hammer-editor/docs/SYNCING-PROTOCOL.md
Adam Brown 31b98876f7
Pre-sync change probe: skip syncing unchanged projects (#584)
On app open, sync made ~4 HTTP round-trips per project even when nothing
had changed. Add a batched pre-sync probe: the client sends a project-wide
content hash for each eligible project in one request, and the server
returns which ones still match so the client can skip syncing them.

- base: ProjectContentHasher (entity hashes + project-data hash, computed
  identically on client and server) and probe request/response DTOs
- server: POST /projects/{userId}/sync_probe, recomputing each project's
  hash from stored state; skips projects with an in-flight sync session;
  400 on a malformed body
- client: cache the hash in the project journal (written at FinalizeSync,
  invalidated on any content mutation via one chokepoint); probe is
  best-effort and degrades to a full sync on any failure
- backstop: never skip a project with pending entity or project-data work,
  so a stale cache can't drop a change

Writing activity is excluded by design (per-device, conflict-free).

Tests: ProjectContentHasher, client/server probe units, and an e2e suite
covering client/server hash agreement, the session gate, auth, and 400s.
2026-06-10 23:15:50 -07:00

24 KiB

Synchronization Protocol

This doc will try to give a breif (as possible) overview of the client/server synchronization protocol Hammer uses.

Two levels of syncing

Account Sync: This synchronizes what projects the Account has, creating, deleting, or renaming just the top level directories on the client

Project Sync: This synchronizes an individual project and all of it's Entities


Account Sync Protocol

Before any project level syncing is done, we must first do an Account level sync.

This will handle creating, deleting, and renaming projects, to bring the client and server into parity with each other. Additionally, it will find or create a projectId for the client's local projects. These are the key to being able to sync a local project with the server.

Any given user account may only have one sync in progress at a time. Attempting to start a sync when one is already in progress will result in a failure to begin the sync.

sequenceDiagram
	participant Client as Client
	participant Server as Server

	rect rgb(1, 59, 15)
		Client ->> Server: GET /projects/{userId}/begin_sync
		activate Server
		Note right of Client: bearer token
		Server -->> Client: 200 OK (Sync Began)
		deactivate Server
		activate Client
		Note left of Server: syncId<br/>projects<br/>deletedProjects
		alt Sync already in progress
			Server -x Client: 400 Bad Request (sync ends here)
		end
	end
	rect rgb(11, 0, 74)
		loop Rename Projects
			Client ->> Server: GET /api/projects/{userId}/rename
			deactivate Client
			activate Server
			Note right of Client: bearer token <br/> syncId <br/> projectId <br/> projectName
			Server -->> Client: 200 OK (Rename successful)
			deactivate Server
			activate Client
			alt Rename fails
				Server -->> Client: 4XX Bad Request
			end
		end
	end

	rect rgb(74, 0, 9)
		loop Delete Projects
			Client ->> Server: GET /api/projects/{userId}/delete
			deactivate Client
			activate Server
			Note right of Client: bearer token <br/> syncId <br/> projectId
			Server -->> Client: 200 OK (Delete successful)
			deactivate Server
			activate Client
			alt Delete fails
				Server -->> Client: 4XX Bad Request
			end
		end
	end

	rect rgb(49, 0, 74)
		loop Create Projects
			Client ->> Server: GET /api/projects/{userId}/{projectName}/create
			deactivate Client
			activate Server
			Note right of Client: bearer token <br/> syncId <br/> projectName
			Server -->> Client: 200 OK (projectId)
			deactivate Server
			activate Client
			alt Creation fails
				Server -->> Client: 4XX Bad Request
			end
		end
	end

	rect rgb(0, 15, 6)
		Client ->> Server: GET /api/projects/{userId}/end_sync
		deactivate Client
		activate Server
		Note right of Client: bearer token <br/> syncId
		Server -x Client: 200 OK (Sync completed)
		deactivate Server
	end


Pre-Sync Change Probe

Between Account Sync and Project Sync sits an optional optimization. Account Sync brings the set of projects into parity; the probe then asks, in a single batched request, which of those projects actually have content changes — so the client can skip the per-project sync for every project that has none.

This matters because a full project sync costs ~4 round-trips (begin_sync, project_data, writing_activity, end_sync) even when nothing has changed, paid once per project on every app open. The probe collapses that to one request for the whole account.

