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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@@ -13,6 +13,7 @@ import (
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"github.com/ryanhamamura/games/chat"
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chatcomponents "github.com/ryanhamamura/games/chat/components"
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sharedcomponents "github.com/ryanhamamura/games/features/common/components"
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"github.com/ryanhamamura/games/features/snakegame/pages"
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"github.com/ryanhamamura/games/sessions"
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"github.com/ryanhamamura/games/snake"
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@@ -125,7 +126,7 @@ func HandleSnakeEvents(snakeStore *snake.SnakeStore, nc *nats.Conn, sm *scs.Sess
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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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@@ -32,12 +32,12 @@ templ GamePage(sg *snake.SnakeGame, mySlot int, messages []chat.Message, chatCfg
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@layouts.Base("Snake") {
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<main
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class="snake-wrapper 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('/snake/%s/events',{requestCancellation:'disabled'})", gameID) }
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data-on:keydown__throttle.100ms={ keydownScript(gameID) }
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tabindex="0"
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>
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@components.ConnectionIndicator()
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@components.ConnectionIndicator(0)
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@GameContent(sg, mySlot, messages, chatCfg, gameID)
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</main>
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}
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