67ab64ed06180e6c16a87c633a2d942dbbf55895
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67ab64ed06 |
feat(web): the Host page names — and marks — the operating system
The Identity card gains an "Operating system" row: the pretty name as text, the raw identity chain as its tooltip, and a leading OsIcon resolved by the same most-specific-first walk as the clients. lucide deliberately ships no brand marks, so os-icon.tsx vendors the ten as inline currentColor SVGs (the brand-mark precedent, the plugin-registry pattern), falling back to a generic monitor for a chain nothing recognizes. Row grows optional icon/title props rather than a fork; stories cover Bazzite, Windows and the unknown-distro degradation; labels land in both message files. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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9b38b6a22d |
feat(stats): a capture records which encoder and GPU produced it
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The stage split is the thing an fps-shortfall report is diagnosed from, and it cannot be read without knowing the backend behind it: a p50 `submit` of 10 ms means "the GPU's CSC+encode throughput is the ceiling" on one backend and something else entirely on another. The capture's meta carried the mode, codec and client but neither the encoder nor the GPU, so every report so far cost a round-trip asking which one it was. Both come from `pf_gpu::active()` — the record the encoder open itself writes — so they name the branch that really opened rather than a re-derived guess that goes stale the moment a backend gains an internal fallback. Read once per capture, not per frame. The console shows them next to the mode in the recording's header. Both fields are `serde(default)`, so a recording made before this still loads and simply omits them. Refs #9 Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> |
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f98547c41f |
fix(web-console): the paired-clients card counts both pairing planes
GameStream and native (punktfunk/1) clients pair into separate stores, and `/status` only ever reported the GameStream certificate count. Native is the DEFAULT plane, so a host whose clients had all paired normally — and which Moonlight had never touched — showed "0 paired" on the dashboard. Report the native count alongside it, the way the tray's own summary route already does, and sum the two in the card. Closes #10 Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> |
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0868b6a364 |
fix(vdisplay): compositor availability follows the live session, not the env
GNOME/Mutter reported "Unavailable" on a host sitting in a live Mutter session — and, on the same request, "Default", because the two columns had different sources. available() asked each backend, and those probes read the process env (XDG_CURRENT_DESKTOP for Mutter, WAYLAND_DISPLAY for KWin's registry handshake, SWAYSOCK for sway) — env a host started outside the session (systemd --user, a TTY, ssh) never inherited. It is only retargeted at the live session on the connect path, so the answer also flipped depending on whether anyone had connected yet. Both columns now come from the same /proc scan detect() already used: the live session's compositor is usable by definition, as is an explicit operator pin, and the per-backend probe stays as the fallback for backends that are not the live session (gamescope, which spawns its own). A live KWin without the zkde_screencast grant now surfaces as available and fails at create with that probe's precise message, which beats "no usable compositor" on a box visibly running KDE. Mutter's env sniff stays deliberately narrow — one var, not three. XDG_CURRENT_DESKTOP is the one apply_session_env owns end to end (written per connect, scrubbed when nothing is live); sniffing DESKTOP_SESSION alongside would resurrect the bug that scrub exists to prevent, where a stale value after a gnome-shell crash routes the next client into a dead session. Non-Linux hosts now report no compositors at all rather than five Linux backends flagged unavailable with no default — on Windows the pf-vdisplay driver is the only backend and vdisplay::open ignores the argument, so the old list read as broken detection instead of "not applicable here". The console says so explicitly. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> (cherry picked from commit eb7ba3d6177552f5c3ed6a15439404084869c636) |
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3b11288c97 |
fix(web): unsaved custom display settings are visible and recoverable
Everything else on the Displays page auto-applies — a preset click, the game-session choice, the experimental toggles — but the Custom block does not, and its Save button sat at the bottom of a block taller than most viewports. People edited, never scrolled far enough to find it, navigated away, and silently lost the lot. The draft is now compared against the last-seeded server value, and that one boolean drives the whole affordance: a badge in the card header (visible without scrolling), an amber ring plus a title on the block, and a sticky action bar pinned to the viewport for as long as any part of the block is on screen. The bar states which of the two states you are in rather than leaving it implied, Save disables when there is nothing to save, and Discard changes puts the stored policy back. Two ways edits could still vanish are closed: a preset click now confirms before overwriting pending edits, and a reload/close warns. Re-picking Custom while already on Custom is a no-op instead of re-seeding, which would otherwise fill in defaults for unset fields and report "unsaved changes" for a click that changed nothing. Adds a `warning` badge variant + --warning token for the pending state — attention, not failure, and distinct from the destructive red. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> (cherry picked from commit c4318609c0da5ae1313081c5e488f685504f70d1) |
