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 db2d7d0252
5 changed files with 55 additions and 4 deletions

View File

@@ -1,6 +1,7 @@
package c4game
import (
"encoding/json"
"fmt"
"net/http"
"strconv"
@@ -118,11 +119,22 @@ 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 {
ping, _ := json.Marshal(map[string]int64{"lastPing": time.Now().UnixMilli()})
return sse.PatchSignals(ping)
}
// 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 +152,10 @@ 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