# Server detail page redesign

## Context

`server_detail.html` today renders six tall sections stacked vertically: server-info (config),
actions, server log (SSE), live state (HTMX poll), console (transcript + input), and files
(inline tree). The page reads as a chronological dump of every available subsystem rather
than a focused control surface. Three of those sections — config, actions, live state —
are conceptually one "what is this server right now" cluster but are visually disconnected.
Log, console, and files are all inspection/debugging surfaces but compete for vertical
real estate and force long scrolls.

The redesign groups state at the top, demotes inspection surfaces into a single tabbed
strip at the bottom, and reuses the existing modal infrastructure to host the full
versions of each surface on demand.

## Goals

- Make "is the server running, who's on it, what map?" visible without scrolling.
- Treat Log, Console, and Files as peer inspection surfaces.
- Keep the page short enough that Delete/Rename remain reachable without scrolling on a
  typical desktop viewport.
- Minimize new components: reuse `_overlay_file_tree.html`, `_console_line.html`,
  and the existing `<dialog>` + `modals.js` pattern. `_server_actions.html` and
  `_live_state.html` get targeted edits (described below) rather than rewrites.

Non-goals: changing the server lifecycle, routes, or partial contracts. This is a
template-level refactor with small JS/CSS additions.

## New page structure

```
┌─ Heading: Server <name> ─────────────────────────────┐
│                                                       │
│ ┌─ State cluster (single panel) ────────────────────┐ │
│ │  [● Running]  Start  Stop  Reset                  │ │
│ │  ────────────────────────────────────────────────  │ │
│ │  Players 4/8   Map c1m1_hotel   Hibernating: no   │ │
│ │  (player avatars row from _live_state.html)       │ │
│ │  ────────────────────────────────────────────────  │ │
│ │  Port        Blueprint                            │ │
│ │  27015       survivor-mix                         │ │
│ │  RCON        Hostname                             │ │
│ │  ••• (show)  [my-server____]                      │ │
│ └───────────────────────────────────────────────────┘ │
│                                                       │
│ ┌─ Inspection strip (tabs) ─────────────────────────┐ │
│ │  [ Log ] [ Console ] [ Files ]            [ ⛶ ]   │ │
│ │  ────────────────────────────────────────────────  │ │
│ │  (active tab pane, fixed-height scrollable)       │ │
│ └───────────────────────────────────────────────────┘ │
│                                                       │
│  [Delete server]  Rename                              │
└───────────────────────────────────────────────────────┘
```

## State cluster

One `<section class="panel state-cluster">` replaces today's three separate sections.
Three sub-blocks separated by horizontal rules:

1. **Lifecycle** — state badge, start/stop/reset, drift warning, and a
   one-line "latest job" indicator. The inline job-log SSE stream that
   currently appears while a job is running (the `<pre class="log-stream
   job-log">` block at the bottom of `_server_actions.html`) is **removed
   from this subblock entirely** — it pops in and out as HTMX re-polls,
   shifting the rest of the page each time. Users who want the live job log
   click the latest-job link to open `#job-log-modal` (see Modals below).
   **Polling is preserved.** The HTMX 2s poll on `#server-actions` while a
   job is running stays in place — it's what keeps the state badge,
   start/stop/reset buttons, and the "starting since 4s ago" phrase
   current. The only thing the periodic swap no longer carries is the
   `<pre>` SSE element. Net result: the subblock keeps reflecting reality
   every 2s but its height stops changing, so the rest of the page
   doesn't jump.
2. **Live state** — player count, map, hibernation, and compact player cards.
   Still HTMX-polled every 5s.

   **Current players grid.** Fixed 4-column grid
   (`grid-template-columns: repeat(4, 1fr)`), one row per player, max 2 rows
   (L4D2 caps at 8). No section header — the player cards follow the summary
   line directly; the avatars + ping meta make the section self-identifying.
   Each card is a single horizontal item: 22px avatar + two-line text block
   (name on top, terse meta below). Meta drops prefix words —
   `joined 4m ago · ping 22-31ms` becomes `4m · 22-31ms`. The unit
   `m`/`s`/`h`/`d` plus the `ms` suffix carry the meaning.

   **Recent players chips.** Fixed 5-column grid
   (`grid-template-columns: repeat(5, 1fr)`), capped to 10 entries inline.
   Each chip is a single line: 16px avatar + name + `· Xd`. The "last seen"
   prefix is dropped — the trailing time unit is unambiguous. Long names get
   `text-overflow: ellipsis` and a `title` attribute holding the full name.

   **Header doubles as the modal trigger.** The recent section's header is
   `N Recent` (count first, e.g. `13 Recent`). When `N > 10` it renders as a
   link/button that opens `#recent-players-modal`; when `N ≤ 10` it renders
   as plain text (the modal would be redundant). No separate "view all" link.
   The route exposes `recent_players_overview` (sliced to 10) and
   `recent_players_total_count` for this header.

