refactor: extract standalone chat package from game-specific handlers
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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.
This commit is contained in:
Ryan Hamamura
2026-03-02 19:20:21 -10:00
parent 7eadfbbb0c
commit 10de5d21ad
10 changed files with 305 additions and 287 deletions

92
chat/chat.go Normal file
View File

@@ -0,0 +1,92 @@
// Package chat provides a reusable chat room backed by NATS pub/sub
// with optional database persistence.
package chat
import (
"encoding/json"
"sync"
"github.com/nats-io/nats.go"
"github.com/rs/zerolog/log"
)
// Message is the wire format for chat messages over NATS.
type Message struct {
Nickname string `json:"nickname"`
Slot int `json:"slot"` // player slot/color index
Message string `json:"message"`
Time int64 `json:"time"` // unix millis, zero for ephemeral messages
}
const maxMessages = 50
// Room manages an in-memory message buffer and NATS pub/sub for a single
// chat room (typically one per game).
type Room struct {
subject string
nc *nats.Conn
messages []Message
mu sync.Mutex
}
// NewRoom creates a chat room that publishes and subscribes on the given
// NATS subject (e.g. "chat.abc123").
func NewRoom(nc *nats.Conn, subject string, initial []Message) *Room {
return &Room{
subject: subject,
nc: nc,
messages: initial,
}
}
// Send publishes a message to the room's NATS subject.
func (r *Room) Send(msg Message) {
data, err := json.Marshal(msg)
if err != nil {
log.Error().Err(err).Str("subject", r.subject).Msg("failed to marshal chat message")
return
}
if err := r.nc.Publish(r.subject, data); err != nil {
log.Error().Err(err).Str("subject", r.subject).Msg("failed to publish chat message")
}
}
// Receive processes an incoming NATS message, appending it to the buffer.
// Returns the new message and a snapshot of all messages.
func (r *Room) Receive(data []byte) (Message, []Message) {
var msg Message
if err := json.Unmarshal(data, &msg); err != nil {
return msg, nil
}
r.mu.Lock()
r.messages = append(r.messages, msg)
if len(r.messages) > maxMessages {
r.messages = r.messages[len(r.messages)-maxMessages:]
}
snapshot := make([]Message, len(r.messages))
copy(snapshot, r.messages)
r.mu.Unlock()
return msg, snapshot
}
// Messages returns a snapshot of the current message buffer.
func (r *Room) Messages() []Message {
r.mu.Lock()
defer r.mu.Unlock()
snapshot := make([]Message, len(r.messages))
copy(snapshot, r.messages)
return snapshot
}
// Subscribe creates a NATS channel subscription for the room's subject.
// Caller is responsible for unsubscribing.
func (r *Room) Subscribe() (chan *nats.Msg, *nats.Subscription, error) {
ch := make(chan *nats.Msg, 64)
sub, err := r.nc.ChanSubscribe(r.subject, ch)
if err != nil {
return nil, nil, err
}
return ch, sub, nil
}

View File

@@ -0,0 +1,74 @@
package components
import (
"fmt"
"github.com/ryanhamamura/c4/chat"
"github.com/starfederation/datastar-go/datastar"
)
// ColorFunc resolves a player slot to a CSS color string.
type ColorFunc func(slot int) string
// Config holds the game-specific settings for rendering a chat component.
type Config struct {
// CSSPrefix is used for element IDs and CSS classes (e.g. "c4" or "snake").
CSSPrefix string
// PostURL is the URL to POST chat messages to (e.g. "/games/{id}/chat").
PostURL string
// Color resolves a player slot to a CSS color string.
Color ColorFunc
// StopKeyPropagation adds data-on:keydown.stop="" to the input to prevent
// key events from propagating (needed for snake to avoid steering while typing).
StopKeyPropagation bool
}
templ Chat(messages []chat.Message, cfg Config) {
<div id={ cfg.CSSPrefix + "-chat" } class={ cfg.CSSPrefix + "-chat" }>
<div class={ cfg.CSSPrefix + "-chat-history" }>
for _, m := range messages {
<div class={ cfg.CSSPrefix + "-chat-msg" }>
<span style={ fmt.Sprintf("color:%s;font-weight:bold;", cfg.Color(m.Slot)) }>
{ m.Nickname + ": " }
</span>
<span>{ m.Message }</span>
</div>
}
</div>
<div class={ cfg.CSSPrefix + "-chat-input" } data-morph-ignore>
if cfg.StopKeyPropagation {
<input
type="text"
placeholder="Chat..."
autocomplete="off"
data-bind="chatMsg"
data-on:keydown.stop=""
data-on:keydown.key_enter={ datastar.PostSSE(cfg.PostURL) }
/>
} else {
<input
type="text"
placeholder="Chat..."
autocomplete="off"
data-bind="chatMsg"
data-on:keydown.enter={ datastar.PostSSE(cfg.PostURL) }
/>
}
<button
type="button"
data-on:click={ datastar.PostSSE(cfg.PostURL) }
>
Send
</button>
</div>
@chatAutoScroll(cfg.CSSPrefix)
</div>
}
script chatAutoScroll(cssPrefix string) {
var el = document.querySelector('.' + cssPrefix + '-chat-history');
if (!el) return;
el.scrollTop = el.scrollHeight;
new MutationObserver(function(){ el.scrollTop = el.scrollHeight; })
.observe(el, {childList:true, subtree:true});
}