The probe keeps no required state of its own: a client or server that ignores it loses nothing but speed.

The Project-Wide Hash

Each project gets a single project-wide content hash computed over the two data sources whose divergence is unacceptable:

  • all of the project's entities (the same per-entity hashes already produced for ClientEntityState), and
  • the project-data blob (author, theme, word-count goal — hashed via ProjectDataHasher).

The aggregate is order-independent of enumeration: sort the entity {id, hash} pairs by id, fold id:hash pairs plus the project-data hash through the same MurmurHash3 used elsewhere. The function lives in the base module (alongside EntityHasher / ProjectDataHasher) so the client and server run byte-identical code.

Writing activity is deliberately excluded. It is per-device, conflict-free, and the project's authoritative record is the union of every device's slot — so no single device ever holds the full set, and a symmetric content hash that included it would never match across devices. It is also explicitly auxiliary (its sync phase already swallows errors and retries next time), so a skipped opportunistic activity sync is consistent with the existing tolerance. The trade-off: a change that touches only another device's writing activity will not be detected by the probe, and is picked up on the next sync that runs for any other reason.

Symmetric Comparison

The probe compares the client's current hash against the server's current hash — not "did the server change since I last synced." A local edit makes the client's hash differ; another device's push makes the server's hash differ; only when both currently agree is the project skipped. One comparison covers both directions, and the server recomputes its hash on demand from its stored state — no per-client bookkeeping, in keeping with the protocol's "no required book keeping data" principle.

Network Protocol

sequenceDiagram
    participant Client
    participant Server

    Note over Client,Server: After Account Sync, before any Project Sync

    Client->>Server: POST /api/projects/{userId}/sync_probe
    activate Server
    Note right of Client: ProjectsSyncProbeRequest<br/>[ { projectId, hash } ]
    Note over Server: For each project, recompute the<br/>project-wide hash and compare
    Server -->> Client: 200 OK
    deactivate Server
    activate Client
    Note left of Server: ProjectsSyncProbeResponse<br/>{ unchangedProjects }

    Note right of Client: Skip unchangedProjects;<br/>sync everything else as normal.
    deactivate Client
  • POST /api/projects/{userId}/sync_probe — read-only, no syncId required.
  • Request ProjectsSyncProbeRequest { projects: List<ProjectHashItem> }, where ProjectHashItem { projectId, hash }.
  • Response ProjectsSyncProbeResponse { unchangedProjects: Set<ProjectId> }.

The server returns a project in unchangedProjects only when it is certain it is in sync — the project exists and its freshly recomputed hash matches. It omits anything it cannot certify, including any project with an in-flight sync session (whose stored hashes may be mid-update). A project the client never sends, or the server never returns, is simply synced the normal way.

If the endpoint is unsupported (older server) or the request fails for any reason, the client silently falls back to a full per-project sync — no behavior change.

Correctness

The risk is asymmetric:

  • A false mismatch — the hashes differ but nothing needed syncing — is harmless: just a redundant full sync.
  • A false match — skipping a project that was actually divergent — loses no data: skipping is a no-op on both sides, and the next sync still reconciles through the normal dirty/conflict machinery. The only cost is that the two stay divergent longer than they should.

So the one rule the client must uphold is: never skip a project that has un-synced local changes. As long as a local change is recorded before a project could be reported unchanged, the probe can only ever defer a sync, never hide one — it adds no divergence risk beyond what the existing change tracking already guards.

How the client decides a project is eligible — and how it caches its own project-wide hash to avoid re-hashing every entity on each open — is a client implementation detail, not part of the wire protocol.


Project Sync Protocol

Goal

The goal of this protocol is to synchronize the various Entities on the client to the server.

There is no file history as in a true version control system such as git. This is instead a simpler synchronization system, yet still smart enough to detect conflicts, and prevent edits on multiple devices from overwriting each other on accident.

As such, there is very little book keeping data, and none of it is actually required. When all actors are fully synchronized, they all contain the full set of data. Thus if the server were to die and lose all of its data, it wouldn't matter. Every client would contain everything necessary to setup on a new server.

Further more, the protocol is fully fault tolerant. It may fail at any step along the way, and the state of the client and server will remain entirely valid, although not entirely synchronized.

