Add platform-specific implementations for assets, audio, WebSocket, and rendering on Desktop and WebAssembly platforms. Introduce embedded assets for WebAssembly and native file handling for Desktop. Add platform-specific chunk loading and game state synchronization.
This commit is contained in:
268
cmd/client/connection_native.go
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268
cmd/client/connection_native.go
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//go:build !wasm
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// +build !wasm
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package main
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import (
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"encoding/json"
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"log"
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"net/url"
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"time"
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"github.com/gorilla/websocket"
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"git.zb-server.de/ZB-Server/EscapeFromTeacher/pkg/game"
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)
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// wsConn verwaltet die WebSocket-Verbindung (Native Desktop)
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type wsConn struct {
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conn *websocket.Conn
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send chan []byte
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stopChan chan struct{}
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}
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// WebSocketMessage ist das Format für WebSocket-Nachrichten
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type WebSocketMessage struct {
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Type string `json:"type"`
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Payload interface{} `json:"payload"`
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}
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// connectToServer verbindet sich über WebSocket mit dem Gateway (Native Desktop)
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func (g *Game) connectToServer() {
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serverURL := "ws://localhost:8080/ws"
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log.Printf("🔌 Verbinde zu WebSocket-Gateway: %s", serverURL)
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u, err := url.Parse(serverURL)
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if err != nil {
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log.Printf("❌ URL Parse Fehler: %v", err)
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return
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}
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conn, _, err := websocket.DefaultDialer.Dial(u.String(), nil)
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if err != nil {
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log.Printf("❌ WebSocket Connect Fehler: %v", err)
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return
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}
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wsConn := &wsConn{
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conn: conn,
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send: make(chan []byte, 100),
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stopChan: make(chan struct{}),
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}
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g.wsConn = wsConn
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log.Println("✅ WebSocket verbunden!")
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g.connected = true
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// Goroutines für Lesen und Schreiben starten
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go g.wsReadPump()
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go g.wsWritePump()
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// JOIN senden
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g.sendJoinRequest()
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}
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// wsReadPump liest Nachrichten vom WebSocket
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func (g *Game) wsReadPump() {
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defer func() {
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g.wsConn.conn.Close()
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g.connected = false
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}()
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for {
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var msg WebSocketMessage
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err := g.wsConn.conn.ReadJSON(&msg)
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if err != nil {
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if websocket.IsUnexpectedCloseError(err, websocket.CloseGoingAway, websocket.CloseAbnormalClosure) {
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log.Printf("⚠️ WebSocket Fehler: %v", err)
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}
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break
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}
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switch msg.Type {
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case "game_update":
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// GameState Update
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payloadBytes, _ := json.Marshal(msg.Payload)
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var state game.GameState
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if err := json.Unmarshal(payloadBytes, &state); err == nil {
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// Server Reconciliation für lokalen Spieler (VOR dem Lock)
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for _, p := range state.Players {
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if p.Name == g.playerName {
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g.ReconcileWithServer(p)
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break
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}
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}
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g.stateMutex.Lock()
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g.gameState = state
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g.stateMutex.Unlock()
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}
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case "leaderboard_response":
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// Leaderboard Response
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payloadBytes, _ := json.Marshal(msg.Payload)
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var resp game.LeaderboardResponse
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if err := json.Unmarshal(payloadBytes, &resp); err == nil {
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g.leaderboardMutex.Lock()
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g.leaderboard = resp.Entries
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g.leaderboardMutex.Unlock()
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log.Printf("📊 Leaderboard empfangen: %d Einträge", len(resp.Entries))
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}
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}
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}
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}
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// wsWritePump sendet Nachrichten zum WebSocket
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func (g *Game) wsWritePump() {
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defer g.wsConn.conn.Close()
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for {
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select {
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case message, ok := <-g.wsConn.send:
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if !ok {
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g.wsConn.conn.WriteMessage(websocket.CloseMessage, []byte{})
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return
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}
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err := g.wsConn.conn.WriteMessage(websocket.TextMessage, message)
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if err != nil {
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log.Printf("⚠️ Fehler beim Senden: %v", err)
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return
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}