45
chat/persist.go Normal file
View File

@@ -0,0 +1,45 @@
package chat
import (
"context"
"slices"
"github.com/ryanhamamura/c4/db/repository"
"github.com/rs/zerolog/log"
)
// SaveMessage persists a chat message to the database.
func SaveMessage(queries *repository.Queries, roomID string, msg Message) {
err := queries.CreateChatMessage(context.Background(), repository.CreateChatMessageParams{
GameID: roomID,
Nickname: msg.Nickname,
Color: int64(msg.Slot),
Message: msg.Message,
CreatedAt: msg.Time,
})
if err != nil {
log.Error().Err(err).Str("room_id", roomID).Msg("failed to save chat message")
}
}
// LoadMessages loads persisted chat messages for a room, returning them
// in chronological order (oldest first).
func LoadMessages(queries *repository.Queries, roomID string) []Message {
rows, err := queries.GetChatMessages(context.Background(), roomID)
if err != nil {
return nil
}
msgs := make([]Message, len(rows))
for i, r := range rows {
msgs[i] = Message{
Nickname: r.Nickname,
Slot: int(r.Color),
Message: r.Message,
Time: r.CreatedAt,
}
}
// DB returns newest-first; reverse for chronological display
slices.Reverse(msgs)
return msgs
}

View File

@@ -1,69 +0,0 @@
package components
import (
"fmt"
"github.com/starfederation/datastar-go/datastar"
)
type ChatMessage struct {
Nickname string `json:"nickname"`
Color int `json:"color"`
Message string `json:"message"`
Time int64 `json:"time"`
}
var chatColors = map[int]string{
1: "#4a2a3a",
2: "#2a4545",
}
templ Chat(messages []ChatMessage, gameID string) {
<div id="c4-chat" class="c4-chat">
<div class="c4-chat-history">
for _, m := range messages {
<div class="c4-chat-msg">
<span style={ fmt.Sprintf("color:%s;font-weight:bold;", chatColor(m.Color)) }>
{ m.Nickname }:&nbsp;
</span>
<span>{ m.Message }</span>
</div>
}
@chatAutoScroll()
</div>
<div class="c4-chat-input" data-morph-ignore>
<input
type="text"
placeholder="Chat..."
autocomplete="off"
data-bind="chatMsg"
data-on:keydown.enter={ datastar.PostSSE("/games/%s/chat", gameID) }
/>
<button
type="button"
data-on:click={ datastar.PostSSE("/games/%s/chat", gameID) }
>
Send
</button>
</div>
</div>
}
templ chatAutoScroll() {
<script>
(function(){
var el = document.querySelector('.c4-chat-history');
if (!el) return;
el.scrollTop = el.scrollHeight;
new MutationObserver(function(){ el.scrollTop = el.scrollHeight; })
.observe(el, {childList:true, subtree:true});
})();
</script>
}
func chatColor(color int) string {
if c, ok := chatColors[color]; ok {
return c
}
return "#666"
}

