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6cffe29b13 |
feat(host,console): hide individual library titles
ci / web (pull_request) Successful in 1m13s
ci / docs-site (pull_request) Successful in 1m23s
apple / swift (pull_request) Successful in 1m40s
ci / bun-nix (pull_request) Successful in 21s
apple / screenshots (pull_request) Skipped
ci / rust-arm64 (pull_request) Successful in 2m28s
android / android (pull_request) Successful in 4m25s
ci / rust (pull_request) Successful in 6m26s
nix / flake (pull_request) Successful in 15m40s
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.
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3be7d1d4f8 |
feat(web): the console asks its own questions
Follow-up to
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a85e845255 |
fix(web): the console stops falling out of its own design system
A pre-release sweep of the management console for two things that no type check
and no diff can catch: primitives that were never @unom/ui's, and animation
that a nested motion parent quietly cancelled.
THE PRESET TILES ALL LANDED ON THE SAME FRAME. @unom/ui's <Section> sets
`delayChildren: stagger(...)`, so a page whose cards are direct descendants of
it staggers for free — which is why every page but one looked right. An
<AnimatedCard> is ALSO a motion element and sets no `delayChildren`, and the
Virtual displays preset tiles are cards nested INSIDE that page's config card,
so that card became their timing group. Measured in a headless browser: the
opacity spread between the first and last tile was 0.00 across the whole
animation (six tiles in lockstep), and is 0.98 now — a ~100 ms cascade matching
the rest of the console. The four hand-rolled copies of the stagger container
collapse into one `<Stagger>` that carries the explanation.
FIVE FILES IMPORTED THE WRONG BUTTON. `@unom/ui/button` exports both a plain
`Button` and the `AnimatedButton` that this console's wrapper re-exports under
the same name — so `import { Button } from "@unom/ui/button"` compiles, renders,
and silently opts out of the mount animation and the hover/tap response.
Displays, SessionGame, GPU, Update and PendingDevices had dead buttons sitting
next to live ones.
THREE PRIMITIVES HAD NO WRAPPER, SO NOBODY REACHED FOR THEM. @unom/ui ships
form/select, form/textarea and form/checkbox; components/ui did not, and the
gap was filled with browser-chrome `<select>`, `<textarea>` and
`<input type="checkbox">` in the add-hook modal and both library forms. Select
needs the same token correction Tabs needed — upstream `text-secondary` is a
text colour, but here `--secondary` is a SURFACE, so the trigger's chevron and
placeholder rendered at near-zero contrast on the card behind them.
The hook timeout also stops accepting a value the host rejects: `min`/`max` on
a controlled `<input type="number">` are decoration (no form validation ever
runs), so 900 went into a field capped at 600 and failed later, at run time.
@unom/ui's InputNumber clamps on blur and lets the field be empty while you
retype instead of snapping to the fallback.
Storybook gains the page that had no story at all — the console's largest
config surface, and the reason this shipped unseen. Its <Card> wrapper is load
bearing: it reproduces the motion nesting that IS the bug.
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bd383f1820 |
feat(web): one Game sources surface, launcher rail, and the migration nudge
M4 of design/library-scanner-plugins-implementation-plan.md, plus WP6.2. WP4.1 — SourceToggles and ProvidersCard merge into Library/Sources.tsx. They were two cards because they were two different things: scanners were compiled into the host, plugins were an afterthought. After the extraction they are the same thing — the host reports ONE list of sources whose ids match whether they came from a built-in scanner or the plugin replacing it — so one surface is both simpler and the only honest presentation. Each row carries its toggle, a running/stopped badge for plugin sources, an entry count, filter, settings and an uninstall that offers to remove the games too. An "Add a source" rail lists uncatalogued library plugins with a "Detected" badge; `detected` is deliberately tri-state, so only a POSITIVE probe badges — an entry with no probes for this platform is unknown, and calling that "not installed" would be a lie. The settings drawer (SourceSettings.tsx) renders a generic form from the plugin's own JSON Schema over GET/PUT /__config, through the existing session-gated /plugin-ui/<id>/ proxy — zero new host surface, and the browser never learns the plugin's port or secret. It flattens allOf branches (effect nests a checked schema's annotations there, so a form reading only the top level silently loses every title and default) and falls back to a JSON editor when any field is a shape it cannot express — partial rendering would be worse than none, because a field missing from the form is a setting the operator cannot change. WP4.2 — uiPlugins() now excludes category "library", which covers both the sidebar and the mobile overflow since they share the selector. The /plugins/$pluginId/$ route still resolves, so existing deep links keep working; library plugins are just not advertised. WP4.3 — LibraryGrid groups role:"launcher" entries into a rail above the grid, and the empty state points at the sources surface rather than leaving a bare grid (after extraction, "no games" is the expected first-run state). WP6.2 — a migration banner offering one install per still-built-in scanner whose plugin is catalogued. One button per scanner, never a single "migrate everything" and never a silent auto-install: installing code stays an explicit operator act, and per-scanner is what makes it safe to repeat (the claim suppresses the built-in idempotently, so a half-finished migration is a valid state). WP4.4 — i18n en+de (kept under the existing "Game sources" label rather than minting a third "Plugins"), Storybook stories for the sources card in three states, the launcher rail and the banner. Gates: orval regen, tsc clean, vite build clean, check-i18n green at 595 messages for both locales. Still owed: the browser click-through (the store's Tabs-theme bug shipped through green types and lint), and an AppShell nav story — that one needs the plugins query mocked, which does not exist in this Storybook setup yet. |
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b8f603c8a1 |
feat(web): the numbers behind "it's slow to start" and a way to clean up after a plugin
Three things the host already reports and the console never showed.
