Private
Public Access
1
0

Add WebAssembly support for assets and chunks, implement gameover screen rendering, and enhance server gameplay logic with dynamic speeds, team naming, and score components.

This commit is contained in:
Sebastian Unterschütz
2026-01-04 14:30:31 +01:00
parent ce51a2ba4f
commit 95d61bf66e
68 changed files with 913 additions and 424 deletions

View File

@@ -93,7 +93,25 @@ func main() {
log.Printf("🔍 RAW NATS: Nachricht empfangen auf game.join: %s", string(m.Data))
})
// 4. HANDLER: INPUT
// 4. HANDLER: GAME START
_, _ = ec.Subscribe("game.start", func(req *game.StartRequest) {
log.Printf("▶️ START empfangen: RoomID=%s", req.RoomID)
mu.RLock()
room, exists := rooms[req.RoomID]
mu.RUnlock()
if exists {
room.Mutex.Lock()
room.StartCountdown()
room.Mutex.Unlock()
log.Printf("🎮 Raum '%s' Countdown gestartet", req.RoomID)
} else {
log.Printf("❌ Raum '%s' nicht gefunden", req.RoomID)
}
})
// 5. HANDLER: INPUT
_, _ = ec.Subscribe("game.input", func(input *game.ClientInput) {
mu.RLock()
room, ok := playerSessions[input.PlayerID]
@@ -104,23 +122,40 @@ func main() {
}
})
// 5. HANDLER: SCORE SUBMISSION
// 6. HANDLER: SCORE SUBMISSION
_, _ = ec.Subscribe("score.submit", func(submission *game.ScoreSubmission) {
log.Printf("📊 Score-Submission: %s (%s) mit %d Punkten", submission.PlayerName, submission.PlayerCode, submission.Score)
added := server.GlobalLeaderboard.AddScore(submission.PlayerName, submission.PlayerCode, submission.Score)
// Verwende Team-Name wenn vorhanden (Coop-Mode), sonst Player-Name (Solo-Mode)
displayName := submission.PlayerName
if submission.TeamName != "" {
displayName = submission.TeamName
}
log.Printf("📊 Score-Submission: %s (%s) mit %d Punkten [Mode: %s]", displayName, submission.PlayerCode, submission.Score, submission.Mode)
added, proofCode := server.GlobalLeaderboard.AddScore(displayName, submission.PlayerCode, submission.Score)
if added {
log.Printf("✅ Score akzeptiert für %s", submission.PlayerName)
log.Printf("✅ Score akzeptiert für %s (Proof: %s)", displayName, proofCode)
// Sende Response zurück über NATS
response := game.ScoreSubmissionResponse{
Success: true,
ProofCode: proofCode,
Score: submission.Score,
}
// Sende an player-spezifischen Channel
channel := "score.response." + submission.PlayerCode
ec.Publish(channel, &response)
log.Printf("📤 Proof-Code gesendet an Channel: %s", channel)
}
})
// 6. HANDLER: LEADERBOARD REQUEST (alt, für Kompatibilität)
// 7. HANDLER: LEADERBOARD REQUEST (alt, für Kompatibilität)
_, _ = ec.Subscribe("leaderboard.get", func(subject, reply string, _ *struct{}) {
top10 := server.GlobalLeaderboard.GetTop10()
log.Printf("📊 Leaderboard-Request beantwortet: %d Einträge", len(top10))
ec.Publish(reply, top10)
})
// 7. HANDLER: LEADERBOARD REQUEST (neu, für WebSocket-Gateway)
// 8. HANDLER: LEADERBOARD REQUEST (neu, für WebSocket-Gateway)
_, _ = ec.Subscribe("leaderboard.request", func(req *game.LeaderboardRequest) {
top10 := server.GlobalLeaderboard.GetTop10()
log.Printf("📊 Leaderboard-Request (Mode=%s): %d Einträge", req.Mode, len(top10))
@@ -137,7 +172,7 @@ func main() {
log.Println("✅ Server bereit. Warte auf Spieler...")
// 5. WEBSOCKET-GATEWAY STARTEN (für Browser-Clients)
// 9. WEBSOCKET-GATEWAY STARTEN (für Browser-Clients)
go StartWebSocketGateway("8080", ec)
// Block forever
@@ -145,7 +180,7 @@ func main() {
}
func loadServerAssets(w *game.World) {
assetDir := "./cmd/client/assets"
assetDir := "./cmd/client/web/assets"
chunkDir := filepath.Join(assetDir, "chunks")
// Manifest laden

View File

@@ -26,13 +26,15 @@ type WebSocketMessage struct {
// WebSocketClient repräsentiert einen verbundenen WebSocket-Client
type WebSocketClient struct {
conn *websocket.Conn
natsConn *nats.EncodedConn
playerID string
roomID string
send chan []byte
mutex sync.Mutex
subUpdates *nats.Subscription
conn *websocket.Conn
natsConn *nats.EncodedConn
playerID string
playerCode string
roomID string
send chan []byte
mutex sync.Mutex
subUpdates *nats.Subscription
subScoreResp *nats.Subscription
}
// handleWebSocket verwaltet eine WebSocket-Verbindung
@@ -62,6 +64,9 @@ func (c *WebSocketClient) readPump() {
if c.subUpdates != nil {
c.subUpdates.Unsubscribe()
}
if c.subScoreResp != nil {
c.subScoreResp.Unsubscribe()
}
c.conn.Close()
log.Printf("🔌 WebSocket-Client getrennt: %s", c.conn.RemoteAddr())
}()
@@ -208,6 +213,35 @@ func (c *WebSocketClient) handleMessage(msg WebSocketMessage) {
}
log.Printf("📊 WebSocket Score-Submit: Player=%s, Score=%d", submit.PlayerCode, submit.Score)
// Speichere PlayerCode und subscribe auf Response-Channel
if c.playerCode == "" && submit.PlayerCode != "" {
c.playerCode = submit.PlayerCode
// Subscribe auf Score-Response für diesen Spieler
responseChannel := "score.response." + submit.PlayerCode
sub, err := c.natsConn.Subscribe(responseChannel, func(resp *game.ScoreSubmissionResponse) {
// ScoreSubmissionResponse an WebSocket-Client senden
data, _ := json.Marshal(map[string]interface{}{
"type": "score_response",
"payload": resp,
})
select {
case c.send <- data:
log.Printf("📤 Proof-Code an Client gesendet: %s", resp.ProofCode)
default:
log.Printf("⚠️ Send channel voll, Proof-Code verworfen")
}
})
if err != nil {
log.Printf("❌ Fehler beim Subscribe auf %s: %v", responseChannel, err)
} else {
c.subScoreResp = sub
log.Printf("👂 WebSocket-Client lauscht auf Score-Responses: %s", responseChannel)
}
}
c.natsConn.Publish("score.submit", &submit)
default: