Merge pull request 'bug fixes' (#8) from add-new-player-skin into main
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Reviewed-on: #8
This commit is contained in:
@@ -7,11 +7,15 @@ import (
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)
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func simulateChunk(sessionID string, inputs []Input, totalTicks int, vals map[string]string) (bool, int, []ActiveObstacle) {
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// State laden
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posY := parseOr(vals["pos_y"], PlayerYBase)
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velY := parseOr(vals["vel_y"], 0.0)
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score := int(parseOr(vals["score"], 0))
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rngStateVal, _ := strconv.ParseInt(vals["rng_state"], 10, 64)
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// NEU: Wir laden die bisher vergangene Zeit (Ticks)
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ticksAlive := int(parseOr(vals["total_ticks"], 0))
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rngStateVal, _ := strconv.ParseInt(vals["rng_state"], 10, 64)
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godLives := int(parseOr(vals["p_god_lives"], 0))
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hasBat := vals["p_has_bat"] == "1"
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bootTicks := int(parseOr(vals["p_boot_ticks"], 0))
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@@ -28,9 +32,14 @@ func simulateChunk(sessionID string, inputs []Input, totalTicks int, vals map[st
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playerDead := false
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for i := 0; i < totalTicks; i++ {
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currentSpeed := BaseSpeed + (float64(score) / 1000)
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if currentSpeed > 10.0 {
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currentSpeed = 10.0
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// WICHTIG: Wir erhöhen die Zeit
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ticksAlive++
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// LOGIK FIX: Geschwindigkeit basiert jetzt auf ZEIT (Ticks), nicht Score!
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// 3000 Ticks = ca. 50 Sekunden. Da wird es schneller.
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currentSpeed := BaseSpeed + (float64(ticksAlive)/3000.0)*0.5
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if currentSpeed > 12.0 {
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currentSpeed = 12.0
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}
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currentJumpPower := JumpPower
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@@ -39,6 +48,7 @@ func simulateChunk(sessionID string, inputs []Input, totalTicks int, vals map[st
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bootTicks--
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}
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// Input Verarbeitung
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didJump := false
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isCrouching := false
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for _, inp := range inputs {
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@@ -52,6 +62,7 @@ func simulateChunk(sessionID string, inputs []Input, totalTicks int, vals map[st
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}
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}
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// Physik
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isGrounded := posY >= PlayerYBase-1.0
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currentHeight := PlayerHeight
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if isCrouching {
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@@ -77,6 +88,7 @@ func simulateChunk(sessionID string, inputs []Input, totalTicks int, vals map[st
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hitboxY = posY + (PlayerHeight - currentHeight)
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}
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// Obstacles
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nextObstacles := []ActiveObstacle{}
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rightmostX := 0.0
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@@ -87,10 +99,10 @@ func simulateChunk(sessionID string, inputs []Input, totalTicks int, vals map[st
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continue
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}
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// Passed Check (Verhindert Hängenbleiben an "toten" Objekten)
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paddingX := 10.0
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realRightEdge := obs.X + obs.Width - paddingX
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if realRightEdge < 55.0 {
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if obs.X+obs.Width-paddingX < 55.0 {
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// Schon vorbei -> Keine Kollision mehr prüfen
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nextObstacles = append(nextObstacles, obs)
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if obs.X+obs.Width > rightmostX {
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rightmostX = obs.X + obs.Width
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@@ -105,16 +117,14 @@ func simulateChunk(sessionID string, inputs []Input, totalTicks int, vals map[st
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pLeft, pRight := 50.0+paddingX, 50.0+30.0-paddingX
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pTop, pBottom := hitboxY+paddingY_Top, hitboxY+currentHeight-5.0
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oLeft := obs.X + paddingX
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oRight := obs.X + obs.Width - paddingX + currentSpeed
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oLeft, oRight := obs.X+paddingX, obs.X+obs.Width-paddingX
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oTop, oBottom := obs.Y+paddingY_Top, obs.Y+obs.Height-5.0
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isCollision := pRight > oLeft && pLeft < oRight && pBottom > oTop && pTop < oBottom
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if isCollision {
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if obs.Type == "coin" {
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score += 2000
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score += 2000 // Score Bonus macht das Spiel nicht mehr kaputt!
