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sync_replay_project/apps/desktop/lib/src/session/connection.dart
T
foxyzandClaude Opus 5.5 4d00b7455e
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Restructure step 3: your server, Invite, version gate, AppGraph
- One server per app run (loopback, no password); Invite attaches an
  all-interfaces listener to the same server and Stop sharing detaches
  it (guests told with 4016); members, media and Up next never reset.
  No solo mode: you're home on your own server unless in a friend's.
- Navigation: none / yours / friend; a join passes a version gate on
  /health first (clear "they/you need to update", update offer).
- Invite as a value (host, port, name, password flag, version, fp
  reserved); addresses filtered (loopback, link-local, 198.18/15,
  bridges) and ranked; Sharing chip, Copy invite, Stop sharing.
- Alone looks like a plain player (alone replaces solo).
- AppGraph builds and disposes systems; widgets use AppScope;
  SessionState deleted; a test caps the remaining singletons.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-15 22:52:52 +03:00

716 lines
24 KiB
Dart

import 'dart:async';
import 'dart:io';
import 'dart:math';
import 'package:flutter/foundation.dart' show debugPrint;
import 'package:signals/signals_core.dart';
import 'package:sync_relay_core/core.dart';
import '../screens/home/ui.dart' show appName, displayVersion;
import '../state/settings.dart';
import '../sync/sync_client.dart';
import 'app_events.dart';
import 'identity.dart' show ClientIdentity;
/// Thrown when a connect is superseded by cancel/leave before it finished.
class ConnectCancelled implements Exception {
const ConnectCancelled();
@override
String toString() => 'connection cancelled';
}
class ConnectParams {
final String host;
final int port;
final String secret;
final String name;
final String avatar;
final String mediaPath;
final String linkUrl;
/// Sent in hello by the hosting app's own client (see AppConfig.hostKey).
final String hostKey;
/// Put up with a `swap` right after joining (a Jellyfin ref or a link);
/// wins over [linkUrl].
final HelloMedia? media;
const ConnectParams({
required this.host,
required this.port,
required this.secret,
required this.name,
this.avatar = '',
this.mediaPath = '',
this.linkUrl = '',
this.hostKey = '',
this.media,
});
ConnectParams withMedia(HelloMedia? media) => ConnectParams(
host: host,
port: port,
secret: secret,
name: name,
avatar: avatar,
mediaPath: mediaPath,
linkUrl: media == null ? linkUrl : '',
hostKey: hostKey,
media: media,
);
ConnectParams withProfile({String? name, String? avatar}) => ConnectParams(
host: host,
port: port,
secret: secret,
name: name ?? this.name,
avatar: avatar ?? this.avatar,
mediaPath: mediaPath,
linkUrl: linkUrl,
hostKey: hostKey,
media: media,
);
}
/// Where the [Connection] is. Each change is a new value (a repeat is
/// notified too).
sealed class ConnState {
const ConnState();
/// The reconnect loop runs ([ConnLost] or [ConnReconnecting]).
bool get retrying => false;
/// A welcomed socket is up ([ConnOnline] or [ConnUnstable]): what the
/// server says is current.
bool get online => false;
}
/// Not connected and not trying: before the first connect, after leave,
/// cancel or "stop reconnecting".
final class ConnClosed extends ConnState {
const ConnClosed();
@override
String toString() => 'closed';
}
/// The first dial of a session (hello sent, waiting for welcome).
final class ConnConnecting extends ConnState {
const ConnConnecting();
@override
String toString() => 'connecting';
}
/// Welcome received; frames arrive.
final class ConnOnline extends ConnState {
const ConnOnline();
@override
bool get online => true;
@override
String toString() => 'online';
}
/// Still the same socket, but nothing came for [Connection.unstableAfter]
/// (the server sends a state every second): the link may be dying. Back
/// to [ConnOnline] with the next frame, [ConnLost] at
/// [Connection.silenceLimit].
