Support resumable game folder uploads and remove DLC declarations

This commit is contained in:
2026-10-04 09:51:45 -04:00
parent 95cf7dd36f
commit 840f02b53e
22 changed files with 1121 additions and 102 deletions
+224 -67
View File
@@ -1,9 +1,11 @@
<script lang="ts">
import { onMount } from 'svelte';
import { onMount, tick } from 'svelte';
import { page } from '$app/stores';
import { beforeNavigate } from '$app/navigation';
import type { GameLibrary, GameLibraryVersion } from '$lib/game-files.js';
import { formatGameBytes } from '$lib/game-files.js';
import type { Host } from '$lib/hosts.js';
import { selectGameFolder, type SelectedGameFolder } from '$ui/game-folder.js';
import { pollVisible } from '$ui/poll.js';
import SectionHeader from '$ui/components/primitives/SectionHeader.svelte';
import Button from '$ui/components/primitives/Button.svelte';
@@ -11,110 +13,265 @@
import EmptyState from '$ui/components/primitives/EmptyState.svelte';
type OverviewLibrary = Omit<GameLibrary, 'versions'> & { versions: Omit<GameLibraryVersion, 'files'>[] };
let libraries = $state<OverviewLibrary[]>([]);
let hosts = $state<Host[]>([]);
let loaded = $state(false);
let error = $state(''); let notice = $state(''); let busy = $state(false);
let showImport = $state(false); let game = $state<'t5' | 't6'>('t5');
let name = $state(''); let version = $state(''); let description = $state(''); let dlc = $state(''); let hostId = $state('');
let filterGame = $state('all');
let targets = $state<Record<string, string>>({});
interface UploadFile { path: string; size: number; lastModified: number; receivedBytes: number; complete: boolean }
interface UploadStatus { status: 'pending' | 'verifying' | 'published' | 'failed'; chunkSize: number; files: UploadFile[]; error?: string | null; version: { id: string; state: string } }
type Phase = 'idle' | 'preparing' | 'uploading' | 'paused' | 'verifying' | 'published';
let libraries = $state<OverviewLibrary[]>([]); let hosts = $state<Host[]>([]);
let loaded = $state(false); let error = $state(''); let notice = $state(''); let busy = $state(false);
let showUpload = $state(false); let game = $state<'t5' | 't6'>('t5');
let name = $state(''); let version = $state(''); let description = $state('');
let filterGame = $state('all'); let targets = $state<Record<string, string>>({});
let folder = $state.raw<SelectedGameFolder | null>(null);
let uploadStatus = $state.raw<UploadStatus | null>(null);
let uploadId = $state(''); let uploadBusy = $state(false); let uploadError = $state('');
let phase = $state<Phase>('idle'); let currentPath = $state(''); let pauseRequested = $state(false);
let acceptedBytes = $state(0); let sendingBytes = $state(0); let completedFiles = $state(0);
let folderInput = $state<HTMLInputElement>();
let activeRequest: XMLHttpRequest | null = null; let disposed = false;
const canManage = $derived($page.data.user?.role === 'admin');
const onlineHosts = $derived(hosts.filter(host => host.connected && host.credentialActive && host.mode !== 'disabled'));
const matching = $derived(libraries.filter(library => filterGame === 'all' || library.game === filterGame));
const hostName = (id: string) => hosts.find(host => host.id === id)?.name ?? id;
const totalBytes = $derived(folder?.size ?? uploadStatus?.files.reduce((total, file) => total + file.size, 0) ?? 0);
const totalFiles = $derived(folder?.files.length ?? uploadStatus?.files.length ?? 0);
const progressBytes = $derived(Math.min(totalBytes, acceptedBytes + sendingBytes));
const transferring = $derived(uploadBusy && (phase === 'preparing' || phase === 'uploading'));
const hostName = (id: string | null) => id ? hosts.find(host => host.id === id)?.name ?? id : 'Browser upload';
async function responseBody(response: Response) {
let body;
try { body = await response.json(); } catch { throw new Error('The controller returned an unexpected response. Sign in again if your session expired, then resume the upload.'); }
