// src/tui/functions/common/login.rs use crate::services::auth::AuthClient; use crate::state::pages::auth::AuthState; use crate::state::pages::auth::LoginState; use crate::state::app::state::AppState; use crate::state::app::buffer::{AppView, BufferState}; use crate::config::storage::storage::{StoredAuthData, save_auth_data}; use crate::state::pages::canvas_state::CanvasState; use crate::ui::handlers::context::DialogPurpose; use common::proto::multieko2::auth::LoginResponse; use anyhow::{Context, Result}; use tokio::spawn; use tokio::sync::mpsc; use tracing::{info, error}; #[derive(Debug)] pub enum LoginResult { Success(LoginResponse), Failure(String), ConnectionError(String), } /// Attempts to log the user in using the provided credentials via gRPC. /// Updates AuthState and AppState on success or failure. pub async fn save( auth_state: &mut AuthState, login_state: &mut LoginState, auth_client: &mut AuthClient, app_state: &mut AppState, ) -> Result { let identifier = login_state.username.clone(); let password = login_state.password.clone(); // --- Client-side validation --- // Prevent login attempt if the identifier field is empty or whitespace. if identifier.trim().is_empty() { let error_message = "Username/Email cannot be empty.".to_string(); app_state.show_dialog( "Login Failed", &error_message, vec!["OK".to_string()], DialogPurpose::LoginFailed, ); login_state.error_message = Some(error_message.clone()); return Err(anyhow::anyhow!(error_message)); } // Clear previous error/dialog state before attempting login_state.error_message = None; app_state.hide_dialog(); // Hide any previous dialog // Call the gRPC login method match auth_client.login(identifier.clone(), password).await .with_context(|| format!("gRPC login attempt failed for identifier: {}", identifier)) { Ok(response) => { // Store authentication details using correct field names auth_state.auth_token = Some(response.access_token.clone()); auth_state.user_id = Some(response.user_id.clone()); auth_state.role = Some(response.role.clone()); auth_state.decoded_username = Some(response.username.clone()); login_state.set_has_unsaved_changes(false); login_state.error_message = None; // Format the success message using response data let success_message = format!( "Login Successful!\n\n\ Username: {}\n\ User ID: {}\n\ Role: {}", response.username, response.user_id, response.role ); app_state.show_dialog( "Login Success", &success_message, vec!["Menu".to_string(), "Exit".to_string()], DialogPurpose::LoginSuccess, ); login_state.password.clear(); login_state.username.clear(); login_state.current_cursor_pos = 0; Ok("Login successful, details shown in dialog.".to_string()) } Err(e) => { let error_message = format!("{}", e); app_state.show_dialog( "Login Failed", &error_message, vec!["OK".to_string()], DialogPurpose::LoginFailed, ); login_state.error_message = Some(error_message.clone()); login_state.set_has_unsaved_changes(true); login_state.username.clear(); login_state.password.clear(); Err(e) } } } /// Reverts the login form fields to empty and returns to the previous screen (Intro). pub async fn revert( login_state: &mut LoginState, _app_state: &mut AppState, // Keep signature consistent if needed elsewhere ) -> String { // Clear the input fields login_state.username.clear(); login_state.password.clear(); login_state.error_message = None; login_state.set_has_unsaved_changes(false); login_state.login_request_pending = false; // Ensure flag is reset on revert "Login reverted".to_string() } pub async fn back_to_main( login_state: &mut LoginState, app_state: &mut AppState, buffer_state: &mut BufferState, ) -> String { // Clear the input fields login_state.username.clear(); login_state.password.clear(); login_state.error_message = None; login_state.set_has_unsaved_changes(false); login_state.login_request_pending = false; // Ensure flag is reset // Ensure dialog is hidden if revert is called app_state.hide_dialog(); // Navigation logic buffer_state.close_active_buffer(); buffer_state.update_history(AppView::Intro); // Reset focus state app_state.ui.focus_outside_canvas = false; app_state.focused_button_index= 0; "Returned to main menu".to_string() } /// Validates input, shows loading, and spawns the login task. pub fn initiate_login( login_state: &LoginState, app_state: &mut AppState, mut auth_client: AuthClient, sender: mpsc::Sender, ) -> String { let username = login_state.username.clone(); let password = login_state.password.clone(); // 1. Client-side validation if username.trim().is_empty() { app_state.show_dialog( "Login Failed", "Username/Email cannot be empty.", vec!["OK".to_string()], DialogPurpose::LoginFailed, ); "Username cannot be empty.".to_string() } else { // 2. Show Loading Dialog app_state.show_loading_dialog("Logging In", "Please wait..."); // 3. Spawn the login task spawn(async move { // Use the passed-in (and moved) auth_client directly let login_outcome = match auth_client.login(username.clone(), password).await .with_context(|| format!("Spawned login task failed for identifier: {}", username)) { Ok(response) => LoginResult::Success(response), Err(e) => LoginResult::Failure(format!("{}", e)), }; // Send result back to the main UI thread if let Err(e) = sender.send(login_outcome).await { error!("Failed to send login result: {}", e); } }); // 4. Return immediately "Login initiated.".to_string() } } /// Handles the result received from the login task. /// Returns true if a redraw is needed. pub fn handle_login_result( result: LoginResult, app_state: &mut AppState, auth_state: &mut AuthState, login_state: &mut LoginState, ) -> bool { match result { LoginResult::Success(response) => { auth_state.auth_token = Some(response.access_token.clone()); auth_state.user_id = Some(response.user_id.clone()); auth_state.role = Some(response.role.clone()); auth_state.decoded_username = Some(response.username.clone()); // --- NEW: Save auth data to file --- let data_to_store = StoredAuthData { access_token: response.access_token.clone(), user_id: response.user_id.clone(), role: response.role.clone(), username: response.username.clone(), }; if let Err(e) = save_auth_data(&data_to_store) { error!("Failed to save auth data to file: {}", e); // Continue anyway - user is still logged in for this session } // --- END NEW --- let success_message = format!( "Login Successful!\n\nUsername: {}\nUser ID: {}\nRole: {}", response.username, response.user_id, response.role ); app_state.update_dialog_content( &success_message, vec!["Menu".to_string(), "Exit".to_string()], DialogPurpose::LoginSuccess, ); info!(message = %success_message, "Login successful"); } LoginResult::Failure(err_msg) | LoginResult::ConnectionError(err_msg) => { app_state.update_dialog_content(&err_msg, vec!["OK".to_string()], DialogPurpose::LoginFailed); login_state.error_message = Some(err_msg.clone()); error!(error = %err_msg, "Login failed/connection error"); } } login_state.username.clear(); login_state.password.clear(); login_state.set_has_unsaved_changes(false); login_state.current_cursor_pos = 0; true // Request redraw as dialog content changed }