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:
2026-06-21 15:31:09 -04:00
co-authored by Claude Opus 4.8
parent 7d44808a5e
commit 961705ffa9
10 changed files with 190 additions and 4 deletions
+8 -2
View File
@@ -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