;
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}
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}
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continue;
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}
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_ = ping_interval.tick() => {
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// Fully dark while Invisible (the user's choice): don't even probe,
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// so nothing we do touches a friend's machine. Otherwise refresh in a
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@@ -2182,6 +2233,35 @@ async fn run_core_loop(
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}
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}
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CoreCommand::SetGamePresenceEnabled(enabled) => {
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game_presence_enabled = enabled;
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// Recompute our broadcast label: the current game when enabling,
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// cleared when disabling. Publish immediately (D8) so peers see the
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// game appear/disappear at once, not on the next detector tick.
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presence.game = if enabled {
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game_presence_label(current_game.as_ref())
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} else {
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None
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};
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if let Some(session) = &active_session {
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let self_state = presence.to_state(
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is_muted.load(Ordering::Relaxed),
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net.endpoint.addr(),
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current_sharing.clone(),
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);
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let _ = session.room_state.update_self_state(self_state).await;
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}
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}
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CoreCommand::SetGameOverride(override_) => {
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// Applied on the detector's next poll, immediately (bypasses debounce).
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game_detector.set_override(override_);
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}
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CoreCommand::SetGameProcessMap(map) => {
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game_detector.set_process_map(map);
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}
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CoreCommand::SetRecordingMode(mode) => {
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recording_mode = mode;
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}
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@@ -22,6 +22,15 @@ use crate::protocol::GOSSIP_SIG_DOMAIN;
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/// reasonable cross-peer clock skew without leaving a wide replay window.
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const GOSSIP_FRESHNESS_MS: u64 = 120_000;
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/// Hard cap on an inbound gossip frame before it is deserialized. The largest
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/// legitimate payload is an `Announce` carrying a full custom avatar (≤48 KB
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/// base64, [`crate::avatar::CUSTOM_MAX_B64`]) plus the small presence/signature
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/// fields — about 49 KB on the wire. This cap sits comfortably above that while
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/// bounding the work/allocation a hostile peer can force: `serde_json::from_slice`
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/// allocates while parsing, so post-deserialize string caps do NOT prevent abuse —
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/// the size must be checked *before* parsing (security hardening, Codex find).
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const MAX_GOSSIP_FRAME_BYTES: usize = 128 * 1024;
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/// A gossip message plus the authentication envelope that proves who sent it.
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/// `author` is the claimed sender (an `EndpointId`, which *is* an ed25519 public
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/// key); `sig` is that key's signature over [`signable_bytes`], so a forged
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@@ -343,6 +352,17 @@ impl RoomState for IrohGossipState {
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match res {
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Ok(iroh_gossip::api::Event::Received(msg)) => {
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crate::log_msg(&format!("Gossip received Event::Received from delivery={:?}", msg.delivered_from));
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// Reject oversized frames BEFORE deserializing: parsing
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// allocates, so a size check has to precede `from_slice` to
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// bound the memory a hostile peer can make us hold.
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if msg.content.len() > MAX_GOSSIP_FRAME_BYTES {
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crate::log_msg(&format!(
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"Gossip dropped oversized frame: {} bytes > {} cap",
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msg.content.len(),
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MAX_GOSSIP_FRAME_BYTES
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));
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continue;
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}
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match serde_json::from_slice::<GossipPayload>(&msg.content) {
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Ok(payload) => {
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// Authenticate before trusting `author` for ANY
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@@ -406,6 +426,15 @@ impl RoomState for IrohGossipState {
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// peer-supplied: cap/validate once at ingest
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// so invalid offers never render a Watch button.
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state.sharing = state.sharing.and_then(crate::screenshare::sanitize_ticket);
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// The game-presence label is untrusted
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// peer text like the name: sanitize +
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// length-cap at ingest (strip bidi/control,
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// 64-char/256-byte cap). An empty result
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// means "no game" rather than a blank label.
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state.game = state.game.and_then(|g| {
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let cleaned = crate::sanitize::sanitize_game_label(&g);
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(!cleaned.is_empty()).then_some(cleaned)
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});
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disconnected_peers.lock().unwrap().remove(&payload.author);
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let (is_new, state_changed) = {
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let mut peer_map = peers.lock().unwrap();
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@@ -676,6 +705,7 @@ mod tests {
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addr,
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sharing: None,
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avatar: crate::avatar::Avatar::default(),
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game: None,
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}
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}
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@@ -39,6 +39,15 @@ pub struct PeerState {
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/// peers/configs that predate the field still deserialize (→ monogram).
