feat(host,console): hide individual library titles
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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.
This commit is contained in:
2026-08-08 12:33:54 +02:00
parent d237646c66
commit 6cffe29b13
12 changed files with 724 additions and 62 deletions
+83 -29
View File
@@ -1,6 +1,6 @@
import { Pencil, Trash2 } from "lucide-react";
import { Eye, EyeOff, Pencil, Trash2 } from "lucide-react";
import { type FC, useState } from "react";
import type { GameEntry } from "@/api/gen/model/gameEntry";
import type { OperatorGameEntry } from "@/api/gen/model/operatorGameEntry";
import { Badge } from "@/components/ui/badge";
import { Button } from "@/components/ui/button";
import { Card } from "@/components/ui/card";
@@ -23,23 +23,33 @@ function storeLabel(store: string): string {
}
export interface GameCardProps {
game: GameEntry;
game: OperatorGameEntry;
onEdit: () => void;
onDelete: () => void;
deleting: boolean;
/** Hide this title from every play surface, or bring it back. */
onToggleHidden: () => void;
/** This card's hide/un-hide is in flight — only this one disables. */
hiding: boolean;
}
/**
* A poster tile. The cover prefers the 2:3 portrait capsule; on a load error it
* falls back to the wide header, then to a text placeholder. Custom entries get
* edit/delete affordances.
* edit/delete affordances; every entry can be hidden.
*/
export const GameCard: FC<GameCardProps> = ({
game,
onEdit,
onDelete,
deleting,
onToggleHidden,
hiding,
}) => {
// Hiding is available for EVERY store, unlike edit/delete: the titles most worth hiding are the
// ones the operator cannot edit — a launcher's own scanned entries, a Proton tool, a demo. The
// host keys the setting by the entry id and never needs to own the entry.
const hidden = game.hidden === true;
// Editable only if the operator actually owns this entry. A custom-store entry SYNCED by a
// provider plugin also has `store === "custom"`, but the host refuses to hand-edit or delete it
// (409 CONFLICT, "owned by provider … — update it through its reconcile"), so offering the
@@ -57,16 +67,23 @@ export const GameCard: FC<GameCardProps> = ({
return (
<Card className="group relative overflow-hidden">
<div className="relative aspect-[2/3] bg-muted">
{/* Dim the ARTWORK only — never the badges or the buttons layered over it. A hidden
card is the sole place the title can be brought back, so its controls have to stay
at full contrast while the poster reads as "not in play". */}
{src ? (
<img
src={src}
alt={game.title}
loading="lazy"
className="size-full object-cover"
className={`size-full object-cover${hidden ? " opacity-30" : ""}`}
onError={() => setFailed((prev) => ({ ...prev, [src]: true }))}
/>
) : (
<div className="flex size-full items-center justify-center p-3 text-center text-sm font-medium text-muted-foreground">
<div
className={`flex size-full items-center justify-center p-3 text-center text-sm font-medium text-muted-foreground${
hidden ? " opacity-30" : ""
}`}
>
{game.title}
</div>
)}
@@ -91,30 +108,67 @@ export const GameCard: FC<GameCardProps> = ({
{m.library_owned_by({ provider: game.provider })}
</Badge>
)}
{/* Says WHY this poster is faded. Without it a dimmed tile reads as a broken cover
or a still-loading image rather than a deliberate setting. */}
{hidden && (
<Badge
variant="secondary"
className="bg-background/90 backdrop-blur"
>
{m.library_hidden_badge()}
</Badge>
)}
</div>
{/* A hidden card keeps its controls VISIBLE rather than hover-revealed. Hover-to-reveal
is fine for an ordinary tile, but the un-hide button is the only way out of the
hidden state — requiring a hover to discover it would strand anyone on a touch
screen, which is exactly where the console's pointer work landed. */}
<div
className={`absolute right-2 top-2 flex gap-1 transition-opacity focus-within:opacity-100 group-hover:opacity-100${
hidden ? "" : " opacity-0"
}`}
>
<Button
variant="secondary"
size="icon"
className="size-7 bg-background/80 backdrop-blur"
aria-label={
hidden ? m.library_unhide_action() : m.library_hide_action()
}
aria-pressed={hidden}
disabled={hiding}
onClick={onToggleHidden}
>
{hidden ? (
<Eye className="size-3.5" />
) : (
<EyeOff className="size-3.5" />
)}
</Button>
{isCustom && (
<>
<Button
variant="secondary"
size="icon"
className="size-7 bg-background/80 backdrop-blur"
aria-label={m.library_edit()}
onClick={onEdit}
>
<Pencil className="size-3.5" />
</Button>
<Button
variant="secondary"
size="icon"
className="size-7 bg-background/80 backdrop-blur"
aria-label={m.library_delete()}
disabled={deleting}
onClick={onDelete}
>
<Trash2 className="size-3.5 text-destructive" />
</Button>
</>
)}
</div>
{isCustom && (
<div className="absolute right-2 top-2 flex gap-1 opacity-0 transition-opacity group-hover:opacity-100 focus-within:opacity-100">
<Button
variant="secondary"
size="icon"
className="size-7 bg-background/80 backdrop-blur"
aria-label={m.library_edit()}
onClick={onEdit}
>
<Pencil className="size-3.5" />
</Button>
<Button
variant="secondary"
size="icon"
className="size-7 bg-background/80 backdrop-blur"
aria-label={m.library_delete()}
disabled={deleting}
onClick={onDelete}
>
<Trash2 className="size-3.5 text-destructive" />
</Button>
</div>
)}
</div>
<div
className="truncate px-card pb-card pt-4 text-sm font-medium"
+35 -9
View File
@@ -5,8 +5,9 @@ import {
getGetLibraryQueryKey,
useDeleteCustomGame,
useGetLibrary,
useSetLibraryEntryHidden,
} from "@/api/gen/library/library";
import type { GameEntry } from "@/api/gen/model/gameEntry";
import type { OperatorGameEntry } from "@/api/gen/model/operatorGameEntry";
import { useDialogs } from "@/components/dialogs";
import { QueryState } from "@/components/query-state";
import { Stagger } from "@/components/stagger";
@@ -23,11 +24,11 @@ import { customId } from "./helpers";
* this subsection knows nothing about the form beyond firing `onEdit`.
