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[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.
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@@ -4,31 +4,57 @@ import (
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"sync"
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)
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const (
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stateDisconnected = iota
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stateConnected
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stateConnecting
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stateDisconnecting
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)
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type notifier struct {
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serverStateLock sync.Mutex
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listenersLock sync.Mutex
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listener Listener
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currentClientState bool
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lastNotification int
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lastNotification ClientState
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lastNumberOfPeers int
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lastFqdnAddress string
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lastIPAddress string
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networkAvailable bool
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}
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func newNotifier() *notifier {
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return ¬ifier{}
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return ¬ifier{
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networkAvailable: true,
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}
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}
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// effectiveState maps the computed state to what listeners should see:
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// while the OS reports no usable network, "Connecting" would be a lie —
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// connection attempts are suspended — so it is reported as NoNetwork.
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// Caller must hold serverStateLock.
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func (n *notifier) effectiveState(state ClientState) ClientState {
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if !n.networkAvailable && state == ClientStateConnecting {
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return ClientStateNoNetwork
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}
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return state
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}
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// setNetworkAvailable records the OS network availability and re-notifies
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// the listener when the flag flips the effective state (Connecting <->
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// NoNetwork).
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func (n *notifier) setNetworkAvailable(available bool) {
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n.serverStateLock.Lock()
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if n.networkAvailable == available {
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n.serverStateLock.Unlock()
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return
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}
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previous := n.effectiveState(n.lastNotification)
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n.networkAvailable = available
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current := n.effectiveState(n.lastNotification)
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n.serverStateLock.Unlock()
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if previous != current {
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n.notify(current)
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}
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}
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func (n *notifier) setListener(listener Listener) {
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n.serverStateLock.Lock()
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lastNotification := n.lastNotification
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lastNotification := n.effectiveState(n.lastNotification)
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numOfPeers := n.lastNumberOfPeers
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fqdnAddress := n.lastFqdnAddress
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address := n.lastIPAddress
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@@ -61,43 +87,45 @@ func (n *notifier) updateServerStates(mgmState bool, signalState bool) {
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}
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n.lastNotification = calculatedState
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effective := n.effectiveState(calculatedState)
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n.serverStateLock.Unlock()
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n.notify(calculatedState)
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n.notify(effective)
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}
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func (n *notifier) clientStart() {
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n.serverStateLock.Lock()
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n.currentClientState = true
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n.lastNotification = stateConnecting
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n.lastNotification = ClientStateConnecting
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effective := n.effectiveState(ClientStateConnecting)
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n.serverStateLock.Unlock()
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n.notify(stateConnecting)
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n.notify(effective)
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}
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func (n *notifier) clientStop() {
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n.serverStateLock.Lock()
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n.currentClientState = false
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n.lastNotification = stateDisconnected
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n.lastNotification = ClientStateDisconnected
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n.serverStateLock.Unlock()
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n.notify(stateDisconnected)
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n.notify(ClientStateDisconnected)
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}
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func (n *notifier) clientTearDown() {
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n.serverStateLock.Lock()
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n.currentClientState = false
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n.lastNotification = stateDisconnecting
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n.lastNotification = ClientStateDisconnecting
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n.serverStateLock.Unlock()
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n.notify(stateDisconnecting)
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n.notify(ClientStateDisconnecting)
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}
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func (n *notifier) isServerStateChanged(newState int) bool {
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func (n *notifier) isServerStateChanged(newState ClientState) bool {
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return n.lastNotification != newState
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}
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func (n *notifier) notify(state int) {
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func (n *notifier) notify(state ClientState) {
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n.listenersLock.Lock()
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listener := n.listener
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n.listenersLock.Unlock()
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@@ -109,20 +137,20 @@ func (n *notifier) notify(state int) {
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notifyListener(listener, state)
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}
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func (n *notifier) calculateState(managementConn, signalConn bool) int {
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func (n *notifier) calculateState(managementConn, signalConn bool) ClientState {
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if managementConn && signalConn {
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return stateConnected
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return ClientStateConnected
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}
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if !managementConn && !signalConn && !n.currentClientState {
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return stateDisconnected
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return ClientStateDisconnected
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}
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if n.lastNotification == stateDisconnecting {
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return stateDisconnecting
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if n.lastNotification == ClientStateDisconnecting {
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return ClientStateDisconnecting
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}
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return stateConnecting
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return ClientStateConnecting
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}
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func (n *notifier) peerListChanged(numOfPeers int) {
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@@ -159,15 +187,19 @@ func (n *notifier) localAddressChanged(fqdn, address string) {
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listener.OnAddressChanged(fqdn, address)
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}
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func notifyListener(l Listener, state int) {
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func notifyListener(l Listener, state ClientState) {
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// legacy per-state callbacks; NoNetwork is delivered only via
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// OnStateChanged below
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switch state {
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case stateDisconnected:
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case ClientStateDisconnected:
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l.OnDisconnected()
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case stateConnected:
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case ClientStateConnected:
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l.OnConnected()
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case stateConnecting:
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case ClientStateConnecting:
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l.OnConnecting()
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case stateDisconnecting:
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case ClientStateDisconnecting:
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l.OnDisconnecting()
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}
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l.OnStateChanged(state)
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}
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