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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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@@ -0,0 +1,45 @@
//go:build js && wasm
// +build js,wasm
package main
import (
"crypto/rand"
"encoding/hex"
"log"
"syscall/js"
)
// loadOrCreatePlayerCode lädt oder erstellt einen eindeutigen Spieler-Code (WebAssembly Version)
func (g *Game) loadOrCreatePlayerCode() {
const storageKey = "escape_from_teacher_player_code"
// Versuche aus LocalStorage zu laden
if jsGlobal := js.Global(); !jsGlobal.IsUndefined() {
localStorage := jsGlobal.Get("localStorage")
if !localStorage.IsUndefined() {
stored := localStorage.Call("getItem", storageKey)
if !stored.IsNull() && stored.String() != "" {
g.playerCode = stored.String()
log.Printf("🔑 Player-Code aus LocalStorage geladen: %s", g.playerCode)
return
}
}
}
// Erstelle neuen Code
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)
// In LocalStorage speichern
if jsGlobal := js.Global(); !jsGlobal.IsUndefined() {
localStorage := jsGlobal.Get("localStorage")
if !localStorage.IsUndefined() {
localStorage.Call("setItem", storageKey, g.playerCode)
log.Printf("🆕 Neuer Player-Code in LocalStorage erstellt: %s", g.playerCode)
}
}
}