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551190b801 |
249
AGENTS.md
249
AGENTS.md
@@ -9,6 +9,7 @@ Instructions for AI coding agents working in this repository.
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task live # Hot-reload dev server (templ + tailwind + air)
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task live # Hot-reload dev server (templ + tailwind + air)
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task build # Production build to bin/games
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task build # Production build to bin/games
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task run # Build and run server
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task run # Build and run server
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task download # Download pinned client-side libs (datastar-pro, daisyui)
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# Quality
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# Quality
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task test # Run all tests: go test ./...
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task test # Run all tests: go test ./...
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@@ -16,106 +17,80 @@ task lint # Run linter: golangci-lint run
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# Single test
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# Single test
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go test -run TestName ./path/to/package
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go test -run TestName ./path/to/package
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go test -v -run TestHandleLogin_Success ./features/auth
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# Code generation
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# Code generation
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task build:templ # Compile .templ files
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task build:templ # Compile .templ files (go tool templ generate)
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task build:styles # Build TailwindCSS
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task build:styles # Build TailwindCSS (go tool gotailwind)
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go generate ./... # Run sqlc for DB queries
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```
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```
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Tools (templ, air, gotailwind, goose, sqlc) are managed via Go 1.25's `tool` directive in go.mod — no separate installs needed.
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## Workflow Rules
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## Workflow Rules
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- **Never merge PRs without explicit user approval.** Create the PR, push changes, then wait.
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- **Never merge PRs without explicit user approval.** Create the PR, push changes, then wait.
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- Always use PRs via `tea` CLI - never push directly to main.
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- Always use PRs via `tea` CLI — never push directly to main.
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- Write semantic commit messages focusing on "why" not "what".
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- Write semantic commit messages focusing on "why" not "what".
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## Project Structure
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## Project Structure
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```
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```
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games/
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games/
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├── connect4/, snake/ # Game logic packages (pure Go)
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├── connect4/, snake/ # Game logic packages (pure Go, no HTTP)
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├── features/ # Feature modules (handlers, routes, templates)
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├── features/ # Feature modules (handlers, routes, templates)
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│ ├── auth/ # Login/register
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│ ├── auth/ # Login/register (standard HTTP, not SSE)
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│ ├── c4game/ # Connect 4 UI
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│ ├── c4game/ # Connect 4 UI + services
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│ ├── snakegame/ # Snake UI
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│ ├── snakegame/ # Snake UI + services
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│ ├── lobby/ # Game lobby
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│ ├── lobby/ # Game lobby
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│ └── common/ # Shared components, layouts
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│ └── common/ # Shared components, layouts
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├── chat/ # Reusable chat room (NATS + persistence)
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├── chat/ # Reusable chat room (NATS + optional DB persistence)
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├── auth/ # Password hashing/validation (pure, no HTTP)
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├── db/ # SQLite, migrations, sqlc queries
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├── db/ # SQLite, migrations, sqlc queries
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├── assets/ # Static files (embedded)
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├── cmd/downloader/ # Build-time tool: fetches datastar-pro + daisyui
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└── config/, logging/, nats/, sessions/, router/ # Infrastructure
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├── assets/ # Static files (embedded in prod, filesystem in dev)
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└── config/, logging/, nats/, sessions/, router/, player/, version/
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```
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```
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## Code Style
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## Code Style
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### Imports
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### Imports
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Organize in three groups: stdlib, third-party, local. The linter enforces this.
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Three groups separated by blank lines: stdlib, third-party, local. Enforced by goimports with `local-prefixes: github.com/ryanhamamura/games`.
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```go
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```go
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import (
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import (
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"context"
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"fmt"
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"fmt"
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"net/http"
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"net/http"
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"github.com/go-chi/chi/v5"
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"github.com/go-chi/chi/v5"
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"github.com/rs/zerolog/log"
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"github.com/ryanhamamura/games/connect4"
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"github.com/ryanhamamura/games/connect4"
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"github.com/ryanhamamura/games/db/repository"
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)
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)
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```
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```
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### Naming Conventions
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| Type | Convention | Examples |
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|------|------------|----------|
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| Files | lowercase, underscores | `config_dev.go`, `handlers.go` |
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| HTTP handlers | `Handle` prefix | `HandleGamePage`, `HandleLogin` |
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| Constructors | `New` prefix | `NewStore`, `NewRoom` |
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| Getters | `Get` prefix | `GetPlayerID`, `GetGame` |
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| Setup functions | `Setup` prefix | `SetupRoutes`, `SetupLogger` |
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| Types | PascalCase | `Game`, `Player`, `Instance` |
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| Status enums | `Status` prefix | `StatusWaitingForPlayer`, `StatusInProgress` |
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| Session keys | `Key` prefix | `KeyPlayerID`, `KeyUserID` |
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### Error Handling
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### Error Handling
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1. **Wrap errors with context:**
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```go
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```go
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// Wrap errors with context
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return fmt.Errorf("loading game %s: %w", id, err)
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return fmt.Errorf("loading game %s: %w", id, err)
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```
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2. **Return (result, error) tuples:**
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// Combine cleanup errors with errors.Join
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```go
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return nil, errors.Join(fmt.Errorf("pinging database: %w", err), DB.Close())
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func loadGame(queries *repository.Queries, id string) (*Game, error)
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```
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3. **Best-effort operations** - use nolint comment:
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// Best-effort operations
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```go
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nc.Publish(subject, nil) //nolint:errcheck // best-effort notification
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nc.Publish(subject, nil) //nolint:errcheck // best-effort notification
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```
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4. **HTTP errors:**
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// HTTP errors
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```go
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http.Error(w, "game not found", http.StatusNotFound)
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http.Error(w, "game not found", http.StatusNotFound)
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http.Error(w, http.StatusText(http.StatusInternalServerError), http.StatusInternalServerError)
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http.Error(w, http.StatusText(http.StatusInternalServerError), http.StatusInternalServerError)
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```
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```
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### Comments
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### Comments
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- Focus on **why**, not **how**. Avoid superfluous comments.
