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redapricot/docs/architecture.md
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# redapricot architecture
This document explains *how* redapricot is built and *why*. For the exact bytes
on the wire, read [PROTOCOL.md](../PROTOCOL.md).
## 1. Roles and topology
```
┌───────────────────────── public internet ─────────────────────────┐
│ │
┌──────────┐ MC handshake (Intent 2/…) ┌───────────────┐ │
│ Player │ ───────────────────────────────▶│ │ │
└──────────┘ raw Minecraft bytes │ Hub │ │
│ (Java/Vert.x)│ │
┌──────────┐ Intent 17, magic 0x01 │ │ │
│ Client │ ◀──────── control session ──────│ • pattern reg │ │
│ (Go) │ ────────────────────────────────│ • CID table │ │
│ │ Intent 17, magic 0x02 │ • mux demux │ │
│ │ ═════════ worker conns ═════════│ │ │
└──────────┘ multiplexed player streams └───────────────┘ │
│ │
▼ MC bytes (+ optional HAProxy v2) │
┌───────────────┐ │
│ Real MC server│ (behind NAT, next to the client) │
└───────────────┘ │
```
Everything reaches the hub on **one TCP port**. The hub distinguishes three
kinds of inbound connection purely from the first Minecraft **Handshake**:
| Handshake `Intent` | Handled as |
|--------------------|------------|
| `17` + magic `0x01` | a **control session** from a client |
| `17` + magic `0x02` | a **worker connection** from a client |
| `18` | reserved (management/status) — never treated as a player |
| anything else | a **player** to be pattern-matched and tunneled |
Because players use ordinary intents (`1` status, `2` login, `3` transfer),
**vanilla clients need no changes**.
## 2. Connection lifecycle
### 2.1 Client establishes a control session
```
Client Hub
│ TCP connect │
│─ Handshake(Intent=17, addr=hex(SHA3-224(PSK))) ─▶ verify addr == expected
│ │
│ (both derive Phase-A keys = ChaCha20(SHA3-256(PSK ‖ dir)))
│─ Frame#1 [magic=0x01, rand, ts] ──────▶ check |now-ts| ≤ window
│ (both switch to Phase-B keys = ChaCha20(SHA3-256(rand‖ts ‖ dir)))
│◀──────────── Frame [SessionReady] ─────│
│─ Register("mc\.example\.com") ────────▶ patterns["mc\.example\.com"] = (regex, session)
│◀──────────── RegisterAck ──────────────│
│ ... periodic Ping/Pong ... │
```
Only frame #1 is encrypted with the PSK-derived key; a fresh random `rand‖ts`
becomes the per-connection key for everything after, so two connections never
share a keystream beyond that first frame.
### 2.2 A player arrives and is tunneled
```
Player Hub Client Destination
│─ Handshake(addr="mc.example.com", Intent=2)─▶ normalize + regex-match
│ │ pause player socket,
│ │ buffer bytes, mint CID
│ │─ ControlRequest(CID, pattern, ip:port) ─▶
│ │ allocate worker+stream
│ │◀──────── SYN(streamId, CID) ────────────│
│ │ takePending(CID) → bind dial destination,
│ │ forward buffered bytes write HAProxy v2 hdr
│ │─ DATA(streamId, handshake…) ───▶ ── handshake ──▶│
│ resume ─────────────────────────────│ bridge stream ⇄ dest
│══════════════ player bytes ══ DATA ══▶│════ DATA ═══▶ dest.write │
│◀═══════════ dest bytes ═══ DATA ══════│◀═══ DATA ════ dest.read │
│ player closes ──────────────────────│─ FIN(streamId) ────────▶ close dest │
```
Key points:
* **Patterns are regexes.** Each registered pattern is a case-insensitive
regular expression, matched against the *whole* normalized hostname (anchored,
first match wins). The hub echoes the **matched pattern string** — not the
player's hostname — in `ControlRequest`, so the client can look it straight up
in its own route table. Invalid patterns are rejected at registration with a
non-zero `RegisterAck` status.
* The hub **pauses** the player socket the instant it matches, so no player
bytes are lost while the takeover is arranged; the buffered handshake is
forwarded **verbatim**, so the real server sees exactly what the player sent
(including the original hostname — used for virtual-host routing there).
* **CID** is 16 random bytes minted by the hub and delivered only over the
encrypted control session, so only the intended client learns it. Any worker
connection presenting the correct CID is allowed to take over — that secrecy
is what binds a worker stream to the right pending player without any explicit
client identity.
* Disconnects are symmetric: player-close → hub sends `FIN` → client closes the
destination; destination-close → client sends `FIN` → hub closes the player.
## 3. Multiplexing (worker connections)
A worker connection is one encrypted TCP link carrying many **streams**. The
frame is intentionally tiny (PROTOCOL.md §7):
```
[plaintext VarInt length][ FrameType u8 | StreamID VarInt | Data… ] (payload encrypted)
```
Only the client opens streams (`SYN`), so stream-id allocation is a simple
per-connection counter with no coordination.