if (!response.ok) throw new Error(body.error ?? 'The controller could not complete this request.');
return body;
}
async function load() {
try {
const response = await fetch('/api/game-files');
const body = await response.json();
if (!response.ok) throw new Error(body.error ?? 'Could not load game libraries.');
const body = await responseBody(await fetch('/api/game-files'));
libraries = body.libraries; hosts = body.hosts; loaded = true;
} catch (cause) { error = (cause as Error).message; }
}
async function act(url: string, payload: Record<string, unknown>, message: string) {
async function download(versionId: string) {
busy = true; error = ''; notice = '';
try {
const response = await fetch(url, { method: 'POST', headers: { 'Content-Type': 'application/json' }, body: JSON.stringify(payload) });
const result = await response.json();
if (!response.ok) throw new Error(result.error ?? 'Could not start this operation.');
notice = message; await load(); return true;
} catch (cause) { error = (cause as Error).message; return false; }
finally { busy = false; }
await responseBody(await fetch(`/api/game-files/${versionId}/download`, { method: 'POST', headers: { 'Content-Type': 'application/json' }, body: JSON.stringify({ hostId: targets[versionId] }) }));
notice = 'Library download queued. Progress will update below.'; await load();
} catch (cause) { error = (cause as Error).message; } finally { busy = false; }
}
async function startImport(event: SubmitEvent) {
event.preventDefault();
if (await act('/api/game-files', { game, name, version, description, dlc: dlc.split(',').map(value => value.trim()).filter(Boolean), hostId }, 'Import queued. The source host will scan and upload files, then verify and publish this version.')) showImport = false;
function resetUpload() {
folder = null; uploadStatus = null; uploadId = ''; phase = 'idle'; uploadError = ''; currentPath = '';
acceptedBytes = 0; sendingBytes = 0; completedFiles = 0; pauseRequested = false;
if (folderInput) folderInput.value = '';
}
function newVersion(library: OverviewLibrary) {
showImport = true; game = library.game; name = library.name; description = library.description;
dlc = library.versions[0]?.dlc.join(', ') ?? ''; version = '';
document.getElementById('library-import')?.scrollIntoView({ behavior: 'smooth' });
async function newUpload(library?: OverviewLibrary) {
resetUpload(); showUpload = true; game = library?.game ?? 't5'; name = library?.name ?? '';
description = library?.description ?? ''; version = '';
await tick(); document.getElementById('library-upload')?.scrollIntoView({ behavior: 'smooth' });
}
onMount(() => pollVisible(load, 5000));
function chooseFolder(event: Event) {
uploadError = ''; folder = null;
const input = event.currentTarget as HTMLInputElement;
if (!input.files?.length) return;
try {
const selected = selectGameFolder(Array.from(input.files));
if (uploadStatus) checkSelection(selected, uploadStatus);
folder = selected;
if (!name && !uploadId) name = game === 't5' ? 'Black Ops I game files' : 'Black Ops II game files';
} catch (cause) { uploadError = (cause as Error).message; input.value = ''; }
}
function checkSelection(selected: SelectedGameFolder, status: UploadStatus) {
const originals = new Map(status.files.map(file => [file.path, file]));
if (selected.files.length !== originals.size || selected.files.some(({ path, file }) => {
const original = originals.get(path); return !original || original.size !== file.size || original.lastModified !== file.lastModified;
})) throw new Error('This folder does not match the original upload. Select the same unchanged folder, including its original file names, sizes, and modification dates. Upload changed game files as a new version.');
}
function applyStatus(status: UploadStatus) {
uploadStatus = status;
