Files
siftlode/frontend/src/components/Home.tsx
T
peter c5e022f056 refactor(frontend): the long tail — and eslint-suppressions.json is gone (E27 S2)
Closes the burn-down. Hook suppressions 113 -> 34, `exhaustive-deps` 45 -> 2 (the target was
<10), and every one of the 34 survivors is an inline directive NAMING the invariant it
protects. The suppressions file is deleted, because a bulk file hides the next violation
instead of answering it — and it cannot hold a warning-level rule at all.

The sprint plan's three verdicts missed the answer that turned out to be the most common one:
adjust the state DURING RENDER. React re-runs the component and discards that pass rather than
committing it, so the stale frame an effect-based reset paints does not exist. Applied to the
Plex player's up-next card, the playlist view reset, the feed's optimistic overrides, the
channel banner's retry count, the download center's tab guard, the Plex search highlight, the
comfort-pin latch, Welcome's per-view outcome and the card pager's page clamp. It is legal only
for a component's own state — PlexBrowse's language commit resets PlexProvider's filters, so
that one stays an effect and says why.

Mirrors of a prop or query became derived values or `draft ?? server`:
- `downloadRow` had ui/Avatar's defect exactly — a boolean "poster failed" that an effect reset,
  in rows recycled down a virtualized list, so one job's missing poster painted over the next
  one's for a frame. Keyed by URL now.
- Scheduler's two number editors held a mirror an effect re-synced, on a page that POLLS — the
  shape a poll can overwrite mid-edit. A draft while editing, the server's value otherwise; six
  tests where there were none, the one behavioural change (the save button stops being dirty at
  commit rather than at the echo) mutation-checked.
- SetupWizard's "no token" and WatchPage's "gone" are facts about the URL, so they are seeded and
  derived rather than pushed into state by an effect that had to commit first.

Elsewhere: PlexInfo's rating chip was a component declared during render — a new component type
every render, so React remounted the subtree and dropped the focus on its filter button. Hoisted.
Feed's undo action and PlexPlayer's session reclaim both re-entered their own useCallback, which
the checker reads as a forward reference; both go through the ref idiom this file already uses.
BootGate's dep list was load-bearing for correctness — a re-run meant `location.reload()` — so
the "already adopted THIS identity" comparison now enforces it in code, with a test that fails
without it (the existing reload tests all install their spy too late to catch it).

One correction to the batch before this: keying ChatThread's and Messages' decrypt passes on
`q.data` instead of `q.dataUpdatedAt` was wrong. react-query's structural sharing makes it safe
in production, but the component must not melt down when something hands back a fresh object per
render — and Messages.keyboard.dom.test does exactly that, so the effect span the suite. Both are
back on the fetch as the trigger with the payload behind a ref, which is honest AND loop-proof;
the replaced comment had warned about precisely this.

CLAUDE.md gains four canonical-patterns rows for the above, and its "React 18" line is now true.
2026-09-21 01:44:21 +02:00

822 lines
39 KiB
TypeScript

import { lazy, Suspense, useCallback, useEffect, useRef, useState } from "react";
import { useTranslation } from "react-i18next";
import { keepPreviousData, useQuery, useQueryClient } from "@tanstack/react-query";
import {
ChevronLeft,
ChevronRight,
ChevronsLeft,
ChevronsRight,
PinOff,
Play,
RotateCcw,
} from "lucide-react";
import { qk } from "../lib/queryKeys";
import {
api,
DISCOVER_BUDGETS,
discoverCardKey,
type DiscoverBudget,
type DiscoverCard,
type DiscoverPayload,
HERO_TIERS,
type HeroTier,
type PlexCard,
type Video,
type VideoStatus,
} from "../lib/api";
import { notifyActionError } from "../lib/actionErrors";
import { takeSurprise, useSurpriseRequest } from "../lib/homeIntent";
import { formatDuration } from "../lib/format";
import { toggleWatchState } from "../lib/plexWatch";
import { useComfortPin, pinTargetForCard, shelfMoveTarget, type ShelfMove } from "./comfortPin";
import { ComfortPinMenu } from "./ComfortPinMenu";
import { type ActionMenuItem } from "./ui/ActionMenu";
import { Button } from "./ui/Button";
import { Carousel } from "./ui/Carousel";
import { ContextMenu } from "./ui/ContextMenu";
import { useContextMenu, useItemTriggers } from "./ui/useContextMenu";
import SegmentedToggle from "./ui/SegmentedToggle";
import { LoadingState, StateMessage } from "./ui/QueryState";
import VideoCard from "./VideoCard";
import { PlexPosterCard } from "./plexCards";
import { useNavigationActions } from "./navigationContext";
import { usePlexActions } from "./plexContext";
import { navItemAttrs } from "../lib/listNav";
// The Home surface (E24) — "Mit nézzek most?".