final class ConnUnstable extends ConnState {
const ConnUnstable();
@override
bool get online => true;
@override
String toString() => 'unstable';
}
/// Dropped (the socket closed, or nothing came for
/// [Connection.silenceLimit]); the next attempt is scheduled. The session
/// keeps what it had (the last state, the player, a relay it serves).
final class ConnLost extends ConnState {
const ConnLost();
@override
bool get retrying => true;
@override
String toString() => 'lost';
}
/// Reconnect attempt [attempt] (1 is the first after the drop) is
/// dialling; after it failed it stays until the next one, unless the
/// socket's close said [ConnLost] meanwhile.
final class ConnReconnecting extends ConnState {
final int attempt;
const ConnReconnecting(this.attempt);
@override
bool get retrying => true;
@override
String toString() => 'reconnecting($attempt)';
}
/// The server refused this app; nothing retries. [code]: `version` or
/// `secret` when the server said so, `closed` when the host stopped
/// sharing (close 4016), else empty (offline, timeout,
/// anything else on the first dial); [message]: in plain words
/// ([connectErrorText]).
final class ConnRefused extends ConnState {
final String code;
final String message;
const ConnRefused(this.code, this.message);
@override
String toString() => 'refused($code: $message)';
}
/// Another connection of this install holds the member (`err` `replaced`,
/// close 4013, or this hello was `stale`): Starsync was opened in another
/// window. Nothing retries ("Retry" takes the member back).
final class ConnReplaced extends ConnState {
const ConnReplaced();
String get message => replacedText;
@override
String toString() => 'replaced';
}
/// [ConnReplaced] in plain words.
const replacedText = 'Starsync was opened in another window';
/// `ConnRefused('closed')`: the host closed their server to friends
/// (close 4016).
const stoppedSharingText = 'the host stopped sharing their server';
/// A version refusal in plain words: [err] is the server's `err`
/// `version` (its range in `min`/`max`), or a proto 15 server's codeless
/// `proto mismatch`, which is always an older host.
String versionText(ErrorFrame? err) {
final max = err?.max, min = err?.min;
if (err?.code == null || (max != null && max < RelayConstants.protoMin)) {
return 'the host runs an older Starsync — they need to update';
}
if (min != null && min > RelayConstants.protoMax) return 'the host runs a newer Starsync — update the app';
return 'the host runs a different Starsync version — update both apps';
}
/// A failed dial in plain words.
String connectErrorText(Object e) {
if (e is HelloRefused) {
final err = e.error;
if (err != null && err.code == null && err.message.contains('proto mismatch')) return versionText(err);
return switch (e.code) {
ErrCode.version => versionText(err),
ErrCode.secret => 'wrong server password (401)',
ErrCode.replaced || ErrCode.stale => replacedText,
_ => 'refused: ${err?.message ?? 'closed (${e.closeCode})'}',
};
}
final msg = '$e';
if (msg.contains('SocketException') || msg.contains('Connection refused')) {
return 'host offline — check address and port';
}
return 'connect failed: $e';
}
/// The terminal state a failed dial leaves, or null when another attempt
/// may work.
ConnState? _terminalFor(Object e, {required bool first}) {
if (e is HelloRefused) {
final err = e.error;
if (err != null && err.code == null && err.message.contains('proto mismatch')) {
return ConnRefused('version', versionText(err));
}
switch (e.code) {
case ErrCode.replaced:
case ErrCode.stale:
return const ConnReplaced();
case ErrCode.version:
return ConnRefused('version', connectErrorText(e));
case ErrCode.secret:
return ConnRefused('secret', connectErrorText(e));
default:
break;
}
}
return first ? ConnRefused('', connectErrorText(e)) : null;
}
/// What a hello says about this install besides the connect form.
typedef HelloIdentity = ({String client, int seq, ClientCaps caps, int? feedAfter});
/// Builds the `hello` for [params]. Injectable so later protocol versions
/// add fields without changing [Connection].
typedef HelloBuilder = HelloMessage Function(ConnectParams params, HelloIdentity id);
/// Protocol 16's hello: this build's version range, the install's client
/// id and connection count, the app version, platform and what it can do;
/// `feedAfter` on a reconnect to the same server.
