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hemx/examples/kanban.md
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Milestone: Local-first Multiplayer Kanban

A board with drag-and-drop cards, 60fps pointer-follow, optimistic updates, offline queue, conflict reconciliation, live presence, and SSR-first rendering — all without React/Vue/VDOM, in a single typed Rust codebase.

This is the north-star integration test for slhx + hemplate + slhx-sync.


1. Template: board.heml

<section data-slhx-slot="board" data-slhx-atom="board">
    <header>
        <h1>{self.title}</h1>

        <form data-slhx-handle="create_card">
            <input name="title" type="text" required>
            <select name="column">
                @for column in self.columns key column.id {
                    <option value="{column.id}">{column.title}</option>
                }
            </select>
            <button>Add card</button>
        </form>
    </header>

    <div class="columns" data-slhx-slot="columns">
        @for column in self.columns key column.id {
            <section
                class="column"
                data-slhx-slot="column"
                data-column-id="{column.id}"
            >
                <h2>{column.title}</h2>

                <div
                    class="cards"
                    data-slhx-dropzone="column"
                    data-column-id="{column.id}"
                >
                    @for card in column.cards key card.id {
                        <article
                            class="card"
                            data-slhx-slot="card"
                            data-slhx-handle="drag_card"
                            data-card-id="{card.id}"
                            draggable="true"
                        >
                            <strong>{card.title}</strong>
                            <small>{card.assignee}</small>
                        </article>
                    }
                </div>
            </section>
        }
    </div>

    <aside data-slhx-slot="presence">
        @for user in self.online_users key user.id {
            <span>{user.name}</span>
        }
    </aside>
</section>

Notes on keyed scopes:

  • @for column key column.idrequired for slhx-addressable nodes inside
  • @for card key card.idrequired
  • A slot inside a keyed loop is addressed as (SlotId, KeyValue), never querySelector(".card:nth-child(3)")
  • Without key, slhx rejects the build — no runtime selector fallback

2. What hemplate exports

hemplate does not interpret data-slhx-*. It records raw facts:

Node {
    id: NodeId(12),
    element: "article",
    attrs: [
        ("class", "card"),
        ("data-slhx-slot", "card"),
        ("data-slhx-handle", "drag_card"),
        ("data-card-id", "{card.id}"),
        ("draggable", "true"),
    ],
    scope: ScopeId(For { binding: "card", key_expr: "card.id" }),
}

FormSurface {
    handle_attr: Some("create_card"),
    controls: [
        Control { name: "title", kind: Text, required: true },
        Control { name: "column", kind: Select, required: true },
    ],
}

slhx reads this from hemplate.surface.postcard and generates typed constants:

pub const CARD: KeyedSlot<CardId, CardView> = KeyedSlot::new(3);
pub const CREATE_CARD: Handle<CreateCardForm> = Handle::new(0);

No string desync. No runtime mapping.


3. App State

#[slhx::app]
pub struct BoardApp {
    pub board: Atom<BoardState>,
    pub drag: Atom<Option<DragState>>,
    pub online_users: Atom<Vec<UserPresence>>,
}

The same struct runs on server (SSR) and in WASM (client-local effects).


4. Normal Form: Server-first

#[derive(SlhxForm)]
pub struct CreateCardForm {
    pub title: String,
    pub column: ColumnId,
}

#[slhx::handler]
pub fn create_card(
    form: Form<CreateCardForm>,
    app: &mut BoardApp,
) -> impl IntoEffect {
    let card = Card { id: CardId::new(), title: form.title, assignee: "Thomas".into() };

    app.board.update(|board| board.insert_card(form.column, card.clone()));

    Effect::batch((
        Effect::append_keyed(slots::CARD, card.id, CardView::from(card)),
        // slhx-sync: queue atomic board state diff for sync
        SyncEffect::send_patch(atoms::BOARD, Patch::insert_card(form.column, card)),
    ))
}

HTML submits as usual. Server returns EffectBatch. Browser applies DOM ops.


5. Drag: 60fps client-local WASM

#[slhx::handler(client)]
pub fn drag_card(
    event: DragEvent,
    app: &mut BoardApp,
) -> impl IntoEffect {
    app.drag.set(Some(DragState {
        card_id: event.card_id,
        from_column: event.column_id,
        pointer_x: event.x,
        pointer_y: event.y,
    }));

    Effect::batch((
        Effect::class_keyed(slots::CARD, event.card_id, "dragging", true),
        Effect::transform_keyed(
            slots::CARD, event.card_id,
            Transform::translate(event.x, event.y),
        ),
    ))
}

Zero round-trip. Zero custom JS. Pure Rust → EffectBatch → DOM.


