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
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# LAN discovery broadcasts
Broadcast participation is a **local setting of each network**, enabled by
default. Different networks on the same agent can have different settings;
each member advertises whether it accepts broadcasts over its authenticated
control session. It is not a network-wide vote or signed shared configuration.
```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
tsunagi network broadcast <network-id-or-prefix>
```
Joining without either flag preserves the saved choice. The `network broadcast`
command can change a running network immediately or configure it while the
agent is stopped. `status` reports the local setting. There is no global `up`
override: starting the agent preserves every network's independent policy.
## Delivery
At local TUN ingress, the IP router recognizes IPv4 UDP addressed to the limited
broadcast `255.255.255.255` or the configured overlay subnet's directed broadcast
(for example `10.13.37.255` for `/24`). These address forms follow
[RFC 1122 section 3.3.6](https://www.rfc-editor.org/rfc/rfc1122#section-3.3.6).
There is no port allowlist: discovery requests and server announcements on
game-specific UDP ports use the same mechanism. IPv4/UDP lengths are checked
before fanout, including handling IP fragments. IPv6 multicast, mDNS, DHCP
bridging, Ethernet/IPX and physical LAN capture are outside this feature.
The local source address selects exactly one broadcast domain. A limited
broadcast is never copied into all networks merely because they share a TUN.
A directed broadcast must belong to that source's network. Unspecified sources
and physical LAN sources have no authorized domain yet. Recipients are live,
authenticated, opted-in members with signed overlay address ownership. The
immutable recipient list is rebuilt with address/policy changes, not per packet.
The origin creates **one encrypted unicast copy per eligible peer** and hands it
to the existing shortest-path router. Each can travel through several transport
links. Transit handles opaque ciphertext with the existing hop limit and does
not create another fanout. The original IP source, destination, TTL, UDP ports,
checksum and payload remain unchanged. Reply packets use ordinary unicast.
There is no broadcast retransmission timer or application-payload deduplication:
games may legitimately repeat the same discovery query. WireGuard replay checks
reject duplicated encrypted packets delivered by the transport.
At the destination, the usual authenticated-source ownership check still runs.
Broadcast admission also checks the receiving network's setting, the sender's
announced participation, the destination domain and UDP framing. Disabling it
takes effect locally even while a remote sender still has an older announcement.
Received broadcasts terminate in the local TUN and never enter the fanout path.
An ordinary decrypted packet must target this host's address in that network;
the TUN is not a transit gateway to another overlay or physical subnet.
Opt-out disables originating and accepting broadcasts on that host/network.
It does not disable opaque unicast transit for other members: intermediate
routers cannot inspect another pair's encrypted IP payload.
## Host behavior and verification
The game must send discovery through the Tsunagi interface. Traffic bound to a
physical adapter never reaches this TUN, and this feature does not capture it.
The suite tests real agents, authenticated iroh links and WireGuard encryption
with memory TUNs: limited/directed UDP discovery, multihop fanout, single-copy
delivery, opt-out, unicast replies, malformed input, source validation and
network isolation. It does not launch CS 1.6 or Warcraft III or establish that
every game/host chooses the virtual adapter automatically.
## Future exported LANs
`overlay::broadcast` owns domain selection and recipient policy separately from
IP parsing, encryption and encrypted transit. A future LAN adapter should feed
an explicitly authorized ingress domain into this layer, and export routes
through the corresponding source/destination admission policy. It must not
relax address checks globally or reinterpret all `.255` addresses as broadcasts.
Multiple gateways to the same LAN will need origin identifiers and bounded
duplicate suppression at LAN ingress/egress before physical rebroadcast is
enabled. No subnet export or host forwarding configuration is added here.
## Compatibility
Control ALPN is `tsunagi/ctrl/3` because `Announce` now carries participation.
The encrypted transit envelope and data ALPN `tsunagi/data/4` stay unchanged.
Local control protocol 14 rejects commands from mismatched running binaries
with a restart message instead of decoding a different request shape.
Upgrade all members and restart the agent before using the new CLI.
SQLite schema 4 adds `networks.broadcast` with default `1`. Existing network
names, secrets, identity keys and signed records are retained. The old binary
does not understand schema 4; the migration is not a downgrade mechanism.