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punktfunk/web/src/sections/Library/GameForm.tsx
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feat(library): launcher tiles a plugin can actually publish
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.
2026-08-05 21:12:19 +02:00

436 lines
14 KiB
TypeScript

import { useQueryClient } from "@tanstack/react-query";
import { X } from "lucide-react";
import { type FC, type FormEvent, useState } from "react";
import {
getGetLibraryQueryKey,
useCreateCustomGame,
useUpdateCustomGame,
} from "@/api/gen/library/library";
import type { CustomInput } from "@/api/gen/model/customInput";
import type { GameEntry } from "@/api/gen/model/gameEntry";
import { Button } from "@/components/ui/button";
import { Card, CardContent, CardHeader, CardTitle } from "@/components/ui/card";
import { Input } from "@/components/ui/input";
import { Label } from "@/components/ui/label";
import { apiErrorMessage } from "@/lib/errors";
import { m } from "@/paraglide/messages";
import { customId } from "./helpers";
interface FormState {
title: string;
portrait: string;
hero: string;
header: string;
logo: string;
command: string;
/** Console-password re-confirmation, required only when `command` is set — see the field's
* own comment at the render site (2026-08-05 review M-6). Never round-tripped from the
* server, so it is always empty on open, including when editing an entry that has one. */
password: string;
/** `true` = this entry opens a launcher rather than a game (design D4). Purely presentational:
* the console groups launcher entries into their own rail, and clients that don't know the
* field render them as ordinary tiles. */
isLauncher: boolean;
// Details — the flattened GameMeta fields; numbers and lists are kept as the raw
// text the user typed and only parsed on submit.
platform: string;
description: string;
developer: string;
publisher: string;
releaseYear: string;
genres: string;
tags: string;
region: string;
players: string;
}
const emptyForm: FormState = {
title: "",
portrait: "",
hero: "",
header: "",
logo: "",
command: "",
password: "",
isLauncher: false,
platform: "",
description: "",
developer: "",
publisher: "",
releaseYear: "",
genres: "",
tags: "",
region: "",
players: "",
};
function formFrom(entry: GameEntry): FormState {
return {
title: entry.title,
portrait: entry.art.portrait ?? "",
hero: entry.art.hero ?? "",
header: entry.art.header ?? "",
logo: entry.art.logo ?? "",
command: entry.launch?.kind === "command" ? entry.launch.value : "",
password: "",
// Round-tripped like every other field: `update_custom` REPLACES the whole entry, so an
// unread field here would silently demote a launcher entry back to a game on any edit.
isLauncher: entry.role === "launcher",
platform: entry.platform ?? "",
description: entry.description ?? "",
developer: entry.developer ?? "",
publisher: entry.publisher ?? "",
releaseYear: entry.release_year?.toString() ?? "",
genres: entry.genres?.join(", ") ?? "",
tags: entry.tags?.join(", ") ?? "",
region: entry.region ?? "",
players: entry.players?.toString() ?? "",
};
}
/** Map the form to the API body — only attach `launch` when a command was given. `update_custom`
* REPLACES the whole entry (art AND the metadata fields), so every field the form knows must
* round-trip (else editing a game with a `logo` or a `platform` would silently drop it). */
function toInput(f: FormState): CustomInput {
const trim = (s: string) => {
const t = s.trim();
return t ? t : undefined;
};
// "RPG, Platformer" → ["RPG", "Platformer"]; empty input → omitted entirely.
const list = (s: string) => {
const items = s
.split(",")
.map((x) => x.trim())
.filter(Boolean);
return items.length ? items : undefined;
};
const int = (s: string) => {
const n = Number.parseInt(s.trim(), 10);
return Number.isFinite(n) ? n : undefined;
};
const command = f.command.trim();
return {
title: f.title.trim(),
art: {
portrait: trim(f.portrait),
hero: trim(f.hero),
header: trim(f.header),
logo: trim(f.logo),
},
launch: command ? { kind: "command", value: command } : null,
// The BFF re-verifies this and strips it before forwarding; the host never sees the field.
// Only sent when there is a command to authorize, matching the conditional gate.
...(command ? { password: f.password } : {}),
// Omitted when it is the default, matching the host's skip-when-`game` serialization.
...(f.isLauncher ? { role: "launcher" as const } : {}),
platform: trim(f.platform),
description: trim(f.description),
developer: trim(f.developer),
publisher: trim(f.publisher),
release_year: int(f.releaseYear),
genres: list(f.genres),
tags: list(f.tags),
region: trim(f.region),
players: int(f.players),
};
}
/** What the form targets: an existing custom entry to edit, or "new" for a fresh add. */
export type FormTarget = GameEntry | "new";
/**
* Container: the add/edit form — owns the create + update mutations and derives the
* initial field state from the target. Kept entirely separate from the overview grid
* (own file, own queries) so the two concerns don't share a component.
*/
export const GameFormSection: FC<{
target: FormTarget;
onClose: () => void;
}> = ({ target, onClose }) => {
const qc = useQueryClient();
const create = useCreateCustomGame();
const update = useUpdateCustomGame();
const invalidate = () =>
qc.invalidateQueries({ queryKey: getGetLibraryQueryKey() });
// A rejected save must not close the form and must not look like a success. It used to do both:
// nothing read `create.error`/`update.error`, and the un-caught `mutateAsync` rejection meant
// the entry silently didn't save while the dialog disappeared — taking the operator's typing
// with it.
const onSubmit = async (data: CustomInput) => {
try {
if (target === "new") await create.mutateAsync({ data });
else await update.mutateAsync({ id: customId(target), data });
} catch {
return; // the message is rendered from the mutation's own error state below
}
invalidate();
onClose();
};
return (
<GameForm
initial={target === "new" ? emptyForm : formFrom(target)}
mode={target === "new" ? "add" : "edit"}
onSubmit={onSubmit}
onCancel={onClose}
isSaving={create.isPending || update.isPending}
error={apiErrorMessage(create.error ?? update.error)}
/>
);
};
/** One labeled text input bound to a FormState key — the form is a stack of these. */
const Field: FC<{
id: keyof FormState;
label: string;
value: string;
onChange: (value: string) => void;
help?: string;
type?: string;
required?: boolean;
}> = ({ id, label, value, onChange, help, type, required }) => (
<div className="space-y-2">
<Label htmlFor={`lib-${id}`}>{label}</Label>
<Input
id={`lib-${id}`}
type={type}
inputMode={
type === "url" ? "url" : type === "number" ? "numeric" : undefined
}
required={required}
value={value}
onChange={(e) => onChange(e.target.value)}
/>
{help && <p className="text-xs text-muted-foreground">{help}</p>}
</div>
);
/**
* The add/edit form card. Owns only its own field state (re-seeded per mount — the
* parent keys it by target); reports a ready-to-send `CustomInput` on submit.
*/
export const GameForm: FC<{
initial: FormState;
mode: "add" | "edit";
onSubmit: (data: CustomInput) => void;
onCancel: () => void;
isSaving: boolean;
/** The host's refusal, if the last save failed — shown next to the button that caused it. */
error?: string;
}> = ({ initial, mode, onSubmit, onCancel, isSaving, error }) => {
const [form, setForm] = useState<FormState>(initial);
const set = (key: keyof FormState) => (value: string) =>
setForm((f) => ({ ...f, [key]: value }));
const handleSubmit = (e: FormEvent) => {
e.preventDefault();
const data = toInput(form);
if (!data.title) return;
// A command is code the host will run on its own; the password field is required with it.