**Stream diagnostics.** `RuntimeStatus.stream` has carried the session bring-up
time, the last mid-stream resize cost, the client's FEC parity floor and the
packet size for as long as the endpoint has existed, and the dashboard showed
none of them. So "it takes ages to start" and "it hitches when I change
resolution" had no number attached anywhere in the console — you had to take a
stats capture to see a value the status endpoint was already returning. The two
timings are native-plane only and null until the first frame lands, so each
appears once it means something.
**Loss and FEC recovery while the capture runs.** The health chart existed but
only in the saved-recording view, which is backwards: dropped frames and FEC
recovery are what you watch a live capture for. It now sits under the latency and
throughput charts on the live card, keeping the GameStream caveat (only `frames`
is instrumented on that plane).
**Provider-owned library entries.** A plugin can sync entries into the library,
and the host then refuses to edit or delete them one at a time — correct, and
completely opaque once the plugin is gone: its games sit in the library with no
console-side way to remove them. `DELETE /library/provider/{provider}` is the
documented clean-uninstall path and nothing called it. There is a card now that
names each provider, counts what it owns, filters the grid to it, and removes its
entries in one go.
Also: the dashboard's PIN tile really does say "Waiting"/"None" now. The earlier
commit added the strings but the edit that was supposed to use them silently did
not apply, so the tile still rendered a bare "●". Caught by auditing every
message key for a call site — the other 543 are wired.
Verified in a browser: the providers card shows, counts, and filtering hides
non-provider entries.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
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9e505aba41 |
fix(web): the console stops swallowing the host's answer when it says no
The host writes genuinely useful refusals — "entry is owned by provider `x`, update it through its reconcile" — and a dozen call sites threw them away. The pattern was always one of two: a mutation whose `error` nothing rendered, or an `await mutateAsync(...)` with no catch, which additionally produced an unhandled rejection. Either way the operator clicked, nothing visible happened, and the thing they asked for silently hadn't. Fixed at each site, with the host's own message shown where there is one: - Adding or editing a library entry kept the form open and said why, instead of closing it as if it had saved and taking the typing with it. Deleting one reports the refusal rather than leaving the card sitting there. - The GPU preference, capture start/stop, recording delete and download, and the dashboard's stop-session / request-keyframe / end-game all report failure. The failed capture STOP is the one that mattered most: it is "stop & save", so a swallowed error meant minutes of recording vanished with nothing on screen. - The recordings Download had a comment claiming the detail view surfaces its errors. It only does that for the selected row, and Download is on every row. Two related fixes in the same area: - `apiFetch` no longer navigates to /login synchronously from inside whichever call noticed a 401 — very often a background poll the user never started. Tearing the page down mid-render took unsaved editing state with it, which the Displays page explicitly models. It defers a beat and coalesces, so a burst of parallel 401s schedules one navigation. - The plugin liveness probe treated the auth gate's 302 → /login → 200 HTML as a healthy plugin, and rendered the console's own login page inside the plugin's iframe. It also gave up permanently on the first failed probe, so the runner restart at the end of every install threw away whatever was open in another plugin. It rejects the redirect and keeps probing on a slower beat while down. `apiErrorMessage` moves out of the display card into src/lib/errors.ts, since half the console needs it now. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> |
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40714317a8 |
fix(web): empty-state cards get their top padding back
"No games found yet." sat flush against the top edge of its card on any screen ≥640px. The call sites overrode CardContent's padding with a bare `p-8`, but tailwind-merge only resolves conflicts within a variant: `p-8` cancels `p-4` and leaves `sm:p-6 sm:pt-0` standing, so the desktop breakpoint kept the zero top inset that exists for cards WITH a header. These three have none. Uses `flush` — the escape hatch CardContent documents for exactly this — so the padding is owned outright at every breakpoint instead of fought from the outside. The library grid is the one that was reported; the store catalogue and the recordings list are the same idiom with the same bug. PairedDevices deliberately keeps its `p-6`: it is a table under a header, where pt-0 is the intended look. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> (cherry picked from commit 71fc47f32af7c74327a26425035298f8e6464c96) |
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75b3c94f60 |
fix(web): console sweep — pairing, displays, stats, logs, auth, i18n
ci / rust (push) Failing after 45s
ci / web (push) Successful in 52s
docker / build-push (--build-arg FEDORA_VERSION=44, ci, ci/fedora-rpm.Dockerfile, punktfunk-fedora44-rpm) (push) Successful in 10s
ci / docs-site (push) Successful in 1m6s
decky / build-publish (push) Successful in 33s
docker / build-push (., web/Dockerfile, punktfunk-web) (push) Successful in 30s
docker / build-push (docs-site, docs-site/Dockerfile, punktfunk-docs) (push) Successful in 10s
ci / bench (push) Successful in 6m1s
docker / build-push (ci, ci/rust-ci.Dockerfile, punktfunk-rust-ci) (push) Successful in 8m33s
docker / build-push (ci, ci/fedora-rpm.Dockerfile, punktfunk-fedora-rpm) (push) Successful in 9m40s
docker / deploy-docs (push) Successful in 26s
windows-host / package (push) Successful in 15m34s
rpm / build-publish (44, fedora-44, punktfunk-fedora44-rpm) (push) Successful in 13m24s
arch / build-publish (push) Successful in 20m32s
android / android (push) Successful in 20m50s
deb / build-publish (push) Successful in 20m33s
rpm / build-publish (43, bazzite, punktfunk-fedora-rpm) (push) Successful in 21m41s
apple / swift (push) Has been cancelled
apple / screenshots (push) Has been cancelled
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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ae51276a03 |
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> |