fix(web): console sweep — pairing, displays, stats, logs, auth, i18n
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Pairing: - Refresh the paired-devices list after a native PIN pairing (the happy path never invalidated it, so a newly paired device stayed hidden until remount). - Moonlight PIN: a 204 means "PIN delivered to the waiting handshake", NOT paired, so it now reads "PIN sent" instead of a false "Paired successfully". - Hide the Moonlight pairing card on native-only hosts (HostInfo.gamestream) — it could never receive a PIN there. - Per-row pending on unpair/approve/deny; PIN input maxLength 16 (was 8). Displays / Library: - "Arrange displays" save refreshes the settings card (it rewrites the policy), without clobbering unsaved Custom edits (re-seed only when the draft still matches the server). - Live-display list wrapped in QueryState so errors don't read as "no displays". - "Forever" keep-alive option in the custom editor; edit-game form round-trips the logo artwork (was dropped on save); per-card delete pending. Stats: - Distinct colour for the native "queue" latency stage (it collided with "capture"). - "Not measured on this path" note on the GameStream health chart; configured-bitrate target line on throughput; host-authoritative elapsed timer; LiveCard surfaces non-404 errors. Shell / auth / i18n: - SSR-stable locale: first client render matches the base-locale SSR (no hydration mismatch), then adopts the persisted/browser locale post-hydration. - BFF proxy maps an upstream (mgmt-token) 401 to 502 so a logged-in user isn't bounced into a post-login redirect loop. - Logout checks the POST result before navigating; logs dedup by seq (StrictMode); login "next" keeps query/hash; Dashboard shows the active-session count. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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@@ -20,6 +20,7 @@ interface FormState {
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portrait: string;
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hero: string;
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header: string;
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logo: string;
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command: string;
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}
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@@ -28,6 +29,7 @@ const emptyForm: FormState = {
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portrait: "",
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hero: "",
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header: "",
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logo: "",
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command: "",
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};
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@@ -37,11 +39,14 @@ function formFrom(entry: GameEntry): FormState {
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portrait: entry.art.portrait ?? "",
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hero: entry.art.hero ?? "",
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header: entry.art.header ?? "",
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logo: entry.art.logo ?? "",
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command: entry.launch?.kind === "command" ? entry.launch.value : "",
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};
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}
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/** Map the form to the API body — only attach `launch` when a command was given. */
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/** Map the form to the API body — only attach `launch` when a command was given. `update_custom`
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* REPLACES the whole `art`, so every field the form knows must round-trip (else editing a game with
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* a `logo` would silently drop it). */
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function toInput(f: FormState): CustomInput {
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const trim = (s: string) => {
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const t = s.trim();
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@@ -54,6 +59,7 @@ function toInput(f: FormState): CustomInput {
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portrait: trim(f.portrait),
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hero: trim(f.hero),
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header: trim(f.header),
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logo: trim(f.logo),
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},
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launch: command ? { kind: "command", value: command } : null,
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};
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@@ -177,6 +183,16 @@ export const GameForm: FC<{
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}
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/>
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</div>
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<div className="space-y-2">
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<Label htmlFor="lib-logo">{m.library_field_logo()}</Label>
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<Input
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id="lib-logo"
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type="url"
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inputMode="url"
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value={form.logo}
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onChange={(e) => setForm((f) => ({ ...f, logo: e.target.value }))}
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/>
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</div>
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<div className="space-y-2">
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<Label htmlFor="lib-command">{m.library_field_command()}</Label>
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<Input
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