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sync_replay_project/apps/desktop/lib/src/session/connection.dart
T
foxyzandClaude Opus 5.5 f4ca02c3cf
ci / core (push) Successful in 27s
ci / server (push) Successful in 1m4s
ci / updater-windows (push) Successful in 5m56s
Restructure step 0 done: notice table test, flaky-link proxy, liveness on the engine clock, STARSYNC_PROFILE
- notice_table_test: one row per AppEvent variant through noticeFor.
- FlakyProxy (core/testing.dart): pass, blackhole (half-open), delay,
  hold, cut after N bytes, reset; demo tests against today's server.
- Liveness (stale/drop/ping) on the engine clock, so grace can be tested
  with a fake clock; Connection takes an injectable clock.
- AppDirs with STARSYNC_PROFILE=<name>: separate data and logs, so two
  instances run on one machine.
- DEVELOPMENT: scenario list per restructure step; test tags follow the
  new step order.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-15 20:05:52 +03:00

540 lines
17 KiB
Dart

import 'dart:async';
import 'dart:io';
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';
/// Thrown when a connect is superseded by cancel/leave before it finished.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;
}
/// 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.
final class ConnOnline extends ConnState {
const ConnOnline();
@override
String toString() => 'online';
}
/// Dropped (the socket closed, or no state for [Connection.silenceLimit]);
/// the next attempt is scheduled.
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($attempt)';
}
/// The first dial failed; nothing retries. [code]: `version` or `secret`
/// when the server said so, else empty (offline, timeout, anything else);
/// [message]: in plain words ([connectErrorText]).
final class ConnRefused extends ConnState {
final String code;
final String message;
const ConnRefused(this.code, this.message);
@override
String toString() => 'refused($code: $message)';
}
/// Another socket took this member over. Not produced yet (protocol 16
/// adds the `replaced` refusal).
final class ConnReplaced extends ConnState {
const ConnReplaced();
@override
String toString() => 'replaced';
}
/// A failed dial in plain words.
String connectErrorText(Object e) {
final msg = '$e';
if (msg.contains('proto mismatch')) return 'host runs a different version — update the app';
if (msg.contains('wrong secret')) return 'wrong server password (401)';
if (msg.contains('SocketException') || msg.contains('Connection refused')) {
return 'host offline — check address and port';
}
return 'connect failed: $e';
}
ConnRefused _refused(Object e) {
final msg = '$e';
final code = msg.contains('proto mismatch')
? 'version'
: msg.contains('wrong secret')
? 'secret'
: '';
return ConnRefused(code, connectErrorText(e));
}
/// Builds the `hello` for [params]. Injectable so later protocol versions
/// add fields without changing [Connection].
typedef HelloBuilder = HelloMessage Function(ConnectParams params);
/// Today's hello.
HelloMessage defaultHello(ConnectParams params) => HelloMessage(
proto: RelayConstants.protoVersion,
secret: params.secret,
user: HelloUser(name: params.name, avatar: params.avatar),
media: const HelloMedia(name: '', size: 0, duration: 0),
hostKey: params.hostKey,
);
/// The session's part of a reconnect: called right before an attempt
/// dials (read what to restore then; the welcome's state replaces it). The
/// function it returns runs once that attempt is online; [stale] turns
/// true when a cancel, retry, leave or new connect superseded it. An error
/// there counts as a failed attempt.
typedef ReconnectHandler = Future<void> Function(WelcomeMessage welcome, bool Function() stale) Function();
/// The link to the server: the [SyncClient] socket, the first connect,
/// reconnects ([reconnectDelay] between attempts, the previous token
/// offered as `resume`, epochs that make a cancelled attempt stale), the
/// "no state for [silenceLimit] = lost" policy, the 1 s heartbeat (clock
/// ping, diagnostics), the connection lost/back events and [state]. What
/// a reconnect restores in the session is the [onReconnect] handler's.
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;
/// Wait before each reconnect attempt.
final Duration reconnectDelay;
/// No state broadcast for this long means the connection is lost.
final Duration silenceLimit;
/// The clock [silenceLimit] is measured on (UTC; a test passes a fake
/// one). The heartbeat that checks it stays a real 1 s timer.
final DateTime Function() now;
Connection(
{void Function(AppEvent event)? notify,
SyncClient? client,
this.hello = defaultHello,
this.reconnectDelay = const Duration(milliseconds: 1500),
this.silenceLimit = const Duration(seconds: 5),
DateTime Function()? now})
: _notify = notify ?? ((_) {}),
now = now ?? _utcNow,
client = client ?? SyncClient() {
_subs = [
this.client.status.listen(_onStatus),
this.client.states.listen((_) => _lastStateAt = this.now()),
];
}
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 [ReconnectHandler]).
ReconnectHandler? onReconnect;
/// 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);
}
/// No state broadcast for [silenceLimit] (checked every second while not
/// closed): what the server said is stale. Synchronous, before [state]
/// goes lost.
Stream<void> get silence => _silence.stream;
final _silence = StreamController<void>.broadcast(sync: true);
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: 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;
// Token of the current connection, offered as `resume` on reconnect.
String _resumeToken = '';
DateTime? _lastStateAt;
int _attempt = 0;
// The socket and what the server said, read through.
