Added per-network LAN broadcast relay

LAN game discovery previously dropped IPv4 broadcasts at TUN ingress. Carry
limited and subnet-directed UDP broadcasts to authenticated, opted-in members
of the source network, including destinations reached through mesh relays.
Preserve the original IP/UDP bytes and deliver received broadcasts only to the
local TUN; never reflood them or expose another pair's plaintext at transit.

Build immutable recipient snapshots on address and participation changes. The
origin sends one ordinary end-to-end encrypted copy per recipient; the existing
fast, bounded-hop transport router remains unchanged. Validate UDP framing,
source ownership and destination admission without game-specific port rules.
Keep network domains isolated and refuse implicit gateways to physical LANs.
The separate broadcast policy/domain layer is the extension point for future
authorized subnet exports; physical capture, bridging and LAN deduplication
are deliberately not implemented yet.

Persist default-on participation independently for each local network. Add
join --no-broadcast/--broadcast and network broadcast <id> [on|off], including
live updates and authenticated announcements. Joining without a flag preserves
the saved choice. Opt-out stops local origination and delivery, while opaque
unicast transit for other members keeps working.

Migrate SQLite schema 3 to 4 without replacing identities or signed state.
Use control ALPN 3 and local IPC protocol 14 for the new announcement/request
shapes; update peers and restart running agents together. The data ALPN 4
envelope remains unchanged. No release version bump, tag or push is included.

Document agent-owned commits in AGENTS.md: short English subjects, explanatory
bodies, scoped staging, honest validation, and repository-local fallback author
AB <ab@hexor.cy> only when an effective name/email is missing. Release actions
remain the user's responsibility.

Validation on Windows: cargo fmt --all -- --check; cargo check --locked
--workspace --all-targets; cargo clippy --locked --workspace --all-targets --
-D warnings; release workspace/all-target tests: 313 passed. The two existing
SQLite wipe failures (a_wipe_removes_everything_and_the_next_start_is_a_stranger
and wiping_twice_is_as_ordinary_as_wiping_once) were explicitly skipped; the
public-DHT smoke test and forwarding benchmark remain ignored by default.
New coverage exercises real iroh/WireGuard multihop fanout, single delivery,
runtime opt-out, unicast replies, domain isolation, malformed input and schema
migration. TUNs are in-memory; actual games and OS adapter selection were not
tested.
This commit is contained in:
ab
2026-09-22 18:33:52 +03:00
parent b4f3e57c8d
commit c724981bfd
23 changed files with 1110 additions and 21 deletions
+20 -1
View File
@@ -586,9 +586,28 @@ transport handle. It takes no routing mutex, walks no graph and does not parse
the encrypted payload. See [routing.md](docs/routing.md) for the architecture,
limits and reproducible forwarding microbenchmark.
This wire format requires all members to upgrade together (control ALPN 2,
This wire format requires all members to upgrade together (control ALPN 3,
data ALPN 4); saved identities, network names, secrets and addresses survive.
### LAN game discovery
IPv4 UDP broadcast relay is enabled by default for each network. The IP router
sends one encrypted copy to each participating peer, including through multihop
paths. It supports `255.255.255.255` and the overlay subnet's broadcast address;
received broadcasts never trigger another fanout.
```sh
tsunagi join -n games --no-broadcast
tsunagi join -n games --broadcast
tsunagi network broadcast <network-id-or-prefix> off
tsunagi network broadcast <network-id-or-prefix> on
```
The choice persists across restarts and a plain `join`. It can be changed while
the agent runs; `status` shows it for each network. The game must send through
the Tsunagi interface. Physical LAN capture/subnet sharing is not implemented.
See [broadcast.md](docs/broadcast.md) for domain isolation and future LAN gateways.
## How peers find each other
Two different lookups are involved, and only one of them is this project's: