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Refactor loadOrCreatePlayerCode to support platform-specific implementations for Desktop and WebAssembly environments.

This commit is contained in:
Sebastian Unterschütz
2026-01-01 19:53:57 +01:00
parent de64329ce4
commit 85d697df19
3 changed files with 83 additions and 28 deletions

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@@ -1,8 +1,6 @@
package main
import (
"crypto/rand"
"encoding/hex"
"encoding/json"
"fmt"
"image/color"
@@ -796,32 +794,7 @@ func (g *Game) getMyPlayerID() string {
return g.playerName
}
// loadOrCreatePlayerCode lädt oder erstellt einen eindeutigen Spieler-Code
func (g *Game) loadOrCreatePlayerCode() {
const codeFile = "player_code.txt"
// Versuche zu laden
data, err := ioutil.ReadFile(codeFile)
if err == nil {
g.playerCode = strings.TrimSpace(string(data))
log.Printf("🔑 Player-Code geladen: %s", g.playerCode)
return
}
// Erstelle neuen Code (16 Byte = 32 Hex-Zeichen)
bytes := make([]byte, 16)
if _, err := rand.Read(bytes); err != nil {
log.Fatal("Fehler beim Generieren des Player-Codes:", err)
}
g.playerCode = hex.EncodeToString(bytes)
// Speichern
if err := ioutil.WriteFile(codeFile, []byte(g.playerCode), 0644); err != nil {
log.Printf("⚠️ Konnte Player-Code nicht speichern: %v", err)
} else {
log.Printf("🆕 Neuer Player-Code erstellt: %s", g.playerCode)
}
}
// loadOrCreatePlayerCode wird in storage_*.go implementiert (platform-specific)
// submitScore sendet den individuellen Score an den Server (für Solo-Mode)
func (g *Game) submitScore() {