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#[serde(default)]
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pub avatar: crate::avatar::Avatar,
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/// The game this peer is currently playing, as a display string only (shown as
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/// `Playing <name>` next to their avatar). Opt-in and **untrusted** like
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/// `name`: sanitized + length-capped at the gossip ingest boundary. `None` when
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/// the peer isn't sharing a game (feature off / nothing detected). Only the
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/// display string rides the wire — never the appid or detection source, to
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/// avoid fingerprinting and coupling the protocol to detector internals.
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/// Defaulted so peers/configs predating the field still deserialize.
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#[serde(default)]
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pub game: Option<String>,
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}
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/// The locally-owned, "sticky" pieces of our own presence: the identity fields
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@@ -56,6 +65,11 @@ pub struct PeerState {
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pub struct SelfPresence {
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pub name: String,
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pub avatar: crate::avatar::Avatar,
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/// The display label of the game we're currently broadcasting, or `None` when
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/// game presence is off / nothing is detected. Already sanitized + capped
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/// (see `crate::sanitize::sanitize_game_label`) before being stored here, so
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/// the outgoing announce carries a safe value.
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pub game: Option<String>,
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}
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impl SelfPresence {
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@@ -74,6 +88,7 @@ impl SelfPresence {
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addr,
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sharing,
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avatar: self.avatar.clone(),
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game: self.game.clone(),
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}
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}
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}
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@@ -287,6 +302,7 @@ mod tests {
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addr,
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sharing: None,
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avatar: crate::avatar::Avatar::default(),
|
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game: None,
|
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}
|
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}
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@@ -401,6 +417,7 @@ mod tests {
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let presence = SelfPresence {
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name: "Alice".to_string(),
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avatar: crate::avatar::Avatar::default(),
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game: Some("Half-Life 2".to_string()),
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};
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// Volatile fields come from the call; sticky fields from the struct.
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let muted = presence.to_state(true, addr.clone(), Some("ticket".to_string()));
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@@ -409,6 +426,7 @@ mod tests {
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assert_eq!(muted.addr.id, addr.id);
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assert_eq!(muted.sharing.as_deref(), Some("ticket"));
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assert_eq!(muted.avatar, crate::avatar::Avatar::default());
|
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assert_eq!(muted.game.as_deref(), Some("Half-Life 2"));
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// The same sticky presence yields different volatile fields per announce.
|
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let unmuted = presence.to_state(false, addr.clone(), None);
|
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assert!(!unmuted.is_muted);
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|
||||
+8
-2
@@ -26,7 +26,13 @@ pub const FRIENDS_PROTO: u32 = 1;
|
||||
/// v2 (0.3.0): `GossipMessage::Chat` gained an optional file attachment
|
||||
/// (`ChatAttachment`), so a pre-v2 peer can't interpret/serve chat files — bumped
|
||||
/// to fail fast rather than half-work.
|
||||
pub const GOSSIP_PROTO: u32 = 2;
|
||||
///
|
||||
/// v3 (0.4.0): `PeerState` gained an optional `game` presence field (the
|
||||
/// `Playing <name>` status). The field is `#[serde(default)]`, so the bump isn't
|
||||
/// strictly required for decoding — but per the versioning discipline a wire-shape
|
||||
/// change is isolated into its own topic + signature domain so v2 and v3 peers
|
||||
/// never share a swarm. Resync everyone, exactly like the W4 avatar bump.
|
||||
pub const GOSSIP_PROTO: u32 = 3;
|
||||
/// File-transfer plane version (chat attachment request/stream shape). Bump on
|
||||
/// any change. Mirrored in [`FILES_ALPN`].
|
||||
pub const FILES_PROTO: u32 = 1;
|
||||
@@ -41,7 +47,7 @@ pub const FILES_ALPN: &[u8] = b"peerspeak/files/1";
|
||||
/// ed25519 gossip signature domain: `peerspeak-gossip-v<GOSSIP_PROTO>`. Carries
|
||||
/// the gossip protocol version into every signed payload — a version mismatch
|
||||
/// fails verification (cryptographic separation between gossip versions).
|
||||
pub const GOSSIP_SIG_DOMAIN: &str = "peerspeak-gossip-v2";
|
||||
pub const GOSSIP_SIG_DOMAIN: &str = "peerspeak-gossip-v3";
|
||||
|
||||
/// Version-namespace a room topic so peers on different gossip protocol versions
|
||||
/// derive **different subscription topics from the same ticket** and therefore
|
||||
|
||||
@@ -63,6 +63,7 @@ fn state(name: &str, addr: EndpointAddr) -> PeerState {
|
||||
addr,
|
||||
sharing: None,
|
||||
avatar: Default::default(),
|
||||
game: None,
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user