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Design D4 promised entries that open the LAUNCHER — Steam Big Picture, Heroic,
Lutris — and the plumbing for it landed in M2/M4: the `role` field, the
`steam_ui` kind, the console's Launchers rail. But nothing could flow through it
for anything except Steam.
D4 said the other launchers would ride the `command` kind. The 2026-08-05 review
then made `launch.kind = "command"` operator-only (it is handed to a shell), so a
plugin publishing one is refused with a 403. The two changes are individually
right and jointly leave a hole: `steam_ui` was the only launcher kind a plugin
could publish, so a Heroic or Lutris tile was unreachable.
New `launcher_ui` kind, valued by store id. One kind rather than one per store
because every launcher except Steam has exactly a single UI to open; Steam keeps
its own kind because it genuinely has two. D1 is preserved — the plugin names a
launcher, the host builds the command, and no shell string crosses the wire:
heroic -> the same native-or-Flatpak resolution the `heroic` game kind uses,
minus --no-gui and minus the URI, so the window itself opens
lutris -> bare `lutris`, which opens the window (the URI form is `lutris_id`)
Platform-gated to what this host can actually resolve, and validated INBOUND: a
value naming a launcher this OS cannot open is a 400 the plugin author can act
on, not a tile that silently does nothing when a user clicks it. Windows
launchers (Epic, GOG Galaxy, Xbox app) are deliberately absent — each needs its
own verified activation and a guess would ship exactly that dead tile.
Also closes a WP4.3 item I under-delivered and did not flag: the console's
add/edit form had no way to mark an entry as a launcher, so even hand-adding one
was impossible. It now has the checkbox — and `formFrom` round-trips it, without
which editing a launcher entry would silently demote it to a game, which is the
precise bug that file's own comment warns about.
Gates on .21: punktfunk-host 435 passed / 0 failed (two new), workspace clippy
-D warnings clean, cargo fmt --all --check clean, OpenAPI drift green. Console:
orval + paraglide regen, tsc clean, check-i18n at 604 messages for en + de.
Still unproven on hardware: no launcher tile has been clicked on a real host.
The steam plugin (the first to emit one) is not built yet.
436 lines
14 KiB
TypeScript
436 lines
14 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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/** `true` = this entry opens a launcher rather than a game (design D4). Purely presentational:
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* the console groups launcher entries into their own rail, and clients that don't know the
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* field render them as ordinary tiles. */
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isLauncher: boolean;
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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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isLauncher: false,
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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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// Round-tripped like every other field: `update_custom` REPLACES the whole entry, so an
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// unread field here would silently demote a launcher entry back to a game on any edit.
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isLauncher: entry.role === "launcher",
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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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// Omitted when it is the default, matching the host's skip-when-`game` serialization.
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...(f.isLauncher ? { role: "launcher" as const } : {}),
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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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{/* Design D4: a launcher entry opens the launcher itself rather than a title. It
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launches and leases like any other entry — this only moves it into the
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console's Launchers rail. Hand-adding one is the supported way to get a
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"Heroic" or "Lutris" tile without installing that source's plugin. */}
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<div className="space-y-2">
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<div className="flex items-center gap-2">
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<input
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id="lib-isLauncher"
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type="checkbox"
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checked={form.isLauncher}
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onChange={(e) =>
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setForm((f) => ({ ...f, isLauncher: e.target.checked }))
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}
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/>
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<Label htmlFor="lib-isLauncher">{m.library_field_role()}</Label>
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</div>
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<p className="text-xs text-muted-foreground">
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{m.library_field_role_help()}
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</p>
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</div>
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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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