Datastar-pro is fetched from a private Gitea repo (ryan/vendor-libs) using VENDOR_TOKEN for CI/Docker builds, with a local fallback from ../optional/ for development. DaisyUI is pinned to v5.5.19 instead of tracking latest. Downloaded files are now gitignored and fetched at build time via 'task download', which is a dependency of both build and live tasks.
219 lines
7.9 KiB
Markdown
219 lines
7.9 KiB
Markdown
# 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) |
|