forked from unom/punktfunk
The library had one visibility control and it was all-or-nothing: turn a SOURCE off
and every one of its games goes. There was no way to drop a single title — a Proton
tool the filter missed, a demo, a game someone doesn't want on the TV — short of
hiding the whole launcher it came from.
**Where the setting lives.** Not on the entry. Only manual custom entries are stored;
a scanner's and a plugin's titles are rebuilt from scratch on every scan and every
reconcile, so a flag written onto one would be erased by the next sync — silently, and
minutes later, which is the worst possible shape for a setting. So `library-hidden.json`
holds the ids, mirroring how `library-scanners.json` holds disabled sources. The id is
stable by construction (D2: a claimed store's entries keep `<store>:<external_id>`
across reconciles), so a hide survives a re-scan, a plugin restart, and a store's
built-in→plugin migration.
**Where it takes effect.** In `all_games`, which is the one place every play surface
already funnels through — the grid on a client, native clients, the GameStream app
list, and launch resolution. Putting it there rather than at each call site is
deliberate: a per-surface filter is a rule someone has to remember, and forgetting one
is precisely the class of bug the `file://` art asymmetry in the previous commit was.
Hiding is curation, not access control — nothing is deleted, and un-hiding is instant.
**The console is the one surface that still sees them**, or a hidden title could never
be brought back. That exception is a TYPE, not a flag: `GET /library` answers
`Vec<GameEntry>` on every lane but the operator's and `Vec<OperatorGameEntry>` on
theirs, so a hidden entry cannot reach a paired streaming client by someone forgetting
a filter — there is no field there to leak. `hidden` is skipped when false, so the
response is byte-identical to today's for a library with nothing hidden.
`PUT /library/hidden/{id}` is operator-only — neither the plugin lane nor a paired cert,
unlike the scanner toggle. A plugin has no business deciding what its operator sees, and
a client must not be able to hide a game on the host it is streaming from. The id is not
validated against the current library on purpose: a title can be legitimately absent at
that moment (launcher closed, plugin mid-sync, drive unmounted), and refusing the
operator's choice in that window is worse than storing an id that matches nothing today.
On the card, the poster dims and a Hidden badge says why — a faded tile with no label
reads as a broken cover. Its controls stay at full contrast and, unlike an ordinary
card's, are not hover-revealed: the un-hide button is the only way out of the state, and
hiding it behind a hover would strand anyone on a touch screen.
Verified on .21 (Linux): 469 host tests pass (5 new), clippy clean under `-D warnings`,
`cargo fmt --all --check` clean. The routing test is the one that earns its keep — every
library id contains a colon and Heroic's contain two, so a router that split on it would
404 the console against ids the host itself produced. Console: tsc clean, production
build clean, i18n 633 messages across en+de, biome clean on the touched files.
187 lines
6.4 KiB
TypeScript
187 lines
6.4 KiB
TypeScript
import { Eye, EyeOff, Pencil, Trash2 } from "lucide-react";
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import { type FC, useState } from "react";
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import type { OperatorGameEntry } from "@/api/gen/model/operatorGameEntry";
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import { Badge } from "@/components/ui/badge";
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import { Button } from "@/components/ui/button";
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import { Card } from "@/components/ui/card";
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import { m } from "@/paraglide/messages";
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/**
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* Display label for a store badge. Steam and custom keep their localized strings; every other store
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* (lutris, heroic, epic, …) is a proper noun shown capitalized, so new providers surface correctly
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* without a translation per store.
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*/
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function storeLabel(store: string): string {
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switch (store) {
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case "custom":
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return m.library_store_custom();
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case "steam":
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return m.library_store_steam();
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default:
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return store.charAt(0).toUpperCase() + store.slice(1);
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}
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}
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export interface GameCardProps {
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game: OperatorGameEntry;
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onEdit: () => void;
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onDelete: () => void;
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deleting: boolean;
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/** Hide this title from every play surface, or bring it back. */
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onToggleHidden: () => void;
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/** This card's hide/un-hide is in flight — only this one disables. */
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hiding: boolean;
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}
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/**
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* A poster tile. The cover prefers the 2:3 portrait capsule; on a load error it
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* falls back to the wide header, then to a text placeholder. Custom entries get
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* edit/delete affordances; every entry can be hidden.
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*/
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export const GameCard: FC<GameCardProps> = ({
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game,
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onEdit,
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onDelete,
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deleting,
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onToggleHidden,
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hiding,
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}) => {
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// Hiding is available for EVERY store, unlike edit/delete: the titles most worth hiding are the
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// ones the operator cannot edit — a launcher's own scanned entries, a Proton tool, a demo. The
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// host keys the setting by the entry id and never needs to own the entry.
