artifacts-dashboard/frontend/src/components/character/equipment-grid.tsx
Paweł Orzech 75313b83c0
Add multi-user workflows/pipelines and error tracking
Add multi-user automation features and per-user error tracking.

- Database migrations: add workflow_configs/workflow_runs (004), app_errors (005), pipeline_configs/pipeline_runs (006), and add user_token_hash to app_errors (007).
- Backend: introduce per-request token handling (X-API-Token) via app.api.deps and update many API routes (auth, automations, bank, characters, dashboard, events, exchange, logs) to use user-scoped Artifacts client and character scoping. Auth endpoints no longer store tokens server-side (validate-only); clear is a no-op on server.
- New Errors API and services: endpoint to list, filter, resolve, and report errors scoped to the requesting user; add error models, schemas, middleware/error handler and error_service for recording/hashing tokens.
- Pipelines & Workflows: add API routers, models, schemas and engine modules (pipeline/worker/coordinator, workflow runner/conditions) and action_executor updates to support workflow/pipeline execution.
- Logs: logs endpoint now prefers fetching recent action logs from the game API (with fallback to local DB), supports paging and filtering, and scopes results to the user.
- Frontend: add pipeline/workflow builders, lists, progress components and hooks (use-errors, use-pipelines, use-workflows), sentry client config, and updates to API client/constants/types.
- Misc: add middleware error handler, various engine strategy tweaks, tests adjusted.

Overall this change enables per-user API tokens, scopes DB queries to each user, introduces pipelines/workflows runtime support, and centralizes application error tracking.
2026-03-01 23:02:34 +01:00

135 lines
4.6 KiB
TypeScript

"use client";
import { useState } from "react";
import { X, Loader2 } from "lucide-react";
import {
Card,
CardContent,
CardHeader,
CardTitle,
} from "@/components/ui/card";
import { Badge } from "@/components/ui/badge";
import { Button } from "@/components/ui/button";
import {
Tooltip,
TooltipContent,
TooltipProvider,
TooltipTrigger,
} from "@/components/ui/tooltip";
import { EQUIPMENT_SLOTS } from "@/lib/constants";
import type { Character } from "@/lib/types";
import { GameIcon } from "@/components/ui/game-icon";
import { cn } from "@/lib/utils";
import { executeAction } from "@/lib/api-client";
import { toast } from "sonner";
interface EquipmentGridProps {
character: Character;
onActionComplete?: () => void;
}
export function EquipmentGrid({ character, onActionComplete }: EquipmentGridProps) {
const [pendingSlot, setPendingSlot] = useState<string | null>(null);
async function handleUnequip(slotKey: string) {
const slot = slotKey.replace("_slot", "");
setPendingSlot(slotKey);
try {
await executeAction(character.name, "unequip", { slot });
toast.success(`Unequipped ${slot}`);
onActionComplete?.();
} catch (err) {
toast.error(
`Unequip failed: ${err instanceof Error ? err.message : "Unknown error"}`
);
} finally {
setPendingSlot(null);
}
}
return (
<Card>
<CardHeader className="pb-2">
<CardTitle className="text-base">Equipment</CardTitle>
</CardHeader>
<CardContent>
<div className="grid grid-cols-2 gap-2">
{EQUIPMENT_SLOTS.map((slot) => {
const itemCode = character[slot.key as keyof Character] as string;
const isEmpty = !itemCode;
const isPending = pendingSlot === slot.key;
let quantity: number | null = null;
if (slot.key === "utility1_slot" && itemCode) {
quantity = character.utility1_slot_quantity;
} else if (slot.key === "utility2_slot" && itemCode) {
quantity = character.utility2_slot_quantity;
}
return (
<div
key={slot.key}
className={cn(
"group relative flex flex-col gap-1 rounded-lg border p-2.5 transition-colors",
isEmpty
? "border-dashed border-border/50 bg-transparent"
: "border-border bg-accent/30 hover:bg-accent/50"
)}
>
<span className="text-[10px] uppercase tracking-wider text-muted-foreground">
{slot.label}
</span>
{isEmpty ? (
<span className="text-xs text-muted-foreground/50">
Empty
</span>
) : (
<div className="flex items-center gap-1.5">
<GameIcon type="item" code={itemCode} size="md" />
<span className="text-xs font-medium text-foreground truncate">
{itemCode}
</span>
{quantity !== null && quantity > 0 && (
<Badge
variant="secondary"
className="text-[10px] px-1 py-0 shrink-0"
>
x{quantity}
</Badge>
)}
</div>
)}
{/* Unequip button - shown on hover */}
{!isEmpty && (
<TooltipProvider delayDuration={200}>
<Tooltip>
<TooltipTrigger asChild>
<Button
variant="ghost"
size="icon"
className="absolute top-1 right-1 size-6 opacity-0 group-hover:opacity-100 transition-opacity hover:bg-destructive/20 hover:text-destructive"
disabled={isPending}
onClick={() => handleUnequip(slot.key)}
>
{isPending ? (
<Loader2 className="size-3 animate-spin" />
) : (
<X className="size-3" />
)}
</Button>
</TooltipTrigger>
<TooltipContent side="top">
<p>Unequip {slot.label}</p>
</TooltipContent>
</Tooltip>
</TooltipProvider>
)}
</div>
);
})}
</div>
</CardContent>
</Card>
);
}