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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@@ -1,6 +1,6 @@
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import type { Meta, StoryObj } from "@storybook/react-vite";
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import { DashboardView } from "@/sections/Dashboard/view";
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import { statusActive, statusIdle } from "./lib/fixtures";
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import { statusActive, statusGrace, statusIdle } from "./lib/fixtures";
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const meta = {
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title: "Pages/Dashboard",
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@@ -8,8 +8,10 @@ const meta = {
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args: {
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onStopSession: () => {},
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onRequestIdr: () => {},
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onEndGame: () => {},
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isStopping: false,
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isRequestingIdr: false,
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isEndingGame: false,
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},
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} satisfies Meta<typeof DashboardView>;
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@@ -23,3 +25,8 @@ export const ActiveSession: Story = {
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export const Idle: Story = {
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args: { status: { data: statusIdle, isLoading: false, error: null } },
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};
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/** A game whose client vanished: the host closes it when the countdown runs out. */
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export const GameWaitingForItsClient: Story = {
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args: { status: { data: statusGrace, isLoading: false, error: null } },
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};
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