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Add leaderboard functionality with Redis integration for scores. This includes a global leaderboard system, server-side score submission handling, and real-time player ranking updates. Refactor and improve collision logic and game state management for better player experience.

This commit is contained in:
Sebastian Unterschütz
2026-01-01 19:23:09 +01:00
parent 5e6b8a2304
commit de64329ce4
12 changed files with 768 additions and 43 deletions

97
pkg/server/leaderboard.go Normal file
View File

@@ -0,0 +1,97 @@
package server
import (
"context"
"encoding/json"
"log"
"time"
"git.zb-server.de/ZB-Server/EscapeFromTeacher/pkg/game"
"github.com/redis/go-redis/v9"
)
type Leaderboard struct {
rdb *redis.Client
ctx context.Context
}
var GlobalLeaderboard *Leaderboard
const leaderboardKey = "leaderboard:top"
func InitLeaderboard(redisAddr string) error {
rdb := redis.NewClient(&redis.Options{
Addr: redisAddr,
DB: 0,
})
ctx := context.Background()
if err := rdb.Ping(ctx).Err(); err != nil {
return err
}
GlobalLeaderboard = &Leaderboard{
rdb: rdb,
ctx: ctx,
}
log.Println("📊 Redis-Leaderboard verbunden")
return nil
}
func (lb *Leaderboard) AddScore(name, code string, score int) bool {
// Prüfe ob Spieler bereits existiert
existingScoreStr, err := lb.rdb.HGet(lb.ctx, "leaderboard:players", code).Result()
if err == nil {
var existingScore int
json.Unmarshal([]byte(existingScoreStr), &existingScore)
if score <= existingScore {
return false // Neuer Score nicht besser
}
}
// Score speichern
entry := game.LeaderboardEntry{
PlayerName: name,
PlayerCode: code,
Score: score,
Timestamp: time.Now().Unix(),
}
data, _ := json.Marshal(entry)
lb.rdb.HSet(lb.ctx, "leaderboard:players", code, string(data))
// In Sorted Set mit Score als Wert
lb.rdb.ZAdd(lb.ctx, leaderboardKey, redis.Z{
Score: float64(score),
Member: code,
})
log.Printf("🏆 Leaderboard Update: %s mit %d Punkten", name, score)
return true
}
func (lb *Leaderboard) GetTop10() []game.LeaderboardEntry {
// Hole Top 10 (höchste Scores zuerst)
codes, err := lb.rdb.ZRevRange(lb.ctx, leaderboardKey, 0, 9).Result()
if err != nil {
log.Printf("⚠️ Fehler beim Abrufen des Leaderboards: %v", err)
return []game.LeaderboardEntry{}
}
entries := make([]game.LeaderboardEntry, 0)
for _, code := range codes {
dataStr, err := lb.rdb.HGet(lb.ctx, "leaderboard:players", code).Result()
if err != nil {
continue
}
var entry game.LeaderboardEntry
if err := json.Unmarshal([]byte(dataStr), &entry); err != nil {
continue
}
entries = append(entries, entry)
}
return entries
}