acceptedBytes = status.files.reduce((total, file) => total + file.receivedBytes, 0);
completedFiles = status.files.filter(file => file.complete).length; sendingBytes = 0;
}
async function getStatus(): Promise<UploadStatus> {
const status = await responseBody(await fetch(`/api/game-files/${uploadId}/upload`)) as UploadStatus;
applyStatus(status); return status;
}
async function followVerification(initial: UploadStatus) {
let status = initial; phase = 'verifying'; currentPath = '';
while (!disposed && status.status === 'verifying') {
await new Promise(resolve => setTimeout(resolve, 1500));
if (disposed) return;
status = await getStatus();
}
if (disposed) return;
if (status.status !== 'published') throw new Error(status.error || 'Verification did not finish. Retry this upload to continue.');
phase = 'published'; folder = null; notice = `${name || 'Game files'} ${version} published. You can download this version to a host below.`;
if (folderInput) folderInput.value = '';
await load();
}
async function resumeUpload(library: OverviewLibrary, item: OverviewLibrary['versions'][number]) {
resetUpload(); showUpload = true; uploadId = item.id; game = library.game; name = library.name; version = item.version; description = item.description;
uploadBusy = true;
try {
const status = await getStatus();
if (status.status === 'verifying' || status.status === 'published') await followVerification(status);
else { phase = 'paused'; uploadError = status.error ?? ''; }
} catch (cause) { uploadError = (cause as Error).message; phase = 'paused'; }
finally { uploadBusy = false; }
await tick(); document.getElementById('library-upload')?.scrollIntoView({ behavior: 'smooth' });
}
function pauseUpload() { pauseRequested = true; activeRequest?.abort(); }
async function sendChunk(path: string, file: File, offset: number, length: number): Promise<number> {
const chunk = file.slice(offset, offset + length);
const hash = await crypto.subtle.digest('SHA-256', await chunk.arrayBuffer());
if (pauseRequested || disposed) throw new Error('Upload paused.');
const sha256 = [...new Uint8Array(hash)].map(value => value.toString(16).padStart(2, '0')).join('');
return new Promise((resolve, reject) => {
const request = new XMLHttpRequest(); activeRequest = request;
request.open('PUT', `/api/game-files/${uploadId}/upload/files/${path.split('/').map(encodeURIComponent).join('/')}`);
request.setRequestHeader('Content-Type', 'application/octet-stream');
request.setRequestHeader('X-Upload-Offset', String(offset)); request.setRequestHeader('X-Upload-Length', String(length));
request.setRequestHeader('X-Content-SHA256', sha256); request.timeout = 300_000;
request.upload.onprogress = event => { sendingBytes = Math.min(length, event.loaded); };
request.onload = () => {
activeRequest = null;
try {
const body = JSON.parse(request.responseText);
if (request.status < 200 || request.status >= 300) throw new Error(body.error ?? `Upload failed (${request.status}).`);
if (body.receivedBytes !== offset + length) throw new Error('The upload position changed. Resume to check the saved progress.');
resolve(body.receivedBytes);
} catch (cause) { reject(cause); }
};
request.onerror = () => { activeRequest = null; reject(new Error('The connection was interrupted. Resume to continue from the last saved chunk.')); };
request.ontimeout = () => { activeRequest = null; reject(new Error('This chunk timed out. Resume to check saved progress and retry.')); };
request.onabort = () => { activeRequest = null; reject(new Error('Upload paused.')); };
request.send(chunk);
});
}
async function startUpload(event: SubmitEvent) {
event.preventDefault(); if (uploadBusy || !folder) return;
if (!globalThis.crypto?.subtle) { uploadError = 'Folder uploads require a secure connection. Open this controller over HTTPS or localhost.'; return; }
uploadBusy = true; pauseRequested = false; uploadError = ''; notice = ''; phase = 'preparing';