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- Focus on **why**, not **how**. Avoid superfluous comments.
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- Package comments at top of primary file:
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- Package comments at top of primary file.
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```go
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- Function comments for exported functions.
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// Package connect4 implements Connect 4 game logic, state management, and persistence.
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package connect4
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```
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- Function comments for exported functions:
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```go
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// DropPiece attempts to drop a piece in the given column.
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// Returns (row placed, success).
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func (g *Game) DropPiece(col, playerColor int) (int, bool)
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```
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## Go Patterns
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## Go Patterns
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@@ -125,129 +100,119 @@ Handlers receive dependencies and return `http.HandlerFunc`:
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```go
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```go
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func HandleGamePage(store *connect4.Store, sm *scs.SessionManager) http.HandlerFunc {
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func HandleGamePage(store *connect4.Store, sm *scs.SessionManager) http.HandlerFunc {
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return func(w http.ResponseWriter, r *http.Request) {
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return func(w http.ResponseWriter, r *http.Request) { /* ... */ }
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// use store, sm here
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}
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}
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}
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```
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```
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### Mutex for Concurrent Access
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### Cleanup Function Returns
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Infrastructure init functions return a cleanup func the caller defers:
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```go
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```go
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type Store struct {
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cleanupDB, err := db.Init(cfg.DBPath)
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games map[string]*Instance
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defer cleanupDB()
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gamesMu sync.RWMutex
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}
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func (s *Store) Get(id string) (*Instance, bool) {
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s.gamesMu.RLock()
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defer s.gamesMu.RUnlock()
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inst, ok := s.games[id]
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return inst, ok
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}
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```
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```
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### Build Tags for Environment
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### Store/Instance Pattern
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```go
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Game state uses a two-tier pattern: a thread-safe **Store** (map + RWMutex) holding **Instance** wrappers (individual game + own mutex + DB queries). Stores lazy-load from DB on cache miss.
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//go:build dev
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//go:build !dev
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### Build Tags
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```
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### Embedded Filesystems
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`//go:build dev` and `//go:build !dev` switch behavior for static asset serving (filesystem vs embedded hashfs) and config loading.
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```go
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//go:embed assets
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var assets embed.FS
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//go:embed migrations/*.sql
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var MigrationFS embed.FS
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```
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### Graceful Shutdown
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```go
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eg, egctx := errgroup.WithContext(ctx)
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eg.Go(func() error { return server.ListenAndServe() })
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eg.Go(func() error {
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<-egctx.Done()
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return server.Shutdown(context.Background())
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})
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return eg.Wait()
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```
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## Templ + Datastar Patterns
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## Templ + Datastar Patterns
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### SSE Connection with Disabled Cancellation
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### Architecture: Everything Is a Stream
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Datastar cancels SSE on user interaction by default. Disable for persistent connections:
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The core mental model: **the server owns all state and continuously projects it to the browser over SSE**. There is no client-side state management. The browser connects to an event stream, and the server pushes full HTML fragments whenever something changes. Datastar morphs these into the DOM — the client is a thin rendering surface.
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User actions (clicks, keypresses) trigger short POST/DELETE requests back to the server. The server mutates state, publishes a NATS signal, and every connected SSE stream picks up the change and re-renders. The client never needs to know what changed — it just receives the new truth and morphs to match.
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|
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|
This means: **always send whole components down the wire.** Don't try to diff or send minimal patches. Render the full templ component, call `sse.PatchElementTempl()`, and let Datastar's morph handle the rest. The only exception is appending to a list (e.g. chat messages).
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**Signals follow command-query segregation.** Signals are *commands* — they carry the user's intent to the server (form input values, button clicks). The SSE stream is the *query* — it continuously projects the server's truth into the DOM. Keep signals thin: form input buffers (`chatMsg`, `nickname`), pure UI state the server never needs (`activeTab`), and request indicators. Don't use signals to hold application state — that arrives from the server via SSE.
