Initial build: scrawl, a shared ASCII canvas over SSH
ssh in and draw on a live, shared doodle wall -- everyone connected sees everyone else's edits in real time. Same wish+bubbletea security model as delve-term (no shell, no exec, structurally can't reach a real shell on the host), extended with the one thing delve-term didn't need: multiple sessions sharing live state. wish's bm.Middleware helper hides the *tea.Program it creates, so this builds the program directly instead, keeping a registry (game.Canvas) that broadcasts a redraw signal to every other connected session the instant one of them paints. Banner generated via `figlet -f slant SCRAWL` rather than hand-drawn -- slant felt right for a doodle/scribble tool. Two real bugs caught by actually running this with real SSH sessions, not just unit-testing the game logic in isolation: 1. Program.Send() blocks until that program's Run() event loop is actively reading from it. Broadcasting synchronously from inside Join()/Paint() (including a session broadcasting to its own, not-yet-running program on join) deadlocked every session before it ever reached Run() -- the very first connection just hung with nothing rendered. Fixed by sending asynchronously (go p.Send(...)) everywhere the canvas notifies sessions of a change. 2. Subtler: lipgloss's default package-level styles detect color support from the *server process's* os.Stdout, not any given session's actual terminal -- and a server's stdout is typically redirected (a log file, systemd journal), so every connected session silently lost all color/background styling at once, server-wide. Manifested as painting a cell your own cursor already sat on being invisible (the cursor glyph before/after looked identical, so bubbletea's diffing renderer correctly sent zero bytes for a change that produced no visual diff) -- confirmed via server-side debug logging that painting itself worked correctly every time, isolating the bug to rendering, then confirmed via a Go test that forcing a real color profile was the difference between 0 and 1327 runes of diff between two frames that should look different. Fixed with a lipgloss.Renderer created per-session, bound to that session's actual output, forced to TrueColor; cursors now highlight whatever's already painted at that cell (background tint) rather than replacing the character, so a session's own paint is never masked by its own cursor marker sitting on top of it. Verified end-to-end with two real, simultaneous SSH sessions (scripted via pexpect): peer count syncs correctly, and one session's paint genuinely arrives at the other via the live broadcast -- not just unit-tested in isolation. Also verified the actual Docker image builds and serves correctly over real SSH. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
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168
game/canvas.go
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168
game/canvas.go
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package game
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import (
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"math/rand"
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"sync"
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tea "github.com/charmbracelet/bubbletea"
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)
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const (
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Width = 76
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Height = 20
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)
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type Cell struct {
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Char rune
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Color string // lipgloss-compatible ANSI color string, "" = unset
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}
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// Cursor is another connected session's position, shown as a marker on
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// top of the canvas so drawing feels like a shared space, not a diff you
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// only notice after the fact.
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type Cursor struct {
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X, Y int
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Color string
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Label string
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}
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// canvasUpdatedMsg is broadcast to every connected session's bubbletea
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// program whenever the shared state changes — cells or cursors — so each
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// client's own Update/View loop redraws without polling.
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type canvasUpdatedMsg struct{}
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var cursorPalette = []string{"#ff6b6b", "#feca57", "#1dd1a1", "#54a0ff", "#ff9ff3", "#48dbfb", "#f368e0", "#00d2d3"}
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// Canvas is the single shared drawing surface plus the registry of
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// connected sessions' bubbletea programs, used purely to fan a redraw
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// signal out to everyone whenever anything changes -- there's no other
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// use of the registry (no per-session logic reaches back in through it).
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type Canvas struct {
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mu sync.Mutex
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cells [Height][Width]Cell
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cursors map[string]*Cursor
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programs map[string]*tea.Program
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nextColorIdx int
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}
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func NewCanvas() *Canvas {
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return &Canvas{
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cursors: make(map[string]*Cursor),
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programs: make(map[string]*tea.Program),
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}
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}
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func (c *Canvas) Join(id string, label string, p *tea.Program) *Cursor {
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c.mu.Lock()
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defer c.mu.Unlock()
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color := cursorPalette[c.nextColorIdx%len(cursorPalette)]
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c.nextColorIdx++
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cur := &Cursor{X: Width / 2, Y: Height / 2, Color: color, Label: label}
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c.cursors[id] = cur
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c.programs[id] = p
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c.broadcastLocked()
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return cur
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}
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func (c *Canvas) Leave(id string) {
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c.mu.Lock()
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defer c.mu.Unlock()
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delete(c.cursors, id)
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delete(c.programs, id)
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c.broadcastLocked()
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}
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func (c *Canvas) Paint(x, y int, char rune, color string) {
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c.mu.Lock()
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defer c.mu.Unlock()
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if x < 0 || x >= Width || y < 0 || y >= Height {
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return
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}
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c.cells[y][x] = Cell{Char: char, Color: color}
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c.broadcastLocked()
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}
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func (c *Canvas) Clear() {
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c.mu.Lock()
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defer c.mu.Unlock()
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c.cells = [Height][Width]Cell{}
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c.broadcastLocked()
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}
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func (c *Canvas) MoveCursor(id string, dx, dy int) {
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c.mu.Lock()
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defer c.mu.Unlock()
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cur, ok := c.cursors[id]
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if !ok {
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return
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}
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cur.X = clamp(cur.X+dx, 0, Width-1)
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cur.Y = clamp(cur.Y+dy, 0, Height-1)
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c.broadcastLocked()
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}
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// Snapshot returns a copy of the current cells and cursors, safe to read
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// from a View() call without holding the lock while rendering.
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func (c *Canvas) Snapshot() (cells [Height][Width]Cell, cursors map[string]Cursor) {
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c.mu.Lock()
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defer c.mu.Unlock()
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cursors = make(map[string]Cursor, len(c.cursors))
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for id, cur := range c.cursors {
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cursors[id] = *cur
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}
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return c.cells, cursors
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}
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// CursorsSnapshot is Snapshot() without paying for a cell-array copy when
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// only cursor positions are needed (the common case for input handling).
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func (c *Canvas) CursorsSnapshot() map[string]Cursor {
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c.mu.Lock()
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defer c.mu.Unlock()
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cursors := make(map[string]Cursor, len(c.cursors))
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for id, cur := range c.cursors {
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cursors[id] = *cur
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}
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return cursors
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}
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func (c *Canvas) PeerCount() int {
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c.mu.Lock()
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defer c.mu.Unlock()
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return len(c.cursors)
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}
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// broadcastLocked must be called with c.mu already held. Each Send runs in
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// its own goroutine rather than inline: a just-joined program's Run()
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// loop hasn't started reading its input channel yet at the moment Join()
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// calls this (Join registers the program, then broadcasts, before the
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// caller gets around to calling p.Run()) -- an inline, blocking Send to
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// that program would deadlock the whole session handler before it ever
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// reaches Run(). Confirmed by hitting exactly that deadlock in testing:
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// the very first session hung with nothing rendered.
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func (c *Canvas) broadcastLocked() {
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for _, p := range c.programs {
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if p == nil {
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continue
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}
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go p.Send(canvasUpdatedMsg{})
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}
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}
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func clamp(v, lo, hi int) int {
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if v < lo {
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return lo
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}
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if v > hi {
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return hi
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}
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return v
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}
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func RandomID() string {
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const chars = "abcdefghijklmnopqrstuvwxyz0123456789"
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b := make([]byte, 8)
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for i := range b {
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b[i] = chars[rand.Intn(len(chars))]
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}
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return string(b)
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}
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