try {
if (!uploadId) {
const result = await responseBody(await fetch('/api/game-files', { method: 'POST', headers: { 'Content-Type': 'application/json' }, body: JSON.stringify({ game, name, version, description, files: folder.files.map(({ path, file }) => ({ path, size: file.size, lastModified: file.lastModified })) }) }));
uploadId = result.version.id;
}
const status = await getStatus();
if (status.status === 'verifying' || status.status === 'published') { await followVerification(status); return; }
checkSelection(folder, status);
const localFiles = new Map(folder.files.map(item => [item.path, item.file]));
const chunkSize = Math.min(8_388_608, Math.max(1, status.chunkSize));
phase = 'uploading';
for (const remote of status.files) {
if (pauseRequested || disposed) break;
if (remote.complete) continue;
currentPath = remote.path;
const file = localFiles.get(remote.path)!;
do {
if (pauseRequested || disposed) break;
const length = Math.min(chunkSize, remote.size - remote.receivedBytes);
remote.receivedBytes = await sendChunk(remote.path, file, remote.receivedBytes, length);
acceptedBytes += length; sendingBytes = 0;
if (remote.receivedBytes === remote.size) { remote.complete = true; completedFiles++; }
} while (!remote.complete);
}
if (pauseRequested || disposed) { phase = 'paused'; return; }
phase = 'verifying'; currentPath = '';
const verification = await responseBody(await fetch(`/api/game-files/${uploadId}/upload/complete`, { method: 'POST', headers: { 'Content-Type': 'application/json' }, body: '{}' })) as UploadStatus;
applyStatus(verification); await followVerification(verification);
} catch (cause) {
if (!disposed) { uploadError = pauseRequested ? '' : (cause as Error).message; phase = 'paused'; }
} finally { uploadBusy = false; sendingBytes = 0; if (!disposed) void load(); }
}
beforeNavigate(navigation => {
if (!transferring) return;
if (navigation.type === 'leave' || !window.confirm('This upload is still transferring files. Leave this page? You can resume later by selecting the original unchanged folder.')) navigation.cancel();
});
onMount(() => {
const stop = pollVisible(load, 5000);
return () => { disposed = true; pauseRequested = true; activeRequest?.abort(); stop(); };
});
</script>
<svelte:head><title>Game Files | Electric Cherry</title></svelte:head>
<div class="page">
<SectionHeader title="Game Files" subtitle="Import immutable base-game versions and distribute verified copies to your hosts.">
{#snippet actions()}{#if canManage}<Button onclick={() => showImport = !showImport}>{showImport ? 'Close import' : 'Import game files'}</Button>{/if}{/snippet}
<SectionHeader title="Game Files" subtitle="Upload your T5 or T6 game folder, then distribute verified versions to your hosts.">
{#snippet actions()}{#if canManage}<Button disabled={uploadBusy} onclick={() => newUpload()}>Upload game folder</Button>{/if}{/snippet}
</SectionHeader>
{#if error}<p class="ui-error" role="alert">{error}</p>{/if}
{#if notice}<p role="status">{notice}</p>{/if}
{#if !canManage}<p class="muted">Administrators import game files and distribute verified copies to hosts.</p>{/if}
{#if canManage && showImport}
<section class="card" id="library-import">
<h2>Import an existing game volume</h2>
<p>The selected host scans its {game}_game_files Docker volume, calculates SHA256 checksums, and streams a copy into controller storage. Publication requires every file to pass verification.</p>
<form onsubmit={startImport}>
<div class="fields">
{#if !canManage}<p class="muted">Administrators upload game files and distribute verified copies to hosts.</p>{/if}
{#if canManage && showUpload}
<section class="card" id="library-upload">
<div class="heading"><h2>{uploadId ? phase === 'published' ? 'Version published' : 'Continue folder upload' : 'Upload a game folder'}</h2><Button size="sm" variant="ghost" disabled={uploadBusy} onclick={() => showUpload = false}>Close</Button></div>
