Generated _templ.go files are deterministic output from .templ sources,
same as output.css from input.css. Remove them from version control to
reduce diff noise and merge conflicts. Add build:templ and live:templ
tasks to the Taskfile so generation happens as part of the build.
Pressing Enter on the username field in login/register or the nickname
field in the join-game prompt now submits the form, matching user
expectations. Also add *.templ to the gitignore allowlist.
The sqlite3store library expects the sessions table to exist but does
not create it. On fresh deployments, the session store would fail.
Uses IF NOT EXISTS to be safe on databases where the table was created
outside of goose.
Replace the curl-based Taskfile download task with a Go binary that
concurrently fetches datastar.js, datastar.js.map, daisyui.mjs, and
daisyui-theme.mjs. Update vendored libs to latest versions.
Replace CDN-hosted datastar beta.11 with local v1.0.0-RC.7 to fix
client-side expression incompatibilities with the Go SDK. Also fix
quoted CSS class keys in data-class expressions, harden session cookie
settings (named cookie, Secure flag), simplify SetupRoutes to not
return an error, and regenerate templ output.
- 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
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
Migrate from the via meta-framework to direct dependencies:
- chi for routing, templ for HTML templates, datastar for SSE/reactivity
- Feature-sliced architecture (features/{auth,lobby,c4game,snakegame}/)
- Shared layouts and components (features/common/)
- Handler factory pattern (HandleX(deps) http.HandlerFunc)
- Embedded NATS server (nats/), SCS sessions (sessions/), chi router wiring (router/)
- Move ChatMessage domain type from ui package to game package
- Remove old ui/ package (gomponents-based via/h views)
- Remove via dependency from go.mod entirely
Add config package with build-tag-switched dev/prod environments,
structured logging via zerolog, Taskfile for dev workflow, golangci-lint
config, testutil package, and improved DB setup with proper SQLite
pragmas and cleanup. Rename sqlc output package from gen to repository.
Switch to allowlist .gitignore, Alpine+UPX+scratch Dockerfile, and
CI pipeline with test/lint gates before deploy.
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.
Upgrade via to v0.18.1 and configure context suspension timeouts
(5min suspend, 30min TTL) for clean reconnection behavior. Throttle
snake direction key inputs to 100ms to prevent wasted SSE round-trips
when keys are held down.
Shrink board cells to 36px with tighter gaps on <768px screens so the
board fits on 375px phones. Add DataIgnoreMorph to the C4 chat input
so typing isn't disrupted when new messages arrive.
Add real-time chat alongside the game board, mirroring the snake chat
implementation. Fix mobile layout for both C4 and snake chats — expand
chat to full width and reduce history height on small screens.
Replace "Game Lobby", "Connect 4", and "Snake" headings with colored
circles (●●●●) and tildes (~~~~) so the UI is less obviously a game
at a glance. Also neutralize the lobby description text and shorten
the back link.
On a fresh VM, Docker creates the bind-mounted data/ directory as
root:root, but the container runs as games (UID 5). This causes
SQLite to fail with SQLITE_CANTOPEN. Create the directory with
correct ownership in the deploy pipeline.
Use a Gitea Actions workflow to deploy on push to main via
act_runner on the games VM. Switch from a Docker named volume
to a ./data bind mount for easier backup and persistence across
deploys.
Embed full assets directory and serve with via's StaticFS instead of a
custom HTTP handler. Move SQLite DB to data/c4.db for clean volume
mounting. Add multi-stage Dockerfile, docker-compose.yml, and
.dockerignore.
Move chat to the right of the board using a flex wrapper that stacks
vertically on narrow screens. Restore original snake player colors by
removing the desaturation filter added with the dark theme.
Darken the DaisyUI theme and game board colors for a muted, low-chroma
aesthetic. Pieces use dark teal vs burgundy for subtle contrast.
Add MD5-based cache busting to the DaisyUI stylesheet link so CSS
changes are picked up without a hard refresh.
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
CSS animations for smoother 60fps feel despite 7Hz game ticks:
- 130ms transitions on cell background/box-shadow
- Head pop-in animation on direction changes
- Food pulse animation
- Smooth death state fade with grayscale
Per-snake colored glow on head cells.
Make server port configurable via PORT env var (default 8080).
Add deploy/ with systemd service and scripts:
- setup.sh: create games user, /opt/c4, install unit
- deploy.sh: build and install binary, restart service
- package.sh: cross-compile, tarball, base64 split for transfer
- reassemble.sh: decode and extract on target server
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.
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).
Use via's embedded NATS server to notify players of state changes
instead of a 100ms polling ticker. Each player subscribes to
"game.<id>" on page load; via auto-cleans subscriptions on disconnect,
eliminating the need for manual player tracking and RegisterSync.
Use gotailwind (standalone Tailwind v4 via Go tool) with DaisyUI
plugin files — no npm needed. CSS is compiled at build time and
embedded via a Via Plugin that serves it as a static file.
Custom "connect4" theme: light, warm, playful palette with red/yellow
accents matching game pieces and board blue accent.