1 Commits

Author SHA1 Message Date
Ryan Hamamura
90a3d9e5a5 feat: add connection status indicator with SSE heartbeat
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- Add ConnectionIndicator component showing green/red dot
- Send lastPing signal every 15 seconds via SSE
- Indicator turns red if no ping received in 20 seconds
- Gives users confidence the live connection is active
2026-03-03 10:01:37 -10:00
8 changed files with 45 additions and 316 deletions

1
.gitignore vendored
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@@ -19,7 +19,6 @@
!.env.example
!LICENSE
!AGENTS.md
!assets/**/*

253
AGENTS.md
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@@ -1,253 +0,0 @@
# AGENTS.md
Instructions for AI coding agents working in this repository.
## Quick Reference
```bash
# Development
task live # Hot-reload dev server (templ + tailwind + air)
task build # Production build to bin/games
task run # Build and run server
# Quality
task test # Run all tests: go test ./...
task lint # Run linter: golangci-lint run
# Single test
go test -run TestName ./path/to/package
# Code generation
task build:templ # Compile .templ files
task build:styles # Build TailwindCSS
go generate ./... # Run sqlc for DB queries
```
## Workflow Rules
- **Never merge PRs without explicit user approval.** Create the PR, push changes, then wait.
- Always use PRs via `tea` CLI - never push directly to main.
- Write semantic commit messages focusing on "why" not "what".
## Project Structure
```
games/
├── connect4/, snake/ # Game logic packages (pure Go)
├── features/ # Feature modules (handlers, routes, templates)
│ ├── auth/ # Login/register
│ ├── c4game/ # Connect 4 UI
│ ├── snakegame/ # Snake UI
│ ├── lobby/ # Game lobby
│ └── common/ # Shared components, layouts
├── chat/ # Reusable chat room (NATS + persistence)
├── db/ # SQLite, migrations, sqlc queries
├── assets/ # Static files (embedded)
└── config/, logging/, nats/, sessions/, router/ # Infrastructure
```
## Code Style
### Imports
Organize in three groups: stdlib, third-party, local. The linter enforces this.
```go
import (
"context"
"fmt"
"net/http"
"github.com/go-chi/chi/v5"
"github.com/rs/zerolog/log"
"github.com/ryanhamamura/games/connect4"
"github.com/ryanhamamura/games/db/repository"
)
```
### Naming Conventions
| Type | Convention | Examples |
|------|------------|----------|
| Files | lowercase, underscores | `config_dev.go`, `handlers.go` |
| HTTP handlers | `Handle` prefix | `HandleGamePage`, `HandleLogin` |
| Constructors | `New` prefix | `NewStore`, `NewRoom` |
| Getters | `Get` prefix | `GetPlayerID`, `GetGame` |
| Setup functions | `Setup` prefix | `SetupRoutes`, `SetupLogger` |
| Types | PascalCase | `Game`, `Player`, `Instance` |
| Status enums | `Status` prefix | `StatusWaitingForPlayer`, `StatusInProgress` |
| Session keys | `Key` prefix | `KeyPlayerID`, `KeyUserID` |
### Error Handling
1. **Wrap errors with context:**
```go
return fmt.Errorf("loading game %s: %w", id, err)
```
2. **Return (result, error) tuples:**
```go
func loadGame(queries *repository.Queries, id string) (*Game, error)
```
3. **Best-effort operations** - use nolint comment:
```go
nc.Publish(subject, nil) //nolint:errcheck // best-effort notification
```
4. **HTTP errors:**
```go
http.Error(w, "game not found", http.StatusNotFound)
http.Error(w, http.StatusText(http.StatusInternalServerError), http.StatusInternalServerError)
```
### Comments
- Focus on **why**, not **how**. Avoid superfluous comments.
- Package comments at top of primary file:
```go
// Package connect4 implements Connect 4 game logic, state management, and persistence.
package connect4
```
- Function comments for exported functions:
```go
// DropPiece attempts to drop a piece in the given column.
// Returns (row placed, success).
func (g *Game) DropPiece(col, playerColor int) (int, bool)
```
## Go Patterns
### Dependency Injection via Closures
Handlers receive dependencies and return `http.HandlerFunc`:
```go
func HandleGamePage(store *connect4.Store, sm *scs.SessionManager) http.HandlerFunc {
return func(w http.ResponseWriter, r *http.Request) {
// use store, sm here
}
}
```
### Mutex for Concurrent Access
```go
type Store struct {
games map[string]*Instance
gamesMu sync.RWMutex
}
func (s *Store) Get(id string) (*Instance, bool) {
s.gamesMu.RLock()
defer s.gamesMu.RUnlock()
inst, ok := s.games[id]
return inst, ok
}
```
### Build Tags for Environment
```go
//go:build dev
//go:build !dev
```
### Embedded Filesystems
```go
//go:embed assets
var assets embed.FS
//go:embed migrations/*.sql
var MigrationFS embed.FS
```
### Graceful Shutdown
```go
eg, egctx := errgroup.WithContext(ctx)
eg.Go(func() error { return server.ListenAndServe() })
eg.Go(func() error {
<-egctx.Done()
return server.Shutdown(context.Background())
})
return eg.Wait()
```
## Templ + Datastar Patterns
### SSE Connection with Disabled Cancellation
Datastar cancels SSE on user interaction by default. Disable for persistent connections:
```go
data-init={ fmt.Sprintf("@get('/games/%s/events',{requestCancellation:'disabled'})", g.ID) }
```
### Prevent Script Duplication on SSE Patches
Use `templ.NewOnceHandle()` for scripts in components that get patched:
```go
var scriptHandle = templ.NewOnceHandle()
templ MyComponent() {
<div id="my-component">...</div>
@scriptHandle.Once() {
@myScript()
}
}
```
### Conditional Classes with templ.KV
```go
class={
"status status-sm",
templ.KV("status-success", isConnected),
templ.KV("status-error", !isConnected),
}
```
### Datastar SSE Responses
```go
sse := datastar.NewSSE(w, r)
sse.MergeFragmentTempl(components.GameBoard(game))
```
## Tech Stack
| Layer | Technology |
|-------|------------|
| Templates | templ (type-safe HTML) |
| Reactivity | Datastar (SSE-driven) |
| CSS | TailwindCSS v4 + daisyUI |
| Router | chi/v5 |
| Sessions | scs/v2 |
| Database | SQLite (modernc.org/sqlite) |
| Migrations | goose |
| SQL codegen | sqlc |
| Pub/sub | Embedded NATS |
| Logging | zerolog |
## 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.