if (form.command.trim() && !form.password) return;
onSubmit(data);
};
return (
<Card className="max-w-xl">
<CardHeader className="flex-row items-center justify-between space-y-0">
<CardTitle>
{mode === "edit" ? m.library_edit_title() : m.library_add_title()}
</CardTitle>
<Button
variant="ghost"
size="icon"
aria-label={m.library_cancel()}
onClick={onCancel}
>
<X className="size-4" />
</Button>
</CardHeader>
<CardContent>
<form onSubmit={handleSubmit} className="space-y-4">
<Field
id="title"
label={m.library_field_title()}
value={form.title}
onChange={set("title")}
required
/>
<Field
id="portrait"
label={m.library_field_portrait()}
value={form.portrait}
onChange={set("portrait")}
type="url"
/>
<Field
id="hero"
label={m.library_field_hero()}
value={form.hero}
onChange={set("hero")}
type="url"
/>
<Field
id="header"
label={m.library_field_header()}
value={form.header}
onChange={set("header")}
type="url"
/>
<Field
id="logo"
label={m.library_field_logo()}
value={form.logo}
onChange={set("logo")}
type="url"
/>
<Field
id="command"
label={m.library_field_command()}
value={form.command}
onChange={set("command")}
help={m.library_field_command_help()}
/>
{/* A launch command is a shell command the host runs as the host user, so saving
one clears the same bar as a hook or an unreviewed install: the console
password, not just a 7-day session cookie (2026-08-05 review M-6). Shown only
when there is a command to authorize — gating an ordinary title/art edit
would just train the operator to type it without reading. */}
{form.command.trim() && (
<Field
id="password"
label={m.library_field_password()}
value={form.password}
onChange={set("password")}
help={m.library_field_password_help()}
type="password"
required
/>
)}
{/* Design D4: a launcher entry opens the launcher itself rather than a title. It
launches and leases like any other entry — this only moves it into the
console's Launchers rail. Hand-adding one is the supported way to get a
"Heroic" or "Lutris" tile without installing that source's plugin. */}
<div className="space-y-2">
<div className="flex items-center gap-2">
<input
id="lib-isLauncher"
type="checkbox"
checked={form.isLauncher}
onChange={(e) =>
setForm((f) => ({ ...f, isLauncher: e.target.checked }))
}
/>
<Label htmlFor="lib-isLauncher">{m.library_field_role()}</Label>
</div>
<p className="text-xs text-muted-foreground">
{m.library_field_role_help()}
</p>
</div>
<fieldset className="space-y-4 border-t pt-2">
<legend className="sr-only">{m.library_details_legend()}</legend>
<p
aria-hidden
className="text-sm font-medium text-muted-foreground"
>
{m.library_details_legend()}
</p>
<Field
id="platform"
label={m.library_field_platform()}
value={form.platform}
onChange={set("platform")}
help={m.library_field_platform_help()}
/>
<Field
id="description"
label={m.library_field_description()}
value={form.description}
onChange={set("description")}
/>
<div className="grid grid-cols-2 gap-4">
<Field
id="developer"
label={m.library_field_developer()}
value={form.developer}
onChange={set("developer")}
/>
<Field
id="publisher"
label={m.library_field_publisher()}
value={form.publisher}
onChange={set("publisher")}
/>
</div>
<div className="grid grid-cols-2 gap-4">
<Field
id="releaseYear"
label={m.library_field_release_year()}
value={form.releaseYear}
onChange={set("releaseYear")}
type="number"
/>
<Field
id="players"
label={m.library_field_players()}
value={form.players}
onChange={set("players")}
type="number"
/>
</div>
<Field
id="region"
label={m.library_field_region()}
value={form.region}
onChange={set("region")}
help={m.library_field_region_help()}
/>
<Field
id="genres"
label={m.library_field_genres()}
value={form.genres}
onChange={set("genres")}
help={m.library_field_genres_help()}
/>
<Field
id="tags"
label={m.library_field_tags()}
value={form.tags}
onChange={set("tags")}
help={m.library_field_tags_help()}
/>
</fieldset>
{/* Data-loss warning, not a nicety.
`PUT /library/custom/{id}` REPLACES the entry (host: library/custom.rs
`update_custom` assigns `slot.prep = input.prep; slot.detect = input.detect`),
but `GET /library` returns a `GameEntry`, which carries neither field. So the
console cannot round-trip them — anything configured outside this form is dropped
by a save it did not intend to touch. The real fix is host-side (expose `detect`
and `prep` on the read model); until then, say so before the operator finds out. */}
{mode === "edit" && (
<p className="rounded-md border border-amber-500/40 bg-amber-500/10 px-3 py-2 text-sm">
{m.library_edit_overwrites()}
</p>
)}
{error && (
<p
role="alert"
className="rounded-md border border-destructive/40 bg-destructive/10 px-3 py-2 text-sm text-destructive"
>
{error}
</p>
)}
<div className="flex gap-2">
<Button type="submit" disabled={isSaving || !form.title.trim()}>
{mode === "edit" ? m.library_save() : m.library_create()}
</Button>
<Button type="button" variant="outline" onClick={onCancel}>
{m.library_cancel()}
</Button>
</div>
</form>
</CardContent>
</Card>
);
};