feat(web): consolidate paired devices, self-contained sections, docs + lint
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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:
@@ -1,387 +1,28 @@
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import {
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CheckCircle2,
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KeyRound,
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Smartphone,
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Timer,
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Trash2,
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UserPlus,
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X,
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} from "lucide-react";
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import type { FC } from "react";
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import type { NativeClient } from "@/api/gen/model/nativeClient";
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import type { NativePairStatus } from "@/api/gen/model/nativePairStatus";
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import type { PairingStatus } from "@/api/gen/model/pairingStatus";
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import type { PendingDevice } from "@/api/gen/model/pendingDevice";
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import { QueryState } from "@/components/query-state";
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import { Section } from "@/components/section";
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import { Button } from "@/components/ui/button";
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import { Card, CardContent, CardHeader, CardTitle } from "@/components/ui/card";
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import { Input } from "@/components/ui/input";
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import { Label } from "@/components/ui/label";
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import {
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Table,
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TableBody,
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TableCell,
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TableHead,
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TableHeader,
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TableRow,
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} from "@/components/ui/table";
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import type { Loadable } from "@/lib/query";
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import Section from "@unom/ui/section";
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import type { FC, ReactNode } from "react";
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import { m } from "@/paraglide/messages";
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/** Seconds → `m:ss`. */
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function fmtTime(secs: number): string {
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const s = Math.max(0, Math.floor(secs));
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return `${Math.floor(s / 60)}:${(s % 60).toString().padStart(2, "0")}`;
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}
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/**
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* The Pairing page LAYOUT — the single source of how the four sub-cards are arranged. Both the live
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* page (`index.tsx`, slots = the self-contained `*Section` containers) and Storybook (slots = the
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* pure cards with mock state) fill these slots, so the arrangement can never drift between them.
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*/
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export const PairingView: FC<{
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pending: ReactNode;
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native: ReactNode;
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moonlight: ReactNode;
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paired: ReactNode;
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}> = ({ pending, native, moonlight, paired }) => (
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<Section maxWidth={false}>
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<div className="flex flex-col gap-card">
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<h1 className="text-2xl font-semibold">{m.pairing_title()}</h1>
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/** Seconds since a knock → a short relative label. */
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function fmtAge(secs: number): string {
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if (secs < 10) return m.pairing_pending_age_just_now();
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if (secs < 60) return m.pairing_pending_age_secs({ s: Math.floor(secs) });
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return m.pairing_pending_age_mins({ min: Math.floor(secs / 60) });
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}
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export interface PairingViewProps {
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pending: Loadable<PendingDevice[]>;
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onApprove: (id: number, currentName: string) => void;
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onDeny: (id: number) => void;
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pendingBusy: boolean;
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native: Loadable<NativePairStatus>;
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onArm: () => void;
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onDisarm: () => void;
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isArming: boolean;
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isDisarming: boolean;
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clients: Loadable<NativeClient[]>;
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onUnpair: (fingerprint: string) => void;
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isUnpairing: boolean;
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moonlight: Loadable<PairingStatus>;
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pin: string;
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onPinChange: (v: string) => void;
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onSubmitPin: () => void;
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isSubmittingPin: boolean;
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pinSuccess: boolean;
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pinError: boolean;
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}
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// Pairing composes four independent sub-cards. This is the pure presentational
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// surface (mirrors every other page's view.tsx); the container in index.tsx wires
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// the queries + mutations. Stories feed mock state so no live host is needed.
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export const PairingView: FC<PairingViewProps> = (props) => (
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<Section>
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<h1 className="text-2xl font-semibold">{m.pairing_title()}</h1>
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<PendingDevicesCard
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pending={props.pending}
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onApprove={props.onApprove}
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onDeny={props.onDeny}
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busy={props.pendingBusy}
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/>
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<NativePairingCard
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status={props.native}
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onArm={props.onArm}
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onDisarm={props.onDisarm}
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isArming={props.isArming}
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isDisarming={props.isDisarming}
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/>
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<NativeDevicesCard
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clients={props.clients}
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onUnpair={props.onUnpair}
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isUnpairing={props.isUnpairing}
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/>
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<MoonlightPairingCard
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pairing={props.moonlight}
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pin={props.pin}
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onPinChange={props.onPinChange}
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onSubmit={props.onSubmitPin}
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isSubmitting={props.isSubmittingPin}
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isSuccess={props.pinSuccess}
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isError={props.pinError}
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/>
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{pending}
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<div className="lg:grid lg:grid-cols-2 flex flex-col gap-card">
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{native}
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{moonlight}
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</div>
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{paired}
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</div>
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</Section>
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);
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/**
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* Devices awaiting delegated approval: an unpaired device that tried to connect
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* shows up here, and Approve pairs it on the spot. Renders nothing while empty
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* (the common case) unless there's an error to surface.