//
// Layout C+, chosen from mockups: the time-budget chips sit ABOVE a single large hero, so the
// question comes first and the hero is its answer; the shelves follow, compact. The page's whole
// promise is that it ANSWERS rather than offers, which is why there is one hero and not a grid of
// three: a shortlist is still a comparison, and comparing is the thing the user cannot do on the
// evenings this page exists for.
//
// Everything domain-shaped is already built: the cards are the feed's `VideoCard` and Plex's
// `PlexPosterCard`, rendered from the native payload each unified card carries, and the rails are
// the platform `Carousel`. The two PLAYABLE card faces are reused rather than re-drawn; the only
// card this file defines is `ShelfTile`, because a pinned channel or playlist has no card anywhere
// in the app and `PosterTile`'s art is hardcoded to a Plex image URL.
// Lazy, exactly as the feed does it: the YouTube IFrame player loads only once something is played.
const PlayerModal = lazy(() => import("./PlayerModal"));
// From the api slice's own list, not a second copy: `readonly DiscoverBudget[]` accepts any
// SUBSET, so a band added server-side and to `DISCOVER_BUDGETS` typechecked green while this row
// silently kept offering four.
// A rail tile's slot width. `cardsSmall` is the feed's own dense card (its column bottoms out at
// 180px), so a 200px slot is the same object the feed shows — not a Home-only variant that would
// drift from it. Px on purpose, like that column (`VirtualGrid`'s `minCol` is a layout-engine px value,
// see ui/README): the card also takes it as its MEASURED width, which must be real pixels.
const YT_SLOT = 200;
// How many already-offered cards the reroll remembers. Matched to the server's own cap
// (`routes/discover.MAX_EXCLUDE`) rather than to a smaller number of our own: at 8 the window rolled
// before the resume rail (20 rows) was exhausted, so the button cycled the same nine cards forever
// (measured, 2026-09-06). It is bounded at all only because the server will not scan an unbounded
// exclusion list.
const SEEN_WINDOW = 32;
// The four shelf moves, in the order they appear in the menu.
const SHELF_MOVES: readonly [ShelfMove, string, typeof ChevronLeft][] = [
["first", "home.shelf.moveFirst", ChevronsLeft],
["left", "home.shelf.moveLeft", ChevronLeft],
["right", "home.shelf.moveRight", ChevronRight],
["last", "home.shelf.moveLast", ChevronsRight],
];
function Rail({
title,
ariaLabel,
cards,
emptyLabel,
onPlay,
onInfo,
onState,
onToggleSave,
onToggleWatched,
onMove,
moveSaving = false,
}: {
title: string;
ariaLabel: string;
cards: DiscoverCard[];
emptyLabel: string;
onPlay: (card: DiscoverCard, startAt?: number | null) => void;
onInfo: (card: DiscoverCard) => void;
onState: (id: string, status: VideoStatus) => void;
onToggleSave: (id: string, saved: boolean) => void;
onToggleWatched: (card: PlexCard) => void;
/** Only the comfort shelf is orderable. Given, this rail's menu grows the four move rows; omitted,
* its tiles offer the plain pin instead. `rendered` is the order this rail is SHOWING — the one a
* move must act on (see `moveInShelf`). */
onMove?: (card: DiscoverCard, to: ShelfMove, rendered: DiscoverCard[]) => void;
/** A reorder is being written: the move rows wait for it (one write at a time). */
moveSaving?: boolean;
}) {
const { t } = useTranslation();
// ONE right-click menu for the rail (see ui/ContextMenu). It is the shelf's whole editor: menu
// rows rather than drag & drop, because dragging inside a horizontal, scrolling Carousel fights
// the scroll, and because these rows are keyboard-reachable (Shift+F10) for free.
const menu = useContextMenu<DiscoverCard>();
const pin = useComfortPin(menu.open);
const target = menu.target;
const shelfIdx = target?.pin_id != null ? cards.findIndex((c) => c.pin_id === target.pin_id) : -1;
const items: ActionMenuItem[] = !target
? []
: [
{
id: "play",
label: target.position_seconds > 0 ? t("home.hero.continue") : t("home.hero.play"),
icon: <Play className="w-4 h-4" />,
// A pinned channel with nothing unwatched left, or an empty playlist, resolves to no
// `next` — the same condition that stands its tile down. Kept visible and disabled rather
// than dropped, so the menu does not change shape from tile to tile.
disabled: !(target.next ?? target).video && !(target.next ?? target).plex,
onSelect: () => onPlay(target),
},
...(onMove && target.pin_id != null
? [
...SHELF_MOVES.map(([to, key, Icon], i) => ({
id: `shelf-${to}`,
label: t(key),
icon: <Icon className="w-4 h-4" />,
separatorBefore: i === 0,
// The same rule the move itself runs, so a row is never enabled onto a no-op.