View File

@@ -1,12 +1,9 @@
package c4game
import (
"context"
"encoding/json"
"fmt"
"net/http"
"slices"
"strconv"
"sync"
"time"
"github.com/alexedwards/scs/v2"
@@ -14,6 +11,8 @@ import (
"github.com/nats-io/nats.go"
"github.com/starfederation/datastar-go/datastar"
"github.com/ryanhamamura/c4/chat"
chatcomponents "github.com/ryanhamamura/c4/chat/components"
"github.com/ryanhamamura/c4/db/repository"
"github.com/ryanhamamura/c4/features/c4game/components"
"github.com/ryanhamamura/c4/features/c4game/pages"
@@ -21,6 +20,27 @@ import (
"github.com/ryanhamamura/c4/sessions"
)
// c4ChatColors maps player color (1=Red, 2=Yellow) to CSS background colors.
var c4ChatColors = map[int]string{
0: "#4a2a3a", // color 1 stored as slot 0
1: "#2a4545", // color 2 stored as slot 1
}
func c4ChatColor(slot int) string {
if c, ok := c4ChatColors[slot]; ok {
return c
}
return "#666"
}
func c4ChatConfig(gameID string) chatcomponents.Config {
return chatcomponents.Config{
CSSPrefix: "c4",
PostURL: fmt.Sprintf("/games/%s/chat", gameID),
Color: c4ChatColor,
}
}
func HandleGamePage(store *game.GameStore, sm *scs.SessionManager, queries *repository.Queries) http.HandlerFunc {
return func(w http.ResponseWriter, r *http.Request) {
gameID := chi.URLParam(r, "id")
@@ -53,25 +73,21 @@ func HandleGamePage(store *game.GameStore, sm *scs.SessionManager, queries *repo
// Player not in game
isGuest := r.URL.Query().Get("guest") == "1"
if userID == "" && !isGuest {
// Show join prompt (login vs guest)
if err := pages.JoinPage(gameID).Render(r.Context(), w); err != nil {
http.Error(w, http.StatusText(http.StatusInternalServerError), http.StatusInternalServerError)
}
return
}
// Show nickname prompt
if err := pages.NicknamePage(gameID).Render(r.Context(), w); err != nil {
http.Error(w, http.StatusText(http.StatusInternalServerError), http.StatusInternalServerError)
}
return
}
// Player is in the game — render full game page
g := gi.GetGame()
chatMsgs := loadChatMessages(queries, gameID)
msgs := chatToComponents(chatMsgs)
msgs := chat.LoadMessages(queries, gameID)
if err := pages.GamePage(g, myColor, msgs).Render(r.Context(), w); err != nil {
if err := pages.GamePage(g, myColor, msgs, c4ChatConfig(gameID)).Render(r.Context(), w); err != nil {
http.Error(w, http.StatusText(http.StatusInternalServerError), http.StatusInternalServerError)
}
}
@@ -94,13 +110,11 @@ func HandleGameEvents(store *game.GameStore, nc *nats.Conn, sm *scs.SessionManag
datastar.WithBrotli(datastar.WithBrotliLevel(5)),
))
// Load initial chat messages
chatMsgs := loadChatMessages(queries, gameID)
var chatMu sync.Mutex
chatMessages := chatToComponents(chatMsgs)
chatCfg := c4ChatConfig(gameID)
room := chat.NewRoom(nc, "game.chat."+gameID, chat.LoadMessages(queries, gameID))
// Send initial render of all components
sendGameComponents(sse, gi, myColor, chatMessages, &chatMu, gameID)
// Send initial render
sendGameComponents(sse, gi, myColor, room, chatCfg)
// Subscribe to game state updates
gameCh := make(chan *nats.Msg, 64)
@@ -111,8 +125,7 @@ func HandleGameEvents(store *game.GameStore, nc *nats.Conn, sm *scs.SessionManag
defer gameSub.Unsubscribe() //nolint:errcheck
// Subscribe to chat messages
chatCh := make(chan *nats.Msg, 64)
chatSub, err := nc.ChanSubscribe("game.chat."+gameID, chatCh)
chatCh, chatSub, err := room.Subscribe()
if err != nil {
return
}
@@ -124,30 +137,14 @@ func HandleGameEvents(store *game.GameStore, nc *nats.Conn, sm *scs.SessionManag
case <-ctx.Done():
return
case <-gameCh:
// Re-read player color in case we just joined
myColor = gi.GetPlayerColor(playerID)
sendGameComponents(sse, gi, myColor, chatMessages, &chatMu, gameID)
sendGameComponents(sse, gi, myColor, room, chatCfg)
case msg := <-chatCh:
var uiMsg game.ChatMessage
if err := json.Unmarshal(msg.Data, &uiMsg); err != nil {
_, snapshot := room.Receive(msg.Data)
if snapshot == nil {
continue
}