6. Drop: optimistic update + sync

#[slhx::handler(client)]
pub fn drop_card(
    event: DropEvent,
    app: &mut BoardApp,
) -> impl IntoEffect {
    let patch = app.board.update(|board| {
        board.move_card(event.card_id, event.to_column, event.before_card)
    });

    app.drag.set(None);

    Effect::batch((
        Effect::move_keyed(
            slots::CARD, event.card_id,
            slots::COLUMN, event.to_column,
            InsertBefore(event.before_card),
        ),
        Effect::class_keyed(slots::CARD, event.card_id, "dragging", false),
        // slhx-sync: queue patch, send when online
        SyncEffect::send_patch(atoms::BOARD, patch),
    ))
}

A pure htmx+SSR app cannot model this: 60fps pointer → local transient drag → optimistic update → offline queue → reconciliation. You'd need custom JS or a parallel React/Vue layer.

slhx models it in one type graph.


7. Server reconciliation

#[slhx_sync::handler]
pub fn apply_board_patch(
    patch: BoardPatch,
    app: &mut BoardApp,
    user: UserId,
) -> impl IntoEffect {
    let result = app.board.update(|board| board.apply_patch_from(user, patch));

    match result {
        PatchResult::Accepted { changed_cards } => Effect::batch((
            Effect::ack(atoms::BOARD),
            Effect::broadcast(
                Channel::Board(app.board.id()),
                Effect::batch(changed_cards.into_iter().map(|c|
                    Effect::replace_keyed(slots::CARD, c.id, CardView::from(c))
                )),
            ),
        )),

        PatchResult::Conflict { canonical_board } => Effect::batch((
            Effect::set(atoms::BOARD, canonical_board.clone()),
            Effect::render(slots::BOARD, BoardView::from(canonical_board)),
        )),
    }
}

Server-authoritative on conflict. No Redux sagas. No React Query cache fades.


8. Presence

#[slhx_sync::presence]
pub fn user_joined(user: UserPresence) -> impl IntoEffect {
    Effect::append_keyed(slots::PRESENCE_USER, user.id, PresenceBadge::from(user))
}

Browser receives raw EffectBatch over WebSocket/SSE:

Op::AppendKeyed(slot=PRESENCE_USER, key=user_id, html=...)
Op::RemoveKeyed(slot=PRESENCE_USER, key=user_id)

The runtime does not know "presence". It executes ops.


9. What the browser receives

Initial SSR:

<section data-sid="0" data-aid="0">
    ...
    <article data-sid="3" data-sk="42" data-hid="1">
        Fix login bug
    </article>
    ...
</section>
<script src="/slhx.js"></script>
<script type="application/slhx-state">
BASE64URL_POSTCARD_INITIAL_ATOMS
</script>

Runtime attachment:

document.addEventListener("submit", dispatch)
document.addEventListener("click", dispatch)
document.addEventListener("pointerdown", dispatch)
document.addEventListener("pointermove", dispatch)
document.addEventListener("pointerup", dispatch)

No framework download. No VDOM. No hydration. No game loop.


10. Why this is not a React/Vue/htmx app

Concern React/Vue htmx+SSR slhx
SSR RSC/Vue SSR native native (hemplate)
60fps drag 100ms re-render + React-DnD custom JS WASM handler, EffectBatch
Optimistic update useOptimistic impossible board.updateSyncEffect::send_patch
Offline support Service Worker + custom impossible patch queue in slhx-sync
Conflict resolution manual / Yjs CRDT impossible server-authoritative patch
Presence WebSocket + custom state SSE possible Effect::broadcast over channel
Keyed DOM React key not a concern KeydSlot<T, K> compile-time
Forms React Hook Form HTML native, but no validation bridge Fork<T> derived from .heml surface
Routing React Router / Vue Router HTML links, but no state routing Effect::navigate with scroll/title
Total JS shipped ~300KB+ ~20KB htmx + custom ~3KB slhx.js interpreter

11. The claim

A local-first multiplayer board where all high-frequency UI runs as Rust/WASM effects,
all durable state syncs through slhx-sync,
all HTML is hemplate-rendered,
and the browser runtime only executes typed postcard DOM ops.

Not:

server Rust here
client TypeScript there
shared schema somewhere
validation duplicated
DOM identity by selectors
state sync by convention

But:

Rust owns types.
hemplate owns structure.
slhx owns interaction.
browser executes ops.