disabled: moveSaving || shelfMoveTarget(shelfIdx, to, cards.length) < 0,
note: moveSaving && i === 0 ? t("home.shelf.moveSaving") : undefined,
onSelect: () => onMove(target, to, cards),
})),
{
id: "shelf-unpin",
label: t("home.pin.remove"),
icon: <PinOff className="w-4 h-4" />,
separatorBefore: true,
// The only row here that removes a curated entry, and it sat in the same colour as
// the four harmless reorders. `danger` matches the shared unpin row in
// `comfortPin.item()`, which is what every OTHER surface (including the hero and the
// rail below) composes for the same command — the two must not disagree.
danger: true,
// The pin id travels on the shelf card, so this needs no lookup — and unlike every
// other surface it can never be in the "not known yet" state.
onSelect: () => pin.remove(target.pin_id as number, target.title),
},
]
: pin.item(pinTargetForCard(target), target.title)),
];
// One stable trigger per card (the menu acts on the unified card, not the `Video`/`PlexCard` the
// card component holds) — a fresh lambda per render defeated `memo(VideoCard)` on every tile.
const menuFor = useItemTriggers(cards, menu.triggerProps);
// An empty rail says why it is empty rather than vanishing: a shelf that silently disappears when
// you have not pinned anything teaches nothing about how to fill it.
if (!cards.length) {
return (
<section className="mb-6">
<h2 className="text-sm font-semibold mb-2">{title}</h2>
<StateMessage compact>{emptyLabel}</StateMessage>
</section>
);
}
return (
<section className="mb-6">
<Carousel
title={<span className="text-sm font-semibold">{title}</span>}
ariaLabel={ariaLabel}
keyboardNav
>
{cards.map((c, i) => (
<div
key={`${c.source}:${c.kind}:${c.id}`}
className={c.aspect === "poster" ? "w-37.5 shrink-0" : "shrink-0"}
style={c.aspect === "poster" ? undefined : { width: YT_SLOT }}
>
{c.video ? (
<VideoCard
video={c.video}
view="cardsSmall"
width={YT_SLOT}
navIndex={i}
onState={onState}
onToggleSave={onToggleSave}
onOpen={(v, startAt) => onPlay({ ...c, video: v }, startAt)}
menuProps={menuFor[i]}
/>
) : c.plex ? (
<PlexPosterCard
card={c.plex}
navIndex={i}
onOpen={() => onPlay(c)}
onInfo={() => onInfo(c)}
onToggleWatched={onToggleWatched}
menuProps={menuFor[i]}
/>
) : (
<ShelfTile card={c} onPlay={onPlay} menuProps={menu.triggerProps} navIndex={i} />
)}
</div>
))}
</Carousel>
<ContextMenu menu={menu} ariaLabel={ariaLabel} items={items} />
</section>
);
}
// A pinned CHANNEL or PLAYLIST has no native card of its own — neither is a playable thing, so
// neither VideoCard nor PlexPosterCard fits. It advertises what is waiting behind it instead of a
// runtime it does not have.
function ShelfTile({
card,
onPlay,
menuProps,
navIndex,
}: {
card: DiscoverCard;
onPlay: (card: DiscoverCard) => void;
menuProps?: (c: DiscoverCard) => Record<string, unknown>;
navIndex?: number;
}) {
const { t } = useTranslation();
const count = card.kind === "channel" ? card.unwatched_count : card.item_count;
const countLabel =
card.kind === "channel"
? t("home.shelf.unwatchedCount", { count: count ?? 0 })
: t("home.shelf.itemCount", { count: count ?? 0 });
return (
<button
type="button"
onClick={() => card.next && onPlay(card)}
{...menuProps?.(card)}
{...(navIndex !== undefined && navItemAttrs(navIndex))}
// `aria-disabled`, not `disabled`: a pinned channel with nothing unwatched left is not
// playable, but it IS the tile you most want to take off the shelf, and the only way to do
// that is its context menu. MEASURED in Chromium (2026-09-06), because the reason is narrower
// than it looks: a real `disabled` button DOES still receive `contextmenu` and `pointerdown`,
// so mouse and long-press would both survive it — what it loses is FOCUS, and with it
// Shift+F10, the only keyboard route to the menu. Inert to the click (the handler guards),
// alive to all three input paths.
aria-disabled={!card.next}
className="block w-full text-left rounded-xl overflow-hidden border border-border bg-surface transition-colors aria-disabled:opacity-60 [&:not([aria-disabled='true'])]:hover:border-accent"
>
<span className="block aspect-video bg-card overflow-hidden">
{card.thumb ? (
<img src={card.thumb} alt="" loading="lazy" className="w-full h-full object-cover" />
) : null}
</span>
<span className="block p-2">
<span className="block text-xs font-medium truncate">{card.title}</span>
<span className="block text-2xs text-muted">{countLabel}</span>
</span>
</button>
);
}
function Hero({
tier,
card,
onPlay,
onReroll,
rerolling,
}: {
tier: HeroTier;
card: DiscoverCard;
onPlay: (card: DiscoverCard) => void;
onReroll: () => void;
rerolling: boolean;
}) {
const { t } = useTranslation();
// The hero is the likeliest thing on the page to be comfort media — it is what the surface just
// answered with — so it answers the same right-click every card in the app does.