cm := components.ChatMessage{
Nickname: uiMsg.Nickname,
Color: uiMsg.Color,
Message: uiMsg.Message,
Time: uiMsg.Time,
}
chatMu.Lock()
chatMessages = append(chatMessages, cm)
if len(chatMessages) > 50 {
chatMessages = chatMessages[len(chatMessages)-50:]
}
msgs := make([]components.ChatMessage, len(chatMessages))
copy(msgs, chatMessages)
chatMu.Unlock()
if err := sse.PatchElementTempl(components.Chat(msgs, gameID), datastar.WithSelectorID("c4-chat")); err != nil {
if err := sse.PatchElementTempl(chatcomponents.Chat(snapshot, chatCfg), datastar.WithSelectorID("c4-chat")); err != nil {
return
}
}
@@ -180,9 +177,6 @@ func HandleDropPiece(store *game.GameStore, sm *scs.SessionManager) http.Handler
}
gi.DropPiece(col, myColor)
// The store's notifyFunc publishes to NATS, which triggers SSE updates.
// Return empty SSE response.
datastar.NewSSE(w, r)
}
}
@@ -227,22 +221,18 @@ func HandleSendChat(store *game.GameStore, nc *nats.Conn, sm *scs.SessionManager
}
}
cm := game.ChatMessage{
// Map color (1-based) to slot (0-based) for the unified chat message
msg := chat.Message{
Nickname: nick,
Color: myColor,
Slot: myColor - 1,
Message: signals.ChatMsg,
Time: time.Now().UnixMilli(),
}
saveChatMessage(queries, gameID, cm)
chat.SaveMessage(queries, gameID, msg)
data, err := json.Marshal(cm)
if err != nil {
datastar.NewSSE(w, r)
return
}
nc.Publish("game.chat."+gameID, data) //nolint:errcheck
room := chat.NewRoom(nc, "game.chat."+gameID, nil)
room.Send(msg)
// Clear the chat input
sse := datastar.NewSSE(w, r)
sse.MarshalAndPatchSignals(map[string]any{"chatMsg": ""}) //nolint:errcheck
}
@@ -314,61 +304,11 @@ func HandleRematch(store *game.GameStore, sm *scs.SessionManager) http.HandlerFu
}
// sendGameComponents patches all game-related SSE components.
func sendGameComponents(sse *datastar.ServerSentEventGenerator, gi *game.GameInstance, myColor int, chatMessages []components.ChatMessage, chatMu *sync.Mutex, gameID string) {
func sendGameComponents(sse *datastar.ServerSentEventGenerator, gi *game.GameInstance, myColor int, room *chat.Room, chatCfg chatcomponents.Config) {
g := gi.GetGame()
sse.PatchElementTempl(components.Board(g, myColor), datastar.WithSelectorID("c4-board")) //nolint:errcheck
sse.PatchElementTempl(components.StatusBanner(g, myColor), datastar.WithSelectorID("c4-status")) //nolint:errcheck
sse.PatchElementTempl(components.PlayerInfo(g, myColor), datastar.WithSelectorID("c4-players")) //nolint:errcheck
chatMu.Lock()
msgs := make([]components.ChatMessage, len(chatMessages))
copy(msgs, chatMessages)
chatMu.Unlock()
sse.PatchElementTempl(components.Chat(msgs, gameID), datastar.WithSelectorID("c4-chat")) //nolint:errcheck
}
// Chat persistence helpers — inlined from the former ChatPersister.
func saveChatMessage(queries *repository.Queries, gameID string, msg game.ChatMessage) {
queries.CreateChatMessage(context.Background(), repository.CreateChatMessageParams{ //nolint:errcheck
GameID: gameID,
Nickname: msg.Nickname,
Color: int64(msg.Color),
Message: msg.Message,
CreatedAt: msg.Time,
})
}
func loadChatMessages(queries *repository.Queries, gameID string) []game.ChatMessage {
rows, err := queries.GetChatMessages(context.Background(), gameID)
if err != nil {
return nil
}
msgs := make([]game.ChatMessage, len(rows))
for i, r := range rows {
msgs[i] = game.ChatMessage{
Nickname: r.Nickname,
Color: int(r.Color),
Message: r.Message,
Time: r.CreatedAt,
}
}
// DB returns newest-first; reverse for display
slices.Reverse(msgs)
return msgs
}
func chatToComponents(chatMsgs []game.ChatMessage) []components.ChatMessage {
msgs := make([]components.ChatMessage, len(chatMsgs))
for i, m := range chatMsgs {
msgs[i] = components.ChatMessage{
Nickname: m.Nickname,
Color: m.Color,
Message: m.Message,
Time: m.Time,
}
}
return msgs
sse.PatchElementTempl(chatcomponents.Chat(room.Messages(), chatCfg), datastar.WithSelectorID("c4-chat")) //nolint:errcheck
}

