Files
komp_ac/client/src/tui/functions/common/login.rs
2025-07-25 18:18:00 +02:00

241 lines
8.6 KiB
Rust

// 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::komp_ac::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<String> {
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<LoginResult>,
) -> 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
}