Files
ToBePlayed-Frontend/src/pages/PlayNextPage.jsx
T
lobo df3d6d2537 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.
2026-10-06 19:41:24 +02:00

332 lines
14 KiB
React

import {useCallback, useEffect, useRef, useState} from 'react';
import {Link} from 'react-router-dom';
import {useTranslation} from 'react-i18next';
import {toast} from 'sonner';
import {Check, Loader2, Play, Shuffle, Timer} from 'lucide-react';
import {Badge} from '@/components/ui/badge';
import {Button} from '@/components/ui/button';
import {Card} from '@/components/ui/card';
import {Skeleton} from '@/components/ui/skeleton';
import GameCover from '../components/GameCover.jsx';
import FitText from '../components/FitText.jsx';
import PageContainer from '../components/PageContainer.jsx';
import {saveGameStatus} from '../utils/backlog.js';
import {formatDate} from '../utils/format.js';
import {formatPlaytime} from '../utils/games.js';
import {request} from '../utils/api.js';
// maxMinutes is IGDB's normal time to beat; a limit leaves out games without IGDB data.
const BUDGETS = [
{key: 'SHORT', maxMinutes: 300},
{key: 'MEDIUM', maxMinutes: 900},
{key: 'LONG', maxMinutes: 2400},
{key: 'ANY', maxMinutes: null},
];
// Core derives the moods from IGDB's genres, themes and game modes, and SPEEDRUN from speedrun.com; a mood leaves out
// games without that data.
const MOODS = ['ANY', 'STORY', 'COOP', 'CHILL', 'ACTION', 'SCARY', 'SPEEDRUN'];
// The rows in the order Core sends them; RANDOM is the mood row.
const ROW_ORDER = ['NEXT_UP', 'SIMILAR', 'LONGEST', 'RANDOM'];
// The backend reads only this many excludes. With a bigger backlog the oldest seen games can come back.
const MAX_EXCLUDES = 100;
const ROW_CLASS = 'flex gap-4 overflow-x-auto snap-x snap-mandatory pb-2 sm:grid sm:grid-cols-3 sm:overflow-visible';
const CARD_CLASS = 'w-64 shrink-0 snap-start sm:w-auto';
// The mood only filters the RANDOM row.
const pickerQuery = (maxMinutes, mood, exclude, category) => {
const params = new URLSearchParams();
if (category) params.set('category', category);
if (maxMinutes) params.set('maxMinutes', String(maxMinutes));
if (mood !== 'ANY' && (!category || category === 'RANDOM')) params.set('mood', mood);
exclude.forEach((appid) => params.append('exclude', String(appid)));
return params.toString();
};
const fetchPicker = (maxMinutes, mood, exclude, category, signal) => request(
`${import.meta.env.VITE_CORE_API_URL}/api/library/picker?${pickerQuery(maxMinutes, mood, exclude, category)}`,
{signal});
export default function PlayNextPage() {
const {t} = useTranslation();
const [budget, setBudget] = useState(BUDGETS[3]);
const [mood, setMood] = useState('ANY');
const [rows, setRows] = useState(null);
const [seen, setSeen] = useState({});
const [error, setError] = useState(null);
// Keys ('ALL' or a row) with a request in flight.
const [loading, setLoading] = useState(() => new Set());
// One controller per request key ('ALL' or a row). A slow answer for an older budget, mood or reroll must not
// replace the newer one.
const controllers = useRef(new Map());
useEffect(() => {
const current = controllers.current;
return () => current.forEach((controller) => controller.abort());
}, []);
const startLoading = useCallback((key) => setLoading((old) => new Set(old).add(key)), []);
const finishLoading = useCallback((key) => setLoading((old) => {
const next = new Set(old);
next.delete(key);
return next;
}), []);
const nextSignal = useCallback((key) => {
controllers.current.get(key)?.abort();
const controller = new AbortController();
controllers.current.set(key, controller);
return controller.signal;
}, []);
const loadAll = useCallback(async (maxMinutes, moodKey) => {
controllers.current.forEach((controller) => controller.abort());
const signal = nextSignal('ALL');
setError(null);
setLoading(new Set(['ALL']));
const {ok, status, data} = await fetchPicker(maxMinutes, moodKey, [], null, signal);
if (signal.aborted) return;
finishLoading('ALL');
if (status === 401) return;
if (!ok || !data) {
setError(status === 0 ? 'INFO.ERROR.NETWORK_FAILURE' : 'PLAY_NEXT.ERROR_LOAD');
return;
}
const categories = data.categories ?? [];
setRows(categories);
setSeen(Object.fromEntries(categories.map((c) => [c.source, c.games.map((g) => g.appid)])));
}, [nextSignal, finishLoading]);
const loadRow = useCallback(async (source, exclude, maxMinutes, moodKey) => {
const signal = nextSignal(source);
startLoading(source);
const {ok, status, data} = await fetchPicker(maxMinutes, moodKey, exclude, source, signal);
if (signal.aborted) return;
finishLoading(source);
if (!ok || !data) {
if (status !== 401) toast.error(t(status === 0 ? 'INFO.ERROR.NETWORK_FAILURE' : 'PLAY_NEXT.ERROR_LOAD'));
return;
}
const row = (data.categories ?? []).find((c) => c.source === source);
if (!row && exclude.length > 0) {
// Every game that fits was shown: start the row over.