### 3.1 Pool & allocation
The client keeps 1…`maxConn` worker connections and places each new stream on
the **least-loaded** one. It opens an additional connection only when the
least-loaded connection is *saturated* (more than 8 active streams) and the pool
is below `maxConn`:
```
pick least-loaded conn
if leastLoaded.streams > 8 and pool.size < maxConn:
dial a new worker conn and use it
else:
use leastLoaded
```
The e2e test `TestConcurrentStreamsUseMultipleConns` drives 20 simultaneous
streams with `maxConn=4` and observes them deterministically spread over 3
connections (9 + 9 + 2), confirming the algorithm.
## 4. Encryption
* **Cipher:** ChaCha20 (RFC 8439) as a raw stream cipher over frame *payloads*.
The length prefix is plaintext, which makes the cipher **phase switch** at
rekey trivial (a reader always knows exactly how many ciphertext bytes belong
to the current frame and never decrypts the next frame with the wrong key).
* **Keys:** `SHA3-256(phaseKey ‖ 0x01)` for client→server and
`SHA3-256(phaseKey ‖ 0x02)` for server→client. Distinct per-direction keys
with a fixed zero nonce avoid a two-time pad without nonce management.
* **Interop:** Java's JCE `ChaCha20` and Go's `x/crypto/chacha20` produce byte-
identical keystreams (including across partial-block, arbitrarily-split
writes), and both `crypto/sha3` implementations agree — verified directly and
pinned by unit tests on both sides against a shared SHA3-224 vector.
## 5. Threading model
* **Hub:** a single Vert.x verticle instance. All accepted connections are
handled on that verticle's one event loop, so the pattern registry, CID table,
and per-connection state are touched by a single thread — no locks on the hot
path (concurrent maps are used only defensively). Every socket operation is
non-blocking; crypto is CPU-cheap. This trades multi-core scaling for
simplicity and correctness.
* **Client:** goroutine-per-concern. One goroutine reads each connection
(control or worker); `WriteFrame` is mutex-serialized so many stream goroutines
can share a worker connection safely. Each stream has two goroutines: `run`
pumps destination → hub, and `writeLoop` is the only writer to the
destination, draining a per-stream queue fed by the worker readLoop. The
readLoop itself never writes to a destination, so a stalled destination can
never block frame dispatch for other streams.
## 6. Back-pressure & flow control
Two mechanisms operate at different granularities:
* **Per-stream credit windows** (PROTOCOL.md §7.3; the windows are exchanged
at session establishment): each stream direction has an independent byte
budget equal to the receiver's advertised window (default 256 KiB). A sender
that exhausts a
stream's window pauses *only that stream's source* — the hub pauses the one
player socket, the client parks the one destination-reader goroutine. Credit
is granted back (`WND` frames, batched at half-window) as bytes are actually
written to the terminal socket. The result: a slow player or slow destination
jams its own stream at a bounded buffer size and nothing else. This is what
eliminates head-of-line blocking between streams.
* **Aggregate TCP back-pressure** on each worker connection: when the shared
socket itself is congested (total bandwidth, not one stream), the hub parks
all sending players until it drains, and the client's `WriteFrame` blocks.
This is fair — when the pipe is genuinely full, everyone should slow down.
The window also bounds memory: a stream can hold at most one window of
undelivered data per direction (the client's pre-connect handshake buffer is
covered by the same bound).
Per-stream flow control is mandatory: the hub rejects a session whose Rekey
lacks the STREAM_FC flag, and the client rejects a hub that does not echo it —
peers that predate the mechanism cannot connect at all.
What remains (by design) is TCP-level head-of-line blocking: a lost packet on
a worker connection stalls all its streams for one retransmit. That is inherent
to mux-over-TCP; the connection pool is the mitigation, and a datagram
transport (QUIC) would be the escape hatch if it ever matters.
## 7. Failure & recovery
* **Control session drop:** the client reconnects with capped exponential
backoff and re-registers all patterns. Existing worker connections and their
live streams are unaffected.
* **Worker connection drop:** every stream on it is torn down (destinations
closed); the hub closes the corresponding player sockets; the client removes
the connection from the pool and will dial a fresh one on the next allocation.
* **Pending timeout:** if no worker takes over a matched player within
`pendingTimeoutMs`, the hub drops the pending entry and closes the player.
* **Bad PSK / bad timestamp / bad magic:** the hub closes the TCP connection;
the client's session establishment fails fast.
## 8. Known limitations
1. No AEAD — payload integrity/authenticity is not cryptographically guaranteed.
2. TCP-level head-of-line blocking within a worker connection (lost packets;
see §6) — per-stream flow control removes the application-level variant only.
3. Single-event-loop hub (see §5) bounds throughput to one core.
4. `Intent 18` is reserved but only stubbed (the hub logs and closes).
5. Pattern ownership is last-writer-wins; two clients registering the identical
pattern string will silently reassign it. Overlapping-but-distinct regexes are
both kept, and when several match one hostname the winner is unspecified.
These are deliberate scope choices for a connectivity-focused P2P tool, not
oversights; each is a small, well-isolated change away from being hardened.