Files
lanspread/crates/lanspread-tauri-deno-ts/src/components/calltoplay/CallToPlayOverlay.tsx
T
ddidderr 29eacabcc0 fix(call-to-play): key actors by stable peer identity
Participant maps and creator authorization previously used display names, so
two peers left at the default Commander name collapsed into one participant
and could exercise each other's creator controls through the normal client.

Carry a stable actor_id separately from actor_name. The peer overwrites actor_id
on every local publish, and live event envelopes are accepted only when the
known peer, source, and event actor match. The frontend keys participants and
authorization by actor_id while retaining actor_name for display. This follows
the trusted-LAN model and is not cryptographic authentication against a hostile
peer.

Test Plan:
- `just fmt` -- passed
- `just clippy` -- passed
- `just test` -- passed
- `just frontend-test` -- passed, 21 tests
- `just build` -- passed
- `just peer-cli-tests S48` -- passed
- `git diff --cached --check` -- passed
2026-07-21 22:40:59 +02:00

104 lines
3.9 KiB
TypeScript
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import { useState } from 'react';
import { Icon } from '../Icon';
import { Modal } from '../Modal';
import { CreateNominationForm } from './CreateNominationForm';
import { NominationCard } from './NominationCard';
import { CallToPlayActions } from '../../hooks/useCallToPlay';
import { Game, Nomination } from '../../lib/types';
interface Props {
nominations: ReadonlyArray<Nomination>;
games: ReadonlyArray<Game>;
actorId: string | null;
actions: CallToPlayActions;
focusId: string | null;
transportReady: boolean;
error: string | null;
getThumbnail: (gameId: string) => string | null | undefined;
totalPeerCount: number;
onLaunch: (game: Game) => void;
onClose: () => void;
}
export const CallToPlayOverlay = ({
nominations,
games,
actorId,
actions,
focusId,
transportReady,
error,
getThumbnail,
totalPeerCount,
onLaunch,
onClose,
}: Props) => {
const [showCreate, setShowCreate] = useState(false);
const gameById = new Map(games.map(game => [game.id, game]));
const sorted = [...nominations].sort((left, right) =>
Number(left.state === 'started') - Number(right.state === 'started')
|| left.deadline - right.deadline
);
return (
<Modal onClose={onClose} className="ctp-modal">
<button className="modal-close" onClick={onClose} aria-label="Close">
<Icon.close />
</button>
<div className="ctp-head">
<h2>Call to Play</h2>
<p className="ctp-head-sub">
Rally the LAN around a game and a time right now, or scheduled for later with
an Im in RSVP. The caller decides when it actually starts.
</p>
{!showCreate && (
<button
className="act-btn act-play ctp-head-new"
disabled={!transportReady}
onClick={() => setShowCreate(true)}
><Icon.flag /><span>Call a new match</span></button>
)}
{!transportReady && !error && (
<div className="ctp-transport-note">Connecting Call to Play to the LAN</div>
)}
{error && <div className="ctp-transport-note is-error">{error}</div>}
</div>
<div className="ctp-body">
{showCreate && (
<CreateNominationForm
games={games}
onCancel={() => setShowCreate(false)}
onCreate={(gameId, maxPlayers, duration, scheduledFor) => {
actions.createNomination(gameId, maxPlayers, duration, scheduledFor);
setShowCreate(false);
}}
/>
)}
{sorted.length === 0 && !showCreate && (
<div className="ctp-empty">
No active calls right now be the one to start something.
</div>
)}
{sorted.map(nomination => {
const game = gameById.get(nomination.gameId);
if (!game) return null;
return (
<NominationCard
key={nomination.id}
nomination={nomination}
game={game}
actorId={actorId}
actions={actions}
focused={nomination.id === focusId}
thumbnailUrl={getThumbnail(game.id)}
totalPeerCount={totalPeerCount}
onLaunch={onLaunch}
/>
);
})}
</div>
</Modal>
);
};