*/
export const LibraryGridSection: FC<{
onEdit: (entry: GameEntry) => void;
onEdit: (entry: OperatorGameEntry) => void;
/** Show only entries owned by this provider, or everything when null. */
providerFilter?: string | null;
/** Reports the full (unfiltered) list up, so the providers card can count owners. */
onEntries?: (entries: GameEntry[]) => void;
onEntries?: (entries: OperatorGameEntry[]) => void;
}> = ({ onEdit, providerFilter, onEntries }) => {
const qc = useQueryClient();
const { confirm } = useDialogs();
@@ -54,7 +55,7 @@ export const LibraryGridSection: FC<{
// A refused delete has to say so. The host has real reasons to say no (a provider-owned entry
// answers 409 with what to do instead), and an un-caught `mutateAsync` rejection reported none
// of them — the card just stayed put as if nothing had been clicked.
const onDelete = async (entry: GameEntry) => {
const onDelete = async (entry: OperatorGameEntry) => {
const ok = await confirm({
title: m.library_delete_confirm(),
description: m.library_delete_body(),
@@ -71,6 +72,23 @@ export const LibraryGridSection: FC<{
qc.invalidateQueries({ queryKey: getGetLibraryQueryKey() });
};
const setHidden = useSetLibraryEntryHidden();
// Same error discipline as delete: the host can refuse (it cannot persist the settings file),
// and swallowing that would leave the card looking unchanged with no explanation.
const onToggleHidden = async (entry: OperatorGameEntry) => {
try {
await setHidden.mutateAsync({
id: entry.id,
data: { hidden: entry.hidden !== true },
});
} catch (e) {
toast.error(apiErrorMessage(e) ?? m.library_hide_failed());
return;
}
qc.invalidateQueries({ queryKey: getGetLibraryQueryKey() });
};
return (
<LibraryGrid
library={filtered}
@@ -78,31 +96,39 @@ export const LibraryGridSection: FC<{
onDelete={onDelete}
// The custom id whose delete is in flight (if any), so only that card's button disables.
deletingId={remove.isPending ? (remove.variables?.id ?? null) : null}
onToggleHidden={onToggleHidden}
// Keyed by ENTRY id, not custom id — hiding addresses any store's entry, not just ours.
hidingId={setHidden.isPending ? (setHidden.variables?.id ?? null) : null}
/>
);
};
/** The poster grid (with empty + loading/error states). */
export const LibraryGrid: FC<{
library: Loadable<GameEntry[]>;
onEdit: (entry: GameEntry) => void;
onDelete: (entry: GameEntry) => void;
library: Loadable<OperatorGameEntry[]>;
onEdit: (entry: OperatorGameEntry) => void;
onDelete: (entry: OperatorGameEntry) => void;
/** Custom id of the card whose delete is in flight, or null — only that card disables. */
deletingId: string | null;
}> = ({ library, onEdit, onDelete, deletingId }) => {
onToggleHidden: (entry: OperatorGameEntry) => void;
/** Entry id of the card whose hide/un-hide is in flight, or null. */
hidingId: string | null;
}> = ({ library, onEdit, onDelete, deletingId, onToggleHidden, hidingId }) => {
const all = library.data ?? [];
// Launcher entries (design D4) open the launcher itself — Steam Big Picture, Heroic — rather than
// a title. They launch and lease exactly like games; grouping them into their own rail is purely
// so a shelf of 400 games doesn't bury the two or three ways to open a launcher.
const launchers = all.filter((g) => g.role === "launcher");
const games = all.filter((g) => g.role !== "launcher");
const card = (game: GameEntry) => (
const card = (game: OperatorGameEntry) => (
<GameCard
key={game.id}
game={game}
onEdit={() => onEdit(game)}
onDelete={() => onDelete(game)}
deleting={deletingId === customId(game)}
onToggleHidden={() => onToggleHidden(game)}
hiding={hidingId === game.id}
/>
);
return (
+27
View File
@@ -45,6 +45,8 @@ export const Populated: Story = {
onEdit={noop}
onDelete={noop}
deletingId={null}
onToggleHidden={noop}
hidingId={null}
/>
),
};
@@ -70,6 +72,29 @@ export const WithLaunchers: Story = {
onEdit={noop}
onDelete={noop}
deletingId={null}
onToggleHidden={noop}
hidingId={null}
/>
),
};
/**
* A hidden title, as only the operator's console ever sees it — every other surface has it filtered
* out upstream. The poster dims but the badge and the un-hide button stay at full contrast, because
* this card is the only route back.
*/
export const WithHidden: Story = {
render: () => (
<LibraryGrid
library={{
data: library.map((g, i) => (i === 1 ? { ...g, hidden: true } : g)),
...idle,
}}
onEdit={noop}
onDelete={noop}
deletingId={null}
onToggleHidden={noop}
hidingId={null}
/>
),
};
@@ -81,6 +106,8 @@ export const Empty: Story = {
onEdit={noop}
onDelete={noop}
deletingId={null}
onToggleHidden={noop}
hidingId={null}
/>
),
};