package main import ( "encoding/json" "io/ioutil" "log" "os" "path/filepath" "sync" "github.com/nats-io/nats.go" "git.zb-server.de/ZB-Server/EscapeFromTeacher/pkg/game" "git.zb-server.de/ZB-Server/EscapeFromTeacher/pkg/server" ) // Globaler Zustand des Servers var ( rooms = make(map[string]*server.Room) playerSessions = make(map[string]*server.Room) mu sync.RWMutex globalWorld *game.World ) func main() { log.Println("🚀 Escape From Teacher SERVER startet...") // 1. WELT & ASSETS LADEN globalWorld = game.NewWorld() loadServerAssets(globalWorld) // 1b. Redis-Leaderboard initialisieren redisAddr := getEnv("REDIS_ADDR", "localhost:6379") if err := server.InitLeaderboard(redisAddr); err != nil { log.Fatal("❌ Konnte nicht zu Redis verbinden: ", err) } log.Printf("✅ Verbunden mit Redis: %s", redisAddr) // 2. NATS VERBINDUNG natsURL := getEnv("NATS_URL", "nats://localhost:4222") nc, err := nats.Connect(natsURL) if err != nil { log.Fatal("❌ Konnte nicht zu NATS verbinden: ", err) } defer nc.Close() ec, err := nats.NewEncodedConn(nc, nats.JSON_ENCODER) if err != nil { log.Fatal("❌ JSON Encoder Fehler: ", err) } log.Println("✅ Verbunden mit NATS unter", natsURL) // 3. HANDLER: GAME JOIN sub, err := ec.Subscribe("game.join", func(req *game.JoinRequest) { log.Printf("📥 JOIN empfangen: Name=%s, RoomID=%s", req.Name, req.RoomID) playerID := req.Name if playerID == "" { playerID = "Unknown" } roomID := req.RoomID if roomID == "" { roomID = "lobby" } mu.Lock() defer mu.Unlock() // Raum finden oder erstellen room, exists := rooms[roomID] if !exists { log.Printf("🆕 Erstelle neuen Raum: '%s'", roomID) room = server.NewRoom(roomID, nc, globalWorld) rooms[roomID] = room // Starte den Game-Loop (Physik) go room.RunLoop() } // Spieler hinzufügen (ID, Name) room.AddPlayer(playerID, req.Name) // Session speichern playerSessions[playerID] = room log.Printf("➡️ Spieler '%s' ist Raum '%s' beigetreten.", playerID, roomID) }) if err != nil { log.Fatal("❌ Fehler beim Subscribe auf game.join:", err) } log.Printf("👂 Lausche auf 'game.join'... (Sub Valid: %v)", sub.IsValid()) // TEST: Auch mit Raw-NATS lauschen nc.Subscribe("game.join", func(m *nats.Msg) { log.Printf("🔍 RAW NATS: Nachricht empfangen auf game.join: %s", string(m.Data)) }) // 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] mu.RUnlock() if ok { room.HandleInput(*input) } }) // 6. HANDLER: SCORE SUBMISSION _, _ = ec.Subscribe("score.submit", func(submission *game.ScoreSubmission) { // 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 (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) } }) // 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) }) // 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)) // Response an den angegebenen Channel senden if req.ResponseChannel != "" { resp := game.LeaderboardResponse{ Entries: top10, } ec.Publish(req.ResponseChannel, &resp) log.Printf("📤 Leaderboard-Response gesendet an %s", req.ResponseChannel) } }) log.Println("✅ Server bereit. Warte auf Spieler...") // 9. GIN-SERVER STARTEN (statische Dateien + WebSocket) router := SetupGinServer(ec, "8080") if err := router.Run(":8080"); err != nil { log.Fatal("❌ Gin-Server Fehler:", err) } } func getEnv(key, defaultValue string) string { if value := os.Getenv(key); value != "" { return value } return defaultValue } func loadServerAssets(w *game.World) { assetDir := "./cmd/client/web/assets" chunkDir := filepath.Join(assetDir, "chunks") // Manifest laden manifestPath := filepath.Join(assetDir, "assets.json") data, err := ioutil.ReadFile(manifestPath) if err == nil { var m game.AssetManifest json.Unmarshal(data, &m) w.Manifest = m log.Printf("📦 Manifest geladen: %d Assets", len(m.Assets)) } else { log.Println("⚠️ Manifest nicht gefunden:", manifestPath) } // Chunks laden files, err := ioutil.ReadDir(chunkDir) if err == nil { for _, f := range files { if filepath.Ext(f.Name()) == ".json" { fullPath := filepath.Join(chunkDir, f.Name()) cData, err := ioutil.ReadFile(fullPath) if err == nil { var chunk game.Chunk json.Unmarshal(cData, &chunk) if chunk.ID == "" { chunk.ID = f.Name()[0 : len(f.Name())-5] } w.ChunkLibrary[chunk.ID] = chunk log.Printf("🧩 Chunk geladen: %s", chunk.ID) } } } } else { log.Println("⚠️ Chunk Ordner nicht gefunden:", chunkDir) } }