Public Access
feat(play-next): show picks as category rows with reroll per row
Four rows: up next, because you played, longest on list, mood. Each row rerolls alone and tracks its own loading state. Mood change reloads only the mood row. Phones scroll each row sideways; wider screens show 3 columns.
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@@ -1,4 +1,4 @@
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import {useCallback, useEffect, useState} from 'react';
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import {useCallback, useEffect, useRef, useState} from 'react';
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import {Link} from 'react-router-dom';
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import {useTranslation} from 'react-i18next';
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import {toast} from 'sonner';
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@@ -15,7 +15,6 @@ import {saveGameStatus} from '../utils/backlog.js';
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import {formatDate} from '../utils/format.js';
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import {formatPlaytime} from '../utils/games.js';
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import {request} from '../utils/api.js';
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import useAbortPrevious from '../hooks/useAbortPrevious.js';
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// maxMinutes is IGDB's normal time to beat; a limit leaves out games without IGDB data.
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const BUDGETS = [
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@@ -27,67 +26,126 @@ const BUDGETS = [
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// Core derives the moods from IGDB's genres, themes and game modes, and SPEEDRUN from speedrun.com; a mood leaves out
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// games without that data.
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const MOODS = ['ANY', 'STORY', 'COOP', 'CHILL', 'ACTION', 'SCARY', 'SPEEDRUN'];
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const PICK_COUNT = 4;
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// The rows in the order Core sends them; RANDOM is the mood row.
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const ROW_ORDER = ['NEXT_UP', 'SIMILAR', 'LONGEST', 'RANDOM'];
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// The backend reads only this many excludes. With a bigger backlog the oldest seen games can come back.
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const MAX_EXCLUDES = 100;
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const ROW_CLASS = 'flex gap-4 overflow-x-auto snap-x snap-mandatory pb-2 sm:grid sm:grid-cols-3 sm:overflow-visible';
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const CARD_CLASS = 'w-64 shrink-0 snap-start sm:w-auto';
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const pickerQuery = (maxMinutes, mood, exclude) => {
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const params = new URLSearchParams({count: String(PICK_COUNT)});
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// The mood only filters the RANDOM row.
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const pickerQuery = (maxMinutes, mood, exclude, category) => {
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const params = new URLSearchParams();
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if (category) params.set('category', category);
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if (maxMinutes) params.set('maxMinutes', String(maxMinutes));
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if (mood !== 'ANY') params.set('mood', mood);
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if (mood !== 'ANY' && (!category || category === 'RANDOM')) params.set('mood', mood);
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exclude.forEach((appid) => params.append('exclude', String(appid)));
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return params.toString();
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};
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const fetchPicker = (maxMinutes, mood, exclude, category, signal) => request(
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`${import.meta.env.VITE_CORE_API_URL}/api/library/picker?${pickerQuery(maxMinutes, mood, exclude, category)}`,
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{signal});
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export default function PlayNextPage() {
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const {t} = useTranslation();
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const [budget, setBudget] = useState(BUDGETS[3]);
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const [mood, setMood] = useState('ANY');
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const [games, setGames] = useState(null);
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const [seen, setSeen] = useState([]);
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const [rows, setRows] = useState(null);
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const [seen, setSeen] = useState({});
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const [error, setError] = useState(null);
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const [loading, setLoading] = useState(false);
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// A slow answer for an older budget or mood must not replace the newer one.
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const nextSignal = useAbortPrevious();
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// Keys ('ALL' or a row) with a request in flight.
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const [loading, setLoading] = useState(() => new Set());
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// One controller per request key ('ALL' or a row). A slow answer for an older budget, mood or reroll must not
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// replace the newer one.
