Add PlayerCode for enhanced score tracking and host validation logic in cooperative mode. Optimize UI for mobile devices with new responsive styles.
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@@ -161,27 +161,30 @@ 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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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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PlayerCode: g.playerCode,
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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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log.Printf("➡️ JOIN gesendet über WebSocket: Name=%s, RoomID=%s, PlayerCode=%s", g.playerName, g.roomID, g.playerCode)
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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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myID := g.getMyPlayerID()
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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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RoomID: g.roomID,
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PlayerID: myID,
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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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log.Printf("▶️ START gesendet über WebSocket: RoomID=%s, PlayerID=%s", g.roomID, myID)
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}
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// publishInput sendet Input über WebSocket
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@@ -255,21 +258,30 @@ func (g *Game) submitScore() {
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// Verwende Team-Name für Coop-Mode, sonst Player-Name
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displayName := name
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teamName := ""
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playerCodeToUse := g.playerCode
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if g.gameMode == "coop" {
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g.stateMutex.Lock()
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teamName = g.gameState.TeamName
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hostPlayerCode := g.gameState.HostPlayerCode
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g.stateMutex.Unlock()
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if teamName != "" {
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displayName = teamName
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}
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// In Coop: Verwende Host's PlayerCode für Score
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if hostPlayerCode != "" {
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playerCodeToUse = hostPlayerCode
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log.Printf("🔑 Coop-Mode: Verwende Host PlayerCode für Score-Submission")
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}
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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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PlayerName: displayName,
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PlayerCode: g.playerCode,
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PlayerCode: playerCodeToUse,
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Name: displayName, // Für Kompatibilität
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Score: score,
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Mode: g.gameMode,
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@@ -279,5 +291,5 @@ func (g *Game) submitScore() {
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g.sendWebSocketMessage(msg)
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g.scoreSubmitted = true
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log.Printf("📊 Score submitted: %s = %d (TeamName: %s)", displayName, score, teamName)
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log.Printf("📊 Score submitted: %s = %d (PlayerCode: %s, TeamName: %s)", displayName, score, playerCodeToUse, teamName)
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}
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@@ -152,16 +152,17 @@ func (g *Game) connectToServer() {
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joinMsg := 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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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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PlayerCode: g.playerCode,
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},
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}
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g.sendWebSocketMessage(joinMsg)
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log.Printf("➡️ JOIN gesendet über WebSocket: Name=%s, RoomID=%s", g.playerName, g.roomID)
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log.Printf("➡️ JOIN gesendet über WebSocket: Name=%s, RoomID=%s, PlayerCode=%s", g.playerName, g.roomID, g.playerCode)
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}
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// sendWebSocketMessage sendet eine Nachricht über WebSocket
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@@ -191,14 +192,16 @@ func (g *Game) sendInput(input game.ClientInput) {
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// startGame sendet den Start-Befehl über WebSocket
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func (g *Game) startGame() {
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myID := g.getMyPlayerID()
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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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RoomID: g.roomID,
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PlayerID: myID,
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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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log.Printf("▶️ START gesendet über WebSocket: RoomID=%s, PlayerID=%s", g.roomID, myID)
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}
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// connectForLeaderboard verbindet für Leaderboard-Abfrage
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@@ -281,21 +284,30 @@ func (g *Game) submitScore() {
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// Verwende Team-Name für Coop-Mode, sonst Player-Name
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displayName := name
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teamName := ""
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playerCodeToUse := g.playerCode
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if g.gameMode == "coop" {
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g.stateMutex.Lock()
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teamName = g.gameState.TeamName
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hostPlayerCode := g.gameState.HostPlayerCode
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g.stateMutex.Unlock()
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if teamName != "" {
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displayName = teamName
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}
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// In Coop: Verwende Host's PlayerCode für Score
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if hostPlayerCode != "" {
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playerCodeToUse = hostPlayerCode
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log.Printf("🔑 Coop-Mode: Verwende Host PlayerCode für Score-Submission")
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}
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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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PlayerName: displayName,