Stream<StateBroadcast> get states => client.states;
/// Feed entries, chat included.
Stream<FeedMessage> get feeds => client.feeds;
Stream<NudgeNotice> get nudges => client.nudges;
/// `err` frames after the welcome.
Stream<String> get errors => client.errors;
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 sendOut(String target, bool out) => client.sendOut(target, out);
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 resume token and
/// starts the diagnostics. [dial] connects.
void begin(ConnectParams params) {
_params = params;
_closed = false;
_everOnline = false;
_lostSounded = false;
_resumeToken = '';
_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.
Future<WelcomeMessage> dial(int epoch) async {
final params = _params!;
_set(const ConnConnecting());
try {
final welcome = await client.connectWith(wsUri: _wsUri(params), hello: hello(params));
if (epoch != _epoch) throw const ConnectCancelled();
_online();
return welcome;
} catch (e) {
if (epoch != _epoch) throw const ConnectCancelled();
debugPrint('connect failed: $e');
_set(_refused(e));
rethrow;
}
}
static Uri _wsUri(ConnectParams p) => Uri.parse('ws://${p.host}:${p.port}/sync');
/// [hello] offering the previous connection's token.
HelloMessage _resumeHello(ConnectParams params) {
final h = hello(params);
return HelloMessage(
proto: h.proto, secret: h.secret, user: h.user, media: h.media, hostKey: h.hostKey, resume: _resumeToken);
}
void _online() {
_attempt = 0;
_everOnline = true;
if (_lostSounded) {
_lostSounded = false;
_notify(const ConnectionBack());
}
_resumeToken = client.token;
_lastStateAt = now();
_set(const ConnOnline());
_startHeartbeat();
}
void _set(ConnState s) => _state.set(s, force: true);
void _onStatus(SyncStatus s) {
// Before the first welcome a close is just the dial failing.
if (s != SyncStatus.closed || _closed || !_everOnline) return;
_dropped();
}
/// Lost (said again while already retrying), the lost sound once per
/// drop, and a reconnect unless one is already scheduled or dialling.
void _dropped() {
if (_state.peek().retrying) {
_set(const ConnLost());
} else {
scheduleReconnect();
}
_soundLost();
}
void _startHeartbeat() {
_heartbeat?.cancel();
_heartbeat = Timer.periodic(const Duration(seconds: 1), (_) => _beat());
}
/// Every second while connected: a clock sample, the diagnostics, and
/// the silence check.
void _beat() {
final t = now();
if (client.token.isNotEmpty) client.sendPing();
diag
..share = AppSettings.instance.shareDiagnostics.peek()
..tick();
final last = _lastStateAt;
if (!_closed && last != null && t.difference(last) >= silenceLimit) {
_silence.add(null);
if (!_state.peek().retrying) _dropped();
}
}
void _soundLost() {
if (!_everOnline || _lostSounded) return;
_lostSounded = true;
_notify(const ConnectionLost());
}
/// Reconnect after [reconnectDelay] ([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;
_set(const ConnLost());
_armReconnect();
}
void _armReconnect() {
final epoch = _epoch;
_reconnectTimer?.cancel();
_reconnectTimer = Timer(reconnectDelay, () => _reconnect(epoch));
}
/// One reconnect attempt. An attempt from an older epoch must not touch
/// state (it would kill the newer connection and leave a ghost member).
Future<void> _reconnect(int epoch) async {
_reconnectTimer = null;
bool stale() => epoch != _epoch;
final params = _params;
if (stale() || params == null || _closed) return;
final after = onReconnect?.call();
try {
_set(ConnReconnecting(++_attempt));
final welcome = await client.connectWith(wsUri: _wsUri(params), hello: _resumeHello(params));
// Whoever bumped the epoch also closed (or replaced) the socket.
if (stale()) return;
_online();
if (after != null) await after(welcome, stale);
} catch (e) {
if (stale()) return;
debugPrint('reconnect failed: $e');
_retryAfterFailure(e);
}
}
void _retryAfterFailure(Object e) {
if (_closed) {
_set(const ConnClosed());
} else if (!_everOnline) {
// Only a manual retry before any welcome gets here.
_set(_refused(e));
} else {
if (!_state.peek().retrying) _set(const ConnLost());
_armReconnect();
}
}
/// "Stop reconnecting": no more attempts; one dialling is aborted.
void cancelReconnect() {
_halt();
unawaited(client.disconnect().catchError((_) {}));
}
/// Cancel during setup: aborts the dial.
Future<void> cancelConnect() async {
_halt();
try {
await client.disconnect();
} catch (_) {}
}
void _halt() {
_closed = true;
invalidate();
_heartbeat?.cancel();
_heartbeat = null;
_set(const ConnClosed());
}
/// "Retry": a reconnect after [reconnectDelay] whatever the state.
/// False without a session to retry.
bool retry() {
if (_params == null) return false;
invalidate();
_closed = false;
_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), the socket.
Future<void> close() async {
stop();
await diag.stop();
try {
await client.disconnect();
} catch (_) {}
}
Future<void> dispose() async {
stop();
for (final s in _subs) {
await s.cancel();
}
await _silence.close();
await client.dispose();
}
}