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continue
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} else if obs.Type == "powerup" {
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if obs.ID == "p_god" {
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@@ -147,17 +157,18 @@ func simulateChunk(sessionID string, inputs []Input, totalTicks int, vals map[st
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}
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obstacles = nextObstacles
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// Spawning
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if rightmostX < GameWidth-10.0 {
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rawGap := 400.0 + rng.NextRange(0, 500)
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gap := float64(int(rawGap))
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gap := float64(int(400.0 + rng.NextRange(0, 500)))
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spawnX := rightmostX + gap
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if spawnX < GameWidth {
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spawnX = GameWidth
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}
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isBossPhase := (score % 1500) > 1200
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var possibleDefs []ObstacleDef
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// LOGIK FIX: Boss Phase basiert auf ZEIT (Ticks)
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isBossPhase := (ticksAlive % 1500) > 1200
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var possibleDefs []ObstacleDef
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for _, d := range defaultConfig.Obstacles {
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if isBossPhase {
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if d.ID == "principal" || d.ID == "trashcan" {
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@@ -167,7 +178,8 @@ func simulateChunk(sessionID string, inputs []Input, totalTicks int, vals map[st
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if d.ID == "principal" {
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continue
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}
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if d.ID == "eraser" && score < 500 {
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// Eraser kommt ab Tick 3000 (ca. 50 sekunden)
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if d.ID == "eraser" && ticksAlive < 3000 {
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continue
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}
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possibleDefs = append(possibleDefs, d)
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@@ -175,7 +187,6 @@ func simulateChunk(sessionID string, inputs []Input, totalTicks int, vals map[st
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}
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def := rng.PickDef(possibleDefs)
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if def != nil && def.CanTalk {
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if rng.NextFloat() > 0.7 {
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rng.NextFloat()
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@@ -186,23 +197,17 @@ func simulateChunk(sessionID string, inputs []Input, totalTicks int, vals map[st
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if def.Type == "powerup" && rng.NextFloat() > 0.1 {
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def = nil
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}
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if def != nil {
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spawnY := GroundY - def.Height - def.YOffset
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obstacles = append(obstacles, ActiveObstacle{
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ID: def.ID,
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Type: def.Type,
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X: spawnX,
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Y: spawnY,
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Width: def.Width,
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Height: def.Height,
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ID: def.ID, Type: def.Type, X: spawnX, Y: spawnY, Width: def.Width, Height: def.Height,
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})
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}
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}
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}
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if !playerDead {
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score++
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score++ // Basis-Score läuft normal weiter
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} else {
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break
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}
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@@ -216,6 +221,7 @@ func simulateChunk(sessionID string, inputs []Input, totalTicks int, vals map[st
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rdb.HSet(ctx, "session:"+sessionID, map[string]interface{}{
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"score": score,
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"total_ticks": ticksAlive, // NEU: Speichern
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"pos_y": fmt.Sprintf("%f", posY),
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"vel_y": fmt.Sprintf("%f", velY),
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"rng_state": rng.State,
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@@ -10,6 +10,9 @@ const CHUNK_SIZE = 60;
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const TARGET_FPS = 60;
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const MS_PER_TICK = 1000 / TARGET_FPS;
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const DEBUG_SYNC = true;
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const SYNC_TOLERANCE = 5.0;
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// RNG Klasse
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class PseudoRNG {
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constructor(seed) {
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@@ -1,70 +1,84 @@
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function updateGameLogic() {
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// 1. Speed Berechnung (Sync mit Server!)
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let currentSpeed = BASE_SPEED + (score / 1000);
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if (currentSpeed > 10.0) currentSpeed = 10.0;
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// 2. Input & Sprung
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if (isCrouching) inputLog.push({ t: currentTick - lastSentTick, act: "DUCK" });
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const originalHeight = 50; const crouchHeight = 25;
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player.h = isCrouching ? crouchHeight : originalHeight;
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let drawY = isCrouching ? player.y + (originalHeight - crouchHeight) : player.y;
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// Jump Power Check
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let jumpP = JUMP_POWER;
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if (bootTicks > 0) {
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jumpP = HIGH_JUMP_POWER;
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bootTicks--;
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// 1. Input Logging (Ducken)
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if (isCrouching) {
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inputLog.push({ t: currentTick - lastSentTick, act: "DUCK" });
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}
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// Physik
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// 2. Geschwindigkeit (Basiert auf ZEIT/Ticks, nicht Score!)
