Acts on the 2026-08-05 host security review. 36 of its 38 findings; the two exceptions are recorded below and in the review doc. The review's headline is that `plugin_may_access` was the one authorization gate in the system that was allow-by-default — a hand-maintained denylist of route prefixes, where every sibling gate is deny-by-default. Its own doc comment names the two capabilities it exists to withhold, and both were reachable one route over, because ~1450 commits of new routes were added and the list was never one of the things anyone remembered to update. So the gate is now an allowlist, and a test walks the live route table and fails the build for any route that has not been deliberately classified for both non-admin lanes. That test is the actual fix: it is what stops the next route from arriving pre-authorized. Route reachability and field authority turned out to be different questions. A provider plugin has to be able to reconcile its own library entries — that is what a scanner plugin IS — but `prep` and a `command` launch inside that payload are handed to `/bin/sh -c` as the host user, and every execution site documents them as operator-typed. Requests now carry the lane that authorized them, and those two fields are refused to everyone but the operator's own token. The art proxy read any absolute path off disk in the host process, which on Windows is LocalSystem, from a path the plugin lane could write and then read back — so it yielded `mgmt-token`, which is full admin. It now serves only real images (extension AND magic bytes, so a renamed secret fails), only from inside an allowed root, only after canonicalization, and never over UNC; and a path it would refuse to serve can no longer be persisted in the first place. On Windows, the config-dir hardening was skipped exactly when it was needed — it ran only in the branch that CREATES host.env, so the case it was written for (a local user pre-created the directory and planted one) was the one case it never ran in. It is now unconditional and first, an existing host.env is re-owned, and the inheritable OWNER RIGHTS ACE that kept an attacker's files theirs after the directory was re-owned is gone. The identity and token readers were hardening the directory only on the path that GENERATED a new secret, so a planted cert/key or token was adopted verbatim and permanently; they harden before the first read now. `ensure_admin_only_source` is implemented. The 2026-07-05 audit recorded it as FIXED and it was in no commit in this repository's history — the local EoP it described was live, and it is the payload half of the config-dir chain above. Also: the three input planes are bounded and lossy like the mic plane on the same loop already was; Android's library client no longer accepts any publicly-trusted certificate for the pinned host; the usbip vhci nodes get their own group instead of riding on `input`, which every packaging scriptlet tells users to join; a registry URL can no longer inject a TOML table into bunfig.toml; the pairing cooldown is charged before the arming state is read, so armed/disarmed is no longer a free oracle; and the whole Low tier, of which the two worth naming are a clipboard MIME NUL that panicked the host on one control message, and an unauthenticated global logout that let any LAN peer sign the operator out on a loop. NOT fixed, deliberately: H-3 (plugin UIs framed allow-same-origin). Dropping allow-same-origin does not work: the document's origin goes opaque, its subresource requests are then cross-site, the SameSite=Lax session cookie is not sent, and every plugin asset 302s to /login. The "open in new tab" link is the same escalation with no iframe at all, so the sandbox attribute is not where this gets fixed either. It needs a second listener — a distinct origin that is still the same site — which changes the console's deploy model and wants on-glass validation. The mechanism and the dead end are written down at the iframe. H-6 registry authentication, whose other half lives in unom/infra. The in-repo halves are done: workflow_dispatch inputs no longer interpolate into run: blocks (one of them in the step holding UPDATE_MANIFEST_KEY), and the syft installer is pinned to its tag instead of main. Digest pinning is left until the registry is authenticated, because a tag — content-keyed or not — can simply be overwritten while anonymous pushes are accepted. M-5 is half done: the oracle is closed, but binding the arming window needs the console to learn the fingerprint first, which is a knock-then-bind flow rather than an edit. Verified: cargo fmt --all --check clean; cargo check --all-targets green on Linux and on Windows (confirmed non-vacuous — a planted type error in windows/install.rs fails the build); scripts/xcheck.sh windows check green; cargo test -p punktfunk-host --bins 416 passed, the single failure being gamestream::stream::tests::sender_delivers_batches, the known qemu-environmental UDP-loopback flake that fails identically on clean main in the same container; cargo test -p pf-clipboard 13 passed; web console typechecks.
