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.
punktfunk web — management console
The browser UI for the punktfunk host's management REST API (crates/punktfunk-host/src/mgmt.rs,
OpenAPI at api/openapi.json). It shows live status, host capabilities, paired
clients, the pairing-PIN flow, and session controls.
Stack: TanStack Start (full SSR) on Bun via Nitro v2 (bun preset) · React
Query through orval codegen from the OpenAPI spec · @unom/ui
— the shared punktfunk/unom design system the marketing site + docs are built on (Tailwind v4,
animated components on the violet brand over dark chrome) ·
Paraglide i18n (en/de). Package manager + runtime: Bun.
The @unom registry mapping lives in .npmrc; the auth token comes from
~/.npmrc (or a CI secret).
Develop
# from web/ — Bun is the toolchain (https://bun.sh)
bun install # runs `prepare` → codegen (orval + paraglide)
bun run dev # http://localhost:47992
# The dev server proxies /api → https://127.0.0.1:47990 (the host's mgmt API; it serves HTTPS
# with the host's self-signed identity cert — the dev proxy uses `secure: false`).
# Point it elsewhere: PUNKTFUNK_MGMT_URL=https://<host>:47990 bun run dev
Start a host with the management API up:
# from the repo root — `serve` brings up the native punktfunk/1 plane + the mgmt API (the console
# only needs the mgmt API; add --gamestream too if you also want the Moonlight surface):
WAYLAND_DISPLAY=wayland-kde XDG_CURRENT_DESKTOP=KDE \
cargo run -rp punktfunk-host -- serve
# loopback :47990, no token (a token is mandatory for non-loopback binds).
The management token is server-side only — set PUNKTFUNK_MGMT_TOKEN in the console's
environment and the BFF injects it when proxying (server/routes/api/[...].ts). It never reaches
the browser, so there is no token field in the UI; the browser only ever holds the session cookie.
Build & run (Nitro + Bun)
The console runs on bun (Bun.serve is a Bun API — node can't run it): Nitro's bun preset
plus a custom entry (nitro-entry/bun-https.mjs) that calls Bun.serve({ tls }), so it serves
HTTPS (HTTP/1.1 over TLS) with the host's own identity cert (the cert native clients already
pin). One trust anchor across the data plane, the mgmt API, and this console. (No HTTP/2 — Bun.serve
has no h2 server — and no HTTP/3, which a browser won't speak against this self-signed, no-SAN host
cert; a browser-trusted, SAN-matching cert + a fronting server would be needed, out of scope for a
LAN console.)
bun run build # → .output/ (Nitro `bun` preset + our Bun.serve TLS entry)
PORT=47992 HOST=0.0.0.0 \
PUNKTFUNK_UI_PASSWORD=… PUNKTFUNK_MGMT_TOKEN=… \
PUNKTFUNK_MGMT_URL=https://127.0.0.1:47990 \
PUNKTFUNK_UI_TLS_CERT=~/.config/punktfunk/cert.pem \
PUNKTFUNK_UI_TLS_KEY=~/.config/punktfunk/key.pem PUNKTFUNK_UI_SECURE=1 \
bun run start # = bun run .output/server/index.mjs
# PUNKTFUNK_UI_TLS_* unset ⇒ plain HTTP (local dev); both set ⇒ HTTPS (HTTP/1.1 over TLS).
# The host's self-signed mgmt cert is accepted only for the proxy's loopback hop, scoped in code
# (Bun per-request TLS: server/routes/api/[...].ts) — no process-wide NODE_TLS_REJECT_UNAUTHORIZED.
# See .env.example.
bun run lint # tsc --noEmit
The built Nitro bun server SSR-renders the app and is the only thing exposed on the LAN.
Run it on the same box as the host; it serves the console over HTTPS on :47992 (or $PORT).
Auth (backend-for-frontend)
Single-user, login-gated. Config via env (see .env.example):
- The console requires a login (
PUNKTFUNK_UI_PASSWORD). On success the server sets a sealed session cookie (h3useSession, AES-GCM).server/middleware/auth.tsgates every request — pages redirect to/login,/apireturns 401 — and fails closed (503) ifPUNKTFUNK_UI_PASSWORDis unset, so a misconfigured LAN server admits no one. - The bearer-token admin surface of the management API is loopback-only — the host honors a
bearer token only from a loopback peer, so the admin API is never LAN-exposed. The web server
holds
PUNKTFUNK_MGMT_TOKENserver-side and injects it when proxying/api/**→PUNKTFUNK_MGMT_URL(loopback;server/routes/api/[...].ts). The token never reaches the browser; the browser only ever holds the session cookie. (The host also binds the read-only surface — host status + the game library — to the LAN so paired native clients can fetch it directly over mTLS; that path uses client certs, not the token, and never touches this console.)
So: browser ──password──▶ web server (session cookie) ──mgmt token, server-side──▶ mgmt API.
Run the host with a matching token: cargo run -rp punktfunk-host -- serve +
PUNKTFUNK_MGMT_TOKEN=… (or --mgmt-token …). vite dev has no gate (localhost-only) and
proxies straight to the loopback mgmt API.
Toolchain notes (load-bearing): TanStack Start's
start-plugin-corepeer-requires Vite ≥ 7 — on Vite 6 the build's prerender/post-build hook silently doesn't run.@vitejs/plugin-reactmust match Vite (v5 ↔ Vite 7, v6 ↔ Vite 8); it's required even for dev (TanStack Start's dev mode needs the React Refresh runtime, else a blank screen). Nitro is the server target — without itvite buildonly emits client+SSR bundles, no deployable server. The Nitrobunpreset makes.output/server/index.mjsBun-runnable.
Codegen
Generated code is not committed (gitignored) — reproduced from sources:
bun run codegen— regenerate the API client (orval) + i18n runtime (paraglide). Runs onbun install(prepare) and beforedev/build(pre*for orval; the Vite plugin compiles paraglide on dev/build).- After a management-API change, regenerate the spec on the Rust side first:
cargo run -p punktfunk-host -- openapi > api/openapi.json, thenbun run api:gen.
Layout
src/
routes/ file-based routes (index=dashboard, host, clients, pairing, settings)
components/
app-shell.tsx sidebar nav (brand lens + wordmark) + language switcher
brand-mark/wordmark/logo.tsx punktfunk lens mark + wordmark (shared with the site/docs)
ui/ @unom/ui-backed primitives (button, input, label, card; badge/table/skeleton)
query-state.tsx loading/error wrapper (401 → the session is gone, re-login)
api/
fetcher.ts orval mutator: base URL, bearer token, JSON, throwing ApiError
gen/ GENERATED react-query hooks + models (orval)
lib/i18n.ts reactive Paraglide locale hook
paraglide/ GENERATED i18n runtime (paraglide)
messages/{en,de}.json translation sources