[TEST] selective sync

This commit is contained in:
olcxja 2026-10-19 11:02:52 +02:00
commit aee4d3d1f2
15 changed files with 1228 additions and 182 deletions

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@ -44,6 +44,8 @@ src/ main process (Node/Electron backend)
(with its receive-progress hook); uses hashcache.js,
lansync-identity.js, lansync-manifest.js, lansync-discovery.js
lansyncpush.js the pushing side (createPusher factory, keeps helper state out)
lansync-plan.js planned (never immediate) deletions: the receiver's leftovers,
top-most folders, and execution of only what was approved
hashcache.js file hash cache (path -> size/mtime/hash) for LAN sync
lansync-identity.js identity + sync code (createIdentity factory)
lansync-manifest.js sender-side manifest building (createManifestBuilder)
@ -72,6 +74,7 @@ Renderer never touches Node/Electron directly — everything goes through the `w
- Paths stored on disk are FILES-relative (portable layout): write with toPortablePath(), read with resolvePortablePath() — never store absolute paths for anything inside files/.
- Registries (apps.json, wines.json, prefixes.json) are rewritten whole via writeJson(); playtime lives in its own tiny file so the registry is not rewritten while a game runs. A settings sync batches its patches instead of one write per app/build (`library.updateGames`, `wines.applySettings`).
- Tree walks (`copyTree`/`treeSize`/`removeTree`/`chmodTree`) keep TREE_CONCURRENCY operations in flight instead of one syscall per await. `copyTree` returns a `failed` count; an import that could not reproduce every entry is refused and its partial destination removed, never registered with holes.
- The app's own folder is `library.appFolder(game)` — the folder it was imported as, never `workdir` and never `dirname(exePath)`. The properties may point the working directory elsewhere, and the sandbox, the delete path and LAN sync all have to agree on the same tree.
- Deleting user data needs a confirm modal; best-effort cleanup is try/catch-and-ignore with a comment saying why it is safe to ignore.
- Windows apps run through runGame()/buildEnv() — never spawn wine directly elsewhere (prefix handling, Proton env and playtime live there).
- Native Linux apps run through linuxrunner.runLinuxGame()/buildLinuxEnv() the same way: HOME and the XDG folders are redirected into `{prefix}/linux_pfx/`, and bwrap (when the probe says it works) forces the same layout with mounts. Never spawn a native app elsewhere. `game.kind` is absent on old entries — that means Windows; `game.isolation` is one of four levels, resolved by linuxrunner.resolveLevel: `none` (plain run), `relaxed` (bwrap + the whole host filesystem mounted writable at sandbox.FS_ROOT) and `isolated` (bwrap with the stock read-only profile), with `auto` (default) meaning relaxed where bwrap works and none where it does not. Only `auto` may weaken itself — an explicit relaxed/isolated answers `sandbox-required` instead ("no silent downgrade"). library.js keeps exactly these four values, both when reading the registry and when a patch is saved (anything else falls back to `auto`), and the level always lands in the log and the UI. resolveLevel awaits the probe when nothing has measured yet: a shortcut boots HEADLESS, so no renderer ran `sandbox:status` — without that wait `auto` would read an empty cache and quietly pick `none` (and an explicit level would refuse a machine that can sandbox perfectly well).
@ -105,6 +108,7 @@ Renderer never touches Node/Electron directly — everything goes through the `w
### LAN sync
- Two sides: the receiver lives in lansync.js, the sender in lansyncpush.js, built by createPusher(helpers) — several launcher states share the module, so nothing may sit in its module scope. Both sides report their own progress (receiver through the onReceive hook).
- **Deletions are planned, never inline.** `handleCommit` only walks the unit (`planUnitDeletions` -> `lansync-plan.js`) and stores the list on the session; `/plwl/apply` turns units plus registry leftovers into one review (`startReview`), and `executeReview` is the only place that removes anything. A path in the keep set survives (including a file inside a fully planned folder), an unreadable subtree is planned as kept, and a selection's excluded folders are protected the same way. Registry removals wait with the files, so unchecking an app row cannot leave its entry behind without its folder or the other way round. A review that times out, is skipped (no popup, headless) or never arrives cancels to **zero deletions**. A peer without the `review` flag in its verify answer cannot sync units (`old-peer`): it would prune inside its commit with no list to approve; a settings-only sync stays allowed because it deletes nothing.
- An incoming sync needs CONSENT: a correct code opens the gate, but the receiver's onIncoming hook (registered in main.js) shows Accept/Decline, answered through lansync:respondIncoming. Unanswered requests expire (INCOMING_TIMEOUT_MS); a decline returns 'rejected' and KEEPS the pairing (the code was proven). Without an onIncoming hook (tests, headless) the gate stays open.
- Progress is bytes plus per-category counters (items = announced units, itemsDone = finished, totals = everything picked) — "Apps: 2/5". The bar follows the CURRENT PHASE's bytes (barBytes/barTotalBytes) so a phase starts from an empty bar. Hashing and copying walk tens of thousands of files: every per-file update goes through progressGate (~10/s, phase changes forced) — never one IPC message per file. The gate holds a snapshot FUNCTION on the sender side: the snapshot is built when it flushes, so a throttled update never shows a byte count one gate window old.
- A finished sync ends with a result POPUP, not a toast: the sender swaps its locked progress modal for the summary, the receiver swaps the finished bar after ~1 s. It lists units per category, files moved/unchanged/removed, bytes transferred and the total size of the synced trees (`summary.sizeBytes`; the receiver adds each unit's announced `unitBytes`, replacing a retried unit's entry instead of double-counting). The device name is set with textContent, never interpolated into the modal HTML.