406 lines
12 KiB
TypeScript
406 lines
12 KiB
TypeScript
import { useQueryClient } from "@tanstack/react-query";
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import { X } from "lucide-react";
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import { type FC, type FormEvent, useState } from "react";
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import {
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getGetLibraryQueryKey,
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useCreateCustomGame,
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useUpdateCustomGame,
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} from "@/api/gen/library/library";
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import type { CustomInput } from "@/api/gen/model/customInput";
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import type { GameEntry } from "@/api/gen/model/gameEntry";
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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 { apiErrorMessage } from "@/lib/errors";
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import { m } from "@/paraglide/messages";
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import { customId } from "./helpers";
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interface FormState {
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title: string;
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portrait: string;
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hero: string;
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header: string;
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logo: string;
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command: string;
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/** Console-password re-confirmation, required only when `command` is set — see the field's
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* own comment at the render site (2026-08-05 review M-6). Never round-tripped from the
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* server, so it is always empty on open, including when editing an entry that has one. */
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password: string;
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// Details — the flattened GameMeta fields; numbers and lists are kept as the raw
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// text the user typed and only parsed on submit.
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platform: string;
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description: string;
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developer: string;
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publisher: string;
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releaseYear: string;
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genres: string;
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tags: string;
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region: string;
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players: string;
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}
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const emptyForm: FormState = {
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title: "",
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portrait: "",
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hero: "",
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header: "",
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logo: "",
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command: "",
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password: "",
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platform: "",
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description: "",
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developer: "",
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publisher: "",
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releaseYear: "",
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genres: "",
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tags: "",
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region: "",
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players: "",
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};
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function formFrom(entry: GameEntry): FormState {
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return {
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title: entry.title,
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portrait: entry.art.portrait ?? "",
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hero: entry.art.hero ?? "",
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header: entry.art.header ?? "",
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logo: entry.art.logo ?? "",
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command: entry.launch?.kind === "command" ? entry.launch.value : "",
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password: "",
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platform: entry.platform ?? "",
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description: entry.description ?? "",
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developer: entry.developer ?? "",
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publisher: entry.publisher ?? "",
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releaseYear: entry.release_year?.toString() ?? "",
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genres: entry.genres?.join(", ") ?? "",
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tags: entry.tags?.join(", ") ?? "",
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region: entry.region ?? "",
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players: entry.players?.toString() ?? "",
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};
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}
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/** Map the form to the API body — only attach `launch` when a command was given. `update_custom`
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* REPLACES the whole entry (art AND the metadata fields), so every field the form knows must
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* round-trip (else editing a game with a `logo` or a `platform` would silently drop it). */
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function toInput(f: FormState): CustomInput {
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const trim = (s: string) => {
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const t = s.trim();
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return t ? t : undefined;
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};
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// "RPG, Platformer" → ["RPG", "Platformer"]; empty input → omitted entirely.
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const list = (s: string) => {
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const items = s
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.split(",")
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.map((x) => x.trim())
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.filter(Boolean);
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return items.length ? items : undefined;
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};
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const int = (s: string) => {
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const n = Number.parseInt(s.trim(), 10);
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return Number.isFinite(n) ? n : undefined;
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};
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const command = f.command.trim();
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return {
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title: f.title.trim(),
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art: {
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portrait: trim(f.portrait),
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hero: trim(f.hero),
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header: trim(f.header),
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logo: trim(f.logo),
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},
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launch: command ? { kind: "command", value: command } : null,
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// The BFF re-verifies this and strips it before forwarding; the host never sees the field.
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// Only sent when there is a command to authorize, matching the conditional gate.
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...(command ? { password: f.password } : {}),
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platform: trim(f.platform),
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description: trim(f.description),
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developer: trim(f.developer),
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publisher: trim(f.publisher),
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release_year: int(f.releaseYear),
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genres: list(f.genres),
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tags: list(f.tags),
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region: trim(f.region),
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players: int(f.players),
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};
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}
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/** What the form targets: an existing custom entry to edit, or "new" for a fresh add. */
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export type FormTarget = GameEntry | "new";
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/**
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* Container: the add/edit form — owns the create + update mutations and derives the
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* initial field state from the target. Kept entirely separate from the overview grid
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* (own file, own queries) so the two concerns don't share a component.
