forked from unom/punktfunk
A pre-release sweep of the management console for two things that no type check
and no diff can catch: primitives that were never @unom/ui's, and animation
that a nested motion parent quietly cancelled.
THE PRESET TILES ALL LANDED ON THE SAME FRAME. @unom/ui's <Section> sets
`delayChildren: stagger(...)`, so a page whose cards are direct descendants of
it staggers for free — which is why every page but one looked right. An
<AnimatedCard> is ALSO a motion element and sets no `delayChildren`, and the
Virtual displays preset tiles are cards nested INSIDE that page's config card,
so that card became their timing group. Measured in a headless browser: the
opacity spread between the first and last tile was 0.00 across the whole
animation (six tiles in lockstep), and is 0.98 now — a ~100 ms cascade matching
the rest of the console. The four hand-rolled copies of the stagger container
collapse into one `<Stagger>` that carries the explanation.
FIVE FILES IMPORTED THE WRONG BUTTON. `@unom/ui/button` exports both a plain
`Button` and the `AnimatedButton` that this console's wrapper re-exports under
the same name — so `import { Button } from "@unom/ui/button"` compiles, renders,
and silently opts out of the mount animation and the hover/tap response.
Displays, SessionGame, GPU, Update and PendingDevices had dead buttons sitting
next to live ones.
THREE PRIMITIVES HAD NO WRAPPER, SO NOBODY REACHED FOR THEM. @unom/ui ships
form/select, form/textarea and form/checkbox; components/ui did not, and the
gap was filled with browser-chrome `<select>`, `<textarea>` and
`<input type="checkbox">` in the add-hook modal and both library forms. Select
needs the same token correction Tabs needed — upstream `text-secondary` is a
text colour, but here `--secondary` is a SURFACE, so the trigger's chevron and
placeholder rendered at near-zero contrast on the card behind them.
The hook timeout also stops accepting a value the host rejects: `min`/`max` on
a controlled `<input type="number">` are decoration (no form validation ever
runs), so 900 went into a field capped at 600 and failed later, at run time.
@unom/ui's InputNumber clamps on blur and lets the field be empty while you
retype instead of snapping to the fallback.
Storybook gains the page that had no story at all — the console's largest
config surface, and the reason this shipped unseen. Its <Card> wrapper is load
bearing: it reproduces the motion nesting that IS the bug.
198 lines
6.4 KiB
TypeScript
198 lines
6.4 KiB
TypeScript
import { useQueryClient } from "@tanstack/react-query";
|
|
import { toast } from "@unom/ui/toast";
|
|
import type { FC } from "react";
|
|
import {
|
|
getListGpusQueryKey,
|
|
useListGpus,
|
|
useSetGpuPreference,
|
|
} from "@/api/gen/gpu/gpu";
|
|
import type { GpuState } from "@/api/gen/model";
|
|
import { QueryState } from "@/components/query-state";
|
|
import { Badge } from "@/components/ui/badge";
|
|
import { Button } from "@/components/ui/button";
|
|
import { Card, CardContent, CardHeader, CardTitle } from "@/components/ui/card";
|
|
import { apiErrorMessage } from "@/lib/errors";
|
|
import type { Loadable } from "@/lib/query";
|
|
import { m } from "@/paraglide/messages";
|
|
|
|
/**
|
|
* Container: the host's GPU inventory + selection. Polls (a stream starting/stopping moves the
|
|
* "In use" badge; an eGPU can appear) and applies auto/preferred choices via the mgmt API. A
|
|
* preference applies to the NEXT session — the help text says so.
|
|
*/
|
|
export const GpuSection: FC = () => {
|
|
const qc = useQueryClient();
|
|
// GPU state only moves when a session starts or ends, which the event stream reports — so this
|
|
// is a slow safety net rather than a 5 s poll of a device enumeration.
|
|
const gpus = useListGpus({ query: { refetchInterval: 20_000 } });
|
|
const setPref = useSetGpuPreference();
|
|
|
|
// A refused GPU preference used to vanish: nothing read `setPref.error`, so the card simply
|
|
// stayed on the old selection as though the click had missed.
|
|
const apply = (mode: "auto" | "manual", gpuId?: string) =>
|
|
setPref.mutate(
|
|
{ data: { mode, gpu_id: gpuId ?? null } },
|
|
{
|
|
onSuccess: () =>
|
|
qc.invalidateQueries({ queryKey: getListGpusQueryKey() }),
|
|
onError: (e) => toast.error(apiErrorMessage(e) ?? m.gpu_apply_failed()),
|
|
},
|
|
);
|
|
|
|
return <GpuCard state={gpus} onApply={apply} busy={setPref.isPending} />;
|
|
};
|
|
|
|
const fmtVram = (mb: number) =>
|
|
mb >= 1024 ? `${Math.round(mb / 1024)} GiB` : `${mb} MiB`;
|
|
|
|
/**
|
|
* The vendor an explicit `PUNKTFUNK_ENCODER` pin can open on (display name) — the console mirror
|
|
* of the host's backend→vendor table. Vendor-agnostic pins (software) and unknown/multi-vendor
|
|
* spellings (vaapi, vulkan, pyrowave) map to nothing: no conflict to warn about.