View File

@@ -1,6 +1,8 @@
package pages
import (
"github.com/ryanhamamura/c4/chat"
chatcomponents "github.com/ryanhamamura/c4/chat/components"
"github.com/ryanhamamura/c4/features/c4game/components"
sharedcomponents "github.com/ryanhamamura/c4/features/common/components"
"github.com/ryanhamamura/c4/features/common/layouts"
@@ -8,7 +10,7 @@ import (
"github.com/starfederation/datastar-go/datastar"
)
templ GamePage(g *game.Game, myColor int, messages []components.ChatMessage) {
templ GamePage(g *game.Game, myColor int, messages []chat.Message, chatCfg chatcomponents.Config) {
@layouts.Base("Connect 4") {
<main
class="flex flex-col items-center gap-4 p-4"
@@ -21,7 +23,7 @@ templ GamePage(g *game.Game, myColor int, messages []components.ChatMessage) {
@components.StatusBanner(g, myColor)
<div class="c4-game-area">
@components.Board(g, myColor)
@components.Chat(messages, g.ID)
@chatcomponents.Chat(messages, chatCfg)
</div>
if g.Status == game.StatusWaitingForPlayer {
@components.InviteLink(g.ID)

View File

@@ -1,66 +0,0 @@
package components
import (
"fmt"
"github.com/ryanhamamura/c4/snake"
"github.com/starfederation/datastar-go/datastar"
)
type ChatMessage struct {
Nickname string `json:"nickname"`
Slot int `json:"slot"`
Message string `json:"message"`
Time int64 `json:"time"`
}
templ Chat(messages []ChatMessage, gameID string) {
<div id="snake-chat" class="snake-chat">
<div class="snake-chat-history">
for _, m := range messages {
<div class="snake-chat-msg">
<span style={ fmt.Sprintf("color:%s;font-weight:bold;", chatColor(m.Slot)) }>
{ m.Nickname + ": " }
</span>
<span>{ m.Message }</span>
</div>
}
</div>
<div class="snake-chat-input" data-morph-ignore>
<input
type="text"
placeholder="Chat..."
autocomplete="off"
data-bind="chatMsg"
data-on:keydown.stop=""
data-on:keydown.key_enter={ datastar.PostSSE("/snake/%s/chat", gameID) }
/>
<button
type="button"
data-on:click={ datastar.PostSSE("/snake/%s/chat", gameID) }
>
Send
</button>
</div>
@chatAutoScroll()
</div>
}
templ chatAutoScroll() {
<script>
(function(){
var el = document.querySelector('.snake-chat-history');
if (!el) return;
el.scrollTop = el.scrollHeight;
new MutationObserver(function(){ el.scrollTop = el.scrollHeight; })
.observe(el, {childList:true, subtree:true});
})();
</script>
}
func chatColor(slot int) string {
if slot >= 0 && slot < len(snake.SnakeColors) {
return snake.SnakeColors[slot]
}
return "#666"
}

View File

@@ -1,22 +1,39 @@
package snakegame
import (
"encoding/json"
"fmt"
"net/http"
"strconv"
"sync"
"github.com/alexedwards/scs/v2"
"github.com/go-chi/chi/v5"
"github.com/nats-io/nats.go"
"github.com/starfederation/datastar-go/datastar"
"github.com/ryanhamamura/c4/chat"
chatcomponents "github.com/ryanhamamura/c4/chat/components"
"github.com/ryanhamamura/c4/features/snakegame/components"
"github.com/ryanhamamura/c4/features/snakegame/pages"
"github.com/ryanhamamura/c4/sessions"
"github.com/ryanhamamura/c4/snake"
)
func snakeChatColor(slot int) string {
if slot >= 0 && slot < len(snake.SnakeColors) {
return snake.SnakeColors[slot]
}
return "#666"
}
func snakeChatConfig(gameID string) chatcomponents.Config {
return chatcomponents.Config{
CSSPrefix: "snake",
PostURL: fmt.Sprintf("/snake/%s/chat", gameID),
Color: snakeChatColor,
StopKeyPropagation: true,
}
}
func HandleSnakePage(snakeStore *snake.SnakeStore, sm *scs.SessionManager) http.HandlerFunc {
return func(w http.ResponseWriter, r *http.Request) {
gameID := chi.URLParam(r, "id")
@@ -32,20 +49,19 @@ func HandleSnakePage(snakeStore *snake.SnakeStore, sm *scs.SessionManager) http.
// Auto-join if nickname exists and not already in game
if nickname != "" && si.GetPlayerSlot(playerID) < 0 {
player := &snake.Player{
p := &snake.Player{
ID: playerID,
Nickname: nickname,
}
if userID != "" {
player.UserID = &userID
p.UserID = &userID
}
si.Join(player)
si.Join(p)
}
mySlot := si.GetPlayerSlot(playerID)
if mySlot < 0 {
// Not in game yet
isGuest := r.URL.Query().Get("guest") == "1"
if userID == "" && !isGuest {
if err := pages.JoinPage(gameID).Render(r.Context(), w); err != nil {
@@ -60,7 +76,7 @@ func HandleSnakePage(snakeStore *snake.SnakeStore, sm *scs.SessionManager) http.
}
sg := si.GetGame()
if err := pages.GamePage(sg, mySlot, nil, gameID).Render(r.Context(), w); err != nil {
if err := pages.GamePage(sg, mySlot, nil, snakeChatConfig(gameID), gameID).Render(r.Context(), w); err != nil {
http.Error(w, http.StatusText(http.StatusInternalServerError), http.StatusInternalServerError)
}
}
@@ -82,13 +98,15 @@ func HandleSnakeEvents(snakeStore *snake.SnakeStore, nc *nats.Conn, sm *scs.Sess
datastar.WithBrotli(datastar.WithBrotliLevel(5)),
))
chatCfg := snakeChatConfig(gameID)
// Send initial render
sg := si.GetGame()
sse.PatchElementTempl(components.Board(sg)) //nolint:errcheck
sse.PatchElementTempl(components.StatusBanner(sg, mySlot, gameID)) //nolint:errcheck
sse.PatchElementTempl(components.PlayerList(sg, mySlot)) //nolint:errcheck
if sg.Mode == snake.ModeMultiplayer {
sse.PatchElementTempl(components.Chat(nil, gameID)) //nolint:errcheck
sse.PatchElementTempl(chatcomponents.Chat(nil, chatCfg)) //nolint:errcheck
if sg.Status == snake.StatusWaitingForPlayers || sg.Status == snake.StatusCountdown {
sse.PatchElementTempl(components.InviteLink(gameID)) //nolint:errcheck
}
@@ -105,12 +123,11 @@ func HandleSnakeEvents(snakeStore *snake.SnakeStore, nc *nats.Conn, sm *scs.Sess
// Chat subscription (multiplayer only)
var chatCh chan *nats.Msg
var chatSub *nats.Subscription
var chatMessages []components.ChatMessage
var chatMu sync.Mutex
var room *chat.Room
if sg.Mode == snake.ModeMultiplayer {
chatCh = make(chan *nats.Msg, 64)
chatSub, err = nc.ChanSubscribe("snake.chat."+gameID, chatCh)
room = chat.NewRoom(nc, "snake.chat."+gameID, nil)
chatCh, chatSub, err = room.Subscribe()
if err != nil {
return
}
@@ -153,20 +170,11 @@ func HandleSnakeEvents(snakeStore *snake.SnakeStore, nc *nats.Conn, sm *scs.Sess
if msg == nil {
continue
}
var cm components.ChatMessage
if err := json.Unmarshal(msg.Data, &cm); err != nil {
_, snapshot := room.Receive(msg.Data)
if snapshot == nil {
continue
}
chatMu.Lock()
chatMessages = append(chatMessages, cm)
if len(chatMessages) > 50 {
chatMessages = chatMessages[len(chatMessages)-50:]
}
msgs := make([]components.ChatMessage, len(chatMessages))
copy(msgs, chatMessages)
chatMu.Unlock()
if err := sse.PatchElementTempl(components.Chat(msgs, gameID)); err != nil {
if err := sse.PatchElementTempl(chatcomponents.Chat(snapshot, chatCfg)); err != nil {
return
}
}
@@ -233,16 +241,14 @@ func HandleSendChat(snakeStore *snake.SnakeStore, nc *nats.Conn, sm *scs.Session
}
sg := si.GetGame()
cm := components.ChatMessage{
msg := chat.Message{
Nickname: sg.Players[slot].Nickname,
Slot: slot,
Message: signals.ChatMsg,
}
data, err := json.Marshal(cm)
if err != nil {
return
}
nc.Publish("snake.chat."+gameID, data) //nolint:errcheck
room := chat.NewRoom(nc, "snake.chat."+gameID, nil)
room.Send(msg)
sse := datastar.NewSSE(w, r)
sse.MarshalAndPatchSignals(map[string]any{"chatMsg": ""}) //nolint:errcheck
@@ -278,14 +284,14 @@ func HandleSetNickname(snakeStore *snake.SnakeStore, sm *scs.SessionManager) htt
userID := sessions.GetUserID(sm, r)
if si.GetPlayerSlot(playerID) < 0 {
player := &snake.Player{
p := &snake.Player{
ID: playerID,
Nickname: signals.Nickname,
}
if userID != "" {
player.UserID = &userID
p.UserID = &userID
}
si.Join(player)
si.Join(p)
}
sse := datastar.NewSSE(w, r)

