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