<p>Select your complete T5 or T6 game folder, including its installed DLC. The files upload directly to this controller; a game host is only needed when you are ready to run servers.</p>
{#if uploadError}<p class="ui-error" role="alert">{uploadError}</p>{/if}
<form onsubmit={startUpload}>
<fieldset disabled={uploadBusy || !!uploadId} class="fields">
<label>Game<select bind:value={game}><option value="t5">Black Ops I (T5)</option><option value="t6">Black Ops II (T6)</option></select></label>
<label>Source host<select required bind:value={hostId}><option value="">Select an online host</option>{#each onlineHosts as host}<option value={host.id}>{host.name}</option>{/each}</select></label>
<label>Library name<input required maxlength="160" bind:value={name} placeholder="Black Ops II — Complete Server Files" /></label>
<label>New version label<input required maxlength="120" bind:value={version} placeholder="2026-10-03" /></label>
<label class="wide">Description<textarea maxlength="4000" bind:value={description} rows="2"></textarea></label>
<label class="wide">Content / DLC (comma separated)<input bind:value={dlc} placeholder="Base game, Nuketown, Die Rise, Mob of the Dead, Buried, Origins" /></label>
<label>Library name<input required maxlength="160" bind:value={name} placeholder="Black Ops II game files" /></label>
<label>Version label<input required maxlength="120" bind:value={version} placeholder="2026-10-04" /></label>
<label class="wide">Description <span class="muted">(optional)</span><textarea maxlength="4000" bind:value={description} rows="2"></textarea></label>
</fieldset>
{#if phase !== 'verifying' && phase !== 'published'}
<label class="folder-picker">{uploadId ? 'Select the original unchanged folder' : 'Game folder'}<input bind:this={folderInput} type="file" webkitdirectory multiple onchange={chooseFolder} disabled={uploadBusy} aria-describedby="folder-help" /></label>
<p class="muted" id="folder-help">{uploadId ? 'To resume, file names, sizes, and modification dates must match the original upload.' : 'Choose the game directory itself. Its top-level folder name is removed once; all files and subfolders inside it keep their paths.'}</p>
{/if}
{#if folder}<div class="folder-summary"><strong>{folder.name}</strong><span>{folder.files.length.toLocaleString()} files · {formatGameBytes(folder.size)}</span><details><summary>Preview folder paths</summary><ul class="path-list">{#each folder.files.slice(0, 8) as file}<li>{file.path}</li>{/each}</ul>{#if folder.files.length > 8}<p class="muted">And {(folder.files.length - 8).toLocaleString()} more files.</p>{/if}</details></div>{/if}
{#if phase !== 'idle'}<div class="upload-progress" aria-live="polite">
<div class="heading"><strong>{phase === 'preparing' ? 'Preparing upload…' : phase === 'uploading' ? 'Uploading game files' : phase === 'verifying' ? 'Verifying and publishing…' : phase === 'published' ? 'Published and ready to distribute' : 'Upload paused'}</strong><span>{completedFiles.toLocaleString()} / {totalFiles.toLocaleString()} files</span></div>
<progress max={totalBytes || Math.max(1, totalFiles)} value={totalBytes ? progressBytes : completedFiles} aria-label="Game folder upload progress"></progress>
<p>{formatGameBytes(progressBytes)} / {formatGameBytes(totalBytes)} saved or transferring</p>
{#if currentPath}<p class="current-file">{currentPath}</p>{/if}
{#if phase === 'verifying'}<p class="muted">The controller checks every file and publishes this version when verification finishes. Verification continues if you leave this page.</p>{:else if phase === 'paused'}<p class="muted">Saved chunks are kept on the controller. Resume this upload to check the saved progress and retry.</p>{/if}
</div>{/if}
<div class="upload-actions">