   **Narrow-viewport rule.** Below ~600px viewport width, both grids drop to
   `repeat(auto-fit, minmax(110px, 1fr))` so chips don't crush. One media
   query, applied to both grids.

   **`#recent-players-modal`.** New modal alongside log/console/files. Body
   renders the same chip format in a single column, scrollable, full list.
   Driven by `recent_players` (the full unsliced list already in context).
   Header: `Recent players (N)`. No new route — same context.
3. **Config** — port, blueprint, RCON, hostname. Rendered into a flat auto-fit CSS
   grid (`grid-template-columns: repeat(auto-fit, minmax(220px, 1fr))`) so the
   sub-block wraps to one or two columns based on available width, and accepts new
   fields with no layout decisions. Each field is one cell: small uppercase label
   above the value/control. Hostname keeps its existing inline edit form; other
   fields render as static text.

   **Field macro.** Define `{% macro config_field(label, value, editable=false) %}`
   in `_macros.html` (create if absent) and call it once per row. Adding a future
   field becomes a one-line change in the template — no new CSS, no new markup
   patterns to learn.

   **Expandability path (not in v1).** When the field count crosses ~6, or when a
   natural category emerges (e.g. a second auth credential beyond RCON), promote
   that subset into a `<fieldset><legend>…</legend>…</fieldset>` inside the same
   outer grid. The grid scaffold is unchanged; this is a CSS-and-grouping migration,
   not a rewrite. Document this trigger here so future-us doesn't redesign blindly.

No changes to the partials themselves — only the wrapper template changes. The dashed
horizontal rules are a new CSS rule on `.state-cluster > * + *`.

## Inspection strip

One `<section class="panel inspection-strip">` containing:

- **Tab bar**: three `<button role="tab">` elements (Log, Console, Files) plus an
  expand button `<button class="strip-expand" aria-label="Expand active tab">`.
- **Tab panes**: three `<div role="tabpanel">`, one of which has no `hidden` attribute.

### Tab panes

| Tab     | Inline content                                                                | Source partial / element                                            |
|---------|--------------------------------------------------------------------------------|---------------------------------------------------------------------|
| Log     | `<pre class="log-stream" data-sse-url=…>` (same SSE element as today), capped to ~12rem with `overflow:auto` | unchanged                                                          |
| Console | `<div class="console-transcript">` (read-write — same partial loop) + the existing console `<form>` | `_console_line.html`, inline form                                  |
| Files   | The `_overlay_file_tree.html` include, wrapped to scroll within ~12rem        | unchanged                                                          |

### Tab switching

Plain CSS + a tiny JS helper. Pattern:

```js
// new file: l4d2web/static/js/tabs.js
function activateTab(strip, name) {
  strip.querySelectorAll('[role="tab"]').forEach(t => {
    const on = t.dataset.tab === name;
    t.setAttribute('aria-selected', on);
    t.tabIndex = on ? 0 : -1;
  });
  strip.querySelectorAll('[role="tabpanel"]').forEach(p => {
    p.hidden = p.dataset.tab !== name;
  });
  strip.dataset.activeTab = name;
}
```

Bound via `data-tab-strip` on the container. Default active tab is **Log** (matches
today's "is the server alive?" affordance). Active tab is not persisted in
`localStorage` for v1 — can be added later if it proves annoying.

### Expand control

One `<button class="strip-expand">⛶</button>` reads `strip.dataset.activeTab` and
opens the matching modal via the existing `data-inline-modal-open` plumbing in
`modals.js`. Implementation detail: the button has no static `data-inline-modal-open`;
a small JS handler synthesizes the open call based on the active tab.

## New modals

Five new `<dialog class="modal">` instances are added alongside the existing
rename/delete/reset modals. All follow the existing pattern — no new CSS for
chrome, only the body content differs.

### `#log-modal`

- Body: a taller `<pre class="log-stream" data-sse-url=…>` plus a small toolbar
  (Download .log link → `/servers/{id}/logs/download` if it exists today; otherwise
  drop — do not invent a new route in v1).
- The inline log pane and modal log pane both stream from the same SSE endpoint.
  They're independent EventSource connections; that's acceptable (low volume).

### `#console-modal`

- Body: a taller `<div class="console-transcript">` and a copy of the console form,
  posting to the same `/servers/{id}/console` endpoint.
- **Two console forms exist** (inline + modal). To avoid them swapping into each
  other's transcripts, each form's `hx-target` references its own transcript ID:
  `#console-transcript-inline-{id}` and `#console-transcript-modal-{id}`.
- New POSTs go to the form the user submitted; the other transcript stays as it was
  at last render. Acceptable for v1 — both transcripts derive from the same server
  history on page load, divergence only occurs within a session.