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### SSE Event Loop
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Both game event handlers follow the same structure:
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1. Subscribe to NATS channels **before** creating SSE (avoids missed messages)
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2. Send initial full-state patch
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3. `select` loop over: context done, game updates (drain channel first), chat messages (append), 1-second heartbeat (full re-render)
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|
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```go
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```go
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// Handler side — long-lived SSE with Brotli compression
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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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sse.PatchElementTempl(components.GameBoard(game))
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// Template side — disable Datastar's default SSE cancellation on interaction
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data-init={ fmt.Sprintf("@get('/games/%s/events',{requestCancellation:'disabled'})", g.ID) }
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data-init={ fmt.Sprintf("@get('/games/%s/events',{requestCancellation:'disabled'})", g.ID) }
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```
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```
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### Prevent Script Duplication on SSE Patches
|
### Client-Server Interactions
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Use `templ.NewOnceHandle()` for scripts in components that get patched:
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```go
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```go
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var scriptHandle = templ.NewOnceHandle()
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// Trigger SSE actions from templates
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data-on:click={ datastar.PostSSE("/games/%s/drop?col=%d", g.ID, colIdx) }
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data-on:click={ datastar.DeleteSSE("/games/%s", g.ID) }
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templ MyComponent() {
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// Read client signals in handlers
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<div id="my-component">...</div>
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var signals struct { ChatMsg string `json:"chatMsg"` }
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@scriptHandle.Once() {
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datastar.ReadSignals(r, &signals)
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@myScript()
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}
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// Clear input after submission
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}
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sse.MarshalAndPatchSignals(map[string]any{"chatMsg": ""})
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// Redirect via SSE
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sse.Redirectf("/games/%s", newGame.ID())
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```
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```
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### Conditional Classes with templ.KV
|
### Appending Elements (Chat Messages)
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|
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|
The one exception to whole-component morphing is chat, where messages are appended individually:
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|
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```go
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```go
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class={
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sse.PatchElementTempl(
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"status status-sm",
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chatcomponents.ChatMessage(msg, cfg),
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templ.KV("status-success", isConnected),
|
datastar.WithSelectorID("c4-chat-history"),
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templ.KV("status-error", !isConnected),
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datastar.WithModeAppend(),
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}
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)
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```
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```
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|
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### Datastar SSE Responses
|
### Datastar Template Attributes
|
||||||
|
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```go
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- `data-signals` — declare reactive state
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sse := datastar.NewSSE(w, r)
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- `data-bind` — two-way input binding
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sse.MergeFragmentTempl(components.GameBoard(game))
|
- `data-show` — conditional visibility
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|
- `data-class` — reactive CSS classes
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|
- `data-morph-ignore` — prevent SSE from overwriting an element (e.g. chat input)
|
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|
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|
## Testing
|
||||||
|
|
||||||
|
```bash
|
||||||
|
task test # All tests
|
||||||
|
go test -run TestHandleLogin_Success ./features/auth # Single test
|
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|
go test -v ./features/auth # Verbose package
|
||||||
```
|
```
|
||||||
|
|
||||||
|
- Use `testutil.NewTestDB(t)` for tests needing a database
|
||||||
|
- Use `testutil.NewTestSessionManager(db)` for session-aware tests
|
||||||
|
- Use `config.LoadForTest()` to set safe defaults without .env
|
||||||
|
- Tests use external test packages (`package auth_test`)
|
||||||
|
|
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## Tech Stack
|
## Tech Stack
|
||||||
|
|
||||||
| Layer | Technology |
|
| Layer | Technology |
|
||||||
|-------|------------|
|
|-------|------------|
|
||||||
| Templates | templ (type-safe HTML) |
|
| Templates | templ (type-safe HTML) |
|
||||||
| Reactivity | Datastar (SSE-driven) |
|
| Reactivity | Datastar Pro (SSE-driven) |
|
||||||
| CSS | TailwindCSS v4 + daisyUI |
|
| CSS | TailwindCSS v4 + daisyUI |
|
||||||
| Router | chi/v5 |
|
| Router | chi/v5 |
|
||||||
| Sessions | scs/v2 |
|
| Sessions | scs/v2 (SQLite-backed) |
|
||||||
| Database | SQLite (modernc.org/sqlite) |
|
| Database | SQLite (modernc.org/sqlite) |
|
||||||
| Migrations | goose |
|
| Migrations | goose (embedded SQL) |
|
||||||
| SQL codegen | sqlc |
|
| SQL codegen | sqlc |
|
||||||
| Pub/sub | Embedded NATS |
|
| Pub/sub | Embedded NATS (nil-payload signals) |
|
||||||
| Logging | zerolog |
|
| Logging | zerolog + slog (bridged via slog-zerolog) |
|
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|
|
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## Testing
|
|
||||||
|
|
||||||
```bash
|
|
||||||
# All tests
|
|
||||||
task test
|
|
||||||
|
|
||||||
# Single test
|
|
||||||
go test -run TestDropPiece ./connect4
|
|
||||||
|
|
||||||
# With verbose output
|
|
||||||
go test -v -run TestDropPiece ./connect4
|
|
||||||
|
|
||||||
# Test a package
|
|
||||||
go test ./connect4/...
|
|
||||||
```
|
|
||||||
|
|
||||||
Use `testutil.SetupTestDB()` for tests requiring database access.
|
|
||||||
|
|||||||
Reference in New Issue
Block a user