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*/
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const PendingDevicesCard: FC<{
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pending: Loadable<PendingDevice[]>;
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onApprove: (id: number, currentName: string) => void;
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onDeny: (id: number) => void;
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busy: boolean;
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}> = ({ pending, onApprove, onDeny, busy }) => {
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const rows = pending.data ?? [];
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// Stay out of the way when there's nothing pending and the fetch is healthy — but DON'T swallow
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// a real error (a 500 etc.); fall through to QueryState below so it surfaces like every other
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// section. (A 401 is handled globally by the fetcher's redirect-to-login.)
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if (rows.length === 0 && !pending.error) return null;
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return (
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<div className="space-y-2">
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<h2 className="flex items-center gap-2 text-lg font-medium">
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<UserPlus className="size-4" />
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{m.pairing_pending_title()}
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</h2>
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<p className="text-sm text-muted-foreground">
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{m.pairing_pending_desc()}
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</p>
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<QueryState
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isLoading={pending.isLoading}
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error={pending.error}
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refetch={pending.refetch}
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>
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<Card>
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<CardContent className="p-0">
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<Table>
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<TableBody>
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{rows.map((p) => (
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<TableRow key={p.id}>
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<TableCell className="font-medium">{p.name}</TableCell>
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<TableCell className="font-mono text-xs text-muted-foreground">
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{p.fingerprint.slice(0, 16)}…
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</TableCell>
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<TableCell className="text-xs text-muted-foreground">
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{fmtAge(p.age_secs)}
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</TableCell>
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<TableCell className="text-right">
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<div className="flex justify-end gap-2">
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<Button
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size="sm"
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disabled={busy}
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onClick={() => onApprove(p.id, p.name)}
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>
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{m.pairing_pending_approve()}
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</Button>
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<Button
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size="sm"
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variant="ghost"
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aria-label={m.pairing_pending_deny()}
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disabled={busy}
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onClick={() => onDeny(p.id)}
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>
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<X className="size-4" />
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</Button>
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</div>
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</TableCell>
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</TableRow>
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))}
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</TableBody>
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</Table>
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</CardContent>
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</Card>
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</QueryState>
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</div>
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);
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};
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/** Native (punktfunk/1) pairing: arm a window → DISPLAY the PIN the user enters on their device. */
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const NativePairingCard: FC<{
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status: Loadable<NativePairStatus>;
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onArm: () => void;
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onDisarm: () => void;
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isArming: boolean;
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isDisarming: boolean;
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}> = ({ status, onArm, onDisarm, isArming, isDisarming }) => {
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const d = status.data;
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return (
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<QueryState
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isLoading={status.isLoading}
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error={status.error}
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refetch={status.refetch}
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>
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<Card className="max-w-md">
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<CardHeader>
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<CardTitle className="flex items-center gap-2">
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<Smartphone className="size-4" />
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{m.pairing_native_title()}
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</CardTitle>
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</CardHeader>
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<CardContent className="space-y-4">
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{!d?.enabled ? (
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<p className="text-sm text-muted-foreground">
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{m.pairing_native_disabled()}
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</p>
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) : d.armed && d.pin ? (
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<div className="space-y-3">
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<p className="text-sm">{m.pairing_native_enter()}</p>
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<div className="rounded-lg border bg-muted/40 py-5 text-center font-mono text-4xl font-semibold tracking-[0.3em]">
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{d.pin}
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</div>
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{d.expires_in_secs != null && (
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<p className="flex items-center justify-center gap-1.5 text-sm text-muted-foreground">
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<Timer className="size-4" />
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{m.pairing_native_expires()} {fmtTime(d.expires_in_secs)}
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</p>
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)}
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<Button
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variant="outline"
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className="w-full"
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disabled={isDisarming}
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onClick={onDisarm}
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>
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{m.pairing_native_cancel()}
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</Button>
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</div>
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) : (
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<>
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<p className="text-sm text-muted-foreground">
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{m.pairing_native_desc()}
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</p>
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<Button disabled={isArming} onClick={onArm}>
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<KeyRound className="size-4" />
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{m.pairing_native_arm()}
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</Button>
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</>
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)}
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</CardContent>
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</Card>
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</QueryState>
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);
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};