{#if transferring}<Button onclick={pauseUpload} disabled={pauseRequested}>{pauseRequested ? 'Pausing…' : 'Pause upload'}</Button>
{:else if phase !== 'verifying' && phase !== 'published'}<Button type="submit" variant="primary" disabled={uploadBusy || !folder}>{uploadId ? 'Resume upload' : 'Upload and publish'}</Button>{/if}
{#if phase === 'idle' || phase === 'uploading'}<span class="muted">Keep this page open while files transfer. Interrupted uploads can be resumed below.</span>{/if}
</div>
<Button type="submit" disabled={busy || !onlineHosts.length}>Start import</Button>
{#if !onlineHosts.length}<p>Enroll an online source host in <a href="/hosts">Hosts</a> before importing.</p>{/if}
</form>
</section>
{/if}
<div class="filters"><label>Game<select bind:value={filterGame}><option value="all">All games</option><option value="t5">Black Ops I</option><option value="t6">Black Ops II</option></select></label><span class="muted">{libraries.length} libraries · Base-game files and runtime images are versioned separately.</span></div>
<div class="filters"><label>Game<select bind:value={filterGame}><option value="all">All games</option><option value="t5">Black Ops I</option><option value="t6">Black Ops II</option></select></label><span class="muted">{libraries.length} libraries · Game folders and runtime images are versioned separately.</span></div>
{#each matching as library (library.id)}
<section class="card">
<div class="heading"><div><h2>{library.name}</h2><p class="muted">{library.game.toUpperCase()} · {library.description}</p></div>{#if canManage}<Button size="sm" onclick={() => newVersion(library)}>Import new version</Button>{/if}</div>
<div class="heading"><div><h2>{library.name}</h2><p class="muted">{library.game.toUpperCase()} · {library.description}</p></div>{#if canManage}<Button size="sm" disabled={uploadBusy} onclick={() => newUpload(library)}>Upload new version</Button>{/if}</div>
{#each library.versions as item (item.id)}
{@const browserUpload = !item.sourceHostId}
<article class="version">
<div class="heading"><h3>{item.version}</h3><Badge variant={item.state === 'failed' ? 'danger' : item.state === 'ready' ? 'online' : 'info'}>{item.state === 'ready' ? 'Published' : item.state === 'importing' ? 'Importing' : 'Failed'}</Badge></div>
<div class="heading"><h3>{item.version}</h3><Badge variant={item.state === 'failed' ? 'danger' : item.state === 'ready' ? 'online' : 'info'}>{item.state === 'ready' ? 'Published' : item.state === 'importing' ? browserUpload ? item.id === uploadId && phase === 'verifying' ? 'Verifying' : 'Uploading' : 'Importing' : 'Failed'}</Badge></div>
<p>{formatGameBytes(item.sizeBytes)} · {item.fileCount.toLocaleString()} files · Created {new Date(item.createdAt).toLocaleString()}</p>
{#if item.dlc.length}<p>Content: {item.dlc.join(', ')}</p>{/if}
{#if item.error}<p class="ui-error">{item.error}</p>{/if}
<details><summary>Version details</summary><dl><dt>Immutable version ID</dt><dd>{item.id}</dd><dt>Manifest SHA256</dt><dd>{item.manifestSha256 ?? 'Waiting for source scan'}</dd><dt>Controller storage</dt><dd>{item.storageLocation}</dd><dt>Imported from</dt><dd>{hostName(item.sourceHostId)} / {item.sourceVolume}</dd></dl><a href={`/api/game-files/${item.id}`} target="_blank" rel="noreferrer">View complete file manifest</a></details>
<details><summary>Version details</summary><dl><dt>Immutable version ID</dt><dd>{item.id}</dd><dt>Manifest SHA256</dt><dd>{item.manifestSha256 ?? 'Available after verification'}</dd><dt>Uploaded from</dt><dd>{browserUpload ? 'Game folder in browser' : `${hostName(item.sourceHostId)} / ${item.sourceVolume}`}</dd></dl>{#if item.state === 'ready'}<a href={`/api/game-files/${item.id}`} target="_blank" rel="noreferrer">View complete file manifest</a>{/if}</details>
{#if item.state === 'ready'}