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@@ -16,8 +16,8 @@ import (
"github.com/ryanhamamura/games/connect4"
"github.com/ryanhamamura/games/db/repository"
"github.com/ryanhamamura/games/features/c4game/pages"
sharedcomponents "github.com/ryanhamamura/games/features/common/components"
"github.com/ryanhamamura/games/sessions"
appsse "github.com/ryanhamamura/games/sse"
)
// c4ChatColors maps player color (1=Red, 2=Yellow) to CSS background colors.
@@ -120,7 +120,7 @@ func HandleGameEvents(store *connect4.Store, nc *nats.Conn, sm *scs.SessionManag
}
sendPing := func() error {
return sse.PatchElementTempl(sharedcomponents.ConnectionIndicator(time.Now().UnixMilli()))
return appsse.SendPing(sse)
}
// Send initial render and ping

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@@ -15,10 +15,10 @@ templ GamePage(g *connect4.Game, myColor int, messages []chat.Message, chatCfg c
@layouts.Base("Connect 4") {
<main
class="flex flex-col items-center gap-4 p-4"
data-signals="{chatMsg: ''}"
data-signals="{chatMsg: '', lastPing: 0}"
data-init={ fmt.Sprintf("@get('/games/%s/events',{requestCancellation:'disabled'})", g.ID) }
>
@sharedcomponents.ConnectionIndicator(0)
@sharedcomponents.ConnectionIndicator()
@GameContent(g, myColor, messages, chatCfg)
</main>
}

