feat: add connection status indicator with SSE heartbeat
- Add ConnectionIndicator component showing green/red dot - Send lastPing signal every 15 seconds via SSE - Indicator turns red if no ping received in 20 seconds - Gives users confidence the live connection is active
This commit is contained in:
@@ -1,6 +1,7 @@
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package c4game
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package c4game
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import (
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import (
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"encoding/json"
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"fmt"
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"fmt"
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"net/http"
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"net/http"
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"strconv"
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"strconv"
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@@ -118,11 +119,24 @@ func HandleGameEvents(store *connect4.Store, nc *nats.Conn, sm *scs.SessionManag
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return sse.PatchElementTempl(pages.GameContent(g, myColor, room.Messages(), chatCfg))
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return sse.PatchElementTempl(pages.GameContent(g, myColor, room.Messages(), chatCfg))
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}
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}
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// Send initial render
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sendPing := func() error {
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data, _ := json.Marshal(struct {
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LastPing int64 `json:"lastPing"`
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}{time.Now().UnixMilli()})
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return sse.PatchSignals(data)
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}
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// Send initial render and ping
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if err := sendPing(); err != nil {
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return
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}
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if err := patchAll(); err != nil {
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if err := patchAll(); err != nil {
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return
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return
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}
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}
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heartbeat := time.NewTicker(15 * time.Second)
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defer heartbeat.Stop()
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// Subscribe to game state updates
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// Subscribe to game state updates
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gameCh := make(chan *nats.Msg, 64)
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gameCh := make(chan *nats.Msg, 64)
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gameSub, err := nc.ChanSubscribe(connect4.GameSubject(gameID), gameCh)
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gameSub, err := nc.ChanSubscribe(connect4.GameSubject(gameID), gameCh)
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@@ -140,6 +154,10 @@ func HandleGameEvents(store *connect4.Store, nc *nats.Conn, sm *scs.SessionManag
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select {
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select {
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case <-ctx.Done():
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case <-ctx.Done():
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return
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return
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case <-heartbeat.C:
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if err := sendPing(); err != nil {
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return
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}
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case <-gameCh:
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case <-gameCh:
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if err := patchAll(); err != nil {
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if err := patchAll(); err != nil {
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return
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return
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@@ -15,9 +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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@layouts.Base("Connect 4") {
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<main
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<main
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class="flex flex-col items-center gap-4 p-4"
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class="flex flex-col items-center gap-4 p-4"
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data-signals="{chatMsg: ''}"
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data-signals="{chatMsg: '', lastPing: 0}"
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data-init={ fmt.Sprintf("@get('/games/%s/events',{requestCancellation:'disabled'})", g.ID) }
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data-init={ fmt.Sprintf("@get('/games/%s/events',{requestCancellation:'disabled'})", g.ID) }
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>
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>
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@sharedcomponents.ConnectionIndicator()
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@GameContent(g, myColor, messages, chatCfg)
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@GameContent(g, myColor, messages, chatCfg)
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</main>
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</main>
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}
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}
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@@ -44,6 +44,21 @@ templ NicknamePrompt(returnPath string) {
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</main>
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</main>
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}
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}
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// ConnectionIndicator shows a small dot indicating SSE connection status.
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// It requires a `lastPing` signal (unix ms timestamp) to be set by the server.
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templ ConnectionIndicator() {
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<div
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id="connection-indicator"
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class="fixed top-2 right-2 flex items-center gap-1 text-xs text-gray-500"
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title="Connection status"
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>
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<span
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class="w-2 h-2 rounded-full transition-colors duration-300"
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data-class="{'bg-green-500': Date.now() - $lastPing < 20000, 'bg-red-500': Date.now() - $lastPing >= 20000}"
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></span>
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</div>
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}
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templ GameJoinPrompt(loginURL string, registerURL string, gamePath string) {
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templ GameJoinPrompt(loginURL string, registerURL string, gamePath string) {
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<main class="max-w-sm mx-auto mt-8 text-center">
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<main class="max-w-sm mx-auto mt-8 text-center">
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<h1 class="text-3xl font-bold">Join Game</h1>
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<h1 class="text-3xl font-bold">Join Game</h1>
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@@ -1,9 +1,11 @@
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package snakegame
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package snakegame
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import (
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import (
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"encoding/json"
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"fmt"
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"fmt"
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"net/http"
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"net/http"
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"strconv"
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"strconv"
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"time"
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"github.com/alexedwards/scs/v2"
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"github.com/alexedwards/scs/v2"
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"github.com/go-chi/chi/v5"
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"github.com/go-chi/chi/v5"
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@@ -123,11 +125,24 @@ func HandleSnakeEvents(snakeStore *snake.SnakeStore, nc *nats.Conn, sm *scs.Sess
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return sse.PatchElementTempl(pages.GameContent(sg, mySlot, chatMessages(), chatCfg, gameID))
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return sse.PatchElementTempl(pages.GameContent(sg, mySlot, chatMessages(), chatCfg, gameID))
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}
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}
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// Send initial render
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sendPing := func() error {
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data, _ := json.Marshal(struct {
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LastPing int64 `json:"lastPing"`
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}{time.Now().UnixMilli()})
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return sse.PatchSignals(data)
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}
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// Send initial render and ping
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if err := sendPing(); err != nil {
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return
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}
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if err := patchAll(); err != nil {
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if err := patchAll(); err != nil {
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return
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return
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}
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}
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heartbeat := time.NewTicker(15 * time.Second)
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defer heartbeat.Stop()
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// Subscribe to game updates via NATS
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// Subscribe to game updates via NATS
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gameCh := make(chan *nats.Msg, 64)
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gameCh := make(chan *nats.Msg, 64)
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gameSub, err := nc.ChanSubscribe(snake.GameSubject(gameID), gameCh)
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gameSub, err := nc.ChanSubscribe(snake.GameSubject(gameID), gameCh)
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@@ -151,6 +166,11 @@ func HandleSnakeEvents(snakeStore *snake.SnakeStore, nc *nats.Conn, sm *scs.Sess
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case <-ctx.Done():
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case <-ctx.Done():
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return
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return
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case <-heartbeat.C:
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if err := sendPing(); err != nil {
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return
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}
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case <-gameCh:
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case <-gameCh:
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// Drain backed-up game updates
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// Drain backed-up game updates
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for {
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for {
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@@ -32,11 +32,12 @@ templ GamePage(sg *snake.SnakeGame, mySlot int, messages []chat.Message, chatCfg
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@layouts.Base("Snake") {
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@layouts.Base("Snake") {
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<main
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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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class="snake-wrapper flex flex-col items-center gap-4 p-4"
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data-signals={ `{"chatMsg":""}` }
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data-signals={ `{"chatMsg":"","lastPing":0}` }
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data-init={ fmt.Sprintf("@get('/snake/%s/events',{requestCancellation:'disabled'})", gameID) }
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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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data-on:keydown__throttle.100ms={ keydownScript(gameID) }
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tabindex="0"
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tabindex="0"
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>
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>
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@components.ConnectionIndicator()
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@GameContent(sg, mySlot, messages, chatCfg, gameID)
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@GameContent(sg, mySlot, messages, chatCfg, gameID)
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</main>
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</main>
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}
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}
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