HelloMessage defaultHello(ConnectParams params, HelloIdentity id) => HelloMessage(
proto: RelayConstants.protoMax,
protoMin: RelayConstants.protoMin,
secret: params.secret,
user: HelloUser(name: params.name, avatar: params.avatar),
hostKey: params.hostKey,
client: id.client,
seq: id.seq,
app: appVersion,
platform: Platform.operatingSystem,
caps: id.caps,
feedAfter: id.feedAfter,
);
/// How a welcome relates to the member this app held before.
typedef Rejoin = ({
/// A reconnect of the running session (not its first dial).
bool reconnect,
/// `welcome.resumed`: the same member, everything kept.
bool resumed,
/// The same server boot as the last welcome (`welcome.instance`).
bool sameServer,
/// The token the session held before this welcome ('' on the first).
String oldToken,
});
/// The session's part of a welcome, called before its state goes out
/// (see [Connection.onWelcome]).
typedef WelcomeHandler = void Function(WelcomeMessage welcome, Rejoin rejoin);
/// The link to the server: the [SyncClient] socket, the first connect,
/// reconnects (backoff with jitter between attempts, epochs that make a
/// cancelled attempt stale), the silence policy ("unstable" after
/// [unstableAfter] without a frame, lost at [silenceLimit]), the 1 s
/// heartbeat (clock ping, which also keeps this member under the
/// server's silence limit, and diagnostics), the connection lost/back
/// events and [state]. The install's identity rides in every hello
/// ([identity]); what a welcome means to the session is its [onWelcome].
class Connection {
final SyncClient client;
/// Where [ConnectionLost] / [ConnectionBack] go (the Notifier).
final void Function(AppEvent event) _notify;
/// Builds each dial's hello.
final HelloBuilder hello;
/// `hello.client` / `hello.seq` (the stored one in the app; a fresh
/// in-memory one by default, so every test connection is its own
/// install).
final ClientIdentity identity;
/// `hello.caps` at each dial (the session sets it).
ClientCaps Function() caps;
/// Wait before the first reconnect attempt; it doubles per failed
/// attempt up to [maxReconnectDelay], each with ±20 % jitter.
final Duration reconnectDelay;
final Duration maxReconnectDelay;
/// No frame for this long: [ConnUnstable].
final Duration unstableAfter;
/// No frame for this long means the connection is lost.
final Duration silenceLimit;
/// The lost sound plays only once a drop lasted this long (a quick
/// reconnect says nothing, and no lost/back pair per flap).
final Duration lostSoundAfter;
/// The clock the silence and the lost sound are measured on (UTC; a
/// test passes a fake one). The heartbeat that checks it stays a real
/// 1 s timer.
final DateTime Function() now;
final Random _random;
Connection(
{void Function(AppEvent event)? notify,
SyncClient? client,
this.hello = defaultHello,
ClientIdentity? identity,
ClientCaps Function()? caps,
this.reconnectDelay = const Duration(seconds: 1),
this.maxReconnectDelay = const Duration(seconds: 15),
this.unstableAfter = const Duration(seconds: 3),
this.silenceLimit = const Duration(seconds: 9),
this.lostSoundAfter = const Duration(seconds: 4),
DateTime Function()? now,
Random? random})
: _notify = notify ?? ((_) {}),
now = now ?? _utcNow,
identity = identity ?? ClientIdentity.ephemeral(),
caps = caps ?? (() => const ClientCaps(source: true)),
_random = random ?? Random(),
client = client ?? SyncClient() {
this.client.onFrame = () => _lastFrameAt = this.now();
_subs = [
this.client.status.listen(_onStatus),
this.client.errors.listen(_onError),
];
}
late final List<StreamSubscription> _subs;
static DateTime _utcNow() => DateTime.now().toUtc();
final _state = signal<ConnState>(const ConnClosed());
/// Every change is notified, a repeat too.
ReadonlySignal<ConnState> get state => _state;
/// Set by the session (see [WelcomeHandler]).
