refactor: patch connection indicator with timestamp
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.
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@@ -16,6 +16,7 @@ import (
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"github.com/ryanhamamura/games/connect4"
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"github.com/ryanhamamura/games/db/repository"
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"github.com/ryanhamamura/games/features/c4game/pages"
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sharedcomponents "github.com/ryanhamamura/games/features/common/components"
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"github.com/ryanhamamura/games/sessions"
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)
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@@ -119,7 +120,7 @@ func HandleGameEvents(store *connect4.Store, nc *nats.Conn, sm *scs.SessionManag
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}
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sendPing := func() error {
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return sse.PatchSignals([]byte(fmt.Sprintf(`{"lastPing":%d}`, time.Now().UnixMilli())))
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return sse.PatchElementTempl(sharedcomponents.ConnectionIndicator(time.Now().UnixMilli()))
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}
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// Send initial render and ping
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@@ -15,10 +15,10 @@ templ GamePage(g *connect4.Game, myColor int, messages []chat.Message, chatCfg c
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@layouts.Base("Connect 4") {
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<main
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class="flex flex-col items-center gap-4 p-4"
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data-signals="{chatMsg: '', lastPing: 0}"
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data-signals="{chatMsg: ''}"
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data-init={ fmt.Sprintf("@get('/games/%s/events',{requestCancellation:'disabled'})", g.ID) }
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>
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@sharedcomponents.ConnectionIndicator()
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@sharedcomponents.ConnectionIndicator(0)
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@GameContent(g, myColor, messages, chatCfg)
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</main>
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}
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