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// Formel: Start bei 5, erhöht sich alle 3000 Ticks (ca. 50 Sek) um 0.5
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let currentSpeed = 5 + (currentTick / 3000.0) * 0.5;
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if (currentSpeed > 12.0) currentSpeed = 12.0; // Max Speed Cap
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// 3. Spieler Physik & Größe
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const originalHeight = 50;
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const crouchHeight = 25;
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player.h = isCrouching ? crouchHeight : originalHeight;
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// Visuelle Korrektur Y (damit Füße am Boden bleiben)
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let drawY = isCrouching ? player.y + (originalHeight - crouchHeight) : player.y;
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// Schwerkraft
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player.vy += GRAVITY;
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if (isCrouching && !player.grounded) player.vy += 2.0;
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if (isCrouching && !player.grounded) player.vy += 2.0; // Schneller fallen (Fast Fall)
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player.y += player.vy;
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// Boden-Kollision
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if (player.y + originalHeight >= GROUND_Y) {
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player.y = GROUND_Y - originalHeight; player.vy = 0; player.grounded = true;
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} else { player.grounded = false; }
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player.y = GROUND_Y - originalHeight;
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player.vy = 0;
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player.grounded = true;
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} else {
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player.grounded = false;
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}
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// 3. Obstacles
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// 4. Hindernisse Bewegen & Kollision
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let nextObstacles = [];
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let rightmostX = 0;
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for (let obs of obstacles) {
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obs.x -= currentSpeed;
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// Hitbox für aktuellen Frame
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const playerHitbox = { x: player.x, y: drawY, w: player.w, h: player.h };
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if (checkCollision(playerHitbox, obs)) {
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// TYPE CHECK
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// A. MÜNZE (+2000 Punkte)
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if (obs.def.type === "coin") {
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score += 2000;
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continue;
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continue; // Entfernen (Eingesammelt)
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}
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// B. POWERUP (Aktivieren)
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else if (obs.def.type === "powerup") {
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if (obs.def.id === "p_god") godModeLives = 3;
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if (obs.def.id === "p_bat") hasBat = true;
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if (obs.def.id === "p_boot") bootTicks = 600;
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continue;
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if (obs.def.id === "p_boot") bootTicks = 600; // ca. 10 Sekunden
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continue; // Entfernen (Eingesammelt)
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}
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// C. GEGNER / HINDERNIS
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else {
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// HINDERNIS
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// Schläger vs Lehrer
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if (hasBat && obs.def.type === "teacher") {
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hasBat = false;
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continue; // Zerstört!
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hasBat = false; // Schläger kaputt
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continue; // Lehrer weg
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}
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// Godmode vs Alles
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if (godModeLives > 0) {
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godModeLives--;
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continue; // Überlebt!
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godModeLives--; // Ein Leben weg
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continue; // Hindernis ignoriert
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}
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// Tod
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player.color = "darkred";
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if (!isGameOver) { sendChunk(); gameOver("Kollision"); }
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if (!isGameOver) {
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sendChunk();
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gameOver("Kollision");
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}
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}
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}
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// Objekt behalten wenn noch im Bild
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if (obs.x + obs.def.width > -100) {
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nextObstacles.push(obs);
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if (obs.x + obs.def.width > rightmostX) rightmostX = obs.x + obs.def.width;
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@@ -72,42 +86,52 @@ function updateGameLogic() {
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}
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obstacles = nextObstacles;
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// 4. Spawning (Sync mit Go!)
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// 5. Spawning (Basiert auf ZEIT/Ticks)
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if (rightmostX < GAME_WIDTH - 10 && gameConfig) {
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const gap = Math.floor(400 + rng.nextRange(0, 500));
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let spawnX = rightmostX + gap; if (spawnX < GAME_WIDTH) spawnX = GAME_WIDTH;
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let spawnX = rightmostX + gap;
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if (spawnX < GAME_WIDTH) spawnX = GAME_WIDTH;
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const isBossPhase = (score % 1500) > 1200;
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// Boss Phase abhängig von Zeit (nicht Score, wegen Münzen!)
