# 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 task download # Download pinned client-side libs (datastar-pro, daisyui) # Quality task test # Run all tests: go test ./... task lint # Run linter: golangci-lint run # Single test go test -run TestName ./path/to/package go test -v -run TestHandleLogin_Success ./features/auth # Code generation task build:templ # Compile .templ files (go tool templ generate) task build:styles # Build TailwindCSS (go tool gotailwind) ``` Tools (templ, air, gotailwind, goose, sqlc) are managed via Go 1.25's `tool` directive in go.mod — no separate installs needed. ## 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, no HTTP) ├── features/ # Feature modules (handlers, routes, templates) │ ├── auth/ # Login/register (standard HTTP, not SSE) │ ├── c4game/ # Connect 4 UI + services │ ├── snakegame/ # Snake UI + services │ ├── lobby/ # Game lobby │ └── common/ # Shared components, layouts ├── chat/ # Reusable chat room (NATS + optional DB persistence) ├── auth/ # Password hashing/validation (pure, no HTTP) ├── db/ # SQLite, migrations, sqlc queries ├── cmd/downloader/ # Build-time tool: fetches datastar-pro + daisyui ├── assets/ # Static files (embedded in prod, filesystem in dev) └── config/, logging/, nats/, sessions/, router/, player/, version/ ``` ## Code Style ### Imports Three groups separated by blank lines: stdlib, third-party, local. Enforced by goimports with `local-prefixes: github.com/ryanhamamura/games`. ```go import ( "fmt" "net/http" "github.com/go-chi/chi/v5" "github.com/ryanhamamura/games/connect4" ) ``` ### Error Handling ```go // Wrap errors with context return fmt.Errorf("loading game %s: %w", id, err) // Combine cleanup errors with errors.Join return nil, errors.Join(fmt.Errorf("pinging database: %w", err), DB.Close()) // Best-effort operations nc.Publish(subject, nil) //nolint:errcheck // best-effort notification // HTTP errors 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. - Function comments for exported functions. ## 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) { /* ... */ } } ``` ### Cleanup Function Returns Infrastructure init functions return a cleanup func the caller defers: ```go cleanupDB, err := db.Init(cfg.DBPath) defer cleanupDB() ``` ### Store/Instance Pattern 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. ### Build Tags `//go:build dev` and `//go:build !dev` switch behavior for static asset serving (filesystem vs embedded hashfs) and config loading. ## Templ + Datastar Patterns ### Architecture: Everything Is a Stream 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. 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. 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). **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. ### SSE Event Loop Both game event handlers follow the same structure: 1. Subscribe to NATS channels **before** creating SSE (avoids missed messages) 2. Send initial full-state patch 3. `select` loop over: context done, game updates (drain channel first), chat messages (append), 1-second heartbeat (full re-render) ```go // Handler side — long-lived SSE with Brotli compression sse := datastar.NewSSE(w, r, datastar.WithCompression( datastar.WithBrotli(datastar.WithBrotliLevel(5)), )) sse.PatchElementTempl(components.GameBoard(game)) // Template side — disable Datastar's default SSE cancellation on interaction data-init={ fmt.Sprintf("@get('/games/%s/events',{requestCancellation:'disabled'})", g.ID) } ``` ### Client-Server Interactions ```go // Trigger SSE actions from templates data-on:click={ datastar.PostSSE("/games/%s/drop?col=%d", g.ID, colIdx) } data-on:click={ datastar.DeleteSSE("/games/%s", g.ID) } // Read client signals in handlers var signals struct { ChatMsg string `json:"chatMsg"` } datastar.ReadSignals(r, &signals) // Clear input after submission sse.MarshalAndPatchSignals(map[string]any{"chatMsg": ""}) // Redirect via SSE sse.Redirectf("/games/%s", newGame.ID()) ``` ### Appending Elements (Chat Messages) The one exception to whole-component morphing is chat, where messages are appended individually: ```go sse.PatchElementTempl( chatcomponents.ChatMessage(msg, cfg), datastar.WithSelectorID("c4-chat-history"), datastar.WithModeAppend(), ) ``` ### Datastar Template Attributes - `data-signals` — declare reactive state - `data-bind` — two-way input binding - `data-show` — conditional visibility - `data-class` — reactive CSS classes - `data-morph-ignore` — prevent SSE from overwriting an element (e.g. chat input) ## Testing ```bash task test # All tests go test -run TestHandleLogin_Success ./features/auth # Single test 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`) ## Tech Stack | Layer | Technology | |-------|------------| | Templates | templ (type-safe HTML) | | Reactivity | Datastar Pro (SSE-driven) | | CSS | TailwindCSS v4 + daisyUI | | Router | chi/v5 | | Sessions | scs/v2 (SQLite-backed) | | Database | SQLite (modernc.org/sqlite) | | Migrations | goose (embedded SQL) | | SQL codegen | sqlc | | Pub/sub | Embedded NATS (nil-payload signals) | | Logging | zerolog + slog (bridged via slog-zerolog) |