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refactor(frontend): lint, one session guard, one request helper, one user context
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@@ -8,7 +8,6 @@ import {Button} from '@/components/ui/button';
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import {Dialog, DialogContent, DialogDescription, DialogHeader, DialogTitle} from '@/components/ui/dialog';
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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 useSessionExpired from '../hooks/useSessionExpired.js';
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import {CORRECTABLE_MOODS, IGDB_GENRES, resetCorrection, saveCorrection} from '../utils/corrections.js';
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import {genreKey} from '../utils/stats.js';
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import {MAX_CORRECTION_GENRES, MAX_CORRECTION_LENGTH} from '../utils/limits.js';
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@@ -35,7 +34,6 @@ const toggled = (list, item) => (list.includes(item) ? list.filter((each) => eac
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*/
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export default function GameCorrectionDialog({game, open, onOpenChange, onChanged}) {
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const {t} = useTranslation();
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const expireSession = useSessionExpired();
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const [values, setValues] = useState(() => initialValues(game));
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const [busy, setBusy] = useState(null);
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// The field whose save or reset the next game from GameDetail answers; the other fields keep their edits.
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@@ -44,6 +42,7 @@ export default function GameCorrectionDialog({game, open, onOpenChange, onChange
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useEffect(() => {
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if (open) setValues(initialValues(game));
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// Only when the dialog opens; a reload after a save is handled below.
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// eslint-disable-next-line react-hooks/exhaustive-deps
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}, [open]);
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useEffect(() => {
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@@ -61,10 +60,7 @@ export default function GameCorrectionDialog({game, open, onOpenChange, onChange
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setBusy(field);
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try {
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const response = await request();
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if (response.status === 401) {
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expireSession();
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return;
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}
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if (response.status === 401) return;
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if (response.ok) {
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toast.success(t('CORRECTION.SAVED'));
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sentField.current = field;
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