fix(protocol): deliver self-initiated state changes to the actor too

A connected Windows client would randomly snap from its joined channel
back to Lobby. Root cause was a state-sync inconsistency, not a drop:
the server delivered self-initiated state changes (channel join/leave,
stream announce/stop) only as a private *Result to the actor and
broadcast the authoritative UserEvent::UPDATED to everyone else. The
core never applied the result to its SessionModel, so vc_list_users()
kept self in the old channel; the Windows HandleUserUpdated rebuilds
_currentChannelId from vc_list_users() on any user's UPDATED event, so
the next unrelated event surfaced the stale self-channel.

Fix, per the response-vs-broadcast contract now documented in
docs/protocol.md §6: the *Result is pure ack/correlation/actor-private
payload; the resulting state change is broadcast to every client
INCLUDING the actor, and clients apply it to their local model rather
than re-deriving own state from a *Result.

- server: join/leave/stream announce+stop broadcast with exclude=0
- server: text fan-out includes the sender (channel + private echo)
- core: response handlers no longer mutate session_model_
- windows: drop optimistic text echo; render own message via the relay
- docs/protocol.md §6: document the response-vs-broadcast contract

Registry-level admin broadcasts (move/mute/kick/channel CRUD) already
used exclude=0 and were correct. ctest build/m1-dev 18/18 green;
VoiceCat.App builds 0 warnings.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
2026-06-17 20:48:50 +02:00
parent 9b321d0d4f
commit 118ca5129f
6 changed files with 68 additions and 28 deletions

View File

@@ -274,6 +274,14 @@ message TextMessage {
user, kick, ban, server-mute, set-permission, create/reset/delete account). Error `code`s
are an enumerated, stable list.
- Fatal conditions send **`Disconnect { code; reason }`** then close the TLS connection.
- **The response is for the request; the broadcast is for the state.** A `*Result` only
acknowledges the actor's request (correlation via `request_id`, error text, and any
actor-private payload — e.g. the channel `AudioConfig` in `JoinChannelResult`). The
resulting *state change* is delivered to **every** connected client **including the actor**
via the normal `UserEvent` / `ChannelEvent` / relayed `TextMessage` path. Clients apply
those events to their local model and never re-derive their own state from a `*Result`
(doing so drifts: the actor would miss its own change and a later event for another user
would surface the stale value).
## 7. Keepalive & timeouts