{#if canManage}<div class="download"><label>Download to host<select bind:value={targets[item.id]}><option value="">Select host</option>{#each onlineHosts as host}<option value={host.id}>{host.name} · {formatGameBytes(Number(host.inventory.storageAvailable ?? 0))} free</option>{/each}</select></label><Button size="sm" disabled={busy || !targets[item.id]} onclick={() => act(`/api/game-files/${item.id}/download`, { hostId: targets[item.id] }, 'Library download queued. Progress will update below.')}>Download / verify</Button></div>{/if}
{#if canManage}<div class="download"><label>Download to host<select bind:value={targets[item.id]}><option value="">Select host</option>{#each onlineHosts as host}<option value={host.id}>{host.name} · {formatGameBytes(Number(host.inventory.storageAvailable ?? 0))} free</option>{/each}</select></label><Button size="sm" disabled={busy || !targets[item.id]} onclick={() => download(item.id)}>Download / verify</Button></div>{#if !onlineHosts.length}<p class="muted">This version is stored and ready. <a href="/hosts">Connect a host</a> when you want to deploy game servers.</p>{/if}{/if}
<div class="table-wrap"><table><thead><tr><th>Host</th><th>Cache state</th><th>Progress</th><th>Detail</th></tr></thead><tbody>
{#each item.caches as cache}<tr><td><a href={`/hosts/${cache.hostId}`}>{hostName(cache.hostId)}</a></td><td>{cache.status}{!hosts.find(host => host.id === cache.hostId)?.connected ? ' · offline' : ''}</td><td>{#if cache.status === 'downloading' || cache.status === 'verifying'}<progress max={cache.bytesTotal || 1} value={cache.bytesDownloaded}></progress><small>{formatGameBytes(cache.bytesDownloaded)} / {formatGameBytes(cache.bytesTotal)}</small>{:else if cache.status === 'ready' || cache.status === 'outdated'}Verified{cache.status === 'outdated' ? ' · older version' : ''}{:else}—{/if}</td><td>{cache.error ?? ''}</td></tr>{:else}<tr><td colspan="4">Enroll a host to cache this version.</td></tr>{/each}
{#each item.caches as cache}<tr><td><a href={`/hosts/${cache.hostId}`}>{hostName(cache.hostId)}</a></td><td>{cache.status}{!hosts.find(host => host.id === cache.hostId)?.connected ? ' · offline' : ''}</td><td>{#if cache.status === 'downloading' || cache.status === 'verifying'}<progress max={cache.bytesTotal || 1} value={cache.bytesDownloaded} aria-label="Host download progress"></progress><small>{formatGameBytes(cache.bytesDownloaded)} / {formatGameBytes(cache.bytesTotal)}</small>{:else if cache.status === 'ready' || cache.status === 'outdated'}Verified{cache.status === 'outdated' ? ' · older version' : ''}{:else}—{/if}</td><td>{cache.error ?? ''}</td></tr>{:else}<tr><td colspan="4">No host copies yet.</td></tr>{/each}
</tbody></table></div>
{:else if item.state === 'importing'}<p class="muted">The agent operation continues independently of this page. An interrupted import is reconciled when the host reconnects.</p>{/if}
{:else if browserUpload}<p class="muted">Resume with the original unchanged folder. Published versions can be downloaded to any enrolled host.</p>{#if canManage}<div><Button size="sm" disabled={uploadBusy} onclick={() => resumeUpload(library, item)}>Resume upload</Button></div>{/if}
{:else if item.state === 'importing'}<p class="muted">The existing host import continues independently. It is reconciled when the host reconnects.</p>{/if}
</article>
{/each}
</section>
{:else}{#if loaded}<EmptyState title="No game libraries yet" description="Administrators can import T5 or T6 game files from an enrolled host. Each published version can be shared by many instances." />{:else}<p role="status">Loading game libraries…</p>{/if}{/each}
{:else}{#if loaded}<EmptyState title="No game libraries yet" description="Upload a complete T5 or T6 game folder to get started. You can add a host after the files are published." />{:else}<p role="status">Loading game libraries…</p>{/if}{/each}
</div>
<style>
.page, .card, .version, form { display: grid; gap: 20px; }