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const controllers = useRef(new Map());
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const load = useCallback(async (maxMinutes, moodKey, exclude) => {
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const signal = nextSignal();
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setLoading(true);
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useEffect(() => {
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const current = controllers.current;
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return () => current.forEach((controller) => controller.abort());
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}, []);
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const startLoading = useCallback((key) => setLoading((old) => new Set(old).add(key)), []);
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const finishLoading = useCallback((key) => setLoading((old) => {
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const next = new Set(old);
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next.delete(key);
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return next;
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}), []);
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const nextSignal = useCallback((key) => {
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controllers.current.get(key)?.abort();
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const controller = new AbortController();
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controllers.current.set(key, controller);
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return controller.signal;
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}, []);
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const loadAll = useCallback(async (maxMinutes, moodKey) => {
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controllers.current.forEach((controller) => controller.abort());
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const signal = nextSignal('ALL');
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setError(null);
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const {ok, status, data} = await request(
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`${import.meta.env.VITE_CORE_API_URL}/api/library/picker?${pickerQuery(maxMinutes, moodKey, exclude)}`, {signal});
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setLoading(new Set(['ALL']));
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const {ok, status, data} = await fetchPicker(maxMinutes, moodKey, [], null, signal);
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if (signal.aborted) return;
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setLoading(false);
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finishLoading('ALL');
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if (status === 401) return;
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if (!ok || !data) {
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setError(status === 0 ? 'INFO.ERROR.NETWORK_FAILURE' : 'PLAY_NEXT.ERROR_LOAD');
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return;
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}
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const picked = data.games ?? [];
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setGames(picked);
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setSeen([...exclude, ...picked.map((g) => g.appid)].slice(-MAX_EXCLUDES));
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// No `t` here: a language change gives a new `t`, and a reload would replace the random picks.
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}, [nextSignal]);
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const categories = data.categories ?? [];
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setRows(categories);
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setSeen(Object.fromEntries(categories.map((c) => [c.source, c.games.map((g) => g.appid)])));
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}, [nextSignal, finishLoading]);
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const loadRow = useCallback(async (source, exclude, maxMinutes, moodKey) => {
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const signal = nextSignal(source);
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startLoading(source);
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const {ok, status, data} = await fetchPicker(maxMinutes, moodKey, exclude, source, signal);
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if (signal.aborted) return;
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finishLoading(source);
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if (!ok || !data) {
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if (status !== 401) toast.error(t(status === 0 ? 'INFO.ERROR.NETWORK_FAILURE' : 'PLAY_NEXT.ERROR_LOAD'));
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return;
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}
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const row = (data.categories ?? []).find((c) => c.source === source);
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if (!row && exclude.length > 0) {
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// Every game that fits was shown: start the row over.
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await loadRow(source, [], maxMinutes, moodKey);
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return;
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}
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setRows((old) => ROW_ORDER
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.map((key) => (key === source ? row : old.find((r) => r.source === key)))
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.filter(Boolean));
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setSeen((old) => ({
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...old,
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[source]: [...exclude, ...(row?.games ?? []).map((g) => g.appid)].slice(-MAX_EXCLUDES),
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}));
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}, [nextSignal, startLoading, finishLoading, t]);
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useEffect(() => {
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load(budget.maxMinutes, mood, []);
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}, [budget, mood, load]);
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loadAll(BUDGETS[3].maxMinutes, 'ANY');
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}, [loadAll]);
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const chooseBudget = (next) => {
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if (next.key === budget.key) return;
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setGames(null);
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setSeen([]);
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setRows(null);
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setSeen({});
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setBudget(next);
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loadAll(next.maxMinutes, mood);
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};
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const chooseMood = (next) => {
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if (next === mood) return;
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setGames(null);
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setSeen([]);
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setMood(next);
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if (rows === null) loadAll(budget.maxMinutes, next);
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else loadRow('RANDOM', [], budget.maxMinutes, next);
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};
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const allShown = games?.length === 0 && seen.length > 0;
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const headingFor = (source) => (source === 'RANDOM' && mood !== 'ANY'
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? t('PLAY_NEXT.CATEGORY.MOOD', {mood: t(`PLAY_NEXT.MOOD.${mood}`)})
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: t(`PLAY_NEXT.CATEGORY.${source}`));