const pinMenu = useContextMenu<DiscoverCard>();
const started = card.position_seconds > 0;
const left = card.remaining_seconds;
// The kicker is driven by the tier the SERVER chose, never guessed from the card's shape: "where
// you left off" over something never opened is exactly the quiet lie the house rules forbid.
const kicker =
tier === "resume"
? left != null
? t("home.hero.resumeLeft", { time: formatDuration(left) })
: t("home.hero.resume")
: tier === "comfort"
? t("home.hero.comfort")
: t("home.hero.surprise");
return (
<section
{...pinMenu.triggerProps(card)}
className="mb-6 rounded-xl border border-border bg-surface p-4 grid gap-4 sm:grid-cols-[minmax(0,18rem)_1fr]"
>
<button
type="button"
onClick={() => onPlay(card)}
className={`relative block w-full overflow-hidden rounded-lg border border-border bg-card ${
card.aspect === "poster" ? "aspect-[2/3] max-w-[12rem]" : "aspect-video"
}`}
aria-label={`${started ? t("home.hero.continue") : t("home.hero.play")}: ${card.title}`}
>
{card.thumb ? <img src={card.thumb} alt="" className="w-full h-full object-cover" /> : null}
{card.duration_seconds != null && (
<span className="absolute bottom-1.5 right-1.5 rounded-sm bg-black/80 px-1.5 py-0.5 text-2xs font-medium text-white tabular-nums">
{formatDuration(card.duration_seconds)}
</span>
)}
{started && card.duration_seconds ? (
<span className="absolute inset-x-0 bottom-0 h-1 bg-black/60">
<span
className="block h-full bg-accent"
style={{
width: `${Math.min(100, (card.position_seconds / card.duration_seconds) * 100)}%`,
}}
/>
</span>
) : null}
</button>
<div className="flex min-w-0 flex-col">
<p className="text-2xs font-semibold uppercase tracking-wider text-accent">{kicker}</p>
<h2 className="mt-1 text-lg font-semibold leading-tight">{card.title}</h2>
{card.subtitle && <p className="mt-0.5 text-xs text-muted truncate">{card.subtitle}</p>}
<div className="mt-auto flex flex-wrap items-center gap-2 pt-3">
<Button icon={<Play className="h-4 w-4" />} onClick={() => onPlay(card)}>
{started ? t("home.hero.continue") : t("home.hero.play")}
</Button>
<Button
variant="outline"
icon={<RotateCcw className="h-4 w-4" />}
loading={rerolling}
onClick={onReroll}
>
{t("home.hero.reroll")}
</Button>
</div>
</div>
{/* A comfort hero acts on the pin it came from: a pinned show's next episode is not itself
pinned, and looking the episode up offered "Pin" under "From your shelf" — a second pin.
The owner's call (2026-09-19): the row unpins the show. */}
<ComfortPinMenu
menu={pinMenu}
target={(c) => pinTargetForCard(c.pinned_from ?? c)}
title={(c) => (c.pinned_from ?? c).title}
/>
</section>
);
}
const SAVED_KEY = "sfHome";
interface SavedQuestion {
budget: DiscoverBudget;
seed: number;
press: number;
seen: string[];
}
/** The question this history entry was left with, if it was left from Home. Read from
* `history.state`, which only this app writes — still checked field by field. */
function readSavedQuestion(): SavedQuestion | null {
const raw = (window.history.state as Record<string, unknown> | null)?.[SAVED_KEY] as
| Partial<SavedQuestion>
| undefined;
if (!raw || !DISCOVER_BUDGETS.includes(raw.budget as DiscoverBudget)) return null;
return {
budget: raw.budget as DiscoverBudget,
seed: Number.isInteger(raw.seed) ? (raw.seed as number) : 0,
press: Number.isInteger(raw.press) ? (raw.press as number) : 0,
seen: Array.isArray(raw.seen) ? raw.seen.filter((k) => typeof k === "string") : [],
};
}
export default function Home() {
const { t } = useTranslation();
const qc = useQueryClient();
const { setPage } = useNavigationActions();
const { setJumpTo } = usePlexActions();
// The question on screen lives on this page's history ENTRY as well: opening a card leaves Home
// (it unmounts), and Back used to come back to "Doesn't matter" and a different hero — whose card
// then left the Continue rail, so the keyboard landed on its neighbour (prod UAT 2026-09-19).
const [saved] = useState(readSavedQuestion);
const [budget, setBudget] = useState<DiscoverBudget>(saved?.budget ?? "any");
// 0 = "the hero the page loaded with". Any other value is a reroll, answered by its own query so
// pressing the button does not refetch the rails under the user's cursor.
