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v0.1.5
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0e344de9c1
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0e344de9c1 |
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.gitignore
vendored
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.gitignore
vendored
@@ -19,7 +19,6 @@
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!.env.example
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!LICENSE
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!AGENTS.md
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!assets/**/*
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253
AGENTS.md
253
AGENTS.md
@@ -1,253 +0,0 @@
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# AGENTS.md
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Instructions for AI coding agents working in this repository.
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## Quick Reference
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```bash
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# Development
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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 run # Build and run server
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# Quality
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task test # Run all tests: go test ./...
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task lint # Run linter: golangci-lint run
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# Single test
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go test -run TestName ./path/to/package
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# Code generation
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task build:templ # Compile .templ files
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task build:styles # Build TailwindCSS
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go generate ./... # Run sqlc for DB queries
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```
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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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- 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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## Project Structure
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```
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games/
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├── connect4/, snake/ # Game logic packages (pure Go)
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├── features/ # Feature modules (handlers, routes, templates)
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│ ├── auth/ # Login/register
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│ ├── c4game/ # Connect 4 UI
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│ ├── snakegame/ # Snake UI
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│ ├── lobby/ # Game lobby
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│ └── common/ # Shared components, layouts
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├── chat/ # Reusable chat room (NATS + persistence)
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├── db/ # SQLite, migrations, sqlc queries
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├── assets/ # Static files (embedded)
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└── config/, logging/, nats/, sessions/, router/ # Infrastructure
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```
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## Code Style
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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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```go
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import (
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"context"
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"fmt"
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"net/http"
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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/db/repository"
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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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1. **Wrap errors with context:**
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```go
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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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```go
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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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```go
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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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```go
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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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```
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### 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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```go
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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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### Dependency Injection via Closures
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Handlers receive dependencies and return `http.HandlerFunc`:
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```go
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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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// use store, sm here
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}
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}
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```
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### Mutex for Concurrent Access
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```go
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type Store struct {
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games map[string]*Instance
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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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### Build Tags for Environment
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```go
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//go:build dev
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//go:build !dev
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```
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### Embedded Filesystems
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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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### SSE Connection with Disabled Cancellation
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Datastar cancels SSE on user interaction by default. Disable for persistent connections:
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```go
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data-init={ fmt.Sprintf("@get('/games/%s/events',{requestCancellation:'disabled'})", g.ID) }
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```
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### Prevent Script Duplication on SSE Patches
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Use `templ.NewOnceHandle()` for scripts in components that get patched:
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```go
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var scriptHandle = templ.NewOnceHandle()
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templ MyComponent() {
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<div id="my-component">...</div>
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@scriptHandle.Once() {
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@myScript()
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}
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}
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```
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### Conditional Classes with templ.KV
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```go
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class={
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"status status-sm",
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templ.KV("status-success", isConnected),
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templ.KV("status-error", !isConnected),
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}
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```
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### Datastar SSE Responses
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```go
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sse := datastar.NewSSE(w, r)
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sse.MergeFragmentTempl(components.GameBoard(game))
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```
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## Tech Stack
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| Layer | Technology |
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|-------|------------|
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| Templates | templ (type-safe HTML) |
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| Reactivity | Datastar (SSE-driven) |
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| CSS | TailwindCSS v4 + daisyUI |
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| Router | chi/v5 |
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| Sessions | scs/v2 |
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| Database | SQLite (modernc.org/sqlite) |
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| Migrations | goose |
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| SQL codegen | sqlc |
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| Pub/sub | Embedded NATS |
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| Logging | zerolog |
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## Testing
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```bash
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# All tests
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task test
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# Single test
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go test -run TestDropPiece ./connect4
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# With verbose output
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go test -v -run TestDropPiece ./connect4
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# Test a package
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go test ./connect4/...
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```
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Use `testutil.SetupTestDB()` for tests requiring database access.
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@@ -18,7 +18,7 @@ templ GamePage(g *connect4.Game, myColor int, messages []chat.Message, chatCfg c
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data-signals="{chatMsg: ''}"
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data-init={ fmt.Sprintf("@get('/games/%s/events',{requestCancellation:'disabled'})", g.ID) }
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>
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@sharedcomponents.ConnectionIndicator(0)
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@sharedcomponents.ConnectionIndicatorWithScript(0)
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@GameContent(g, myColor, messages, chatCfg)
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</main>
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}
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@@ -52,10 +52,9 @@ func isStale(lastPing int64) bool {
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return lastPing == 0
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}
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var connectionWatcherHandle = templ.NewOnceHandle()
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// ConnectionIndicator shows a small dot indicating SSE connection status.
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// Server patches this with a timestamp; client JS detects staleness.
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// Use ConnectionIndicatorWithScript for initial render, ConnectionIndicator for patches.
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templ ConnectionIndicator(lastPing int64) {
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<div
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id="connection-indicator"
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@@ -81,9 +80,13 @@ templ ConnectionIndicator(lastPing int64) {
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></div>
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</div>
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</div>
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@connectionWatcherHandle.Once() {
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@connectionWatcher()
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}
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}
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// ConnectionIndicatorWithScript renders the indicator with the staleness watcher script.
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// Use this for initial page render only.
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templ ConnectionIndicatorWithScript(lastPing int64) {
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@ConnectionIndicator(lastPing)
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@connectionWatcher()
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}
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script connectionWatcher() {
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@@ -37,7 +37,7 @@ templ GamePage(sg *snake.SnakeGame, mySlot int, messages []chat.Message, chatCfg
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data-on:keydown__throttle.100ms={ keydownScript(gameID) }
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tabindex="0"
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>
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@components.ConnectionIndicator(0)
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@components.ConnectionIndicatorWithScript(0)
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@GameContent(sg, mySlot, messages, chatCfg, gameID)
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</main>
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}
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Reference in New Issue
Block a user