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@@ -1,10 +1,6 @@
package components
import (
"fmt"
"github.com/starfederation/datastar-go/datastar"
)
import "github.com/starfederation/datastar-go/datastar"
templ BackToLobby() {
<a class="link text-sm opacity-70" href="/">&larr; Back</a>
@@ -48,60 +44,19 @@ templ NicknamePrompt(returnPath string) {
</main>
}
func isStale(lastPing int64) bool {
return lastPing == 0
}
var connectionWatcherHandle = templ.NewOnceHandle()
// ConnectionIndicator shows a small dot indicating SSE connection status.
// Server patches this with a timestamp; client JS detects staleness.
templ ConnectionIndicator(lastPing int64) {
// It requires a `lastPing` signal (unix ms timestamp) to be set by the server.
templ ConnectionIndicator() {
<div
id="connection-indicator"
class="fixed top-2 right-2"
data-last-ping={ fmt.Sprintf("%d", lastPing) }
class="fixed top-2 right-2 flex items-center gap-1 text-xs text-gray-500"
title="Connection status"
>
<div class="inline-grid *:[grid-area:1/1]">
<div
id="connection-ping"
class={
"status status-sm",
templ.KV("status-success animate-ping", !isStale(lastPing)),
templ.KV("status-error", isStale(lastPing)),
}
></div>
<div
id="connection-dot"
class={
"status status-sm",
templ.KV("status-success", !isStale(lastPing)),
templ.KV("status-error", isStale(lastPing)),
}
></div>
<span
class="w-2 h-2 rounded-full transition-colors duration-300"
data-class="{'bg-green-500': Date.now() - $lastPing < 20000, 'bg-red-500': Date.now() - $lastPing >= 20000}"
></span>
</div>
</div>
@connectionWatcherHandle.Once() {
@connectionWatcher()
}
}
script connectionWatcher() {
setInterval(function() {
var el = document.getElementById('connection-indicator');
var dot = document.getElementById('connection-dot');
var ping = document.getElementById('connection-ping');
if (!el || !dot || !ping) return;
var lastPing = parseInt(el.dataset.lastPing, 10) || 0;
var stale = Date.now() - lastPing > 20000;
dot.classList.toggle('status-success', !stale);
dot.classList.toggle('status-error', stale);
ping.classList.toggle('status-success', !stale);
ping.classList.toggle('status-error', stale);
ping.classList.toggle('animate-ping', !stale);
}, 1000);
}
templ GameJoinPrompt(loginURL string, registerURL string, gamePath string) {

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@@ -13,10 +13,10 @@ import (
"github.com/ryanhamamura/games/chat"
chatcomponents "github.com/ryanhamamura/games/chat/components"
sharedcomponents "github.com/ryanhamamura/games/features/common/components"
"github.com/ryanhamamura/games/features/snakegame/pages"
"github.com/ryanhamamura/games/sessions"
"github.com/ryanhamamura/games/snake"
appsse "github.com/ryanhamamura/games/sse"
)
func snakeChatColor(slot int) string {
@@ -126,7 +126,7 @@ func HandleSnakeEvents(snakeStore *snake.SnakeStore, nc *nats.Conn, sm *scs.Sess
}
sendPing := func() error {
return sse.PatchElementTempl(sharedcomponents.ConnectionIndicator(time.Now().UnixMilli()))
return appsse.SendPing(sse)
}
// Send initial render and ping

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@@ -32,12 +32,12 @@ templ GamePage(sg *snake.SnakeGame, mySlot int, messages []chat.Message, chatCfg
@layouts.Base("Snake") {
<main
class="snake-wrapper flex flex-col items-center gap-4 p-4"
data-signals={ `{"chatMsg":""}` }
data-signals={ `{"chatMsg":"","lastPing":0}` }
data-init={ fmt.Sprintf("@get('/snake/%s/events',{requestCancellation:'disabled'})", gameID) }
data-on:keydown__throttle.100ms={ keydownScript(gameID) }
tabindex="0"
>
@components.ConnectionIndicator(0)
@components.ConnectionIndicator()
@GameContent(sg, mySlot, messages, chatCfg, gameID)
</main>
}

28
sse/signals.go Normal file
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@@ -0,0 +1,28 @@
// Package sse provides helpers for SSE signal handling.
package sse
import (
"encoding/json"
"time"
"github.com/starfederation/datastar-go/datastar"
)
// Signals holds client-side state managed via SSE.
type Signals struct {
LastPing int64 `json:"lastPing,omitempty"`
}
// SendPing sends a heartbeat signal with the current timestamp.
func SendPing(sse *datastar.ServerSentEventGenerator) error {
return PatchSignals(sse, Signals{LastPing: time.Now().UnixMilli()})
}
// PatchSignals sends a signals patch to the client.
func PatchSignals(sse *datastar.ServerSentEventGenerator, s Signals) error {
data, err := json.Marshal(s)
if err != nil {
return err
}
return sse.PatchSignals(data)
}