const [seed, setSeed] = useState(saved?.seed ?? 0);
// Which press this is. It rotates the tier the server leads with, so "Mást kérek" offers a
// different KIND of answer each time (where you left off → your shelf → a surprise) rather than
// the next row of the same rail. Reset with the budget: a new question starts the rotation over.
const [press, setPress] = useState(saved?.press ?? 0);
// The cards the reroll has already offered this session, newest last. A ROLLING window rather than
// the whole history: an unbounded list would eventually exclude everything and leave the button
// with nothing to give, whereas a bounded one cannot. Its size is `SEEN_WINDOW` — see there for
// why it is 32 and not the 8 this comment used to quote. Kept here (not in the URL or a pref)
// because it is a property of this sitting.
const [seen, setSeen] = useState<string[]>(saved?.seen ?? []);
useEffect(() => {
const question: SavedQuestion = { budget, seed, press, seen };
window.history.replaceState({ ...window.history.state, [SAVED_KEY]: question }, "");
}, [budget, seed, press, seen]);
const [player, setPlayer] = useState<{ video: Video; startAt: number | null } | null>(null);
const q = useQuery({
queryKey: qk.discover(budget),
queryFn: () => api.discover(budget, 0),
// Keep the previous budget's answer on screen while the new one loads. Without this the page
// falls back to `isPending` and replaces itself — chips included — with a spinner, so the
// control you just clicked vanishes under your cursor. (Same reason the feed does it.)
placeholderData: keepPreviousData,
});
const pickQ = useQuery({
queryKey: qk.discoverPick(budget, seed, seen, press),
queryFn: () => api.discoverPick(budget, seed, seen, press),
enabled: seed !== 0,
staleTime: 0,
// Hold the previous hero while the next one is in flight. Without this the reroll's new query key
// has no data for a beat, `hero` falls to null, and the page renders "nothing to suggest yet" —
// an EMPTY state standing in for a loading one, which is the exact dishonesty the house rules
// forbid. Measured in the browser (2026-09-06); the button's own spinner is the loading signal.
//
// But only WITHIN a budget. Plain `keepPreviousData` chains through the disabled seed-0 query a
// chip click leaves behind, so the first reroll under a new budget held up the card the PREVIOUS
// question was answered with — under a chip promising something else (round 2). Returning
// undefined instead falls the hero back to this budget's own loaded answer, which is already in
// hand; the spinner still covers the wait.
placeholderData: (prev) => (prev?.budget === budget ? prev : undefined),
});
// Is a PRESS outstanding? NOT `pickQ.isFetching`. The pick key deliberately sits under the
// `["discover"]` prefix so a mutation's invalidation reaches the rerolled hero — which also means
// every mark-watched, bookmark, pin/unpin and shelf move on this page refetches it in the
// background, and `ui/Button` turns `loading` into `disabled`. So the reroll spun and swallowed
// clicks after actions the user never associated with it (round 2). A press is outstanding exactly
// while THIS key has never settled — which is what `isFetched` means (react-query counts both a
// success and an error as settled), and every press mints a fresh seed, so a fresh key.
//
// Round 3 corrected this: `isPlaceholderData || data === undefined` looked equivalent and was not.
// A pick that FAILED leaves its key data-less forever (`retry: false`), so the second disjunct
// stayed true and the next unrelated mutation re-disabled the button — the same defect, surviving
// in the error branch. Guarding on `!isError` does NOT help either: query-core resets a data-less
// query to status "pending" for the duration of a refetch, so the error is invisible exactly when
// it matters. `isFetched` is the only flag that remembers.
const rerolling = pickQ.isFetching && !pickQ.isFetched;
// The last pick that actually RESOLVED, tagged with the budget it answered. Every press is a new
// query key, so a failed one has no data of its own and `keepPreviousData` (pending-only) cannot
// cover it — without this the hero silently rewound to the card the page loaded with, several
// presses back, while `core.req`'s own dialog was explaining the failure. A reroll that fails
// leaves the answer on screen alone.
//
// The TAG is load-bearing, not bookkeeping: the chip row resets `seed`/`seen`/`press` but cannot
// reset an answer that already resolved, so an untagged slot outlived the question it answered —
// switch to "10 perc", press reroll, let that request fail (`retry: false`, so it is terminal),
// and the two-hour film picked under "Bármennyi" was still the hero, under a chip promising ten
// minutes (round 2). Taken from the SERVER's `budget` echo rather than this render's state, so the
// tag cannot be minted from a budget the pick never answered.
const [lastPick, setLastPick] = useState<{
budget: DiscoverBudget;
hero: DiscoverPayload["hero"];
} | null>(null);
useEffect(() => {
// eslint-disable-next-line react-hooks/set-state-in-effect -- deliberately OUTLIVES the query: a failed reroll is terminal (retry:false) and must leave the previous answer on screen with the budget tag the SERVER echoed for it. Derived from pickQ it would vanish with the query.
