Add ConnectionIndicator to Connect 4 game page (Snake already had it). Both games now patch the indicator on initial connect and every 10s heartbeat, giving users visual feedback that SSE is connected.
320 lines
7.9 KiB
Go
320 lines
7.9 KiB
Go
package snakegame
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import (
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"errors"
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"net/http"
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"strconv"
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"time"
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"github.com/alexedwards/scs/v2"
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"github.com/go-chi/chi/v5"
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"github.com/starfederation/datastar-go/datastar"
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"github.com/ryanhamamura/games/chat"
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chatcomponents "github.com/ryanhamamura/games/chat/components"
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sharedcomponents "github.com/ryanhamamura/games/features/common/components"
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"github.com/ryanhamamura/games/features/snakegame/pages"
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"github.com/ryanhamamura/games/features/snakegame/services"
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"github.com/ryanhamamura/games/sessions"
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"github.com/ryanhamamura/games/snake"
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)
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func HandleSnakePage(snakeStore *snake.SnakeStore, svc *services.GameService, sm *scs.SessionManager) http.HandlerFunc {
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return func(w http.ResponseWriter, r *http.Request) {
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gameID := chi.URLParam(r, "id")
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si, ok := snakeStore.Get(gameID)
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if !ok {
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http.Redirect(w, r, "/", http.StatusSeeOther)
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return
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}
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playerID := sessions.GetPlayerID(sm, r)
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nickname := sessions.GetNickname(sm, r)
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userID := sessions.GetUserID(sm, r)
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// Auto-join if nickname exists and not already in game
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if nickname != "" && si.GetPlayerSlot(playerID) < 0 {
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p := &snake.Player{
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ID: playerID,
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Nickname: nickname,
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}
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if userID != "" {
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p.UserID = &userID
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}
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si.Join(p)
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}
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mySlot := si.GetPlayerSlot(playerID)
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if mySlot < 0 {
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isGuest := r.URL.Query().Get("guest") == "1"
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if userID == "" && !isGuest {
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if err := pages.JoinPage(gameID).Render(r.Context(), w); err != nil {
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http.Error(w, http.StatusText(http.StatusInternalServerError), http.StatusInternalServerError)
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}
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return
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}
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if err := pages.NicknamePage(gameID).Render(r.Context(), w); err != nil {
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http.Error(w, http.StatusText(http.StatusInternalServerError), http.StatusInternalServerError)
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}
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return
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}
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sg := si.GetGame()
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chatCfg := svc.ChatConfig(gameID)
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if err := pages.GamePage(sg, mySlot, nil, chatCfg, gameID).Render(r.Context(), w); err != nil {
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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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}
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func HandleSnakeEvents(snakeStore *snake.SnakeStore, svc *services.GameService, sm *scs.SessionManager) http.HandlerFunc {
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return func(w http.ResponseWriter, r *http.Request) {
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gameID := chi.URLParam(r, "id")
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si, ok := snakeStore.Get(gameID)
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if !ok {
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http.Error(w, "game not found", http.StatusNotFound)
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return
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}
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playerID := sessions.GetPlayerID(sm, r)
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mySlot := si.GetPlayerSlot(playerID)
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// Subscribe to game updates BEFORE creating SSE (following portigo pattern)
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gameSub, gameCh, err := svc.SubscribeGameUpdates(gameID)
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if err != nil {
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http.Error(w, http.StatusText(http.StatusInternalServerError), http.StatusInternalServerError)
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return
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}
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defer gameSub.Unsubscribe() //nolint:errcheck
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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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chatCfg := svc.ChatConfig(gameID)
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// Chat room (multiplayer only)
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var room *chat.Room
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sg := si.GetGame()
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if sg.Mode == snake.ModeMultiplayer {
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room = svc.ChatRoom(gameID)
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}
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chatMessages := func() []chat.Message {
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if room == nil {
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return nil
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}
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return room.Messages()
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}
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patchAll := func() error {
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si, ok = snakeStore.Get(gameID)
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if !ok {
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return errors.New("game not found")
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}
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mySlot = si.GetPlayerSlot(playerID)
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sg = si.GetGame()
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return sse.PatchElementTempl(pages.GameContent(sg, mySlot, chatMessages(), chatCfg, gameID))
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}
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// Send initial connection indicator and render
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if err := sse.PatchElementTempl(sharedcomponents.ConnectionIndicator(time.Now().UnixMilli())); err != nil {
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return
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}
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if err := patchAll(); err != nil {
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return
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}
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heartbeat := time.NewTicker(10 * time.Second)
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defer heartbeat.Stop()
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// Chat subscription (multiplayer only)
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var chatCh <-chan chat.Message
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var cleanupChat func()
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if room != nil {
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chatCh, cleanupChat = room.Subscribe()
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defer cleanupChat()
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}
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ctx := r.Context()
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for {
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select {
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case <-ctx.Done():
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return
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case <-heartbeat.C:
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// Heartbeat updates connection indicator and refreshes game state
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if err := sse.PatchElementTempl(sharedcomponents.ConnectionIndicator(time.Now().UnixMilli())); err != nil {
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return
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}
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if err := patchAll(); err != nil {
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return
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}