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*/
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export const GameFormSection: FC<{
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target: FormTarget;
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onClose: () => void;
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}> = ({ target, onClose }) => {
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const qc = useQueryClient();
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const create = useCreateCustomGame();
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const update = useUpdateCustomGame();
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const invalidate = () =>
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qc.invalidateQueries({ queryKey: getGetLibraryQueryKey() });
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// A rejected save must not close the form and must not look like a success. It used to do both:
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// nothing read `create.error`/`update.error`, and the un-caught `mutateAsync` rejection meant
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// the entry silently didn't save while the dialog disappeared — taking the operator's typing
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// with it.
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const onSubmit = async (data: CustomInput) => {
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try {
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if (target === "new") await create.mutateAsync({ data });
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else await update.mutateAsync({ id: customId(target), data });
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} catch {
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return; // the message is rendered from the mutation's own error state below
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}
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invalidate();
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onClose();
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};
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return (
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<GameForm
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initial={target === "new" ? emptyForm : formFrom(target)}
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mode={target === "new" ? "add" : "edit"}
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onSubmit={onSubmit}
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onCancel={onClose}
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isSaving={create.isPending || update.isPending}
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error={apiErrorMessage(create.error ?? update.error)}
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/>
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);
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};
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/** One labeled text input bound to a FormState key — the form is a stack of these. */
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const Field: FC<{
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id: keyof FormState;
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label: string;
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value: string;
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onChange: (value: string) => void;
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help?: string;
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type?: string;
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required?: boolean;
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}> = ({ id, label, value, onChange, help, type, required }) => (
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<div className="space-y-2">
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<Label htmlFor={`lib-${id}`}>{label}</Label>
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<Input
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id={`lib-${id}`}
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type={type}
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inputMode={
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type === "url" ? "url" : type === "number" ? "numeric" : undefined
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}
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required={required}
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value={value}
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onChange={(e) => onChange(e.target.value)}
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/>
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{help && <p className="text-xs text-muted-foreground">{help}</p>}
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</div>
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);
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/**
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* The add/edit form card. Owns only its own field state (re-seeded per mount — the
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* parent keys it by target); reports a ready-to-send `CustomInput` on submit.
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*/
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export const GameForm: FC<{
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initial: FormState;
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mode: "add" | "edit";
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onSubmit: (data: CustomInput) => void;
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onCancel: () => void;
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isSaving: boolean;
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/** The host's refusal, if the last save failed — shown next to the button that caused it. */
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error?: string;
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}> = ({ initial, mode, onSubmit, onCancel, isSaving, error }) => {
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const [form, setForm] = useState<FormState>(initial);
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const set = (key: keyof FormState) => (value: string) =>
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setForm((f) => ({ ...f, [key]: value }));
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const handleSubmit = (e: FormEvent) => {
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e.preventDefault();
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const data = toInput(form);
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if (!data.title) return;
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// A command is code the host will run on its own; the password field is required with it.
