time for changing it all
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@@ -22,20 +22,26 @@ use crate::ui::handlers::context::DialogPurpose; // <-- Add DialogPurpose import
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// Import SaveOutcome
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use crate::tui::terminal::{EventReader, TerminalCore};
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use crate::ui::handlers::render::render_ui;
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use crate::tui::functions::common::login; // <-- Add login module import
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use crate::tui::functions::common::login;
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use crate::tui::functions::common::login::LoginResult;
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use std::time::Instant;
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use std::error::Error;
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use crossterm::cursor::SetCursorStyle;
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use crossterm::event as crossterm_event;
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use tracing::{info, error};
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use tokio::sync::mpsc;
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pub async fn run_ui() -> Result<(), Box<dyn std::error::Error>> {
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pub async fn run_ui() -> Result<(), Box<dyn Error + Send + Sync>> {
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let config = Config::load()?;
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let theme = Theme::from_str(&config.colors.theme);
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let mut terminal = TerminalCore::new()?;
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let mut grpc_client = GrpcClient::new().await?;
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let mut command_handler = CommandHandler::new();
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let mut event_handler = EventHandler::new().await?;
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// --- Channel for Login Results ---
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let (login_result_sender, mut login_result_receiver) =
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mpsc::channel::<LoginResult>(1);
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let mut event_handler = EventHandler::new(login_result_sender.clone()).await?;
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let event_reader = EventReader::new();
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let mut auth_state = AuthState::default();
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@@ -136,47 +142,6 @@ pub async fn run_ui() -> Result<(), Box<dyn std::error::Error>> {
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}
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// --- End Cursor Visibility Logic ---
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// --- 2. Check for Pending Login Action ---
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if login_state.login_request_pending {
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// Reset the flag *before* calling save
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login_state.login_request_pending = false;
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// Create AuthClient and call save
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match AuthClient::new().await {
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Ok(mut auth_client_instance) => {
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// Call the ORIGINAL save function from the login module
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let save_result = login::save(
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&mut auth_state,
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&mut login_state,
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&mut auth_client_instance, // Pass the new client instance
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&mut app_state,
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).await;
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// Use tracing for logging the outcome
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match save_result {
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// save returns Result<String, Error>, Ok contains the message
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Ok(msg) => info!(message = %msg, "Login save result"), // Use tracing::info!
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Err(e) => error!(error = %e, "Error during login save"), // Use tracing::error!
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}
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// Note: save already handles showing the final dialog (success/failure)
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}
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Err(e) => {
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// Handle client connection error - show dialog directly
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// Ensure flag is already false here
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app_state.show_dialog( // Use show_dialog, not update_dialog_content
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"Login Failed",
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&format!("Connection Error: {}", e),
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vec!["OK".to_string()],
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DialogPurpose::LoginFailed, // Use appropriate purpose
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);
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login_state.error_message = Some(format!("Connection Error: {}", e));
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error!(error = %e, "Failed to create AuthClient"); // Use tracing::error!
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}
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}
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// After save runs, the state (dialog content, etc.) is updated.
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// The *next* iteration's draw call will show the final result.
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} // --- End Pending Login Check ---
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let total_count = app_state.total_count;
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let mut current_position = app_state.current_position;
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let position_before_event = current_position;
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@@ -211,6 +176,63 @@ pub async fn run_ui() -> Result<(), Box<dyn std::error::Error>> {
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// This happens *after* the event is handled
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app_state.current_position = current_position;
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// --- Check for Login Results from Channel ---
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match login_result_receiver.try_recv() {
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Ok(login_result) => {
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// A result arrived from the login task!
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match login_result {
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LoginResult::Success(response) => {
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// Update AuthState
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auth_state.auth_token = Some(response.access_token.clone());
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auth_state.user_id = Some(response.user_id.clone());
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auth_state.role = Some(response.role.clone());
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auth_state.decoded_username = Some(response.username.clone());
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// Update Dialog
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let success_message = format!(
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"Login Successful!\n\nUsername: {}\nUser ID: {}\nRole: {}",
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response.username, response.user_id, response.role
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);
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// Use update_dialog_content if loading dialog is shown, otherwise show_dialog
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app_state.update_dialog_content( // Assuming loading dialog was shown
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&success_message,
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vec!["Menu".to_string(), "Exit".to_string()],
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DialogPurpose::LoginSuccess,
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);
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info!(message = %success_message, "Login successful");
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}
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LoginResult::Failure(err_msg) => {
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app_state.update_dialog_content( // Update loading dialog
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&err_msg,
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vec!["OK".to_string()],
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DialogPurpose::LoginFailed,
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);
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login_state.error_message = Some(err_msg.clone()); // Keep error message
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error!(error = %err_msg, "Login failed");
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}
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LoginResult::ConnectionError(err_msg) => {
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app_state.update_dialog_content( // Update loading dialog
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&err_msg, // Show connection error
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vec!["OK".to_string()],
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DialogPurpose::LoginFailed,
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);
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login_state.error_message = Some(err_msg.clone());
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error!(error = %err_msg, "Login connection error");
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}
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}
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// Clear login form state regardless of outcome now that it's processed
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login_state.username.clear();
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login_state.password.clear();
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login_state.set_has_unsaved_changes(false);
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login_state.current_cursor_pos = 0;
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}
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Err(mpsc::error::TryRecvError::Empty) => { /* No message waiting */ }
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Err(mpsc::error::TryRecvError::Disconnected) => {
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error!("Login result channel disconnected unexpectedly.");
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// Optionally show an error dialog here
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}
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}
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// --- Centralized Consequence Handling ---
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let mut should_exit = false;
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match event_outcome_result {
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