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1ee06defa6 |
feat(library): descriptive metadata on every entry — platform, year, genres, and friends
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Emulation-and-beyond libraries need more than a title and a poster. Every library shape (GameEntry, CustomEntry, CustomInput, ProviderEntryInput) now carries a shared, flattened GameMeta: platform, description, developer, publisher, release_year, genres, tags, region, players. All fields are optional and flat on the wire, so existing library.json files, provider plugins, and clients keep working unchanged. - Installed-store scanners (Steam, Lutris, Heroic, Epic, GOG, Xbox) stamp platform=PC; custom/provider entries carry whatever was authored. - GET /library grows a ?platform= filter (case-insensitive) beside ?provider=. - Console: the add/edit form gets a Details section (round-tripping every field, since update replaces the entry), the poster tile a platform badge (non-PC only — the store badge already implies PC) and the year. - plugin-kit: ProviderEntry accepts the same fields (new GameMeta schema, spread flat); SDK + OpenAPI spec regenerated. - pf-client-core decodes platform for future client badges. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> |
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6a2c127ce9 |
feat(mgmt/web): show the running game, and who decides when it ends
The host knows what it launched and, after a disconnect, that it is counting down to closing it. None of that was visible: the console showed a stream with no game, and a game on its way to being closed was something you found out about afterwards. The Dashboard gains a running-game card above the session card — box art matched against the catalog it already fetches, so no new endpoint and no request on the 2 s status poll. "End now" means the two different things the row's state implies: a live game ends by stopping its session (what then happens to the game follows the policy — stopping a session is not licence to close a game), while one already waiting out its reconnect window has no session left to stop and is ended directly. The settings card sits next to the display keep-alive policy because that is the same question one step out: keep-alive decides how long a *display* outlives a disconnect, this decides whether the *game* does. The copy says plainly what `always` costs, that a drop is not someone pressing Stop, and that a display kept forever is unaffected either way — the precedence rule that would otherwise surprise someone. Where a build enforces nothing (macOS, no launch path) the controls are shown disabled rather than hidden: "does nothing here" is information. Also fixes the story fixtures, which had gone stale against the `games[]` field Phase 1 added, and adds a story for the state the card exists for — a game whose client walked away. web: build + tsc clean, biome-formatted; en/de messages complete. |
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402ec90edc |
fix(web/store): restore the plugin cards' top padding, and capitalise platform names
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Two things looked wrong in the store: The cards had no space above the icon. `CardContent` zeroes its own top padding (`pt-0`/`sm:pt-0`) because it normally sits under a `CardHeader` that supplies it — but these cards have no header, so the top padding simply vanished while the other three sides kept `p-card`. `p-card` does not undo it: `card` is a custom `--spacing-*` token, which tailwind-merge does not recognise as a spacing value and so never dedupes against `pt-0`, leaving the longhand to win. Both header-less cards in this section now restore it explicitly, at both breakpoints. Platform chips read "windows" / "linux". Those are the catalog's platform IDENTIFIERS (the index validator pins `linux | windows | macos`), which is right for the wire and wrong on screen; the card now maps them to display names — Linux, Windows, macOS. Proper nouns, so deliberately not routed through i18n. Adds Store/StoreCard stories covering the padding, the platform labels, and the installed / update / incompatible / blocked / external states, so the card can be eyeballed without a host or a catalog. |
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c2bba13405 |
feat(host/web): per-scanner library toggles in the console
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Every installed-store scanner (Steam; Lutris+Heroic on Linux; Epic/GOG/
Xbox on Windows) was hardwired on. New library-scanners.json persists the
operator's disabled set (default all on; absent/malformed = all on);
all_games() gates each provider, so disabling one hides its titles from
every surface (console grid, native clients, GameStream app list, launch
resolve). GET /library/scanners lists this platform's scanners + state;
PUT /library/scanners/{id} toggles and emits library.changed — admin lane
only (the cert allowlist's exact-path /library match keeps both off the
LAN surface). The console's Library page grows a "Game sources" card with
one chip per scanner (platform-shaped by the API), EN+DE strings, story.
