fix: align SSE architecture with portigo for reliable connections
- Reorder HandleGameEvents to create NATS subscriptions before SSE - Use chi's middleware.NewWrapResponseWriter for proper http.Flusher support - Add slog-zerolog adapter for unified logging - Add ErrorLog to HTTP server for better error visibility - Change session Cookie.Secure to false for HTTP support - Change heartbeat from 15s to 10s - Remove ConnectionIndicator patching (was causing PatchElementsNoTargetsFound) The key fix was using chi's response writer wrapper which properly implements http.Flusher, allowing SSE data to be flushed immediately instead of being buffered.
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@@ -16,7 +16,6 @@ import (
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"github.com/ryanhamamura/games/connect4"
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"github.com/ryanhamamura/games/db/repository"
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"github.com/ryanhamamura/games/features/c4game/pages"
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sharedcomponents "github.com/ryanhamamura/games/features/common/components"
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"github.com/ryanhamamura/games/sessions"
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)
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@@ -95,6 +94,7 @@ func HandleGamePage(store *connect4.Store, sm *scs.SessionManager, queries *repo
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func HandleGameEvents(store *connect4.Store, nc *nats.Conn, sm *scs.SessionManager, queries *repository.Queries) http.HandlerFunc {
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return func(w http.ResponseWriter, r *http.Request) {
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ctx := r.Context()
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gameID := chi.URLParam(r, "id")
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gi, exists := store.Get(gameID)
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@@ -104,68 +104,75 @@ func HandleGameEvents(store *connect4.Store, nc *nats.Conn, sm *scs.SessionManag
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}
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playerID := sessions.GetPlayerID(sm, r)
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myColor := gi.GetPlayerColor(playerID)
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sse := datastar.NewSSE(w, r, datastar.WithCompression(
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datastar.WithBrotli(datastar.WithBrotliLevel(5)),
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))
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chatCfg := c4ChatConfig(gameID)
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room := chat.NewPersistentRoom(nc, connect4.ChatSubject(gameID), queries, gameID)
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patchAll := func() error {
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myColor = gi.GetPlayerColor(playerID)
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g := gi.GetGame()
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return sse.PatchElementTempl(pages.GameContent(g, myColor, room.Messages(), chatCfg))
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}
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sendPing := func() error {
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return sse.PatchElementTempl(sharedcomponents.ConnectionIndicator(time.Now().UnixMilli()))
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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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return
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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 BEFORE creating SSE
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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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if err != nil {
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http.Error(w, err.Error(), http.StatusInternalServerError)
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return
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}
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defer gameSub.Unsubscribe() //nolint:errcheck
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// Subscribe to chat messages
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// Subscribe to chat messages BEFORE creating SSE
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chatCfg := c4ChatConfig(gameID)
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room := chat.NewPersistentRoom(nc, connect4.ChatSubject(gameID), queries, gameID)
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chatCh, cleanupChat := room.Subscribe()
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defer cleanupChat()
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ctx := r.Context()
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// Setup heartbeat BEFORE creating SSE
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heartbeat := time.NewTicker(10 * time.Second)
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defer heartbeat.Stop()
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// NOW create SSE
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sse := datastar.NewSSE(w, r, datastar.WithCompression(
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datastar.WithBrotli(datastar.WithBrotliLevel(5)),
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))
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// Define patch function
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patchAll := func() error {
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myColor := gi.GetPlayerColor(playerID)
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g := gi.GetGame()
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return sse.PatchElementTempl(pages.GameContent(g, myColor, room.Messages(), chatCfg))
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}
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// Send initial state
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if err := patchAll(); err != nil {
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return
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}
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// Event loop
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for {
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select {
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case <-ctx.Done():
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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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// Drain rapid-fire notifications
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drainGame:
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for {
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select {
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case <-gameCh:
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default:
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break drainGame
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}
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}
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if err := patchAll(); err != nil {
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return
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}
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case chatMsg := <-chatCh:
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err := sse.PatchElementTempl(
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if err := sse.PatchElementTempl(
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chatcomponents.ChatMessage(chatMsg, chatCfg),
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datastar.WithSelectorID("c4-chat-history"),
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datastar.WithModeAppend(),
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)
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if err != nil {
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); err != nil {
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return
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}
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case <-heartbeat.C:
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// Heartbeat just keeps the connection alive by triggering a game state refresh
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if err := patchAll(); err != nil {
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return
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}
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}
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