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EscapeFromTeacher/cmd/client/connection_wasm.go

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Go

//go:build wasm
// +build wasm
package main
import (
"encoding/json"
"log"
"syscall/js"
"time"
"git.zb-server.de/ZB-Server/EscapeFromTeacher/pkg/game"
)
// WebSocketMessage ist das Format für WebSocket-Nachrichten
type WebSocketMessage struct {
Type string `json:"type"`
Payload interface{} `json:"payload"`
}
// wsConn verwaltet die WebSocket-Verbindung im Browser
type wsConn struct {
ws js.Value
messagesChan chan []byte
connected bool
}
// connectToServer verbindet sich über WebSocket mit dem Gateway
func (g *Game) connectToServer() {
serverURL := "ws://localhost:8080/ws"
log.Printf("🔌 Verbinde zu WebSocket-Gateway: %s", serverURL)
ws := js.Global().Get("WebSocket").New(serverURL)
conn := &wsConn{
ws: ws,
messagesChan: make(chan []byte, 100),
connected: false,
}
// OnOpen Handler
ws.Call("addEventListener", "open", js.FuncOf(func(this js.Value, args []js.Value) interface{} {
log.Println("✅ WebSocket verbunden!")
conn.connected = true
g.connected = true
return nil
}))
// OnMessage Handler
ws.Call("addEventListener", "message", js.FuncOf(func(this js.Value, args []js.Value) interface{} {
if len(args) == 0 {
return nil
}
data := args[0].Get("data").String()
var msg WebSocketMessage
if err := json.Unmarshal([]byte(data), &msg); err != nil {
log.Printf("❌ Fehler beim Parsen der Nachricht: %v", err)
return nil
}
switch msg.Type {
case "game_update":
// GameState Update
payloadBytes, _ := json.Marshal(msg.Payload)
var state game.GameState
if err := json.Unmarshal(payloadBytes, &state); err == nil {
// Server Reconciliation für lokalen Spieler (VOR dem Lock)
for _, p := range state.Players {
if p.Name == g.playerName {
g.ReconcileWithServer(p)
break
}
}
g.stateMutex.Lock()
g.gameState = state
g.stateMutex.Unlock()
}
case "leaderboard_response":
// Leaderboard Response
payloadBytes, _ := json.Marshal(msg.Payload)
var resp game.LeaderboardResponse
if err := json.Unmarshal(payloadBytes, &resp); err == nil {
g.leaderboardMutex.Lock()
g.leaderboard = resp.Entries
g.leaderboardMutex.Unlock()
log.Printf("📊 Leaderboard empfangen: %d Einträge", len(resp.Entries))
// An JavaScript senden
g.sendLeaderboardToJS()
}
}
return nil
}))
// OnError Handler
ws.Call("addEventListener", "error", js.FuncOf(func(this js.Value, args []js.Value) interface{} {
log.Println("❌ WebSocket Fehler!")
conn.connected = false
g.connected = false
return nil
}))
// OnClose Handler
ws.Call("addEventListener", "close", js.FuncOf(func(this js.Value, args []js.Value) interface{} {
log.Println("🔌 WebSocket geschlossen")
conn.connected = false
g.connected = false
return nil
}))
// Warte bis Verbindung hergestellt ist
for i := 0; i < 50; i++ {
if conn.connected {
break
}
time.Sleep(100 * time.Millisecond)
}
if !conn.connected {
log.Println("❌ WebSocket-Verbindung Timeout")
return
}
// WebSocket-Wrapper speichern
g.wsConn = conn
// JOIN senden
joinMsg := WebSocketMessage{
Type: "join",
Payload: game.JoinRequest{
Name: g.playerName,
RoomID: g.roomID,
GameMode: g.gameMode,
IsHost: g.isHost,
TeamName: g.teamName,
},
}
g.sendWebSocketMessage(joinMsg)
log.Printf("➡️ JOIN gesendet über WebSocket: Name=%s, RoomID=%s", g.playerName, g.roomID)
}
// sendWebSocketMessage sendet eine Nachricht über WebSocket
func (g *Game) sendWebSocketMessage(msg WebSocketMessage) {
if g.wsConn == nil || !g.wsConn.connected {
log.Println("⚠️ WebSocket nicht verbunden")
return
}
data, err := json.Marshal(msg)
if err != nil {
log.Printf("❌ Fehler beim Marshallen: %v", err)
return
}
g.wsConn.ws.Call("send", string(data))
}
// sendInput sendet einen Input über WebSocket
func (g *Game) sendInput(input game.ClientInput) {
msg := WebSocketMessage{
Type: "input",
Payload: input,
}
g.sendWebSocketMessage(msg)
}
// startGame sendet den Start-Befehl über WebSocket
func (g *Game) startGame() {
msg := WebSocketMessage{
Type: "start",
Payload: game.StartRequest{
RoomID: g.roomID,
},
}
g.sendWebSocketMessage(msg)
log.Printf("▶️ START gesendet über WebSocket: RoomID=%s", g.roomID)
}
// connectForLeaderboard verbindet für Leaderboard-Abfrage
func (g *Game) connectForLeaderboard() {
if g.wsConn != nil && g.wsConn.connected {
// Bereits verbunden
g.requestLeaderboard()
return
}
// Neue Verbindung aufbauen
g.connectToServer()
// Kurz warten und dann Leaderboard anfragen
time.Sleep(500 * time.Millisecond)
g.requestLeaderboard()
}
// requestLeaderboard fordert das Leaderboard an
func (g *Game) requestLeaderboard() {
mode := "solo"
if g.gameMode == "coop" {
mode = "coop"
}
msg := WebSocketMessage{
Type: "leaderboard_request",
Payload: game.LeaderboardRequest{
Mode: mode,
},
}
g.sendWebSocketMessage(msg)
log.Printf("🏆 Leaderboard-Request gesendet: Mode=%s", mode)
}
// submitScore sendet den Score ans Leaderboard
func (g *Game) submitScore() {
if g.scoreSubmitted {
return
}
g.stateMutex.Lock()
score := 0
for _, p := range g.gameState.Players {
if p.Name == g.playerName {
score = p.Score
break
}
}
g.stateMutex.Unlock()
if score == 0 {
log.Println("⚠️ Score ist 0, überspringe Submission")
return
}
name := g.playerName
if g.gameMode == "coop" && g.teamName != "" {
name = g.teamName
}
msg := WebSocketMessage{
Type: "score_submit",
Payload: game.ScoreSubmission{
PlayerCode: g.playerCode,
Name: name,
Score: score,
Mode: g.gameMode,
},
}
g.sendWebSocketMessage(msg)
g.scoreSubmitted = true
log.Printf("📊 Score submitted: %s = %d", name, score)
}
// Dummy-Funktionen für Kompatibilität mit anderen Teilen des Codes
func (g *Game) sendJoinRequest() {
// Wird in connectToServer aufgerufen
}
func (g *Game) sendStartRequest() {
g.startGame()
}
func (g *Game) publishInput(input game.ClientInput) {
g.sendInput(input)
}