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case <-gameCh:
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// Drain backed-up game updates
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for {
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select {
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case <-gameCh:
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default:
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goto drained
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}
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}
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drained:
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if err := patchAll(); err != nil {
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return
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}
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case chatMsg, ok := <-chatCh:
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if !ok {
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continue
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}
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err := sse.PatchElementTempl(
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chatcomponents.ChatMessage(chatMsg, chatCfg),
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datastar.WithSelectorID("snake-chat-history"),
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datastar.WithModeAppend(),
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)
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if err != nil {
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return
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}
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}
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}
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}
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}
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func HandleSetDirection(snakeStore *snake.SnakeStore, sm *scs.SessionManager) http.HandlerFunc {
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return func(w http.ResponseWriter, r *http.Request) {
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gameID := chi.URLParam(r, "id")
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si, ok := snakeStore.Get(gameID)
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if !ok {
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http.Error(w, "game not found", http.StatusNotFound)
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return
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}
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playerID := sessions.GetPlayerID(sm, r)
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slot := si.GetPlayerSlot(playerID)
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if slot < 0 {
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http.Error(w, "not in game", http.StatusForbidden)
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return
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}
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dStr := r.URL.Query().Get("d")
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d, err := strconv.Atoi(dStr)
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if err != nil || d < 0 || d > 3 {
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http.Error(w, "invalid direction", http.StatusBadRequest)
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return
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}
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si.SetDirection(slot, snake.Direction(d))
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w.WriteHeader(http.StatusOK)
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}
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}
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type chatSignals struct {
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ChatMsg string `json:"chatMsg"`
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}
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func HandleSendChat(snakeStore *snake.SnakeStore, svc *services.GameService, sm *scs.SessionManager) http.HandlerFunc {
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return func(w http.ResponseWriter, r *http.Request) {
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gameID := chi.URLParam(r, "id")
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si, ok := snakeStore.Get(gameID)
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if !ok {
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http.Error(w, "game not found", http.StatusNotFound)
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return
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}
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var signals chatSignals
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if err := datastar.ReadSignals(r, &signals); err != nil {
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http.Error(w, err.Error(), http.StatusBadRequest)
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return
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}
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if signals.ChatMsg == "" {
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return
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}
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playerID := sessions.GetPlayerID(sm, r)
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slot := si.GetPlayerSlot(playerID)
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if slot < 0 {
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http.Error(w, "not in game", http.StatusForbidden)
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return
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}
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sg := si.GetGame()
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msg := chat.Message{
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Nickname: sg.Players[slot].Nickname,
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Slot: slot,
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Message: signals.ChatMsg,
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}
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room := svc.ChatRoom(gameID)
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room.Send(msg)
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sse := datastar.NewSSE(w, r)
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sse.MarshalAndPatchSignals(map[string]any{"chatMsg": ""}) //nolint:errcheck
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}
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}
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type nicknameSignals struct {
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Nickname string `json:"nickname"`
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}
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func HandleSetNickname(snakeStore *snake.SnakeStore, sm *scs.SessionManager) http.HandlerFunc {
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return func(w http.ResponseWriter, r *http.Request) {
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gameID := chi.URLParam(r, "id")
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si, ok := snakeStore.Get(gameID)
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if !ok {
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http.Error(w, "game not found", http.StatusNotFound)
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return
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}
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var signals nicknameSignals
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if err := datastar.ReadSignals(r, &signals); err != nil {
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http.Error(w, err.Error(), http.StatusBadRequest)
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return
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}
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if signals.Nickname == "" {
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return
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}
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sm.Put(r.Context(), sessions.KeyNickname, signals.Nickname)
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playerID := sessions.GetPlayerID(sm, r)
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userID := sessions.GetUserID(sm, r)
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if si.GetPlayerSlot(playerID) < 0 {
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p := &snake.Player{
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ID: playerID,
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Nickname: signals.Nickname,
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}
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if userID != "" {
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p.UserID = &userID
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}
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si.Join(p)
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}
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sse := datastar.NewSSE(w, r)
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sse.Redirect("/snake/" + gameID) //nolint:errcheck
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}
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}
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func HandleRematch(snakeStore *snake.SnakeStore, sm *scs.SessionManager) http.HandlerFunc {
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return func(w http.ResponseWriter, r *http.Request) {
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gameID := chi.URLParam(r, "id")
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si, ok := snakeStore.Get(gameID)
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if !ok {
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http.Error(w, "game not found", http.StatusNotFound)
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return
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}
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newSI := si.CreateRematch()
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sse := datastar.NewSSE(w, r)
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if newSI != nil {
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sse.Redirect("/snake/" + newSI.ID()) //nolint:errcheck
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}
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}
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}
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