Commit Graph

12 Commits

Author SHA1 Message Date
Ryan Hamamura
fb6c0e3d90 refactor: replace hardcoded NATS subjects with typed helpers
Some checks failed
CI / Deploy / test (pull_request) Successful in 14s
CI / Deploy / lint (pull_request) Failing after 21s
CI / Deploy / deploy (pull_request) Has been skipped
Add GameSubject/ChatSubject helpers to connect4 and snake packages,
eliminating magic string concatenation from handlers and main.go.
2026-03-02 21:30:47 -10:00
Ryan Hamamura
c6885a069b refactor: rename Go module from c4 to games
All checks were successful
CI / Deploy / test (pull_request) Successful in 14s
CI / Deploy / lint (pull_request) Successful in 25s
CI / Deploy / deploy (pull_request) Has been skipped
Rename module path github.com/ryanhamamura/c4 to
github.com/ryanhamamura/games across go.mod, all source files,
and golangci config.
2026-03-02 20:41:20 -10:00
Ryan Hamamura
063b03ce25 refactor: extract shared player.ID type and GenerateID to player package
Both game and snake packages had identical PlayerID types and the snake
package imported game.GenerateID. Now both use player.ID and
player.GenerateID from the shared player package.
2026-03-02 19:09:01 -10:00
Ryan Hamamura
9a20467438 refactor: add save()/savePlayer() methods on game instances
All checks were successful
CI / Deploy / test (pull_request) Successful in 14s
CI / Deploy / lint (pull_request) Successful in 25s
CI / Deploy / deploy (pull_request) Has been skipped
Wrap free persistence functions in instance methods for cleaner call
sites (gi.save() instead of saveGame(gi.queries, gi.game)). Methods
log errors via zerolog before returning them.
2026-03-02 18:51:18 -10:00
Ryan Hamamura
bc6488f063 refactor: deduplicate persistence, add upsert queries, throttle snake saves
Some checks failed
CI / Deploy / test (pull_request) Failing after 15s
CI / Deploy / lint (pull_request) Failing after 23s
CI / Deploy / deploy (pull_request) Has been skipped
- Replace Create+Get+Update with UpsertGame/UpsertSnakeGame queries
- Extract free functions (saveGame, loadGame, etc.) from duplicated
  receiver methods on Store and Instance types
- Remove duplicate generateID from snake package, reuse game.GenerateID
- Throttle snake game DB writes to every 2s instead of every tick
- Fix double-lock in c4game chat handler
- Update all code for sqlc pointer types (*string instead of sql.NullString)
2026-03-02 16:56:29 -10:00
Ryan Hamamura
afd8a3e9d0 fix: resolve all linting errors and add SSE compression
Some checks failed
CI / Deploy / test (pull_request) Successful in 8s
CI / Deploy / lint (pull_request) Failing after 44s
CI / Deploy / deploy (pull_request) Has been skipped
- 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
2026-03-02 12:38:21 -10:00
Ryan Hamamura
2aa026b1d5 refactor: remove persister abstraction layer
Some checks failed
CI / Deploy / test (pull_request) Successful in 8s
CI / Deploy / lint (pull_request) Failing after 46s
CI / Deploy / deploy (pull_request) Has been skipped
Inline persistence logic directly into game stores and handlers:
- game/persist.go: DB mapping methods on GameStore and GameInstance
- snake/persist.go: DB mapping methods on SnakeStore and SnakeGameInstance
- Chat persistence inlined into c4game handlers
- Delete db/persister.go (GamePersister, SnakePersister, ChatPersister)
- Stores now take *repository.Queries directly instead of Persister interface
2026-03-02 12:30:33 -10:00
Ryan Hamamura
e68e4b48f5 fix: resolve nil pubsub preventing live game updates
All checks were successful
Deploy c4 / deploy (push) Successful in 45s
v.PubSub() was captured at startup before v.Start() initialized NATS,
so both stores held nil and notify() silently no-oped. Replace the
PubSub interface with a callback that evaluates v.PubSub() lazily at
call time.
2026-02-20 12:37:28 -10:00
Ryan Hamamura
e239e948ae feat: add configurable speed and expanded grid presets for snake
- Add per-game speed setting with presets (Slow/Normal/Fast/Insane)
- Add speed selector UI in snake lobby
- Expand grid presets with Tiny (15x15) and XL (50x30)
- Auto-calculate cell size based on grid dimensions
- Preserve speed setting in rematch games
2026-02-04 10:02:40 -10:00
Ryan Hamamura
f454e0d220 feat: add single player snake mode
Add solo mode where players survive as long as possible while tracking
score (food eaten). Single player games start with a shorter 3-second
countdown vs 10 seconds for multiplayer, maintain exactly 1 food item
for classic snake feel, and end when the player dies rather than when
one player remains.

- Add GameMode type (ModeMultiplayer/ModeSinglePlayer) and Score field
- Filter single player games from "Join a Game" lobby list
- Show "Ready?" and "Score: X" UI for single player mode
- Hide invite link for single player games
- Preserve game mode on rematch
2026-02-04 07:33:02 -10:00
Ryan Hamamura
038c4b3f22 Update via to v0.4.0 and decouple tick rate from snake speed
Use via.OnKeyDownMap for snake keybindings, replacing the manual
dataExpr/rawDataAttr workaround. Window-scoped key handling removes
the need for tabindex/focus hacks, and WithPreventDefault on arrow
keys prevents page scrolling during gameplay.

Introduce a 60 FPS tick loop with a separate snake movement speed
(7 cells/s) so direction input is polled every frame but game state
only advances at the configured rate.
2026-02-02 09:18:13 -10:00
Ryan Hamamura
7e78664534 WIP: Add multiplayer Snake game
N-player (2-8) real-time Snake game alongside Connect 4.
Lobby has tabs to switch between games. Players join via
invite link with 10-second countdown. Game loop runs at
tick-based intervals with NATS pub/sub for state sync.

Keyboard input not yet working (Datastar keydown binding
issue still under investigation).
2026-02-02 07:26:28 -10:00