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if (form.command.trim() && !form.password) return;
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onSubmit(data);
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};
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return (
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<Card className="max-w-xl">
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<CardHeader className="flex-row items-center justify-between space-y-0">
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<CardTitle>
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{mode === "edit" ? m.library_edit_title() : m.library_add_title()}
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</CardTitle>
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<Button
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variant="ghost"
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size="icon"
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aria-label={m.library_cancel()}
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onClick={onCancel}
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>
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<X className="size-4" />
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</Button>
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</CardHeader>
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<CardContent>
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<form onSubmit={handleSubmit} className="space-y-4">
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<Field
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id="title"
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label={m.library_field_title()}
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value={form.title}
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onChange={set("title")}
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required
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/>
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<Field
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id="portrait"
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label={m.library_field_portrait()}
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value={form.portrait}
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onChange={set("portrait")}
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type="url"
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/>
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<Field
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id="hero"
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label={m.library_field_hero()}
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value={form.hero}
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onChange={set("hero")}
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type="url"
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/>
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<Field
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id="header"
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label={m.library_field_header()}
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value={form.header}
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onChange={set("header")}
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type="url"
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/>
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<Field
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id="logo"
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label={m.library_field_logo()}
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value={form.logo}
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onChange={set("logo")}
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type="url"
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/>
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<Field
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id="command"
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label={m.library_field_command()}
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value={form.command}
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onChange={set("command")}
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help={m.library_field_command_help()}
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/>
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{/* A launch command is a shell command the host runs as the host user, so saving
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one clears the same bar as a hook or an unreviewed install: the console
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password, not just a 7-day session cookie (2026-08-05 review M-6). Shown only
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when there is a command to authorize — gating an ordinary title/art edit
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would just train the operator to type it without reading. */}
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{form.command.trim() && (
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<Field
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id="password"
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label={m.library_field_password()}
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value={form.password}
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onChange={set("password")}
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help={m.library_field_password_help()}
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type="password"
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required
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/>
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)}
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<fieldset className="space-y-4 border-t pt-2">
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<legend className="sr-only">{m.library_details_legend()}</legend>
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<p
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aria-hidden
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className="text-sm font-medium text-muted-foreground"
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>
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{m.library_details_legend()}
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</p>
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<Field
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id="platform"
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label={m.library_field_platform()}
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value={form.platform}
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onChange={set("platform")}
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help={m.library_field_platform_help()}
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/>
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<Field
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id="description"
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label={m.library_field_description()}
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value={form.description}
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onChange={set("description")}
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/>
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<div className="grid grid-cols-2 gap-4">
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<Field
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id="developer"
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label={m.library_field_developer()}
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value={form.developer}
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onChange={set("developer")}
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/>
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<Field
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id="publisher"
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label={m.library_field_publisher()}
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value={form.publisher}
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onChange={set("publisher")}
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/>
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</div>
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<div className="grid grid-cols-2 gap-4">
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<Field
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id="releaseYear"
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label={m.library_field_release_year()}
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value={form.releaseYear}
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onChange={set("releaseYear")}
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type="number"
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/>
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<Field
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id="players"
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label={m.library_field_players()}
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value={form.players}
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onChange={set("players")}
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type="number"
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/>
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</div>
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<Field
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id="region"
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label={m.library_field_region()}
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value={form.region}
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onChange={set("region")}
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help={m.library_field_region_help()}
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/>
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<Field
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id="genres"
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label={m.library_field_genres()}
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value={form.genres}
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onChange={set("genres")}
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help={m.library_field_genres_help()}
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/>
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<Field
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id="tags"
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label={m.library_field_tags()}
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value={form.tags}
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onChange={set("tags")}
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help={m.library_field_tags_help()}
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/>
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</fieldset>
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{/* Data-loss warning, not a nicety.
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`PUT /library/custom/{id}` REPLACES the entry (host: library/custom.rs
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`update_custom` assigns `slot.prep = input.prep; slot.detect = input.detect`),
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but `GET /library` returns a `GameEntry`, which carries neither field. So the
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console cannot round-trip them — anything configured outside this form is dropped
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by a save it did not intend to touch. The real fix is host-side (expose `detect`
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and `prep` on the read model); until then, say so before the operator finds out. */}
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{mode === "edit" && (
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<p className="rounded-md border border-amber-500/40 bg-amber-500/10 px-3 py-2 text-sm">
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{m.library_edit_overwrites()}
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</p>
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)}
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{error && (
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<p
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role="alert"
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className="rounded-md border border-destructive/40 bg-destructive/10 px-3 py-2 text-sm text-destructive"
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>
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{error}
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</p>
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)}
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<div className="flex gap-2">
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<Button type="submit" disabled={isSaving || !form.title.trim()}>
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{mode === "edit" ? m.library_save() : m.library_create()}
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</Button>
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<Button type="button" variant="outline" onClick={onCancel}>
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{m.library_cancel()}
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</Button>
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</div>
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</form>
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</CardContent>
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</Card>
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);
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};
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