|
|
*/
|
|
const encoderPinVendor: Record<string, string> = {
|
|
nvenc: "NVIDIA",
|
|
nvidia: "NVIDIA",
|
|
cuda: "NVIDIA",
|
|
hw: "NVIDIA",
|
|
amf: "AMD",
|
|
amd: "AMD",
|
|
qsv: "Intel",
|
|
intel: "Intel",
|
|
};
|
|
|
|
/**
|
|
* The host.env encoder pin, surfaced so a conflicting GPU choice doesn't just look broken: amber
|
|
* when the pin's vendor contradicts the next session's GPU (the host overrides the pin at session
|
|
* open — the stale pin should be removed), a muted note otherwise.
|
|
*/
|
|
const EncoderPinNote: FC<{ state: GpuState; pin: string }> = ({
|
|
state,
|
|
pin,
|
|
}) => {
|
|
const vendor = encoderPinVendor[pin];
|
|
const conflicting =
|
|
vendor && state.selected && state.selected.vendor !== vendor.toLowerCase();
|
|
return conflicting && state.selected ? (
|
|
<p className="text-sm text-amber-600 dark:text-amber-500">
|
|
{m.gpu_encoder_pin_warning({
|
|
value: pin,
|
|
vendor,
|
|
name: state.selected.name,
|
|
})}
|
|
</p>
|
|
) : (
|
|
<p className="text-xs text-muted-foreground">
|
|
{m.gpu_encoder_pin_note({ value: pin })}
|
|
</p>
|
|
);
|
|
};
|
|
|
|
/**
|
|
* GPU list in the compositors-card style: per-GPU badges for the manual pick ("Preferred"), what
|
|
* the next session will use ("Next session"), and what live sessions encode on right now
|
|
* ("In use · NVENC"), plus an Automatic/Prefer control pair.
|
|
*/
|
|
export const GpuCard: FC<{
|
|
state: Loadable<GpuState>;
|
|
onApply: (mode: "auto" | "manual", gpuId?: string) => void;
|
|
busy: boolean;
|
|
}> = ({ state, onApply, busy }) => {
|
|
const s = state.data;
|
|
return (
|
|
<Card>
|
|
<CardHeader>
|
|
<CardTitle className="flex items-center justify-between gap-4">
|
|
<span>{m.host_gpus()}</span>
|
|
{s && s.gpus.length > 0 && (
|
|
<Button
|
|
size="sm"
|
|
variant={s.mode === "auto" ? "default" : "outline"}
|
|
disabled={busy || s.mode === "auto"}
|
|
onClick={() => onApply("auto")}
|
|
>
|
|
{m.gpu_automatic()}
|
|
</Button>
|
|
)}
|
|
</CardTitle>
|
|
</CardHeader>
|
|
<CardContent className="space-y-4">
|
|
<p className="text-sm text-muted-foreground">{m.host_gpus_help()}</p>
|
|
<QueryState
|
|
isLoading={state.isLoading}
|
|
error={state.error}
|
|
refetch={state.refetch}
|
|
>
|
|
{s &&
|
|
(s.gpus.length === 0 ? (
|
|
<p className="text-sm text-muted-foreground">{m.gpu_none()}</p>
|
|
) : (
|
|
<ul className="divide-y rounded-md border">
|
|
{s.gpus.map((g) => {
|
|
const isActive = s.active?.id === g.id;
|
|
const isSelected = s.selected?.id === g.id;
|
|
const isPreferred =
|
|
s.mode === "manual" && s.preferred_id === g.id;
|
|
return (
|
|
<li
|
|
key={g.id}
|
|
className="flex items-center justify-between gap-4 px-4 py-3"
|
|
>
|
|
<div className="min-w-0">
|
|
<div className="flex flex-wrap items-center gap-2">
|
|
<span className="font-medium">{g.name}</span>
|
|
{isPreferred && (
|
|
<Badge variant="secondary">
|
|
{m.gpu_preferred()}
|
|
</Badge>
|
|
)}
|
|
{isActive && s.active ? (
|
|
<Badge variant="success">
|
|
{m.gpu_in_use({
|
|
backend: s.active.backend.toUpperCase(),
|
|
})}
|
|
</Badge>
|
|
) : (
|
|
isSelected && (
|
|
<Badge variant="default">
|
|
{m.gpu_next_session()}
|
|
</Badge>
|
|
)
|
|
)}
|
|
</div>
|
|
<code className="text-xs text-muted-foreground">
|
|
{g.vendor}
|
|
{g.vram_mb > 0 ? ` · ${fmtVram(g.vram_mb)}` : ""}
|
|
{` · ${g.id}`}
|
|
</code>
|
|
</div>
|
|
<Button
|
|
size="sm"
|
|
variant="outline"
|
|
disabled={busy || isPreferred}
|
|
onClick={() => onApply("manual", g.id)}
|
|
>
|
|
{m.gpu_prefer()}
|
|
</Button>
|
|
</li>
|
|
);
|
|
})}
|
|
</ul>
|
|
))}
|
|
{s?.selected?.source === "preference_missing" && (
|
|
<p className="text-sm text-amber-600 dark:text-amber-500">
|
|
{m.gpu_missing_warning({ name: s.preferred_name ?? "?" })}
|
|
</p>
|
|
)}
|
|
{s?.env_override && s.mode === "auto" && (
|
|
<p className="text-xs text-muted-foreground">
|
|
{m.gpu_env_note({ value: s.env_override })}
|
|
</p>
|
|
)}
|
|
{s?.encoder_pin && <EncoderPinNote state={s} pin={s.encoder_pin} />}
|
|
</QueryState>
|
|
</CardContent>
|
|
</Card>
|
|
);
|
|
};
|