refactor: extract standalone chat package from game-specific handlers
Create chat/ package with Message type, Room (NATS pub/sub + buffer), DB persistence helpers, and a unified templ component parameterized by Config (CSS prefix, post URL, color function, key propagation). Both c4game and snakegame now use chat.Room for message management and chatcomponents.Chat for rendering, eliminating the duplicated ChatMessage types, chat templ components, chatAutoScroll scripts, color functions, and inline buffer management.
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@@ -3,6 +3,8 @@ package pages
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import (
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"fmt"
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"github.com/ryanhamamura/c4/chat"
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chatcomponents "github.com/ryanhamamura/c4/chat/components"
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"github.com/ryanhamamura/c4/features/common/components"
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"github.com/ryanhamamura/c4/features/common/layouts"
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snakecomponents "github.com/ryanhamamura/c4/features/snakegame/components"
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@@ -26,7 +28,7 @@ func keydownScript(gameID string) string {
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)
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}
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templ GamePage(sg *snake.SnakeGame, mySlot int, messages []snakecomponents.ChatMessage, gameID string) {
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templ GamePage(sg *snake.SnakeGame, mySlot int, messages []chat.Message, chatCfg chatcomponents.Config, gameID string) {
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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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@@ -43,13 +45,13 @@ templ GamePage(sg *snake.SnakeGame, mySlot int, messages []snakecomponents.ChatM
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if sg.Mode == snake.ModeMultiplayer {
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<div class="snake-game-area">
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@snakecomponents.Board(sg)
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@snakecomponents.Chat(messages, gameID)
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@chatcomponents.Chat(messages, chatCfg)
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</div>
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} else {
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@snakecomponents.Board(sg)
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}
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} else if sg.Mode == snake.ModeMultiplayer {
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@snakecomponents.Chat(messages, gameID)
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@chatcomponents.Chat(messages, chatCfg)
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}
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if sg.Mode == snake.ModeMultiplayer && (sg.Status == snake.StatusWaitingForPlayers || sg.Status == snake.StatusCountdown) {
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@snakecomponents.InviteLink(gameID)
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