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:
97
pkg/server/leaderboard.go
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97
pkg/server/leaderboard.go
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@@ -0,0 +1,97 @@
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package server
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import (
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"context"
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"encoding/json"
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"log"
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"time"
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"git.zb-server.de/ZB-Server/EscapeFromTeacher/pkg/game"
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"github.com/redis/go-redis/v9"
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)
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type Leaderboard struct {
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rdb *redis.Client
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ctx context.Context
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}
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var GlobalLeaderboard *Leaderboard
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const leaderboardKey = "leaderboard:top"
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func InitLeaderboard(redisAddr string) error {
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rdb := redis.NewClient(&redis.Options{
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Addr: redisAddr,
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DB: 0,
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})
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ctx := context.Background()
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if err := rdb.Ping(ctx).Err(); err != nil {
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return err
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}
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GlobalLeaderboard = &Leaderboard{
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rdb: rdb,
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ctx: ctx,
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}
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log.Println("📊 Redis-Leaderboard verbunden")
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return nil
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}
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func (lb *Leaderboard) AddScore(name, code string, score int) bool {
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// Prüfe ob Spieler bereits existiert
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existingScoreStr, err := lb.rdb.HGet(lb.ctx, "leaderboard:players", code).Result()
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if err == nil {
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var existingScore int
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json.Unmarshal([]byte(existingScoreStr), &existingScore)
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if score <= existingScore {
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return false // Neuer Score nicht besser
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}
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}
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// Score speichern
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entry := game.LeaderboardEntry{
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PlayerName: name,
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PlayerCode: code,
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Score: score,
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Timestamp: time.Now().Unix(),
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}
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data, _ := json.Marshal(entry)
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lb.rdb.HSet(lb.ctx, "leaderboard:players", code, string(data))
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// In Sorted Set mit Score als Wert
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lb.rdb.ZAdd(lb.ctx, leaderboardKey, redis.Z{
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Score: float64(score),
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Member: code,
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})
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log.Printf("🏆 Leaderboard Update: %s mit %d Punkten", name, score)
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return true
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}
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func (lb *Leaderboard) GetTop10() []game.LeaderboardEntry {
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// Hole Top 10 (höchste Scores zuerst)
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codes, err := lb.rdb.ZRevRange(lb.ctx, leaderboardKey, 0, 9).Result()
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if err != nil {
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log.Printf("⚠️ Fehler beim Abrufen des Leaderboards: %v", err)
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return []game.LeaderboardEntry{}
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}
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entries := make([]game.LeaderboardEntry, 0)
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for _, code := range codes {
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dataStr, err := lb.rdb.HGet(lb.ctx, "leaderboard:players", code).Result()
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if err != nil {
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continue
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}
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var entry game.LeaderboardEntry
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if err := json.Unmarshal([]byte(dataStr), &entry); err != nil {
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continue
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}
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entries = append(entries, entry)
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}
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return entries
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}
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@@ -90,6 +90,18 @@ func NewRoom(id string, nc *nats.Conn, w *game.World) *Room {
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r.SpawnNextChunk()
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r.Colliders = r.World.GenerateColliders(r.ActiveChunks)
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// DEBUG: Collider-Typen zählen
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obstacleCount := 0
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platformCount := 0
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for _, c := range r.Colliders {
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if c.Type == "obstacle" {
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obstacleCount++
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} else if c.Type == "platform" {
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platformCount++
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}
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}
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log.Printf("🔍 Initial Colliders: %d total (%d obstacles, %d platforms)", len(r.Colliders), obstacleCount, platformCount)
