Add initial project structure for "Escape From Teacher" game: server, client, level editor, and asset framework. Includes game rendering, physics, WebSocket server, NATS integration, and asset management setup.
This commit is contained in:
138
pkg/server/gateway.go
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138
pkg/server/gateway.go
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package server
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import (
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"encoding/json"
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"fmt"
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"log"
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"math/rand"
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"net/http"
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"time"
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"git.zb-server.de/ZB-Server/EscapeFromTeacher/pkg/game"
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"github.com/gorilla/websocket"
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"github.com/nats-io/nats.go"
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)
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var upgrader = websocket.Upgrader{CheckOrigin: func(r *http.Request) bool { return true }}
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type Gateway struct {
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NC *nats.Conn
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World *game.World
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// Lokale Referenz auf Räume, die DIESER Server verwaltet
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// In einer echten Microservice Welt wäre das separat,
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// aber hier hostet der Gateway auch Räume.
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LocalRooms map[string]*Room
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}
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func NewGateway(nc *nats.Conn, w *game.World) *Gateway {
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return &Gateway{
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NC: nc,
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World: w,
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LocalRooms: make(map[string]*Room),
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}
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}
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func (gw *Gateway) HandleWS(w http.ResponseWriter, r *http.Request) {
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conn, err := upgrader.Upgrade(w, r, nil)
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if err != nil {
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return
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}
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defer conn.Close()
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// 1. HANDSHAKE (Login warten)
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// Der Client muss als allererstes JSON senden: {action: "CREATE"|"JOIN", name: "Hans"}
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var login game.LoginPayload
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_, msg, err := conn.ReadMessage()
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if err != nil {
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return
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}
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if err := json.Unmarshal(msg, &login); err != nil {
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log.Println("Ungültiger Login:", err)
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return
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}
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// IDs generieren
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playerID := fmt.Sprintf("p_%d", time.Now().UnixNano())
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roomID := login.RoomID
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// 2. RAUM LOGIK
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if login.Action == "CREATE" {
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// Raum ID generieren (4 Zeichen Random)
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roomID = GenerateRoomCode()
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// Neuen Raum starten (auf diesem Server)
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newRoom := NewRoom(roomID, gw.NC, gw.World)
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gw.LocalRooms[roomID] = newRoom
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go newRoom.RunLoop()
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// Spieler lokal hinzufügen (Hack für Demo, sauberer wäre via NATS Event)
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newRoom.AddPlayer(playerID, login.Name)
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} else if login.Action == "JOIN" {
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// Wir müssen dem Raum (egal wo er läuft) sagen: Hier ist ein Neuer!
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// Da wir hier keine verteilte DB haben, tricksen wir:
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// Wir gehen davon aus, dass wir den Raum "finden" müssen.
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// Für dieses Tutorial: Wir prüfen ob er lokal ist.
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// Wenn er auf einem anderen Server wäre, bräuchten wir ein "PlayerJoin" Subject.
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if room, ok := gw.LocalRooms[roomID]; ok {
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room.AddPlayer(playerID, login.Name)
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} else {
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// Falls Raum nicht lokal: Senden wir ein "JOIN REQUEST" über NATS?
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// Für jetzt: Wir lassen es simpel. Wenn Raum nicht auf diesem Server -> Error.
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// (Für echtes Scaling bräuchten wir Redis oder NATS Request/Reply zur Raumsuche)
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log.Println("Raum nicht gefunden (oder auf anderem Node):", roomID)
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// Optional: Error an Client senden
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return
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}
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}
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log.Printf("Player %s (%s) joined Room %s", playerID, login.Name, roomID)
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// 3. PROXY LOOP
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// A) NATS -> WebSocket (State Updates empfangen)
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sub, _ := gw.NC.Subscribe(fmt.Sprintf("game.room.%s.state", roomID), func(m *nats.Msg) {
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conn.WriteMessage(websocket.TextMessage, m.Data)
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})
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defer sub.Unsubscribe()
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// B) WebSocket -> NATS (Input senden)
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for {
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_, data, err := conn.ReadMessage()
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if err != nil {
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break
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}
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// Wir parsen kurz, um den Typ zu prüfen, oder leiten blind weiter?
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// Besser: Wir wrappen es in ClientInput struct
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var raw map[string]interface{}
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json.Unmarshal(data, &raw)
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inputType, _ := raw["type"].(string)
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input := game.ClientInput{
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Type: inputType,
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RoomID: roomID,
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PlayerID: playerID,
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}
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bytes, _ := json.Marshal(input)
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gw.NC.Publish(fmt.Sprintf("game.room.%s.input", roomID), bytes)
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}
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// Cleanup beim Disconnect
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if room, ok := gw.LocalRooms[roomID]; ok {
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room.RemovePlayer(playerID)
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// Wenn leer -> Raum löschen?
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}
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}
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func GenerateRoomCode() string {
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chars := "ABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789"
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b := make([]byte, 4)
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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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