- 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.
- Add version package with build-time variables
- Inject version via ldflags in Dockerfile using git describe
- Show version in footer on every page
- Log version and commit on server startup
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.
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.
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.
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.
When unauthenticated users visit a game invite link, show a prompt
with options to log in, register, or continue as guest. After
login/register, redirect back to the original game URL.
When a game finishes (win or draw), players see a "Play again" button.
Clicking it creates a new game and the opponent sees a "Join Rematch"
link to join the same game.
- Add Delete method to GameStore and Persister interface
- Add delete button to game list on home page
- Verify user owns game before allowing deletion
- Use status constants instead of magic numbers
- Remove unused variable in persister
- User registration/login with bcrypt password hashing
- SQLite database with goose migrations and sqlc-generated queries
- Games and players persisted to database, resumable after restart
- Guest play still supported alongside authenticated users
- Auth UI components (login/register forms, auth header, guest banner)
Invitees no longer need to enter a nickname - they automatically
join with a random name like "Swift Tiger" or "Happy Falcon".
Game creators still enter their nickname manually.
- Enter key now triggers createGame action on home page
- Remove redundant setNickname action from home page
- Remove unused code: join channel, Leave(), Stop() methods
- Consolidate ID generation into game.GenerateID()
- Remove unused CreatedAt field from Game struct
Real-time two-player Connect 4 using Via framework with:
- Game creation and invite links
- SSE-based live updates for both players
- Win detection with animated highlighting
- Session-based nickname persistence