await loadRow(source, [], maxMinutes, moodKey);
return;
}
setRows((old) => ROW_ORDER
.map((key) => (key === source ? row : old.find((r) => r.source === key)))
.filter(Boolean));
setSeen((old) => ({
...old,
[source]: [...exclude, ...(row?.games ?? []).map((g) => g.appid)].slice(-MAX_EXCLUDES),
}));
}, [nextSignal, startLoading, finishLoading, t]);
useEffect(() => {
loadAll(BUDGETS[3].maxMinutes, 'ANY');
}, [loadAll]);
const chooseBudget = (next) => {
if (next.key === budget.key) return;
setRows(null);
setSeen({});
setBudget(next);
loadAll(next.maxMinutes, mood);
};
const chooseMood = (next) => {
if (next === mood) return;
setMood(next);
if (rows === null) loadAll(budget.maxMinutes, next);
else loadRow('RANDOM', [], budget.maxMinutes, next);
};
const headingFor = (source) => (source === 'RANDOM' && mood !== 'ANY'
? t('PLAY_NEXT.CATEGORY.MOOD', {mood: t(`PLAY_NEXT.MOOD.${mood}`)})
: t(`PLAY_NEXT.CATEGORY.${source}`));
const moodRowMissing = rows !== null && mood !== 'ANY' && !loading.has('RANDOM')
&& !rows.some((r) => r.source === 'RANDOM');
return (
<PageContainer className="p-4 md:p-8 space-y-6">
<div className="space-y-2">
<h1 className="text-3xl font-bold tracking-tight">{t('PLAY_NEXT.TITLE')}</h1>
<p className="text-muted-foreground">{t('PLAY_NEXT.SUBTITLE')}</p>
</div>
<div className="space-y-2">
<div className="flex flex-wrap gap-2" role="group" aria-label={t('PLAY_NEXT.BUDGET_LABEL')}>
{BUDGETS.map((b) => (
<Button
key={b.key}
size="sm"
variant={budget.key === b.key ? 'default' : 'outline'}
aria-pressed={budget.key === b.key}
onClick={() => chooseBudget(b)}
>
{t(`PLAY_NEXT.BUDGET.${b.key}`)}
</Button>
))}
</div>
{budget.maxMinutes && (
<p className="text-xs text-muted-foreground">{t('PLAY_NEXT.BUDGET_HINT')}</p>
)}
</div>
<div className="space-y-2">
<div className="flex flex-wrap gap-2" role="group" aria-label={t('PLAY_NEXT.MOOD_LABEL')}>
{MOODS.map((key) => (
<Button
key={key}
size="sm"
variant={mood === key ? 'default' : 'outline'}
aria-pressed={mood === key}
onClick={() => chooseMood(key)}
>
{t(`PLAY_NEXT.MOOD.${key}`)}
</Button>
))}
</div>
{mood !== 'ANY' && (
<p className="text-xs text-muted-foreground">
{t(mood === 'SPEEDRUN' ? 'PLAY_NEXT.MOOD_HINT_SPEEDRUN' : 'PLAY_NEXT.MOOD_HINT')}
</p>
)}
{moodRowMissing && (
<p className="text-muted-foreground">
{t(emptyKey(budget, mood))}
</p>
)}
</div>
{error && (
<div className="space-y-3">
<p className="text-sm text-destructive">{t(error)}</p>
<Button variant="outline" onClick={() => loadAll(budget.maxMinutes, mood)}>
<Shuffle/>{t('PLAY_NEXT.REROLL')}
</Button>
</div>
)}
{rows === null && !error && ROW_ORDER.map((source) => (
<div key={source} className={ROW_CLASS}>
{Array.from({length: 3}, (_, i) => <Skeleton key={i} className={`h-56 rounded-xl ${CARD_CLASS}`}/>)}
</div>
))}
{rows?.map(({source, games}) => (
<section key={source} aria-labelledby={`row-${source}`} className="min-w-0 space-y-3">
<div className="flex items-center justify-between gap-2">
<h2 id={`row-${source}`} className="text-xl font-semibold">{headingFor(source)}</h2>
<Button
size="sm"
variant="outline"
aria-label={t('PLAY_NEXT.REROLL_ROW', {category: headingFor(source)})}
onClick={() => loadRow(source, seen[source] ?? [], budget.maxMinutes, mood)}
disabled={loading.has(source)}
>
{loading.has(source) ? <Loader2 className="animate-spin"/> : <Shuffle/>}
</Button>
</div>
<div className={ROW_CLASS}>
{games.map((game) => (
<div key={game.appid} className={CARD_CLASS}><PickCard game={game}/></div>
))}
</div>
</section>
))}
{rows?.length === 0 && !moodRowMissing && (
<p className="text-muted-foreground">
{t(emptyKey(budget, 'ANY'))}
</p>
)}
</PageContainer>
);
}
// The row heading says why a NEXT_UP or RANDOM game was picked.