View File

@@ -90,6 +90,18 @@ func NewRoom(id string, nc *nats.Conn, w *game.World) *Room {
r.SpawnNextChunk()
r.Colliders = r.World.GenerateColliders(r.ActiveChunks)
// DEBUG: Collider-Typen zählen
obstacleCount := 0
platformCount := 0
for _, c := range r.Colliders {
if c.Type == "obstacle" {
obstacleCount++
} else if c.Type == "platform" {
platformCount++
}
}
log.Printf("🔍 Initial Colliders: %d total (%d obstacles, %d platforms)", len(r.Colliders), obstacleCount, platformCount)
log.Printf("🎬 Raum %s gestartet mit %d Chunks", id, len(r.ActiveChunks))
for _, ac := range r.ActiveChunks {
log.Printf(" - Chunk '%s' bei X=%.0f", ac.ChunkID, ac.X)
@@ -269,13 +281,6 @@ func (r *Room) Update() {
continue
}
// Prüfe aktuelle Position auf Obstacles (falls reingesprungen)
currentHit, currentType := r.CheckCollision(p.X+r.pDrawOffX+r.pHitboxOffX, p.Y+r.pDrawOffY+r.pHitboxOffY, r.pW, r.pH)
if currentHit && currentType == "obstacle" {
r.KillPlayer(p)
continue
}
// X Bewegung
currentSpeed := config.RunSpeed + (p.InputX * 4.0)
nextX := p.X + currentSpeed
@@ -283,9 +288,12 @@ func (r *Room) Update() {
hitX, typeX := r.CheckCollision(nextX+r.pDrawOffX+r.pHitboxOffX, p.Y+r.pDrawOffY+r.pHitboxOffY, r.pW, r.pH)
if hitX {
if typeX == "obstacle" {
// Nicht blocken, sondern weiterlaufen und töten
p.X = nextX
r.KillPlayer(p)
continue
}
// Platform blockiert
} else {
p.X = nextX
}
@@ -313,9 +321,12 @@ func (r *Room) Update() {
hitY, typeY := r.CheckCollision(p.X+r.pDrawOffX+r.pHitboxOffX, nextY+r.pDrawOffY+r.pHitboxOffY, r.pW, r.pH)
if hitY {
if typeY == "obstacle" {
// Nicht blocken, sondern weiterlaufen und töten
p.Y = nextY
r.KillPlayer(p)
continue
}
// Platform blockiert
if p.VY > 0 {
p.OnGround = true
}
@@ -341,7 +352,21 @@ func (r *Room) Update() {
// 3. Map Management
r.UpdateMapLogic(maxX)
// 4. Host Check
// 4. Prüfen ob alle Spieler tot sind (GAMEOVER Check)
if r.Status == "RUNNING" {
aliveCount := 0
for _, p := range r.Players {
if p.IsAlive && !p.IsSpectator {
aliveCount++
}
}
if aliveCount == 0 && len(r.Players) > 0 {
log.Printf("🏁 Alle Spieler tot - Game Over!")
r.Status = "GAMEOVER"
}
}
// 5. Host Check
if _, ok := r.Players[r.HostID]; !ok && len(r.Players) > 0 {
for id := range r.Players {
r.HostID = id
@@ -354,16 +379,17 @@ func (r *Room) Update() {
func (r *Room) CheckCollision(x, y, w, h float64) (bool, string) {
playerRect := game.Rect{OffsetX: x, OffsetY: y, W: w, H: h}
for _, c := range r.Colliders {
if game.CheckRectCollision(playerRect, c.Rect) {
if c.Type == "obstacle" {
log.Printf("🔴 OBSTACLE HIT! Player: (%.0f, %.0f, %.0f, %.0f), Obstacle: (%.0f, %.0f, %.0f, %.0f)",
playerRect.OffsetX, playerRect.OffsetY, playerRect.W, playerRect.H,
c.Rect.OffsetX, c.Rect.OffsetY, c.Rect.W, c.Rect.H)
}
log.Printf("🔴 COLLISION! Type=%s, Player: (%.1f, %.1f, %.1f x %.1f), Collider: (%.1f, %.1f, %.1f x %.1f)",
c.Type,
playerRect.OffsetX, playerRect.OffsetY, playerRect.W, playerRect.H,
c.Rect.OffsetX, c.Rect.OffsetY, c.Rect.W, c.Rect.H)
return true, c.Type
}
}
return false, ""
}
@@ -375,7 +401,9 @@ func (r *Room) UpdateMapLogic(maxX float64) {
// Neue Chunks spawnen
if maxX > r.MapEndX-2000 {
r.SpawnNextChunk()
oldCount := len(r.Colliders)
r.Colliders = r.World.GenerateColliders(r.ActiveChunks)
log.Printf("🆕 Chunk gespawnt - Colliders: %d -> %d", oldCount, len(r.Colliders))
}
// Alte Chunks löschen