.card { padding: 24px; border: 1px solid var(--border-subtle); background: var(--surface); border-radius: var(--radius-md); }
.version { padding-top: 20px; border-top: 1px solid var(--border-subtle); }
.heading, .filters, .download { display: flex; gap: 16px; align-items: center; justify-content: space-between; flex-wrap: wrap; }
.download { justify-content: flex-start; align-items: end; }
.fields { display: grid; grid-template-columns: repeat(2, minmax(0, 1fr)); gap: 16px; }
.wide { grid-column: 1 / -1; } label { display: grid; gap: 6px; font-size: var(--text-sm); }
input, select, textarea { width: 100%; min-width: 0; box-sizing: border-box; padding: 10px; background: var(--surface); color: inherit; border: 1px solid var(--border-strong); border-radius: var(--radius-sm); }
h2, h3, p { margin: 0; } h2 { font-size: var(--text-md); } h3 { font-size: var(--text-sm); }
p, td, th, details { font-size: var(--text-sm); line-height: 1.6; } .muted, small { color: var(--text-secondary); }
small { display: block; } a { color: var(--accent-primary-hover); } summary { cursor: pointer; }
dl { display: grid; grid-template-columns: auto 1fr; gap: 6px 16px; } dd { margin: 0; overflow-wrap: anywhere; }
.table-wrap { overflow-x: auto; } table { width: 100%; border-collapse: collapse; text-align: left; } th, td { padding: 10px; border-bottom: 1px solid var(--border-subtle); }
@media(max-width: 640px) { .fields { grid-template-columns: 1fr; } .card { padding: 16px; } dl { grid-template-columns: 1fr; } }
.page, .card, .version, form { display:grid; gap:20px; }
.card { padding:24px; min-width:0; border:1px solid var(--border-subtle); background:var(--surface); border-radius:var(--radius-md); }
.version { padding-top:20px; border-top:1px solid var(--border-subtle); }
.heading, .filters, .download, .upload-actions { display:flex; gap:16px; align-items:center; justify-content:space-between; flex-wrap:wrap; }
.download, .upload-actions { justify-content:flex-start; align-items:end; }
.fields { display:grid; grid-template-columns:repeat(2,minmax(0,1fr)); gap:16px; border:0; padding:0; margin:0; min-width:0; }
.wide { grid-column:1/-1; } label { display:grid; gap:6px; font-size:var(--text-sm); }
input, select, textarea { width:100%; min-width:0; box-sizing:border-box; padding:10px; background:var(--surface); color:inherit; border:1px solid var(--border-strong); border-radius:var(--radius-sm); }
input:disabled, select:disabled, textarea:disabled { opacity:.7; } input[type='file'] { padding:16px; cursor:pointer; }
.folder-summary,.upload-progress { padding:20px; display:grid; gap:12px; background:var(--surface-sunken); border:1px solid var(--border-subtle); border-radius:var(--radius-md); min-width:0; }
.folder-summary>span,.upload-progress span,.upload-actions>span { color:var(--text-secondary); font-size:var(--text-sm); }
.path-list { padding-left:20px; font-family:var(--font-mono); font-size:var(--text-xs); overflow-wrap:anywhere; }
.current-file { font-family:var(--font-mono); font-size:var(--text-xs); overflow-wrap:anywhere; } progress { width:100%; accent-color:var(--accent-primary); }
h2,h3,p { margin:0; } h2 { font-size:var(--text-md); } h3 { font-size:var(--text-sm); }
p,td,th,details { font-size:var(--text-sm); line-height:1.6; } .muted,small { color:var(--text-secondary); }
small { display:block; } a { color:var(--accent-primary-hover); } summary { cursor:pointer; }
dl { display:grid; grid-template-columns:auto 1fr; gap:6px 16px; } dd { margin:0; overflow-wrap:anywhere; }
.table-wrap { overflow-x:auto; } table { width:100%; border-collapse:collapse; text-align:left; } th,td { padding:10px; border-bottom:1px solid var(--border-subtle); }
@media(max-width:640px) { .fields { grid-template-columns:1fr; } .card,.folder-summary,.upload-progress { padding:16px; } dl { grid-template-columns:1fr; } .heading>div { min-width:0; } }
</style>