const reasonText = (reason, t, language) => {
if (reason?.source === 'SIMILAR') {
return t('PLAY_NEXT.REASON.SIMILAR', {
name: reason.anchorName ?? `App ${reason.anchorAppid}`,
playtime: formatPlaytime(reason.anchorPlaytimeMinutes),
});
}
if (reason?.source === 'LONGEST') {
return t('PLAY_NEXT.REASON.LONGEST', {date: formatDate(reason.firstSeenAt, language, {dateStyle: 'medium'})});
}
return null;
};
const emptyKey = (budget, mood) => {
// With a length limit, waiting for the background check may never help.
if (mood === 'SPEEDRUN' && !budget.maxMinutes) return 'PLAY_NEXT.EMPTY_SPEEDRUN';
if (mood !== 'ANY') return 'PLAY_NEXT.EMPTY_MOOD';
return budget.maxMinutes ? 'PLAY_NEXT.EMPTY_BUDGET' : 'PLAY_NEXT.EMPTY';
};
function PickCard({game}) {
const {t, i18n} = useTranslation();
const [busy, setBusy] = useState(false);
const [started, setStarted] = useState(false);
const reason = reasonText(game.reason, t, i18n.language);
const startPlaying = async () => {
setBusy(true);
try {
const response = await saveGameStatus(game.appid, 'PLAYING');
if (response.status === 401) return;
if (!response.ok) {
toast.error(t('BACKLOG.SAVE_FAILED'));
return;
}
setStarted(true);
toast.success(t('BACKLOG.SAVED'));
} catch (err) {
console.error('Start playing error:', err);
toast.error(t('INFO.ERROR.NETWORK_FAILURE'));
} finally {
setBusy(false);
}
};
return (
<Card className="gap-3 overflow-hidden p-0">
<Link to={`/library/${game.appid}`} className="block">
<GameCover appid={game.appid} imageUrl={game.imageUrl} className="w-full"/>
</Link>
<div className="flex flex-1 flex-col gap-3 px-4 pb-4">
<Link to={`/library/${game.appid}`} className="@container block min-w-0 font-semibold hover:text-primary transition-colors">
<FitText text={game.name ?? `App ${game.appid}`}/>
</Link>
{reason && <p className="text-sm text-muted-foreground">{reason}</p>}
<div className="flex flex-wrap items-center gap-2 text-sm text-muted-foreground">
{game.timeToBeatMinutes > 0 && (
<span className="flex items-center gap-1">
<Timer className="size-4"/>{formatPlaytime(game.timeToBeatMinutes)}
</span>
)}
{game.priority && (
<Badge variant="secondary">
{t('BACKLOG.PRIORITY_LABEL')}: {t(`BACKLOG.PRIORITY.${game.priority}`)}
</Badge>
)}
</div>
<div className="mt-auto">
{started ? (
<p className="flex items-center gap-1.5 text-sm font-medium text-primary">
<Check className="size-4"/>{t('PLAY_NEXT.STARTED')}
</p>
) : (
<Button size="sm" className="w-full" onClick={startPlaying} disabled={busy}>
{busy ? <Loader2 className="animate-spin"/> : <Play/>}
{t('PLAY_NEXT.START_PLAYING')}
</Button>
)}
</div>
</div>
</Card>
);
}