### `#files-modal`

- Body: `_overlay_file_tree.html` with `files_base_url = "/servers/" ~ server.id`,
  rendered in a much taller container. No new behavior.

### `#recent-players-modal`

- Body: full list of recent players in single-column chip format, scrollable.
  Triggered by the "N Recent" header (when N > 10) in the live-state subblock.
- Driven by the full `recent_players` list already in the route context.

### `#job-log-modal`

- Body: `<pre class="log-stream" data-sse-url="/jobs/{latest_job.id}/stream">`
  — same SSE endpoint that drives the current inline stream. Header shows the
  job phrase ("starting", "stopping", "resetting") and a "open full job →"
  link to `/jobs/{id}` for users who want history or related metadata.
- **Trigger.** The `latest_job_phrase` text in `_server_actions.html`
  (currently `<a href="/jobs/{id}">`) becomes a `<button>` styled like a link,
  carrying `data-inline-modal-open="job-log-modal"`. The plain `/jobs/{id}`
  page is still reachable via the "show all" link in the same line and via
  the modal's "open full job →" footer link.
- The modal renders the SSE pre regardless of whether the job is running.
  For completed jobs the endpoint serves the final captured log (existing
  behavior); for running jobs it streams live. Closing the modal closes
  the EventSource — same lifecycle the inline pre had before.

## Files to modify

| File                                                                  | Change                                                          |
|-----------------------------------------------------------------------|-----------------------------------------------------------------|
| `l4d2web/l4d2web/templates/server_detail.html`                        | Rewritten body: state cluster, inspection strip, five modals    |
| `l4d2web/l4d2web/templates/_server_actions.html`                      | Remove inline job-log `<pre>`; latest-job link → modal trigger  |
| `l4d2web/l4d2web/templates/_live_state.html`                          | 4-col current grid (no header) + 5-col recent chips + `N Recent` header trigger |
| `l4d2web/l4d2web/templates/_macros.html` (new if absent)              | `config_field(label, value, editable)` macro for config grid    |
| `l4d2web/l4d2web/static/css/components.css`                           | `.state-cluster`, `.inspection-strip`, player-grid/chip, tabbar |
| `l4d2web/l4d2web/static/js/tabs.js` (new)                             | Tab activation + expand-to-modal handler                        |
| `l4d2web/l4d2web/templates/base.html`                                 | Include `tabs.js` if scripts are listed centrally               |
| `l4d2web/l4d2web/routes/page_routes.py` (`server_detail`)             | Add `recent_players_overview` (sliced to 10) + total count      |

## Reused, do not modify

- `_console_line.html`, `_overlay_file_tree.html`
- `static/js/modals.js` (Esc/backdrop/focus-trap)
- SSE log stream route, HTMX live-state route, console POST route

## Verification

End-to-end check via the local dev server (see
`feedback_textarea_editor_v2_run.md` / `reference_left4me_dev_server.md`):

```
scripts/dev-server.py
```

Then in a browser (or via Chromium e2e in tests):

1. Open a server detail page (demo seed creates one). The state cluster shows at top
   with badge, start/stop/reset, players, map, port/blueprint/RCON/hostname — no
   scroll needed on a 1080p viewport.
2. Inspection strip defaults to the Log tab; lines stream live.
3. Click Console tab → transcript and input visible; type `status`, submit → reply
   appended.
4. Click Files tab → file tree visible and navigable.
5. Click ⛶ on each tab → matching modal opens with the larger view.
6. In `#console-modal`, send a command; transcript inside the modal updates. Close
   modal; inline console transcript still has its prior state.
7. Live-state subblock shows ≤ 8 current players in a 4-column grid (no header)
   and ≤ 10 recent players as 5-column chips under an `N Recent` header. With
   >10 recents, `N Recent` becomes a link that opens `#recent-players-modal`;
   with ≤ 10 it stays plain text.
8. Start the server. The lifecycle subblock shows `starting since 2s ago`
   but **no inline streaming log** — the page does not shift as the job
   progresses. Click the job phrase → `#job-log-modal` opens and streams the
   live job log. Close → SSE disconnects.
9. Delete/Rename buttons still trigger their respective modals.

Add or extend a Playwright e2e (see existing fixtures in
`l4d2web/tests/e2e/`) covering tab switching and expand-to-modal for one tab.

## Out of scope (v1)

- Persisting active tab across reloads.
- Download-log action (only if the route already exists; otherwise defer).
- Mobile/narrow-viewport polish beyond the player-grid breakpoint
  (`<600px` → `auto-fit, minmax(110px, 1fr)`) described above. The inspection
  strip and config grid rely on their `auto-fit` rules to collapse naturally;
  no additional bespoke responsive rules in v1.
- Replacing HTMX polling on live state with SSE.