The scanners are slated to become plugins; the stable per-scanner ids are
the migration seam.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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75b3c94f60 |
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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d86f1a6bdd |
feat(host,web): host log ring + GET /api/v1/logs + console Logs page
Remote debugging without shell access: a tracing layer tees every event at DEBUG-and-up — independent of the RUST_LOG filter gating stderr/host.log, so console-side debugging never needs a restart — into a bounded in-memory ring (log_capture.rs, 4096 newest entries, OnceLock singleton like config()), installed at both init sites (stderr path in main, the Windows service file path). The mgmt API serves it cursor-paged at GET /api/v1/logs?after=&limit= — bearer-only and deliberately NOT on the mTLS cert allowlist (log lines can name client identities and host paths). The web console grows a Logs page (follow/pause · min-level filter · text search · eviction-gap badge); polling self-paces: a non-empty page advances the after-cursor (new query key → immediate refetch, drains backlogs), an empty page idles at the 2s interval. OpenAPI regenerated; ring pagination/eviction, layer wiring, and the authed route are unit-tested; Storybook story included. Co-Authored-By: Claude Fable 5 <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> |
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3628ea7547 |
feat(web): CI screenshot capture for the mgmt console
Marketing/store screenshots of the console, captured from the built Storybook with headless Chromium (web/tools/screenshots.mjs) — every Pages/* + Shell/* story rendered at 1440x900@2x. The page stories render from fixtures, so no live mgmt API, login, or GPU is needed (the web analogue of apple.yml's screenshots job). Gated to stable release tags in a standalone best-effort workflow; PNGs upload as a 30-day artifact, not committed. - Add Stats + Pairing stories (the two pages that lacked them) with stats/pairing fixtures typed against the generated models. - Extract a pure PairingView (index.tsx -> view.tsx), matching the Dashboard/Clients/Stats split, so the page renders host-free from mock state instead of racing its polling queries. Container wiring is behaviour-identical. - Playwright driver + a chromium-capable tag-gated job. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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187738ed86 | improve web ui | ||
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6bd2e3341f |
feat(web): Storybook for offline UI design + light theme + brand spinner
Stand up Storybook so the management console can be designed without a running host, plus the design-system work that surfaced along the way. Storybook (@storybook/react-vite): - Slim Start/Nitro-free vite config; the preview imports the app's real src/styles.css directly so the design tokens stay single-sourced (no mirror). - Stories for the @unom/ui primitives (Button/Card/Inputs/Badge), brand marks, the AppShell (throwaway in-memory TanStack router), and every data-driven page (Dashboard/Host/Clients/Library/Settings) rendered offline via a window.fetch stub + typed fixtures. The route page components are exported so stories can render them. Light theme: - styles.css now carries a light :root (lavender, from the docs palette) with the existing violet chrome moved to .dark; the live console still pins html.dark by default, so this only adds the option (Storybook's toolbar toggles it). - Fixes a stray `*/` inside a comment that prematurely closed it and silently broke Tailwind's @theme processing. Spinner: - The punktfunk lens recreated with motion/react: two circles surge through one another in depth (JS perspective scale + z-index — robust where mix-blend-mode flattens CSS preserve-3d) with a screen-blend lens highlight. Replaces the skeleton loading state in QueryState; removes ui/skeleton.tsx. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |