feat: add connection status indicator with SSE heartbeat
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- 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:
Ryan Hamamura
2026-03-03 09:53:20 -10:00
parent ffbff8cca5
commit 90a3d9e5a5
6 changed files with 81 additions and 4 deletions

View File

@@ -17,6 +17,7 @@ import (
"github.com/ryanhamamura/games/db/repository"
"github.com/ryanhamamura/games/features/c4game/pages"
"github.com/ryanhamamura/games/sessions"
appsse "github.com/ryanhamamura/games/sse"
)
// c4ChatColors maps player color (1=Red, 2=Yellow) to CSS background colors.
@@ -118,11 +119,21 @@ func HandleGameEvents(store *connect4.Store, nc *nats.Conn, sm *scs.SessionManag
return sse.PatchElementTempl(pages.GameContent(g, myColor, room.Messages(), chatCfg))
}
// Send initial render
sendPing := func() error {
return appsse.SendPing(sse)
}
// Send initial render and ping
if err := sendPing(); err != nil {
return
}
if err := patchAll(); err != nil {
return
}
heartbeat := time.NewTicker(15 * time.Second)
defer heartbeat.Stop()
// Subscribe to game state updates
gameCh := make(chan *nats.Msg, 64)
gameSub, err := nc.ChanSubscribe(connect4.GameSubject(gameID), gameCh)
@@ -140,6 +151,10 @@ func HandleGameEvents(store *connect4.Store, nc *nats.Conn, sm *scs.SessionManag
select {
case <-ctx.Done():
return
case <-heartbeat.C:
if err := sendPing(); err != nil {
return
}
case <-gameCh:
if err := patchAll(); err != nil {
return

View File

@@ -15,9 +15,10 @@ templ GamePage(g *connect4.Game, myColor int, messages []chat.Message, chatCfg c
@layouts.Base("Connect 4") {
<main
class="flex flex-col items-center gap-4 p-4"
data-signals="{chatMsg: ''}"
data-signals="{chatMsg: '', lastPing: 0}"
data-init={ fmt.Sprintf("@get('/games/%s/events',{requestCancellation:'disabled'})", g.ID) }
>
@sharedcomponents.ConnectionIndicator()
@GameContent(g, myColor, messages, chatCfg)
</main>
}

View File

@@ -44,6 +44,21 @@ templ NicknamePrompt(returnPath string) {
</main>
}
// ConnectionIndicator shows a small dot indicating SSE connection status.
// It requires a `lastPing` signal (unix ms timestamp) to be set by the server.
templ ConnectionIndicator() {
<div
id="connection-indicator"
class="fixed top-2 right-2 flex items-center gap-1 text-xs text-gray-500"
title="Connection status"
>
<span
class="w-2 h-2 rounded-full transition-colors duration-300"
data-class="{'bg-green-500': Date.now() - $lastPing < 20000, 'bg-red-500': Date.now() - $lastPing >= 20000}"
></span>
</div>
}
templ GameJoinPrompt(loginURL string, registerURL string, gamePath string) {
<main class="max-w-sm mx-auto mt-8 text-center">
<h1 class="text-3xl font-bold">Join Game</h1>

View File

@@ -4,6 +4,7 @@ import (
"fmt"
"net/http"
"strconv"
"time"
"github.com/alexedwards/scs/v2"
"github.com/go-chi/chi/v5"
@@ -15,6 +16,7 @@ import (
"github.com/ryanhamamura/games/features/snakegame/pages"
"github.com/ryanhamamura/games/sessions"
"github.com/ryanhamamura/games/snake"
appsse "github.com/ryanhamamura/games/sse"
)
func snakeChatColor(slot int) string {
@@ -123,11 +125,21 @@ func HandleSnakeEvents(snakeStore *snake.SnakeStore, nc *nats.Conn, sm *scs.Sess
return sse.PatchElementTempl(pages.GameContent(sg, mySlot, chatMessages(), chatCfg, gameID))
}
// Send initial render
sendPing := func() error {
return appsse.SendPing(sse)
}
// Send initial render and ping
if err := sendPing(); err != nil {
return
}
if err := patchAll(); err != nil {
return
}
heartbeat := time.NewTicker(15 * time.Second)
defer heartbeat.Stop()
// Subscribe to game updates via NATS
gameCh := make(chan *nats.Msg, 64)
gameSub, err := nc.ChanSubscribe(snake.GameSubject(gameID), gameCh)
@@ -151,6 +163,11 @@ func HandleSnakeEvents(snakeStore *snake.SnakeStore, nc *nats.Conn, sm *scs.Sess
case <-ctx.Done():
return
case <-heartbeat.C:
if err := sendPing(); err != nil {
return
}
case <-gameCh:
// Drain backed-up game updates
for {

View File

@@ -32,11 +32,12 @@ templ GamePage(sg *snake.SnakeGame, mySlot int, messages []chat.Message, chatCfg
@layouts.Base("Snake") {
<main
class="snake-wrapper flex flex-col items-center gap-4 p-4"
data-signals={ `{"chatMsg":""}` }
data-signals={ `{"chatMsg":"","lastPing":0}` }
data-init={ fmt.Sprintf("@get('/snake/%s/events',{requestCancellation:'disabled'})", gameID) }
data-on:keydown__throttle.100ms={ keydownScript(gameID) }
tabindex="0"
>
@components.ConnectionIndicator()
@GameContent(sg, mySlot, messages, chatCfg, gameID)
</main>
}

28
sse/signals.go Normal file
View File

@@ -0,0 +1,28 @@
// Package sse provides helpers for SSE signal handling.
package sse
import (
"encoding/json"
"time"
"github.com/starfederation/datastar-go/datastar"
)
// Signals holds client-side state managed via SSE.
type Signals struct {
LastPing int64 `json:"lastPing,omitempty"`
}
// SendPing sends a heartbeat signal with the current timestamp.
func SendPing(sse *datastar.ServerSentEventGenerator) error {
return PatchSignals(sse, Signals{LastPing: time.Now().UnixMilli()})
}
// PatchSignals sends a signals patch to the client.
func PatchSignals(sse *datastar.ServerSentEventGenerator, s Signals) error {
data, err := json.Marshal(s)
if err != nil {
return err
}
return sse.PatchSignals(data)
}