WelcomeHandler? onWelcome;
/// This app's log lines to the server's session log (Settings: "Share
/// diagnostics with the server"), and "Mark a problem". Runs from
/// [begin] to [close].
late final DiagUploader diag = DiagUploader(
target: _diagTarget, version: '$appName ${displayVersion()} on ${Platform.operatingSystem}');
DiagTarget? _diagTarget() {
final uri = client.wsUri;
if (client.token.isEmpty || uri == null || !client.clockSync.hasSample) return null;
return (base: DiagUploader.baseOf(uri), token: client.token, offsetMs: client.clockSync.offsetMs);
}
ConnectParams? _params;
/// The last connect's parameters (with [updateProfile]'s changes); a
/// reconnect dials with them.
ConnectParams? get params => _params;
// Bumped by every connect/leave/cancel/retry: stale attempts no-op.
int _epoch = 0;
Timer? _reconnectTimer;
Timer? _heartbeat;
// Set by close/cancel/a terminal refusal: no reconnect, no lost detection.
bool _closed = false;
bool _everOnline = false;
/// The connection-lost sound played; the reconnected one answers it once.
bool _lostSounded = false;
DateTime? _lastFrameAt;
/// When the current drop began (the last frame for a silent link).
DateTime? _droppedAt;
int _attempt = 0;
/// Non-terminal `err` frames, in plain words.
final _errorTexts = StreamController<String>.broadcast();
// The socket and what the server said, read through.
Stream<StateBroadcast> get states => client.states;
/// Feed entries, chat included; replayed ones after a reconnect.
Stream<FeedMessage> get feeds => client.feeds;
Stream<NudgeNotice> get nudges => client.nudges;
/// `err` frames after the welcome (a `replaced` one ends the connection
/// instead).
Stream<String> get errors => _errorTexts.stream;
String get token => client.token;
String get memberId => client.memberId;
/// This member's `/j/...` URL from `welcome`.
String? get relayUrl => client.relayUrl;
StateBroadcast? get lastState => client.lastState;
/// Now on the server's clock (the ping/pong clock offset).
DateTime serverNow() => client.serverNow();
void sendReady(bool ready, {String source = 'manual'}) => client.sendReady(ready, source: source);
void sendForce(String target, bool ready) => client.sendForce(target, ready);
void sendSeek(double position, {int seq = 0}) => client.sendSeek(position, seq: seq);
void sendSwap(HelloMedia media, {String? queueId}) => client.sendSwap(media, queueId: queueId);
void sendQueue(QueueIntent intent) => client.sendQueue(intent);
void sendReport({
required double position,
required double buffered,
required int eventId,
double duration = 0,
int mediaId = 0,
Map<String, bool>? jf,
String error = '',
}) =>
client.sendReport(
position: position,
buffered: buffered,
eventId: eventId,
duration: duration,
mediaId: mediaId,
jf: jf,
error: error);
void sendChat(String text) => client.sendChat(text);
void sendArt(int mediaId, {String? poster, String? banner}) =>
client.sendArt(mediaId, poster: poster, banner: banner);
void sendPresence(PresenceIntent intent) => client.sendPresence(intent);
void sendNudge(String target) => client.sendNudge(target);
/// Name and/or picture change for everyone now; reconnects send them too.
void updateProfile({String? name, String? avatar}) {
_params = _params?.withProfile(name: name, avatar: avatar);
client.sendProfile(name: name, avatar: avatar);
}
/// A new epoch: attempts in flight become stale, a scheduled reconnect
/// is dropped. Returns it.
int invalidate() {
_epoch++;
_reconnectTimer?.cancel();
_reconnectTimer = null;
return _epoch;
}
/// False once a cancel, retry, leave or new connect followed [epoch].
bool isCurrent(int epoch) => epoch == _epoch;
/// A new session with [params]: forgets the last one's server and
/// starts the diagnostics. [dial] connects.
void begin(ConnectParams params) {
_params = params;
_closed = false;
_everOnline = false;
_lostSounded = false;
_droppedAt = null;
_attempt = 0;
diag
..share = AppSettings.instance.shareDiagnostics.peek()
..start();
}
/// The first dial of the session [begin] started. Throws
/// [ConnectCancelled] when [epoch] went stale meanwhile (whoever bumped
/// it also closed the socket); any other failure leaves [state] refused
/// (or replaced).