if (pickQ.data !== undefined) setLastPick({ budget: pickQ.data.budget, hero: pickQ.data.hero });
}, [pickQ.data]);
const data = q.data;
// Which hero is on screen. The middle branch is the load-bearing one: `keepPreviousData` holds the
// PREVIOUS reroll, but the FIRST reroll has no previous pick to hold, so without falling back to
// the loaded payload the page renders "nothing to suggest" over a perfectly good library for a
// beat. `pickQ.data !== undefined` (not `?? null`) is what keeps a genuinely empty answer honest:
// once the pick has RESOLVED, a null hero really means nothing is left and the empty state is the
// truth.
const hero =
seed === 0
? (data?.hero ?? null)
: pickQ.data !== undefined
? pickQ.data.hero
: // A ternary, not `??`: the tagged slot is AUTHORITATIVE for its own budget, and "the last
// pick for this budget resolved to no hero" is a real answer, not a missing one. Under
// `??` the two collapsed, so a failed press after an empty pick resurrected the card the
// page loaded with — which it had already excluded as seen and just said it had nothing
// beyond (round 3). A mismatched or absent tag still falls through to the loaded hero,
// which is what the FIRST press of a budget needs.
lastPick?.budget === budget
? lastPick.hero
: (data?.hero ?? null);
// The hero is the top of the resume rail by construction, so leaving it in the rail below prints
// the same card twice, a hand's width apart. Matched on source+id rather than on the tier alone:
// a rerolled hero can be a surprise pick that happens to be nothing to do with this rail.
//
// Against BOTH of a row's keys, the way `hero.pick`'s own exclusion does. For a Plex series the
// rail row is the SHOW while the hero is the episode that show RESOLVES to, so a single-key match
// never fires and the most common Plex resume case printed the series twice.
const heroKey = hero ? discoverCardKey(hero.card) : null;
const resumeRail = (data?.continue_watching ?? []).filter(
(c) => discoverCardKey(c) !== heroKey && discoverCardKey(c.next ?? c) !== heroKey,
);
// Empty because the hero ATE the rail, not because nothing is half-finished. An empty rail earns
// its empty state by teaching you how to fill it; here there is nothing to teach, and "Nothing
// half-finished right now" under a hero captioned "Where you left off" is the page contradicting
// itself on one screen.
const resumeConsumed = !resumeRail.length && (data?.continue_watching ?? []).length > 0;
const onState = useCallback(
(id: string, status: VideoStatus) => {
// A full refetch, unlike the feed's stale-mark: these rails are two dozen rows, and marking
// something watched genuinely changes what the page should answer (it can retire the hero).
// The feed avoids this because it would refetch ten infinite-query pages per click.
void api
.setState(id, status)
.then(() => qc.invalidateQueries({ queryKey: qk.discover() }))
// Without this the rejection escapes unhandled and the click just does nothing — the
// feed's equivalents both catch, and the reorder on this same page already does.
// A WRITE key, not `home.error`: that string is the page's LOAD failure ("could not load
// your suggestions"), and it is what a detail-less rejection actually shows — an offline
// click raises a bare fetch TypeError, so there is no server reason to prefer over it. It
// would describe a state the user can see is untrue, over a fully populated page whose
// invalidations never even ran (they sit inside `.then`).
.catch((e: unknown) => notifyActionError(e, t("home.actionFailed")));
},
[qc, t],
);
const onToggleSave = useCallback(
(id: string, saved: boolean) => {
void (saved ? api.watchLaterAdd(id) : api.watchLaterRemove(id))
.then(() => {
qc.invalidateQueries({ queryKey: qk.playlists() });
qc.invalidateQueries({ queryKey: qk.playlist() });
// And the payload the star is READ from. `VideoCard` derives the filled/empty bookmark
// straight from `video.saved` and keeps no optimistic state of its own (the feed instead
// holds a `savedOverrides` map), so without this the icon never changed and a second click
// re-sent the same call — the control looked dead.
qc.invalidateQueries({ queryKey: qk.discover() });
})
// The write key, for the same reason as `onState` above.
.catch((e: unknown) => notifyActionError(e, t("home.actionFailed")));
},
[qc, t],
);
// One click plays. A shelf tile resolves through its `next` (a show → the episode that would
// start, a channel → its newest unwatched video); everything else plays itself. Plex hands off to
// its own module, which owns the hls.js player and its whole provider tree — the alternative would
// be a second player mounted on the landing page.
const onPlay = useCallback(
(card: DiscoverCard, startAt?: number | null) => {
const target = card.next ?? card;
if (target.video) {
setPlayer({ video: target.video, startAt: startAt ?? null });
return;
}
if (target.plex) {
// `replace`: the Plex module's sub-view rewrites the page entry `setPage` is about to push,
// so browser-Back from the player returns HERE — not to the Plex Discover root, which this
// navigation passed through and the user never saw.