Network Protocol (overview)

This is largely a client driven synchronization process.

SyncIDs

The client calls begin_sync to get a valid syncID. This syncID is provided to all subsequent calls, and is terminated with a call to end_sync.

There can be only one valid syncID per project at any given time. This prevents race conditions with two clients syncing the same project at the same time.

Reclaiming a session (same install only)

A stale session would otherwise lock a user out of their own project until it expires — for example when a prior sync's end_sync never reached the server (the client was cancelled mid-sync, lost auth, or dropped its connection). To avoid this, begin_sync may reclaim an existing project session, but only when the request comes from the same install that owns it.

The install is identified server-side from the authenticated bearer token (never a client-supplied value), so it cannot be spoofed. The rules are:

  • Same install as the active session → the old session is terminated and a fresh syncID is issued. The previous syncID immediately becomes invalid.
  • Different install, session still active → 400 Bad Request; the original session keeps its claim, preserving the cross-device race protection above.
  • Expired session (any install) → treated as gone and reclaimable by anyone.

The client also fires end_sync even when its sync is cancelled, so sessions are normally released cleanly; reclaim is the safety net for the cases where that request can't be delivered.

You may however have syncIDs for multiple different projects simultaneously.

These are Project level syncIDs. Account syncing use separate Account level syncIDs. There may only be one valid Account level syncID at a time, and if there is a valid Account syncID, then no Project level syncIDs are allowed to be created. The Account level sync must finish before any Project level syncs may begin.

Entity Update Sequence

The server will inspect the provided ClientState, and then return a sequence of Entity IDs. Those and only those IDs should be synchronized by the client, and in that order.

Remote Entity Deletion

The last step befor individual Entity synchronization can begin is having the Client notify the server of any locally deleted Entities.

sequenceDiagram
    participant Client
    participant Server

    Client->>Server: POST /project/$userId/$projectName/begin_sync
	activate Server
	Note right of Client: ProjectID<br/>ClientState

	Server -->> Client: 200 OK (Sync Began)
	deactivate Server
	activate Client
	Note left of Server: ProjectSynchronizationBegan

    rect rgb(74, 0, 9)
        loop Delete Entities
            Client->>Server: GET /project/$userId/$projectName/delete_entity/$id
            deactivate Client
            activate Server
            
            Server -->> Client: 200 OK
            deactivate Server
            activate Client
            Note left of Server: DeleteIdsResponse
        end
    end

    rect rgb(11, 0, 74)
        loop Transfer Entities
        Note right of Client: See breakout section for details
			Client ->> Server: [various]
			Server ->> Client: [various]
        end
    end

    Client->>Server: POST /project/$userId/$projectName/end_sync
	deactivate Client
	activate Server
	Note right of Client: ProjectID<br/>SyncId
	Server -->> Client: 200 OK (Sync Terminated)
	deactivate Server
	activate Client

Network Protocol (Entity Transfer)

The Client now attempts to sync each ID provided in the server in the Entity Update Sequence in the order provided.

It will now either upload or download each ID depending on what it infers from the combined Client and Server state that has been transferred so far.

Download

The client has determined that it needs to download the Server's copy of an Entity. This is either because the client is simply missing the Entity, or it has determined that the server has a newer version and it wants to overwrite the local client copy with the server copy.

sequenceDiagram
    participant Client
    participant Server

    Client->>Server: GET /project/$userId/$projectName/download_entity/$entityId
	activate Server

	Server -->> Client: 200 OK (Sync Began)
	deactivate Server
	activate Client
	Note left of Server: LoadEntityResponse

Stale Hash Detection and Self-Healing

During a download, the server compares its cached entity hash with a freshly computed hash. If they don't match (which can occur due to schema evolution, such as adding new fields to entities), the server returns a 412 Precondition Failed response with details about the mismatch.

The client handles this by force uploading its local copy to "heal" the server's stale cache. This self-healing protocol ensures that schema changes don't cause persistent sync issues.

sequenceDiagram
    participant Client
    participant Server

    Client->>Server: GET /project/$userId/$projectName/download_entity/$entityId
	activate Server
	Note over Server: Cached hash != Computed hash

	Server -->> Client: 412 Precondition Failed
	deactivate Server
	activate Client
	Note left of Server: StaleHashResponse<br/>{cachedHash, computedHash}

	Note right of Client: Client detects stale cache<br/>and initiates healing
	Client->>Server: POST /project/$userId/$projectName/upload_entity/$entityId?force=true
	deactivate Client
	activate Server
	Note right of Client: Force upload to heal server cache

	Server -->> Client: 200 OK
	deactivate Server
	activate Client
	Note left of Server: SaveEntityResponse<br/>Server cache now healed

This mechanism is transparent to the user and ensures data consistency across schema migrations without requiring manual intervention or database migrations.