Future<WelcomeMessage> dial(int epoch) async {
final params = _params!;
_set(const ConnConnecting());
try {
final welcome = await _connect(params, reconnect: false);
if (epoch != _epoch) throw const ConnectCancelled();
_online();
return welcome;
} catch (e) {
if (epoch != _epoch) throw const ConnectCancelled();
debugPrint('connect failed: $e');
_set(_terminalFor(e, first: true)!);
rethrow;
}
}
Future<WelcomeMessage> _connect(ConnectParams params, {required bool reconnect}) {
final oldToken = client.token;
final before = client.instance;
final id = (
client: identity.clientId,
seq: identity.nextSeq(),
caps: caps(),
feedAfter: reconnect && before.isNotEmpty && client.lastFeedSeq > 0 ? client.lastFeedSeq : null,
);
return client.connectWith(
wsUri: _wsUri(params),
hello: hello(params, id),
onWelcome: (w) {
_lastFrameAt = now();
onWelcome?.call(w, (
reconnect: reconnect,
resumed: w.resumed,
sameServer: before.isNotEmpty && before == w.instance,
oldToken: oldToken,
));
},
);
}
static Uri _wsUri(ConnectParams p) => Uri.parse('ws://${p.host}:${p.port}/sync');
void _online() {
_attempt = 0;
_everOnline = true;
_droppedAt = null;
if (_lostSounded) {
_lostSounded = false;
_notify(const ConnectionBack());
}
_lastFrameAt = now();
_set(const ConnOnline());
_heartbeat ??= Timer.periodic(const Duration(seconds: 1), (_) => _beat());
}
void _set(ConnState s) => _state.set(s, force: true);
void _onStatus(SyncStatus s) {
// Before the first welcome a close is just the dial failing; during a
// reconnect attempt the attempt reports it. A socket error (a reset
// link) may come without a close.
if (s != SyncStatus.closed && s != SyncStatus.error) return;
if (_closed || !_everOnline || !_state.peek().online) return;
switch (s == SyncStatus.closed ? client.closeCode : null) {
case CloseCodes.replaced:
case CloseCodes.stale:
_end(const ConnReplaced());
case CloseCodes.version:
_end(ConnRefused('version', versionText(null)));
case CloseCodes.secret:
_end(const ConnRefused('secret', 'wrong server password (401)'));
case CloseCodes.closed:
_end(const ConnRefused('closed', stoppedSharingText));
default:
_dropped(now());
}
}
void _onError(ErrorFrame e) {
if (e.code == ErrCode.replaced) {
_end(const ConnReplaced());
return;
}
if (!_errorTexts.isClosed) _errorTexts.add(e.message);
}
/// A terminal state: no more attempts, the socket goes.
void _end(ConnState s) {
debugPrint('connection ended: $s');
_halt(s);
unawaited(client.drop());
}
/// Lost since [since]: the socket goes, a reconnect is scheduled (unless
/// one already is or dials).
void _dropped(DateTime since) {
if (_closed || _state.peek().retrying) return;
_droppedAt = since;
unawaited(client.drop());
scheduleReconnect();
}
/// Every second once online: a ping (a clock sample; it also keeps this
/// member under the server's silence limit while nothing else is sent),
/// the diagnostics, the silence check and the delayed lost sound.
