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