Upload

The client has determined that it needs to upload the local Client copy of an Entity. This is either because the server is missing the entity, or the client has a dirty copy that needs to be synchronized.

No conflict

In the nominal case, the server will accept the incoming entity, and simply overwrite the Server's own copy with it. The server knows this is safe to do so because it compares the Server copy's hash, with the provided original hash. If they match, the Server knows that the Client was editing the same copy which the server will now replace.

sequenceDiagram
    participant Client
    participant Server

    Client->>Server: POST /project/$userId/$projectName/upload_entity/$entityId
	activate Server
	Note right of Client: X-Entity-Hash = {original hash} <br /> ApiProjectEntity

	Server -->> Client: 200 OK
	deactivate Server
	activate Client
	Note left of Server: SaveEntityResponse

Conflict detected

In the case where the Sever and Client's original hash do no match, there is a conflict.

The server infers from this that the client was editing a different version of the Entity than what the server now has. This is probably because a different client uploaded an independent edit of the Entity.

The server will respond with it's copy of the Entity and require the Client to resolve the conflict by resubmitting the upload with force=true set.

sequenceDiagram
    participant Client
    participant Server

    Client->>Server: POST /project/$userId/$projectName/upload_entity/$entityId
	activate Server
	Note right of Client: X-Entity-Hash = {original hash} <br /> ApiProjectEntity

	Server -->> Client: 409 Conflict
	deactivate Server
	activate Client
	Note left of Server: ApiProjectEntity

	Note right of Client: {client now helps the user resolve the conflict}
	Client->>Server: POST /project/$userId/$projectName/upload_entity/$entityId?force=true
	deactivate Client
	activate Server
	Note right of Client: X-Entity-Hash = {original hash} <br /> ApiProjectEntity {resolved entity}

	Server -->> Client: 200 OK
	deactivate Server
	activate Client
	Note left of Server: SaveEntityResponse

Note that the resolved ApiProjectEntity in the force request does not have to be exclusively the Client's or Server's copy, it can be a merging between the two that the client helped the user create.

Project Data Sync (non-entity blob)

In addition to entity sync, each project has a single per-project blob holding user-authored settings (author name, theme colors, word-count goal). This blob is synced as its own phase, inserted into the pipeline immediately before entity transfer so the project's identity is settled before any entity churn.

The blob is a structured object — see ProjectData in the base module — but is treated as a single unit at the sync layer. Conflict detection is hash-based, mirroring entity sync: the client persists the lastSyncedHash it most recently agreed on with the server and replays it on the next upload.

sequenceDiagram
    participant Client
    participant Server

    Client->>Server: GET /project/$userId/$projectName/project_data
    activate Server
    Server -->> Client: 200 ProjectDataDto OR 204 No Content
    deactivate Server

    alt Local clean since last sync, server changed
        Note right of Client: Fast-forward — adopt server state, save lastSyncedHash
    else Both sides changed
        Client->>Server: POST /project_data
        Note right of Client: { data, originalHash = lastSyncedHash }
        activate Server
        alt Hashes match
            Server -->> Client: 200 ProjectDataDto
        else Conflict
            Server -->> Client: 409 ProjectDataConflictDto
            Note right of Client: User resolves per-field
            Client->>Server: POST /project_data
            Note right of Client: { data = resolved, originalHash = serverHash }
            Server -->> Client: 200 ProjectDataDto
        end
        deactivate Server
    end

Unlike writing-activity sync (which swallows errors and continues), a non-conflict failure on the project-data phase fails the whole sync — the data is user-authored and silent loss is unacceptable.

Writing Activity Sync (per-device slots)

After entity transfer, the client syncs writing activity — an auxiliary record of writing sessions used for stats and observability (words written, session start/end, sealed flag). Each device tracks its own sessions locally; the project's full activity is the union of every device's log, keyed by deviceId.