setJumpTo({
id: target.plex.id,
type: target.plex.type === "show" ? "show" : "play",
replace: true,
});
setPage("plex");
}
},
[setJumpTo, setPage],
);
// The ⓘ affordance on a Plex tile: the item's own page in the Plex module, exactly where the same
// click goes from the Plex grid. A show tile's card click lands there too — a show is not playable.
const onInfo = useCallback(
(card: DiscoverCard) => {
if (!card.plex) return;
setJumpTo({
id: card.plex.id,
type: card.plex.type === "show" ? "show" : "movie",
replace: true,
});
setPage("plex");
},
[setJumpTo, setPage],
);
// Watched-toggle on a Plex tile. No optimistic cache patch here (unlike the Plex Discover
// surface): marking something watched can retire the hero as well as the tile, so this page
// re-asks the server rather than trying to predict a cross-rail consequence.
const onToggleWatched = useCallback(
(card: PlexCard) =>
void toggleWatchState(card, t, {
optimistic: () => {},
resync: () => qc.invalidateQueries({ queryKey: qk.discover() }),
}),
[qc, t],
);
// Shelf reorder, from the comfort rail's menu. Optimistic on THIS budget's cached payload so the
// tile moves under the pointer, then written.
//
// It acts on the order the rail RENDERED, not on a fresh read of this budget's cache: during a
// budget switch the rail still shows the previous budget's payload (`keepPreviousData`) while the
// new key holds nothing yet, so `from` came back -1 and the move silently did nothing — the
// "looks available, then no-ops" row `shelfMoveTarget` exists to rule out.
//
// ONE write at a time (`shelfSaving`; the move rows wait with a note). That is what makes a
// failure's rollback right: with no overlapping move, "the order the rail showed before this move"
// is the order the server still holds, so a refused move puts it back instead of leaving the
// rejected order on screen whenever the follow-up read failed too. (Two overlapping moves, each
// reverting to its own snapshot, settled on an order neither side ever held — why the rollback
// used to be a re-read only.)
const [shelfSaving, setShelfSaving] = useState(false);
const shelfSavingRef = useRef(false);
const moveInShelf = useCallback(
(card: DiscoverCard, to: ShelfMove, rendered: DiscoverCard[]) => {
if (shelfSavingRef.current) return;
const key = qk.discover(budget);
const cards = rendered;
const from = cards.findIndex((c) => c.pin_id === card.pin_id);
const target = shelfMoveTarget(from, to, cards.length);
if (target < 0) return;
const next = [...cards];
const [moved] = next.splice(from, 1);
if (!moved) return; // unreachable: `from` is in range whenever `target` is
next.splice(target, 0, moved);
qc.setQueryData<DiscoverPayload>(key, (old) => (old ? { ...old, comfort: next } : old));
// `pin_id` is present on every shelf card by construction; the filter is what proves it to the
// type, and a short list would be rejected by the server rather than silently reordering half
// the shelf.
const ids = next.map((c) => c.pin_id).filter((id): id is number => id != null);
shelfSavingRef.current = true;
setShelfSaving(true);
void api
.reorderComfortPins(ids)
.catch((e: unknown) => {
qc.setQueryData<DiscoverPayload>(key, (old) => (old ? { ...old, comfort: cards } : old));
notifyActionError(e, t("home.shelf.moveFailed"));
})
.finally(() => {
shelfSavingRef.current = false;
setShelfSaving(false);
// The shelf is also the pin menus' source of truth everywhere else in the app.
void qc.invalidateQueries({ queryKey: qk.comfortPins() });
// And the PREFIX, not this budget's key: the shelf is budget-independent server-side but
// cached per budget, so without it the next chip click renders the pre-move order and a
// move from there writes it back. (The rollback above restores only `comfort`, so a rail
// refresh that landed meanwhile is kept.)
void qc.invalidateQueries({ queryKey: qk.discover() });
});
},
[budget, qc, t],
);
const reroll = useCallback(
(lead?: HeroTier) => {
// Remember what is on screen so the next pick cannot be the same card, then take a fresh seed —
// never 0 (which means "the hero the page loaded with") and never the current one (a cache hit
// would look like a dead button).
if (heroKey)
setSeen((prev) => [...prev.filter((k) => k !== heroKey), heroKey].slice(-SEEN_WINDOW));
// `lead` asks for a tier: the next press whose rotation leads with it. The rotation carries on
// from there, so the button's following press is the tier after it, as it would have been.
setPress((n) => {
let next = n + 1;
// Guarded on membership: a click handler passed straight in would hand over its event
// as `lead`, and this loop would never end.
