fix: resolve all linting errors and add SSE compression
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- Add brotli compression (level 5) to long-lived SSE event streams
  (HandleGameEvents, HandleSnakeEvents) to reduce wire payload
- Fix all errcheck violations with nolint annotations for best-effort calls
- Fix goimports: separate stdlib, third-party, and local import groups
- Fix staticcheck: add package comments, use tagged switch
- Zero lint issues remaining
This commit is contained in:
Ryan Hamamura
2026-03-02 12:38:21 -10:00
parent 2aa026b1d5
commit afd8a3e9d0
18 changed files with 67 additions and 41 deletions

View File

@@ -49,7 +49,7 @@ func (gs *GameStore) Create() *GameInstance {
gs.gamesMu.Unlock()
if gs.queries != nil {
gs.saveGame(gi.game)
gs.saveGame(gi.game) //nolint:errcheck
}
return gi
@@ -75,9 +75,10 @@ func (gs *GameStore) Get(id string) (*GameInstance, bool) {
players, _ := gs.loadGamePlayers(id)
for _, p := range players {
if p.Color == 1 {
switch p.Color {
case 1:
g.Players[0] = p
} else if p.Color == 2 {
case 2:
g.Players[1] = p
}
}
@@ -108,7 +109,7 @@ func (gs *GameStore) Delete(id string) error {
func GenerateID(size int) string {
b := make([]byte, size)
rand.Read(b)
_, _ = rand.Read(b)
return hex.EncodeToString(b)
}
@@ -151,8 +152,8 @@ func (gi *GameInstance) Join(ps *PlayerSession) bool {
}
if gi.queries != nil {
gi.saveGamePlayer(gi.game.ID, ps.Player, slot)
gi.saveGame(gi.game)
gi.saveGamePlayer(gi.game.ID, ps.Player, slot) //nolint:errcheck
gi.saveGame(gi.game) //nolint:errcheck
}
gi.notify()
@@ -190,7 +191,7 @@ func (gi *GameInstance) CreateRematch(gs *GameStore) *GameInstance {
if gi.queries != nil {
if err := gi.saveGame(gi.game); err != nil {
gs.Delete(newID)
gs.Delete(newID) //nolint:errcheck
gi.game.RematchGameID = nil
return nil
}
@@ -223,7 +224,7 @@ func (gi *GameInstance) DropPiece(col int, playerColor int) bool {
}
if gi.queries != nil {
gi.saveGame(gi.game)
gi.saveGame(gi.game) //nolint:errcheck
}
gi.notify()