refactor: patch connection indicator with timestamp
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Server patches the ConnectionIndicator element with a timestamp on
each heartbeat. Client-side JS checks every second if the timestamp
is stale (>20s) and toggles red/green accordingly.

This properly detects connection loss since the indicator will turn
red if no patches are received.
This commit is contained in:
Ryan Hamamura
2026-03-03 10:25:04 -10:00
parent 99f14ca170
commit 06b3839c3a
5 changed files with 58 additions and 15 deletions

View File

@@ -16,6 +16,7 @@ import (
"github.com/ryanhamamura/games/connect4"
"github.com/ryanhamamura/games/db/repository"
"github.com/ryanhamamura/games/features/c4game/pages"
sharedcomponents "github.com/ryanhamamura/games/features/common/components"
"github.com/ryanhamamura/games/sessions"
)
@@ -119,7 +120,7 @@ func HandleGameEvents(store *connect4.Store, nc *nats.Conn, sm *scs.SessionManag
}
sendPing := func() error {
return sse.PatchSignals([]byte(fmt.Sprintf(`{"lastPing":%d}`, time.Now().UnixMilli())))
return sse.PatchElementTempl(sharedcomponents.ConnectionIndicator(time.Now().UnixMilli()))
}
// Send initial render and ping

View File

@@ -15,10 +15,10 @@ templ GamePage(g *connect4.Game, myColor int, messages []chat.Message, chatCfg c
@layouts.Base("Connect 4") {
<main
class="flex flex-col items-center gap-4 p-4"
data-signals="{chatMsg: '', lastPing: 0}"
data-signals="{chatMsg: ''}"
data-init={ fmt.Sprintf("@get('/games/%s/events',{requestCancellation:'disabled'})", g.ID) }
>
@sharedcomponents.ConnectionIndicator()
@sharedcomponents.ConnectionIndicator(0)
@GameContent(g, myColor, messages, chatCfg)
</main>
}