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const hidden = game.hidden === true;
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// Editable only if the operator actually owns this entry. A custom-store entry SYNCED by a
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// provider plugin also has `store === "custom"`, but the host refuses to hand-edit or delete it
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// (409 CONFLICT, "owned by provider … — update it through its reconcile"), so offering the
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// buttons produced a failure the card never surfaced. Provider-owned entries are attributed
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// instead.
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const isCustom = game.store === "custom" && !game.provider;
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// Track which sources have failed so the <img> can step down portrait → header → placeholder.
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const [failed, setFailed] = useState<Record<string, boolean>>({});
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const candidates = [game.art.portrait, game.art.header].filter(
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(u): u is string => !!u && !failed[u],
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);
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const src = candidates[0];
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return (
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<Card className="group relative overflow-hidden">
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<div className="relative aspect-[2/3] bg-muted">
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{/* Dim the ARTWORK only — never the badges or the buttons layered over it. A hidden
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card is the sole place the title can be brought back, so its controls have to stay
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at full contrast while the poster reads as "not in play". */}
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{src ? (
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<img
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src={src}
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alt={game.title}
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loading="lazy"
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className={`size-full object-cover${hidden ? " opacity-30" : ""}`}
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onError={() => setFailed((prev) => ({ ...prev, [src]: true }))}
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/>
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) : (
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<div
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className={`flex size-full items-center justify-center p-3 text-center text-sm font-medium text-muted-foreground${
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hidden ? " opacity-30" : ""
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}`}
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>
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{game.title}
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</div>
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)}
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<div className="absolute left-2 top-2 flex flex-wrap gap-1">
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<Badge
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variant={isCustom ? "secondary" : "outline"}
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className="bg-background/80 backdrop-blur"
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>
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{storeLabel(game.store)}
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</Badge>
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{/* Platform badge — "PC" is implied by every installed store, so only
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non-PC platforms (the emulation case) earn a second badge. */}
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{game.platform && game.platform.toUpperCase() !== "PC" && (
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<Badge variant="outline" className="bg-background/80 backdrop-blur">
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{game.platform}
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</Badge>
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)}
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{/* Who owns this entry, when it isn't the operator — the reason the edit/delete
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buttons are absent here and present on the card next to it. */}
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{game.provider && (
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<Badge variant="outline" className="bg-background/80 backdrop-blur">
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{m.library_owned_by({ provider: game.provider })}
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</Badge>
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)}
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{/* Says WHY this poster is faded. Without it a dimmed tile reads as a broken cover
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or a still-loading image rather than a deliberate setting. */}
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{hidden && (
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<Badge
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variant="secondary"
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className="bg-background/90 backdrop-blur"
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>
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{m.library_hidden_badge()}
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</Badge>
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)}
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</div>
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{/* A hidden card keeps its controls VISIBLE rather than hover-revealed. Hover-to-reveal
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is fine for an ordinary tile, but the un-hide button is the only way out of the
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hidden state — requiring a hover to discover it would strand anyone on a touch
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screen, which is exactly where the console's pointer work landed. */}
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<div
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className={`absolute right-2 top-2 flex gap-1 transition-opacity focus-within:opacity-100 group-hover:opacity-100${
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hidden ? "" : " opacity-0"
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}`}
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>
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<Button
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variant="secondary"
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size="icon"
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className="size-7 bg-background/80 backdrop-blur"
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aria-label={
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hidden ? m.library_unhide_action() : m.library_hide_action()
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}
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aria-pressed={hidden}
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disabled={hiding}
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onClick={onToggleHidden}
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>
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{hidden ? (
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<Eye className="size-3.5" />
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) : (
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<EyeOff className="size-3.5" />
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)}
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</Button>
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{isCustom && (
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<>
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<Button
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variant="secondary"
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size="icon"
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className="size-7 bg-background/80 backdrop-blur"
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aria-label={m.library_edit()}
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onClick={onEdit}
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>
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<Pencil className="size-3.5" />
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</Button>
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<Button
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variant="secondary"
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size="icon"
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className="size-7 bg-background/80 backdrop-blur"
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aria-label={m.library_delete()}
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disabled={deleting}
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onClick={onDelete}
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>
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<Trash2 className="size-3.5 text-destructive" />
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</Button>
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</>
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)}
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</div>
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</div>
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<div
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className="truncate px-card pb-card pt-4 text-sm font-medium"
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title={game.title}
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>
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{game.title}
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{game.release_year != null && (
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<span className="ml-1.5 font-normal text-muted-foreground">
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{game.release_year}
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</span>
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)}
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</div>
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</Card>
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);
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};
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