View File

@@ -3,6 +3,8 @@ package pages
import (
"fmt"
"github.com/ryanhamamura/c4/chat"
chatcomponents "github.com/ryanhamamura/c4/chat/components"
"github.com/ryanhamamura/c4/features/common/components"
"github.com/ryanhamamura/c4/features/common/layouts"
snakecomponents "github.com/ryanhamamura/c4/features/snakegame/components"
@@ -26,7 +28,7 @@ func keydownScript(gameID string) string {
)
}
templ GamePage(sg *snake.SnakeGame, mySlot int, messages []snakecomponents.ChatMessage, gameID string) {
templ GamePage(sg *snake.SnakeGame, mySlot int, messages []chat.Message, chatCfg chatcomponents.Config, gameID string) {
@layouts.Base("Snake") {
<main
class="snake-wrapper flex flex-col items-center gap-4 p-4"
@@ -43,13 +45,13 @@ templ GamePage(sg *snake.SnakeGame, mySlot int, messages []snakecomponents.ChatM
if sg.Mode == snake.ModeMultiplayer {
<div class="snake-game-area">
@snakecomponents.Board(sg)
@snakecomponents.Chat(messages, gameID)
@chatcomponents.Chat(messages, chatCfg)
</div>
} else {
@snakecomponents.Board(sg)
}
} else if sg.Mode == snake.ModeMultiplayer {
@snakecomponents.Chat(messages, gameID)
@chatcomponents.Chat(messages, chatCfg)
}
if sg.Mode == snake.ModeMultiplayer && (sg.Status == snake.StatusWaitingForPlayers || sg.Status == snake.StatusCountdown) {
@snakecomponents.InviteLink(gameID)

View File

@@ -69,11 +69,3 @@ func (g *Game) WinningCellsFromJSON(data string) error {
}
return json.Unmarshal([]byte(data), &g.WinningCells)
}
// ChatMessage is the domain type for persisted C4 chat messages.
type ChatMessage struct {
Nickname string `json:"nickname"`
Color int `json:"color"` // 1=Red, 2=Yellow
Message string `json:"message"`
Time int64 `json:"time"`
}