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>
This commit is contained in:
2026-07-15 21:06:16 +02:00
parent b8da32e8b6
commit 75b3c94f60
24 changed files with 397 additions and 144 deletions
+17 -1
View File
@@ -20,6 +20,7 @@ interface FormState {
portrait: string;
hero: string;
header: string;
logo: string;
command: string;
}
@@ -28,6 +29,7 @@ const emptyForm: FormState = {
portrait: "",
hero: "",
header: "",
logo: "",
command: "",
};
@@ -37,11 +39,14 @@ function formFrom(entry: GameEntry): FormState {
portrait: entry.art.portrait ?? "",
hero: entry.art.hero ?? "",
header: entry.art.header ?? "",
logo: entry.art.logo ?? "",
command: entry.launch?.kind === "command" ? entry.launch.value : "",
};
}
/** Map the form to the API body — only attach `launch` when a command was given. */
/** Map the form to the API body — only attach `launch` when a command was given. `update_custom`
* REPLACES the whole `art`, so every field the form knows must round-trip (else editing a game with
* a `logo` would silently drop it). */
function toInput(f: FormState): CustomInput {
const trim = (s: string) => {
const t = s.trim();
@@ -54,6 +59,7 @@ function toInput(f: FormState): CustomInput {
portrait: trim(f.portrait),
hero: trim(f.hero),
header: trim(f.header),
logo: trim(f.logo),
},
launch: command ? { kind: "command", value: command } : null,
};
@@ -177,6 +183,16 @@ export const GameForm: FC<{
}
/>
</div>
<div className="space-y-2">
<Label htmlFor="lib-logo">{m.library_field_logo()}</Label>
<Input
id="lib-logo"
type="url"
inputMode="url"
value={form.logo}
onChange={(e) => setForm((f) => ({ ...f, logo: e.target.value }))}
/>
</div>
<div className="space-y-2">
<Label htmlFor="lib-command">{m.library_field_command()}</Label>
<Input