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PlayerCode: g.playerCode,
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PlayerCode: playerCodeToUse,
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Name: displayName, // Für Kompatibilität
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Score: score,
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Mode: g.gameMode,
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@@ -305,7 +317,7 @@ func (g *Game) submitScore() {
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g.sendWebSocketMessage(msg)
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g.scoreSubmitted = true
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log.Printf("📊 Score submitted: %s = %d (TeamName: %s)", displayName, score, teamName)
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log.Printf("📊 Score submitted: %s = %d (PlayerCode: %s, TeamName: %s)", displayName, score, playerCodeToUse, teamName)
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}
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// Dummy-Funktionen für Kompatibilität mit anderen Teilen des Codes
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@@ -44,5 +44,33 @@ input[type=range]{width:100%;max-width:300px}
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#mute-btn:hover{background:rgba(255,255,255,.2);border-color:#fff}
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#rotate-overlay{display:none;position:fixed;top:0;left:0;width:100%;height:100%;background:#222;z-index:99999;color:#fff;flex-direction:column;align-items:center;justify-content:center;text-align:center}
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.icon{font-size:60px;margin-bottom:20px}
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/* Mobile First - Base Styles bereits für Mobile optimiert */
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@media screen and (max-width: 768px) {
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h1 { font-size: 20px; margin: 5px 0 15px; }
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button { font-size: 12px; padding: 12px 20px; margin: 8px; }
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.big-btn { font-size: 14px; padding: 14px 25px; }
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input[type=text] { font-size: 12px; padding: 10px; max-width: 280px; }
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.info-box { max-width: 280px; padding: 10px; font-size: 10px; }
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.info-box p { font-size: 11px; }
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.overlay-screen { padding: 10px; }
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#startScreen { flex-direction: column; gap: 20px; }
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.start-left, .start-right { max-width: 90%; flex: 1; }
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.center-box { max-width: 90%; }
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.leaderboard-box { max-width: 90%; padding: 10px; }
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.hall-of-fame-box { max-height: 200px; max-width: 90%; }
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.legal-bar { gap: 8px; }
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.legal-btn { font-size: 8px; padding: 6px 10px; }
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.back-btn { font-size: 10px; padding: 8px 16px; }
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}
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@media screen and (max-width: 480px) {
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h1 { font-size: 16px; line-height: 1.2; }
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button { font-size: 10px; padding: 10px 16px; margin: 6px; }
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.big-btn { font-size: 12px; padding: 12px 20px; }
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input[type=text] { font-size: 11px; padding: 8px; max-width: 240px; }
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.overlay-screen { padding: 8px; }
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body, html { font-size: 11px; }
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}
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@media screen and (orientation:portrait){#rotate-overlay{display:flex}#game-container{display:none!important}}
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@media (min-width:1024px){h1{font-size:48px}button{font-size:22px;padding:20px 40px}input[type=text]{max-width:450px;font-size:20px;padding:15px}.info-box{max-width:500px}.hall-of-fame-box{max-height:400px}}
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@@ -148,6 +148,14 @@ func main() {
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// Spieler hinzufügen (ID, Name)
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room.AddPlayer(playerID, req.Name)
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// Falls Host, speichere PlayerCode
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if req.IsHost && req.PlayerCode != "" {
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room.Mutex.Lock()
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room.HostPlayerCode = req.PlayerCode
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room.Mutex.Unlock()
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log.Printf("🔑 Host PlayerCode gesetzt: %s", req.PlayerCode)
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}
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// Session speichern
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playerSessions[playerID] = room
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log.Printf("➡️ Spieler '%s' ist Raum '%s' beigetreten.", playerID, roomID)
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@@ -160,7 +168,7 @@ func main() {
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// 4. HANDLER: GAME START (broadcast - alle Pods empfangen, nur der mit dem Raum reagiert)
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_, _ = ec.Subscribe("game.start", func(req *game.StartRequest) {
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log.Printf("▶️ START empfangen: RoomID=%s", req.RoomID)
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log.Printf("▶️ START empfangen: RoomID=%s, PlayerID=%s", req.RoomID, req.PlayerID)
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mu.RLock()
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room, exists := rooms[req.RoomID]
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@@ -168,9 +176,17 @@ func main() {
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if exists {
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room.Mutex.Lock()
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// Prüfe ob der Spieler der Host ist
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if room.HostID != "" && room.HostID != req.PlayerID {
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log.Printf("⚠️ Spieler '%s' ist nicht Host von Raum '%s' (Host: %s)", req.PlayerID, req.RoomID, room.HostID)
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room.Mutex.Unlock()
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return
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}
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room.StartCountdown()
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room.Mutex.Unlock()
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log.Printf("🎮 Raum '%s' Countdown gestartet", req.RoomID)
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log.Printf("🎮 Raum '%s' Countdown gestartet von Host '%s'", req.RoomID, req.PlayerID)
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} else {
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log.Printf("❌ Raum '%s' nicht gefunden", req.RoomID)
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}
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