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log.Printf("🎬 Raum %s gestartet mit %d Chunks", id, len(r.ActiveChunks))
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for _, ac := range r.ActiveChunks {
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log.Printf(" - Chunk '%s' bei X=%.0f", ac.ChunkID, ac.X)
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@@ -269,13 +281,6 @@ func (r *Room) Update() {
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continue
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}
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// Prüfe aktuelle Position auf Obstacles (falls reingesprungen)
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currentHit, currentType := r.CheckCollision(p.X+r.pDrawOffX+r.pHitboxOffX, p.Y+r.pDrawOffY+r.pHitboxOffY, r.pW, r.pH)
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if currentHit && currentType == "obstacle" {
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r.KillPlayer(p)
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continue
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}
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// X Bewegung
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currentSpeed := config.RunSpeed + (p.InputX * 4.0)
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nextX := p.X + currentSpeed
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@@ -283,9 +288,12 @@ func (r *Room) Update() {
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hitX, typeX := r.CheckCollision(nextX+r.pDrawOffX+r.pHitboxOffX, p.Y+r.pDrawOffY+r.pHitboxOffY, r.pW, r.pH)
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if hitX {
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if typeX == "obstacle" {
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// Nicht blocken, sondern weiterlaufen und töten
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p.X = nextX
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r.KillPlayer(p)
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continue
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}
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// Platform blockiert
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} else {
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p.X = nextX
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}
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@@ -313,9 +321,12 @@ func (r *Room) Update() {
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hitY, typeY := r.CheckCollision(p.X+r.pDrawOffX+r.pHitboxOffX, nextY+r.pDrawOffY+r.pHitboxOffY, r.pW, r.pH)
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if hitY {
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if typeY == "obstacle" {
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// Nicht blocken, sondern weiterlaufen und töten
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p.Y = nextY
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r.KillPlayer(p)
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continue
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}
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// Platform blockiert
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if p.VY > 0 {
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p.OnGround = true
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}
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@@ -341,7 +352,21 @@ func (r *Room) Update() {
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// 3. Map Management
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r.UpdateMapLogic(maxX)
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// 4. Host Check
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// 4. Prüfen ob alle Spieler tot sind (GAMEOVER Check)
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if r.Status == "RUNNING" {
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aliveCount := 0
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for _, p := range r.Players {
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if p.IsAlive && !p.IsSpectator {
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aliveCount++
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}
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}
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if aliveCount == 0 && len(r.Players) > 0 {
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log.Printf("🏁 Alle Spieler tot - Game Over!")
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r.Status = "GAMEOVER"
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}
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}
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// 5. Host Check
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if _, ok := r.Players[r.HostID]; !ok && len(r.Players) > 0 {
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for id := range r.Players {
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r.HostID = id
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@@ -354,16 +379,17 @@ func (r *Room) Update() {
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func (r *Room) CheckCollision(x, y, w, h float64) (bool, string) {
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playerRect := game.Rect{OffsetX: x, OffsetY: y, W: w, H: h}
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for _, c := range r.Colliders {
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if game.CheckRectCollision(playerRect, c.Rect) {
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if c.Type == "obstacle" {
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log.Printf("🔴 OBSTACLE HIT! Player: (%.0f, %.0f, %.0f, %.0f), Obstacle: (%.0f, %.0f, %.0f, %.0f)",
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playerRect.OffsetX, playerRect.OffsetY, playerRect.W, playerRect.H,
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c.Rect.OffsetX, c.Rect.OffsetY, c.Rect.W, c.Rect.H)
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}
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log.Printf("🔴 COLLISION! Type=%s, Player: (%.1f, %.1f, %.1f x %.1f), Collider: (%.1f, %.1f, %.1f x %.1f)",
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c.Type,
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playerRect.OffsetX, playerRect.OffsetY, playerRect.W, playerRect.H,
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c.Rect.OffsetX, c.Rect.OffsetY, c.Rect.W, c.Rect.H)
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return true, c.Type
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}
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}
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return false, ""
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}
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@@ -375,7 +401,9 @@ func (r *Room) UpdateMapLogic(maxX float64) {
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// Neue Chunks spawnen
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if maxX > r.MapEndX-2000 {
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r.SpawnNextChunk()
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oldCount := len(r.Colliders)
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r.Colliders = r.World.GenerateColliders(r.ActiveChunks)
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log.Printf("🆕 Chunk gespawnt - Colliders: %d -> %d", oldCount, len(r.Colliders))
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}
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// Alte Chunks löschen
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