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case <-g.wsConn.stopChan:
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return
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}
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}
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}
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// sendWebSocketMessage sendet eine Nachricht über WebSocket
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func (g *Game) sendWebSocketMessage(msg WebSocketMessage) {
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if g.wsConn == nil || !g.connected {
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log.Println("⚠️ WebSocket nicht verbunden")
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return
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}
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data, err := json.Marshal(msg)
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if err != nil {
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log.Printf("❌ Fehler beim Marshallen: %v", err)
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return
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}
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select {
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case g.wsConn.send <- data:
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default:
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log.Println("⚠️ Send channel voll, Nachricht verworfen")
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}
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}
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// sendJoinRequest sendet Join-Request über WebSocket
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func (g *Game) sendJoinRequest() {
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msg := WebSocketMessage{
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Type: "join",
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Payload: game.JoinRequest{
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Name: g.playerName,
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RoomID: g.roomID,
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GameMode: g.gameMode,
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IsHost: g.isHost,
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TeamName: g.teamName,
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},
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}
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g.sendWebSocketMessage(msg)
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log.Printf("➡️ JOIN gesendet über WebSocket: Name=%s, RoomID=%s", g.playerName, g.roomID)
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}
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// sendStartRequest sendet Start-Request über WebSocket
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func (g *Game) sendStartRequest() {
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msg := WebSocketMessage{
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Type: "start",
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Payload: game.StartRequest{
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RoomID: g.roomID,
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},
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}
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g.sendWebSocketMessage(msg)
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log.Printf("▶️ START gesendet über WebSocket: RoomID=%s", g.roomID)
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}
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// publishInput sendet Input über WebSocket
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func (g *Game) publishInput(input game.ClientInput) {
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msg := WebSocketMessage{
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Type: "input",
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Payload: input,
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}
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g.sendWebSocketMessage(msg)
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}
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// connectForLeaderboard verbindet für Leaderboard (Native)
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func (g *Game) connectForLeaderboard() {
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if g.wsConn != nil && g.connected {
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// Bereits verbunden
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g.requestLeaderboard()
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return
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}
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// Neue Verbindung aufbauen
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g.connectToServer()
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// Kurz warten und dann Leaderboard anfragen
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time.Sleep(500 * time.Millisecond)
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g.requestLeaderboard()
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}
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// requestLeaderboard fordert Leaderboard an (Native)
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func (g *Game) requestLeaderboard() {
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mode := "solo"
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if g.gameMode == "coop" {
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mode = "coop"
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}
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msg := WebSocketMessage{
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Type: "leaderboard_request",
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Payload: game.LeaderboardRequest{
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Mode: mode,
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},
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}
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g.sendWebSocketMessage(msg)
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log.Printf("🏆 Leaderboard-Request gesendet: Mode=%s", mode)
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}
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// submitScore sendet Score ans Leaderboard (Native)
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func (g *Game) submitScore() {
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if g.scoreSubmitted {
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return
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}
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g.stateMutex.Lock()
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score := 0
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for _, p := range g.gameState.Players {
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if p.Name == g.playerName {
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score = p.Score
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break
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}
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}
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g.stateMutex.Unlock()
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if score == 0 {
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log.Println("⚠️ Score ist 0, überspringe Submission")
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return
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}
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name := g.playerName
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if g.gameMode == "coop" && g.teamName != "" {
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name = g.teamName
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}
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msg := WebSocketMessage{
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Type: "score_submit",
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Payload: game.ScoreSubmission{
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PlayerCode: g.playerCode,
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Name: name,
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Score: score,
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Mode: g.gameMode,
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},
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}
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g.sendWebSocketMessage(msg)
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g.scoreSubmitted = true
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log.Printf("📊 Score submitted: %s = %d", name, score)
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}
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