The model is intentionally conflict-free by construction: only the owning device ever writes its own slot. When the client pulls the server's view, it wholesale-overwrites its local copies of foreign device slots, and merges only its own slot before pushing it back. There is no hash-based conflict detection like entity sync or project_data — each device is the sole writer of its slot, so there is nothing to conflict on across devices.

For the device's own slot, mergeOwnSlotSessions (see SessionMerge.kt) unions sessions by startedAt. On collision it keeps the higher wordsWritten, the later endedAt, and sealed = local || remote (sealing is one-way).

sequenceDiagram
    participant Client
    participant Server

    Client->>Server: GET /api/project/$userId/$projectName/writing_activity
    activate Server
    Server -->> Client: 200 WritingActivityResponse
    deactivate Server
    Note left of Server: { deviceId → DeviceLog }

    Note right of Client: Overwrite local copies of<br/>foreign device slots.<br/>Merge own slot with server's copy.

    Client->>Server: POST /api/project/$userId/$projectName/writing_activity/$deviceId
    activate Server
    Note right of Client: DeviceLog (own slot, merged)
    Server -->> Client: 200 OK
    deactivate Server

Endpoints (both take projectId as a query parameter):

  • GET /api/project/{userId}/{projectName}/writing_activityWritingActivityResponse (Map<deviceId, DeviceLog>)
  • POST /api/project/{userId}/{projectName}/writing_activity/{deviceId} body: DeviceLog

Data shapes (WritingSession, DeviceLog, WritingActivityResponse) live in WritingSession.kt.

Both GET and POST failures are logged and swallowed: the writing-activity phase never fails the surrounding project sync. Activity data is auxiliary observability — a transient network or server error must not block the user's actual content from syncing. Local state is left untouched on a failed GET, so the next sync simply tries again.

Client Operations Sequence

Beyond the network side of the Protocol, the Client is doing a bit of work to ensure data loss is not possible, and to work out what should be done with the minimal book keeping data it has.

flowchart TD
    A[PrepareForSync] --> B[FetchLocalData]
    B --> C[FetchServerData]
    C --> D[CollateIds]
    D --> E[Backup]
    E --> F[IdConflictResolution]
    F --> P[ProjectDataSync]
    P --> G[EntityDelete]
    G --> H[EntityTransfer]
    H --> W[WritingActivitySync]
    W --> I[FinalizeSync]

Terminology

Entity any individual block of data. Each entity is given a unique ID. Examples include:

  • Scene
  • Scene Draft
  • Timeline Event
  • Encyclopedia Entry
  • Note

Entity ID Every Entity is given an Entity ID, which is a unique, monotonically incrementing integer, with the first valid ID being 1

Sync ID This is a UUID generated by the server and passed back to the client identifying a particular syncing session to a particular client. The server will only allow one syncing session per account at a time to prevent race conditions.

Entity Update Sequence A list of Entity IDs in a particular order determined by the server. The client will update these IDs in the provided order. The server will leave out IDs of Entities that do not need synchronization.

Re-ID The process of taking a client side Entity and issuing it a new ID, changing any references to that ID in the process.

Conflicts The same file that has been edited in different ways on different devices, must allow the user to resolve the conflict in order to bring them back into sync with each other.

Dirty Entity When a client edits a local Entity, it adds the Entity ID to a "dirty list" together with that Entity's conflict baseline — the hash the server last confirmed for it. At sync time the client sends this baseline as the upload's original hash; if another client edited the same Entity and synced first, the server's hash no longer matches the baseline and the conflict is detected.

The baseline is the hash recorded the last time the client and server agreed on the Entity (on a successful upload or download), not a hash re-derived from the current local content at edit time. Re-deriving it is unsafe: an Entity's hash includes fields such as lastEdited that the autosave can stamp independently of a real content change, so a freshly computed baseline can disagree with the server even when nothing meaningful changed — forging a phantom conflict. This is the same locked-baseline scheme project_data uses with its lastSyncedHash.

A baseline exists for every Entity the client and server have agreed on, set on each successful transfer. If a baseline is absent the server cannot conflict-check and accepts the upload, so a project whose sync data predates this scheme backfills a baseline for every in-sync Entity on its first sync (the local hash, which equals the server's for an agreed Entity) before any upload relies on it.