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/** The paired native (punktfunk/1) devices, with unpair. */
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const NativeDevicesCard: FC<{
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clients: Loadable<NativeClient[]>;
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onUnpair: (fingerprint: string) => void;
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isUnpairing: boolean;
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}> = ({ clients, onUnpair, isUnpairing }) => {
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const rows = clients.data ?? [];
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return (
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<div className="space-y-2">
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<h2 className="text-lg font-medium">{m.pairing_native_devices()}</h2>
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<QueryState
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isLoading={clients.isLoading}
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error={clients.error}
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refetch={clients.refetch}
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>
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{rows.length === 0 ? (
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<Card>
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<CardContent className="p-6 text-center text-sm text-muted-foreground">
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{m.pairing_native_empty()}
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</CardContent>
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</Card>
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) : (
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<Card>
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<CardContent className="p-0">
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<Table>
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<TableHeader>
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<TableRow>
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<TableHead>{m.clients_name()}</TableHead>
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<TableHead>{m.clients_fingerprint()}</TableHead>
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<TableHead className="w-12" />
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</TableRow>
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</TableHeader>
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<TableBody>
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{rows.map((c) => (
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<TableRow key={c.fingerprint}>
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<TableCell className="font-medium">
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{c.name || "—"}
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</TableCell>
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<TableCell className="font-mono text-xs text-muted-foreground">
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{c.fingerprint.slice(0, 16)}…
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</TableCell>
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<TableCell>
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<Button
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variant="ghost"
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size="icon"
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aria-label={m.action_unpair()}
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disabled={isUnpairing}
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onClick={() => onUnpair(c.fingerprint)}
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>
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<Trash2 className="size-4 text-destructive" />
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</Button>
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</TableCell>
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</TableRow>
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))}
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</TableBody>
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</Table>
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</CardContent>
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</Card>
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)}
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</QueryState>
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</div>
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);
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};
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/** GameStream/Moonlight pairing: the client shows a PIN, the operator submits it here. */
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const MoonlightPairingCard: FC<{
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pairing: Loadable<PairingStatus>;
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pin: string;
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onPinChange: (v: string) => void;
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onSubmit: () => void;
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isSubmitting: boolean;
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isSuccess: boolean;
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isError: boolean;
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}> = ({
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pairing,
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pin,
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onPinChange,
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onSubmit,
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isSubmitting,
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isSuccess,
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isError,
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}) => {
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const pending = pairing.data?.pin_pending ?? false;
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return (
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<QueryState
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isLoading={pairing.isLoading}
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error={pairing.error}
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refetch={pairing.refetch}
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>
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<Card className="max-w-md">
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<CardHeader>
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<CardTitle className="flex items-center gap-2">
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<KeyRound className="size-4" />
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{m.pairing_moonlight_title()}
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</CardTitle>
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</CardHeader>
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<CardContent>
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{!pending ? (
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<p className="text-sm text-muted-foreground">{m.pairing_idle()}</p>
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) : (
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<form
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onSubmit={(e) => {
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e.preventDefault();
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onSubmit();
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}}
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className="space-y-4"
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>
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<p className="text-sm">{m.pairing_waiting()}</p>
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<div className="space-y-2">
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<Label htmlFor="pin">{m.pairing_pin_label()}</Label>
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<Input
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id="pin"
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inputMode="numeric"
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autoComplete="off"
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maxLength={8}
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value={pin}
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onChange={(e) =>
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onPinChange(e.target.value.replace(/\D/g, ""))
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}
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placeholder="0000"
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className="font-mono text-lg tracking-widest"
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/>
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</div>
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<Button type="submit" disabled={pin.length < 4 || isSubmitting}>
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{m.pairing_submit()}
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</Button>
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{isSuccess && (
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<p className="flex items-center gap-1.5 text-sm text-[var(--success)]">
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<CheckCircle2 className="size-4" />
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{m.pairing_success()}
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</p>
|
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)}
|
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{isError && (
|
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<p className="text-sm text-destructive">{m.pairing_failed()}</p>
|
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)}
|
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</form>
|
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)}
|
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</CardContent>
|
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</Card>
|
||||
</QueryState>
|
||||
);
|
||||
};
|
||||
|
||||
Reference in New Issue
Block a user