void _beat() {
final t = now();
final s = _state.peek();
if (s.online) client.sendPing();
diag
..share = AppSettings.instance.shareDiagnostics.peek()
..tick();
if (_closed) return;
final last = _lastFrameAt;
if (s.online && last != null) {
final quiet = t.difference(last);
if (quiet >= silenceLimit) {
debugPrint('connection: nothing for ${quiet.inSeconds} s; reconnecting');
_dropped(last);
} else if (quiet >= unstableAfter) {
if (s is ConnOnline) _set(const ConnUnstable());
} else if (s is ConnUnstable) {
_set(const ConnOnline());
}
}
final since = _droppedAt;
if (_state.peek().retrying && since != null && !_lostSounded && t.difference(since) >= lostSoundAfter) {
_lostSounded = true;
_notify(const ConnectionLost());
}
}
/// Reconnect after the backoff ([state] lost), unless closed, never
/// online (unless [manual]) or already retrying.
void scheduleReconnect({bool manual = false}) {
if (_closed || _params == null) return;
if (!manual && !_everOnline) return;
if (_state.peek().retrying) return;
_droppedAt ??= now();
_set(const ConnLost());
_armReconnect();
}
/// The wait before attempt [attempt] (1 = the first after a drop).
Duration delayFor(int attempt) {
final base = reconnectDelay.inMilliseconds * pow(2, max(0, attempt - 1));
final capped = min(base.toDouble(), maxReconnectDelay.inMilliseconds.toDouble());
return Duration(milliseconds: (capped * (0.8 + 0.4 * _random.nextDouble())).round());
}
void _armReconnect() {
final epoch = _epoch;
_reconnectTimer?.cancel();
_reconnectTimer = Timer(delayFor(_attempt + 1), () => _reconnect(epoch));
}
/// One reconnect attempt. An attempt from an older epoch must not touch
/// state (it would kill the newer connection).
Future<void> _reconnect(int epoch) async {
_reconnectTimer = null;
bool stale() => epoch != _epoch;
final params = _params;
if (stale() || params == null || _closed) return;
try {
_set(ConnReconnecting(++_attempt));
await _connect(params, reconnect: true);
// Whoever bumped the epoch also closed (or replaced) the socket.
if (stale()) return;
_online();
} catch (e) {
if (stale()) return;
debugPrint('reconnect failed: $e');
final end = _terminalFor(e, first: false);
if (end != null) {
_end(end);
} else {
_retryAfterFailure(e);
}
}
}
void _retryAfterFailure(Object e) {
if (_closed) {
_set(const ConnClosed());
} else if (!_everOnline) {
// Only a manual retry before any welcome gets here.
_set(_terminalFor(e, first: true)!);
} else {
if (!_state.peek().retrying) _set(const ConnLost());
_armReconnect();
}
}
/// "Stop reconnecting": no more attempts; one dialling is aborted.
void cancelReconnect() {
_halt(const ConnClosed());
unawaited(client.drop());
}
/// Cancel during setup: aborts the dial.
Future<void> cancelConnect() async {
_halt(const ConnClosed());
try {
await client.drop();
} catch (_) {}
}
void _halt(ConnState s) {
_closed = true;
invalidate();
_heartbeat?.cancel();
_heartbeat = null;
_set(s);
}
/// "Retry": a reconnect after the first backoff whatever the state
/// (after [ConnReplaced] it takes the member back from the other
/// window). False without a session to retry.
bool retry() {
if (_params == null) return false;
invalidate();
_closed = false;
_attempt = 0;
_set(const ConnClosed());
scheduleReconnect(manual: true);
return true;
}
/// No more reconnects or silence checks, [state] closed; the socket
/// stays until [close] (the session's last words still go out).
void stop() {
_closed = true;
_reconnectTimer?.cancel();
_reconnectTimer = null;
_heartbeat?.cancel();
_heartbeat = null;
_set(const ConnClosed());
}
/// [stop], the last diagnostics (before the token goes), with [bye] the
/// member's `bye` (flushed: the server's close is awaited briefly), then
/// the socket.
Future<void> close({bool bye = false}) async {
stop();
await diag.stop();
// A welcomed socket still open (a dead one costs the short wait).
if (bye && client.isOpen && client.token.isNotEmpty) await client.sendBye();
try {
await client.disconnect();
} catch (_) {}
}
Future<void> dispose() async {
stop();
for (final s in _subs) {
await s.cancel();
}
await _errorTexts.close();
await client.dispose();
}
}