feat(mgmt/web): show the running game, and who decides when it ends

The host knows what it launched and, after a disconnect, that it is counting
down to closing it. None of that was visible: the console showed a stream with
no game, and a game on its way to being closed was something you found out about
afterwards.

The Dashboard gains a running-game card above the session card — box art matched
against the catalog it already fetches, so no new endpoint and no request on the
2 s status poll. "End now" means the two different things the row's state
implies: a live game ends by stopping its session (what then happens to the game
follows the policy — stopping a session is not licence to close a game), while
one already waiting out its reconnect window has no session left to stop and is
ended directly.

The settings card sits next to the display keep-alive policy because that is the
same question one step out: keep-alive decides how long a *display* outlives a
disconnect, this decides whether the *game* does. The copy says plainly what
`always` costs, that a drop is not someone pressing Stop, and that a display kept
forever is unaffected either way — the precedence rule that would otherwise
surprise someone. Where a build enforces nothing (macOS, no launch path) the
controls are shown disabled rather than hidden: "does nothing here" is
information.

Also fixes the story fixtures, which had gone stale against the `games[]` field
Phase 1 added, and adds a story for the state the card exists for — a game whose
client walked away.

web: build + tsc clean, biome-formatted; en/de messages complete.
This commit is contained in:
2026-07-26 18:28:13 +02:00
parent 110eabf281
commit 6a2c127ce9
9 changed files with 495 additions and 5 deletions
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import { Gamepad2, XCircle } from "lucide-react";
import type { FC } from "react";
import type { ActiveGame } from "@/api/gen/model/activeGame";
import type { GameEntry } from "@/api/gen/model/gameEntry";
import { Badge } from "@/components/ui/badge";
import { Button } from "@/components/ui/button";
import { Card, CardContent, CardHeader, CardTitle } from "@/components/ui/card";
import { m } from "@/paraglide/messages";
/**
* What the host is running, and — when a client has vanished — how long its game has left.
*
* The `grace` rows are the reason this card exists at all. A game whose session is gone is on a
* countdown to being closed, which costs unsaved progress; that has to be visible somewhere, with a
* way to say "yes, do it now" or (by reconnecting) "no". The live rows come almost free alongside.
*/
export const RunningGames: FC<{
games: ActiveGame[];
/** The catalog, for box art — matched by `app_id`. Absent while `/library` is still loading. */
library?: GameEntry[];
onEnd: (game: ActiveGame) => void;
isEnding: boolean;
}> = ({ games, library, onEnd, isEnding }) => {
if (games.length === 0) return null;
return (
<Card>
<CardHeader>
<CardTitle className="flex items-center gap-2">
<Gamepad2 className="size-4" />
{m.games_title()}
</CardTitle>
</CardHeader>
<CardContent className="flex flex-col gap-3">
{games.map((g) => (
<GameRow
// A host can run the same title for two clients at once (native admits concurrent
// sessions), so the title alone is not a key.
key={`${g.plane}:${g.session_id ?? "grace"}:${g.app_id ?? g.title}`}
game={g}
art={coverFor(g, library)}
onEnd={() => onEnd(g)}
isEnding={isEnding}
/>
))}
</CardContent>
</Card>
);
};
const GameRow: FC<{
game: ActiveGame;
art?: string;
onEnd: () => void;
isEnding: boolean;
}> = ({ game, art, onEnd, isEnding }) => {
const waiting = game.state === "grace";
return (
<div className="flex items-center gap-3">
<div className="h-16 w-11 shrink-0 overflow-hidden rounded bg-muted">
{art && (
<img
src={art}
alt=""
loading="lazy"
className="size-full object-cover"
/>
)}
</div>
<div className="min-w-0 flex-1">
<div className="flex flex-wrap items-center gap-2">
<span className="truncate font-medium">{game.title}</span>
<Badge variant={waiting ? "destructive" : stateVariant(game.state)}>
{stateLabel(game.state)}
</Badge>
</div>
<p className="mt-0.5 truncate text-xs text-muted-foreground">
{waiting
? m.games_closing_in({
time: formatCountdown(game.grace_remaining_s ?? 0),
})
: [game.client, planeLabel(game.plane)].filter(Boolean).join(" · ")}
</p>
</div>
<Button
variant={waiting ? "destructive" : "outline"}
size="sm"
disabled={isEnding}
onClick={onEnd}
>
<XCircle className="size-3.5" />
{m.games_end_now()}
</Button>
</div>
);
};
/**
* Box art for a running game, matched against the already-fetched catalog by store-qualified id —
* so this card costs no extra request. `undefined` for an operator-typed GameStream command (no
* catalog entry behind it) or a title whose entry carries no art.
*/
function coverFor(game: ActiveGame, library?: GameEntry[]): string | undefined {
if (!game.app_id || !library) return undefined;
const entry = library.find((e) => e.id === game.app_id);
return entry?.art.portrait ?? entry?.art.header ?? undefined;
}
/** `mm:ss` — the countdown reads as a duration, not a number of seconds. */
function formatCountdown(seconds: number): string {
const s = Math.max(0, Math.floor(seconds));
return `${Math.floor(s / 60)}:${String(s % 60).padStart(2, "0")}`;
}
function stateLabel(state: string): string {
switch (state) {
case "launching":
return m.games_state_launching();
case "running":
return m.games_state_running();
case "exited":
return m.games_state_exited();
case "grace":
return m.games_state_grace();
default:
return state;
}
}
function stateVariant(state: string): "success" | "secondary" | "outline" {
if (state === "running") return "success";
if (state === "launching") return "secondary";
return "outline";
}
/** The compat plane is worth naming: it is why a row may show an IP instead of a device name. */
function planeLabel(plane: string): string {
return plane === "gamestream" ? "GameStream" : "";
}