[client] Suspend reconnection loops while the OS reports no network

On mobile the client kept dialing management, signal, relay and peer
connections while the device had no usable network at all (airplane
mode), burning battery for attempts that cannot succeed. Stopping the
engine is not an option: tearing it down destroys the TUN device, and
traffic can leak outside the tunnel until it is rebuilt.

Add client/netstate, a small gate the platform feeds from its own
connectivity callbacks. Every reconnection loop waits on it instead of
retrying blindly, and resets its backoff when the network returns so
recovery is immediate. The state is injected through functional options
and consumers hold a *State that may be nil, so every platform that does
not report availability behaves exactly as before.

The relay quick-reconnect rechecks availability after its 1.5s wait: the
disconnect that triggers it is usually the first symptom of the network
going away, so the flag typically arrives while it sleeps.

Report the suspension to the UI as well. peer.Listener grows
OnStateChanged with a typed ClientState, re-exported across the gomobile
boundary as integer constants, and the notifier maps Connecting to a new
NoNetwork state while the OS reports no network, so mobile clients can
show "no network available" instead of a misleading "connecting".

Finally, exit the client retry loop cleanly when its context is
cancelled. backoff.WithContext surfaces the bare context error, which
callers could not distinguish from a real failure — on Android that
turned an engine restart into an unrecoverable error.
This commit is contained in:
Zoltan Papp
2026-08-11 00:58:50 +02:00
parent 2ce6323602
commit 902263ac96
19 changed files with 673 additions and 81 deletions
+62 -30
View File
@@ -4,31 +4,57 @@ import (
"sync"
)
const (
stateDisconnected = iota
stateConnected
stateConnecting
stateDisconnecting
)
type notifier struct {
serverStateLock sync.Mutex
listenersLock sync.Mutex
listener Listener
currentClientState bool
lastNotification int
lastNotification ClientState
lastNumberOfPeers int
lastFqdnAddress string
lastIPAddress string
networkAvailable bool
}
func newNotifier() *notifier {
return &notifier{}
return &notifier{
networkAvailable: true,
}
}
// effectiveState maps the computed state to what listeners should see:
// while the OS reports no usable network, "Connecting" would be a lie —
// connection attempts are suspended — so it is reported as NoNetwork.
// Caller must hold serverStateLock.
func (n *notifier) effectiveState(state ClientState) ClientState {
if !n.networkAvailable && state == ClientStateConnecting {
return ClientStateNoNetwork
}
return state
}
// setNetworkAvailable records the OS network availability and re-notifies
// the listener when the flag flips the effective state (Connecting <->
// NoNetwork).
func (n *notifier) setNetworkAvailable(available bool) {
n.serverStateLock.Lock()
if n.networkAvailable == available {
n.serverStateLock.Unlock()
return
}
previous := n.effectiveState(n.lastNotification)
n.networkAvailable = available
current := n.effectiveState(n.lastNotification)
n.serverStateLock.Unlock()
if previous != current {
n.notify(current)
}
}
func (n *notifier) setListener(listener Listener) {
n.serverStateLock.Lock()
lastNotification := n.lastNotification
lastNotification := n.effectiveState(n.lastNotification)
numOfPeers := n.lastNumberOfPeers
fqdnAddress := n.lastFqdnAddress
address := n.lastIPAddress
@@ -61,43 +87,45 @@ func (n *notifier) updateServerStates(mgmState bool, signalState bool) {
}
n.lastNotification = calculatedState
effective := n.effectiveState(calculatedState)
n.serverStateLock.Unlock()
n.notify(calculatedState)
n.notify(effective)
}
func (n *notifier) clientStart() {
n.serverStateLock.Lock()
n.currentClientState = true
n.lastNotification = stateConnecting
n.lastNotification = ClientStateConnecting
effective := n.effectiveState(ClientStateConnecting)
n.serverStateLock.Unlock()
n.notify(stateConnecting)
n.notify(effective)
}
func (n *notifier) clientStop() {
n.serverStateLock.Lock()
n.currentClientState = false
n.lastNotification = stateDisconnected
n.lastNotification = ClientStateDisconnected
n.serverStateLock.Unlock()
n.notify(stateDisconnected)
n.notify(ClientStateDisconnected)
}
func (n *notifier) clientTearDown() {
n.serverStateLock.Lock()
n.currentClientState = false
n.lastNotification = stateDisconnecting
n.lastNotification = ClientStateDisconnecting
n.serverStateLock.Unlock()
n.notify(stateDisconnecting)
n.notify(ClientStateDisconnecting)
}
func (n *notifier) isServerStateChanged(newState int) bool {
func (n *notifier) isServerStateChanged(newState ClientState) bool {
return n.lastNotification != newState
}
func (n *notifier) notify(state int) {
func (n *notifier) notify(state ClientState) {
n.listenersLock.Lock()
listener := n.listener
n.listenersLock.Unlock()
@@ -109,20 +137,20 @@ func (n *notifier) notify(state int) {
notifyListener(listener, state)
}
func (n *notifier) calculateState(managementConn, signalConn bool) int {
func (n *notifier) calculateState(managementConn, signalConn bool) ClientState {
if managementConn && signalConn {
return stateConnected
return ClientStateConnected
}
if !managementConn && !signalConn && !n.currentClientState {
return stateDisconnected
return ClientStateDisconnected
}
if n.lastNotification == stateDisconnecting {
return stateDisconnecting
if n.lastNotification == ClientStateDisconnecting {
return ClientStateDisconnecting
}
return stateConnecting
return ClientStateConnecting
}
func (n *notifier) peerListChanged(numOfPeers int) {
@@ -159,15 +187,19 @@ func (n *notifier) localAddressChanged(fqdn, address string) {
listener.OnAddressChanged(fqdn, address)
}
func notifyListener(l Listener, state int) {
func notifyListener(l Listener, state ClientState) {
// legacy per-state callbacks; NoNetwork is delivered only via
// OnStateChanged below
switch state {
case stateDisconnected:
case ClientStateDisconnected:
l.OnDisconnected()
case stateConnected:
case ClientStateConnected:
l.OnConnected()
case stateConnecting:
case ClientStateConnecting:
l.OnConnecting()
case stateDisconnecting:
case ClientStateDisconnecting:
l.OnDisconnecting()
}
l.OnStateChanged(state)
}