if (lead && HERO_TIERS.includes(lead))
while (HERO_TIERS[next % HERO_TIERS.length] !== lead) next += 1;
return next;
});
setSeed((prev) => {
let next = prev;
while (next === prev || next === 0) next = Math.floor(Math.random() * 1_000_000) + 1;
return next;
});
},
[heroKey],
);
// "Meglepetés" from the command palette: the request is made on another page, so it waits as a
// token until this module's chunk has actually mounted (see lib/homeIntent). The subscribed value
// is what WAKES this effect; `takeSurprise()` is what decides — it clears the token and answers
// false to every later pass, including StrictMode's second mount invocation and the re-runs
// `reroll`'s changing identity causes — and to a token minted for another history entry.
const surpriseRequest = useSurpriseRequest();
useEffect(() => {
// eslint-disable-next-line react-hooks/set-state-in-effect -- consuming a cross-page token (lib/homeIntent) that was minted before this module's chunk existed. takeSurprise() clears it and answers false to every later pass, including StrictMode's second mount.
if (surpriseRequest !== null && takeSurprise()) reroll("surprise");
}, [surpriseRequest, reroll]);
if (q.isPending) return <LoadingState />;
// `&& !data`, the codebase-wide convention (and the one `ui/QueryState` documents): react-query
// flips `status` to error on a FAILED REFETCH while keeping the cached payload, and every mutation
// on this page invalidates `qk.discover()` — so without the guard, marking one card watched over a
// blip replaced a fully populated landing page with an error line.
if (q.isError && !data)
return (
<StateMessage tone="error" onRetry={() => void q.refetch()}>
{t("home.error")}
</StateMessage>
);
return (
<div className="p-4">
{/* The caption sits NEXT TO the chips, not opposite them: SegmentedToggle's own `label` prop
renders a justify-between row, which is right for a narrow filter rail and wrong here — on
an 80rem page it throws the answers to the far edge, away from the question they answer. */}
<div className="mb-4 flex flex-wrap items-center gap-x-3 gap-y-2">
<span className="text-sm text-muted">{t("home.budget.ask")}</span>
<SegmentedToggle
size="md"
ariaLabel={t("home.budget.ask")}
value={budget}
onChange={(v) => {
setBudget(v);
setSeed(0); // the payload for the new budget carries its own hero
setSeen([]); // a new question deserves the whole library again
setPress(0); // …and the tier rotation starts from the page's own priority order
}}
options={DISCOVER_BUDGETS.map((b) => ({ value: b, label: t(`home.budget.${b}`) }))}
/>
</div>
{hero ? (
<Hero
tier={hero.tier}
card={hero.card}
onPlay={onPlay}
onReroll={() => reroll()}
rerolling={rerolling}
/>
) : (
// Honest: nothing in the library fits what was asked. Offering something that does not fit
// would make the one control on this page meaningless.
<section className="mb-6 rounded-xl border border-border bg-surface p-4">
{/* Not `StateMessage`'s `onRetry` slot: that button is labelled "Retry", which promises
a re-run of something that failed. Nothing failed — the library simply has no answer
this short, and the honest offer is to ask a different question. */}
<StateMessage compact>
{budget === "any" ? t("home.hero.emptyAny") : t("home.hero.emptyBudget")}
</StateMessage>
{budget !== "any" && (
<div className="flex justify-center pb-4">
{/* The same action as the Hero's own reroll, so it carries the same in-flight signal.
Without it the press was unacknowledged — `hero` stays null for the whole round
trip in this branch, so nothing on the page moved — and a second click spent
another pick AND skipped a tier in the server's `start=` rotation. The icon comes
along because `loading` swaps it for the spinner: with no icon the button would
grow by a spinner's width mid-press. */}
<Button
variant="outline"
size="xs"
type="button"
icon={<RotateCcw className="h-4 w-4" />}
loading={rerolling}
onClick={() => reroll()}
>
{t("home.hero.reroll")}
</Button>
</div>
)}
</section>
)}
<Rail
title={t("home.comfort.title")}
ariaLabel={t("home.comfort.title")}
cards={data?.comfort ?? []}
emptyLabel={t("home.comfort.empty")}
onPlay={onPlay}
onInfo={onInfo}
onState={onState}
onToggleSave={onToggleSave}
onToggleWatched={onToggleWatched}
onMove={moveInShelf}
moveSaving={shelfSaving}
/>
{!resumeConsumed && (
<Rail
title={t("home.continue.title")}
ariaLabel={t("home.continue.title")}
cards={resumeRail}
emptyLabel={t("home.continue.empty")}
onPlay={onPlay}
onInfo={onInfo}
onState={onState}
onToggleSave={onToggleSave}
onToggleWatched={onToggleWatched}
/>
)}
{player && (
<Suspense fallback={null}>
<PlayerModal
video={player.video}
startAt={player.startAt}
onClose={() => {
setPlayer(null);
// The player saves progress on close, so the rails and the hero are stale by
// definition once it shuts.
void qc.invalidateQueries({ queryKey: qk.discover() });
}}
onState={onState}
/>
</Suspense>
)}
</div>
);
}