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const moodRowMissing = rows !== null && mood !== 'ANY' && !loading.has('RANDOM')
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&& !rows.some((r) => r.source === 'RANDOM');
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return (
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<PageContainer className="p-4 md:p-8 space-y-6">
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@@ -134,60 +192,71 @@ export default function PlayNextPage() {
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{t(mood === 'SPEEDRUN' ? 'PLAY_NEXT.MOOD_HINT_SPEEDRUN' : 'PLAY_NEXT.MOOD_HINT')}
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</p>
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)}
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{moodRowMissing && (
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<p className="text-muted-foreground">
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{t(emptyKey(budget, mood))}
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</p>
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)}
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</div>
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{error && <p className="text-sm text-destructive">{t(error)}</p>}
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{games === null && !error && (
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<div className="grid gap-4 sm:grid-cols-2 lg:grid-cols-4">
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{Array.from({length: PICK_COUNT}, (_, i) => <Skeleton key={i} className="h-56 rounded-xl"/>)}
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</div>
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)}
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{games?.length > 0 && (
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<div className="grid gap-4 sm:grid-cols-2 lg:grid-cols-4">
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{games.map((game) => <PickCard key={game.appid} game={game}/>)}
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</div>
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)}
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{(games?.length > 0 || error) && (
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<Button variant="outline" onClick={() => load(budget.maxMinutes, mood, seen)} disabled={loading}>
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{loading ? <Loader2 className="animate-spin"/> : <Shuffle/>}
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{t('PLAY_NEXT.REROLL')}
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</Button>
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)}
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{allShown && (
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{error && (
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<div className="space-y-3">
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<p className="text-muted-foreground">{t('PLAY_NEXT.ALL_SHOWN')}</p>
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<Button variant="outline" onClick={() => load(budget.maxMinutes, mood, [])} disabled={loading}>
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<Shuffle/>{t('PLAY_NEXT.START_OVER')}
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<p className="text-sm text-destructive">{t(error)}</p>
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<Button variant="outline" onClick={() => loadAll(budget.maxMinutes, mood)}>
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<Shuffle/>{t('PLAY_NEXT.REROLL')}
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</Button>
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</div>
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)}
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{games?.length === 0 && seen.length === 0 && (
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{rows === null && !error && ROW_ORDER.map((source) => (
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<div key={source} className={ROW_CLASS}>
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{Array.from({length: 3}, (_, i) => <Skeleton key={i} className={`h-56 rounded-xl ${CARD_CLASS}`}/>)}
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</div>
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))}
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{rows?.map(({source, games}) => (
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<section key={source} aria-labelledby={`row-${source}`} className="min-w-0 space-y-3">
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<div className="flex items-center justify-between gap-2">
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<h2 id={`row-${source}`} className="text-xl font-semibold">{headingFor(source)}</h2>
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<Button
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size="sm"
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variant="outline"
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aria-label={t('PLAY_NEXT.REROLL_ROW', {category: headingFor(source)})}
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onClick={() => loadRow(source, seen[source] ?? [], budget.maxMinutes, mood)}
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disabled={loading.has(source)}
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>
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{loading.has(source) ? <Loader2 className="animate-spin"/> : <Shuffle/>}
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</Button>
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</div>
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<div className={ROW_CLASS}>
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{games.map((game) => (
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<div key={game.appid} className={CARD_CLASS}><PickCard game={game}/></div>
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))}
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</div>
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</section>
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))}
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{rows?.length === 0 && !moodRowMissing && (
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<p className="text-muted-foreground">
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{t(emptyKey(budget, mood))}
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{t(emptyKey(budget, 'ANY'))}
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</p>
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)}
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</PageContainer>
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);
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}
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// The row heading says why a NEXT_UP or RANDOM game was picked.
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const reasonText = (reason, t, language) => {
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if (!reason) return null;
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if (reason.source === 'SIMILAR') {
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if (reason?.source === 'SIMILAR') {
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return t('PLAY_NEXT.REASON.SIMILAR', {
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name: reason.anchorName ?? `App ${reason.anchorAppid}`,
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playtime: formatPlaytime(reason.anchorPlaytimeMinutes),
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});
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}
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if (reason.source === 'LONGEST') {
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if (reason?.source === 'LONGEST') {
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return t('PLAY_NEXT.REASON.LONGEST', {date: formatDate(reason.firstSeenAt, language, {dateStyle: 'medium'})});
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}
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if (reason.source === 'NEXT_UP') return t('PLAY_NEXT.REASON.NEXT_UP');
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return t('PLAY_NEXT.REASON.RANDOM');
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return null;
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};
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const emptyKey = (budget, mood) => {
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