feat(web): consolidate paired devices, self-contained sections, docs + lint

Web console
- Pairing/Library/Stats refactored into self-contained subsections that each own
  their own queries + mutations; a shared slot-based layout (view.tsx) is filled by
  the live page (containers) and Storybook (pure cards + fixtures) so the layout can't
  drift.
- All paired devices in one list on Pairing with a protocol column (punktfunk/1 +
  Moonlight), routing each unpair to the right endpoint; the redundant Clients page is
  removed.
- Library: overview grid split from the add/edit form into separate files.
- Login screen links out to the docs.

Docs
- "Console login password" section on every host page (apt/RPM/Bazzite/SteamOS/Windows)
  plus a new "Forgot your Password?" troubleshooting page, linked from the login screen.
- Console served as HTTP/1.1 over TLS (drop the unusable HTTP/3 advertising) across the
  Bun entry, launchers, systemd units, and packaging.

Tooling
- Biome now respects .gitignore (stops linting generated code), config migrated to
  2.5.1; all lint issues fixed cleanly.

Also includes this branch's in-progress host, Apple client, packaging, and CI changes.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
2026-06-30 19:05:22 +02:00
parent 6570ae51f9
commit ae51276a03
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import { useQueryClient } from "@tanstack/react-query";
import { X } from "lucide-react";
import { type FC, type FormEvent, useState } from "react";
import {
getGetLibraryQueryKey,
useCreateCustomGame,
useUpdateCustomGame,
} from "@/api/gen/library/library";
import type { CustomInput } from "@/api/gen/model/customInput";
import type { GameEntry } from "@/api/gen/model/gameEntry";
import { Button } from "@/components/ui/button";
import { Card, CardContent, CardHeader, CardTitle } from "@/components/ui/card";
import { Input } from "@/components/ui/input";
import { Label } from "@/components/ui/label";
import { m } from "@/paraglide/messages";
import { customId } from "./helpers";
interface FormState {
title: string;
portrait: string;
hero: string;
header: string;
command: string;
}
const emptyForm: FormState = {
title: "",
portrait: "",
hero: "",
header: "",
command: "",
};
function formFrom(entry: GameEntry): FormState {
return {
title: entry.title,
portrait: entry.art.portrait ?? "",
hero: entry.art.hero ?? "",
header: entry.art.header ?? "",
command: entry.launch?.kind === "command" ? entry.launch.value : "",
};
}
/** Map the form to the API body — only attach `launch` when a command was given. */
function toInput(f: FormState): CustomInput {
const trim = (s: string) => {
const t = s.trim();
return t ? t : undefined;
};
const command = f.command.trim();
return {
title: f.title.trim(),
art: {
portrait: trim(f.portrait),
hero: trim(f.hero),
header: trim(f.header),
},
launch: command ? { kind: "command", value: command } : null,
};
}
/** What the form targets: an existing custom entry to edit, or "new" for a fresh add. */
export type FormTarget = GameEntry | "new";
/**
* Container: the add/edit form — owns the create + update mutations and derives the
* initial field state from the target. Kept entirely separate from the overview grid
* (own file, own queries) so the two concerns don't share a component.
*/
export const GameFormSection: FC<{
target: FormTarget;
onClose: () => void;
}> = ({ target, onClose }) => {
const qc = useQueryClient();
const create = useCreateCustomGame();
const update = useUpdateCustomGame();
const invalidate = () =>
qc.invalidateQueries({ queryKey: getGetLibraryQueryKey() });
const onSubmit = async (data: CustomInput) => {
if (target === "new") await create.mutateAsync({ data }).then(invalidate);
else
await update.mutateAsync({ id: customId(target), data }).then(invalidate);
onClose();
};
return (
<GameForm
initial={target === "new" ? emptyForm : formFrom(target)}
mode={target === "new" ? "add" : "edit"}
onSubmit={onSubmit}
onCancel={onClose}
isSaving={create.isPending || update.isPending}
/>
);
};
/**
* The add/edit form card. Owns only its own field state (re-seeded per mount — the
* parent keys it by target); reports a ready-to-send `CustomInput` on submit.
*/
export const GameForm: FC<{
initial: FormState;
mode: "add" | "edit";
onSubmit: (data: CustomInput) => void;
onCancel: () => void;
isSaving: boolean;
}> = ({ initial, mode, onSubmit, onCancel, isSaving }) => {
const [form, setForm] = useState<FormState>(initial);
const handleSubmit = (e: FormEvent) => {
e.preventDefault();
const data = toInput(form);
if (!data.title) return;
onSubmit(data);
};
return (
<Card className="max-w-xl">
<CardHeader className="flex-row items-center justify-between space-y-0">
<CardTitle>
{mode === "edit" ? m.library_edit_title() : m.library_add_title()}
</CardTitle>
<Button
variant="ghost"
size="icon"
aria-label={m.library_cancel()}
onClick={onCancel}
>
<X className="size-4" />
</Button>
</CardHeader>
<CardContent>
<form onSubmit={handleSubmit} className="space-y-4">
<div className="space-y-2">
<Label htmlFor="lib-title">{m.library_field_title()}</Label>
<Input
id="lib-title"
required
value={form.title}
onChange={(e) =>
setForm((f) => ({ ...f, title: e.target.value }))
}
/>
</div>
<div className="space-y-2">
<Label htmlFor="lib-portrait">{m.library_field_portrait()}</Label>
<Input
id="lib-portrait"
type="url"
inputMode="url"
value={form.portrait}
onChange={(e) =>
setForm((f) => ({ ...f, portrait: e.target.value }))
}
/>
</div>
<div className="space-y-2">
<Label htmlFor="lib-hero">{m.library_field_hero()}</Label>
<Input
id="lib-hero"
type="url"
inputMode="url"
value={form.hero}
onChange={(e) => setForm((f) => ({ ...f, hero: e.target.value }))}
/>
</div>
<div className="space-y-2">
<Label htmlFor="lib-header">{m.library_field_header()}</Label>
<Input
id="lib-header"
type="url"
inputMode="url"
value={form.header}
onChange={(e) =>
setForm((f) => ({ ...f, header: e.target.value }))
}
/>
</div>
<div className="space-y-2">
<Label htmlFor="lib-command">{m.library_field_command()}</Label>
<Input
id="lib-command"
value={form.command}
onChange={(e) =>
setForm((f) => ({ ...f, command: e.target.value }))
}
/>
<p className="text-xs text-muted-foreground">
{m.library_field_command_help()}
</p>
</div>
<div className="flex gap-2">
<Button type="submit" disabled={isSaving || !form.title.trim()}>
{mode === "edit" ? m.library_save() : m.library_create()}
</Button>
<Button type="button" variant="outline" onClick={onCancel}>
{m.library_cancel()}
</Button>
</div>
</form>
</CardContent>
</Card>
);
};