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const isBossPhase = (currentTick % 1500) > 1200;
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let possibleObs = [];
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gameConfig.obstacles.forEach(def => {
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if (isBossPhase) {
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// Boss Phase: Nur Principal und Trashcan
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if (def.id === "principal" || def.id === "trashcan") possibleObs.push(def);
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} else {
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// Normal Phase
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if (def.id === "principal") return;
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if (def.id === "eraser" && score < 500) return;
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// Eraser erst ab Tick 3000 (ca. 50 Sek)
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if (def.id === "eraser" && currentTick < 3000) return;
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possibleObs.push(def);
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}
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});
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// Zufälliges Objekt wählen
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let def = rng.pick(possibleObs);
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// Speech Sync
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// RNG Sync: Sprechblasen
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let speech = null;
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if (def && def.canTalk) {
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// WICHTIG: Reihenfolge muss 1:1 wie in Go sein
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if (rng.nextFloat() > 0.7) speech = rng.pick(def.speechLines);
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}
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// Powerup Rarity Sync (Muss exakt wie Go sein: 10% Chance)
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// RNG Sync: Powerup Seltenheit (nur 10% Chance)
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if (def && def.type === "powerup") {
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if (rng.nextFloat() > 0.1) def = null;
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}
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// Hinzufügen
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if (def) {
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const yOffset = def.yOffset || 0;
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obstacles.push({
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x: spawnX, y: GROUND_Y - def.height - yOffset,
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def: def, speech: speech
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x: spawnX,
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y: GROUND_Y - def.height - yOffset,
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def: def,
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speech: speech
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});
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}
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}
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@@ -2,6 +2,9 @@ async function sendChunk() {
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const ticksToSend = currentTick - lastSentTick;
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if (ticksToSend <= 0) return;
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const snapshotobstacles = JSON.parse(JSON.stringify(obstacles));
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const payload = {
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sessionId: sessionID,
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inputs: [...inputLog],
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@@ -20,15 +23,29 @@ async function sendChunk() {
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const data = await res.json();
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if (data.serverObs) serverObstacles = data.serverObs;
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// Update für visuelles Debugging
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if (data.serverObs) {
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serverObstacles = data.serverObs;
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// --- NEU: DEBUG MODUS VERGLEICH ---
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if (typeof DEBUG_SYNC !== 'undefined' && DEBUG_SYNC) {
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compareState(snapshotobstacles, data.serverObs);
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}
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// ----------------------------------
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}
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if (data.status === "dead") {
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console.error("SERVER TOT", data);
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console.error("💀 SERVER KILL", data);
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gameOver("Vom Server gestoppt");
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} else {
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const sScore = data.verifiedScore;
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if (Math.abs(score - sScore) > 200) score = sScore;
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// Score Korrektur
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if (Math.abs(score - sScore) > 200) {
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console.warn(`⚠️ SCORE DRIFT: Client=${score} Server=${sScore}`);
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score = sScore;
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}
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}
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} catch (e) {
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console.error("Netzwerkfehler:", e);
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}
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@@ -90,3 +107,75 @@ async function loadStartScreenLeaderboard() {
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listEl.innerHTML = html;
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} catch (e) {}
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}
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function compareState(clientObs, serverObs) {
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// 1. Anzahl prüfen
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if (clientObs.length !== serverObs.length) {
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console.error(`🚨 ANZAHL MISMATCH! Client: ${clientObs.length}, Server: ${serverObs.length}`);
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}
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const report = [];
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const maxLen = Math.max(clientObs.length, serverObs.length);
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let hasMajorDrift = false;
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for (let i = 0; i < maxLen; i++) {
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const cli = clientObs[i];
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const srv = serverObs[i];
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let drift = 0;
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let status = "✅ OK";
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// Client Objekt vorbereiten
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let cID = "---";
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let cX = 0;
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if (cli) {
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cID = cli.def.id; // Struktur beachten: cli.def.id
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cX = cli.x;
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}
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// Server Objekt vorbereiten
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let sID = "---";
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let sX = 0;
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if (srv) {
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sID = srv.id; // Struktur vom Server: srv.id
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sX = srv.x;
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}
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// Vergleich
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if (cli && srv) {
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// IDs unterschiedlich? (z.B. Tisch vs Lehrer)
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if (cID !== sID) {
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status = "❌ ID ERROR";
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hasMajorDrift = true;
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} else {
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drift = cX - sX;
|
||||
if (Math.abs(drift) > SYNC_TOLERANCE) {
|
||||
status = "⚠️ DRIFT";
|
||||
hasMajorDrift = true;
|
||||
}
|
||||
}
|
||||
} else {
|
||||
status = "❌ MISSING";
|
||||
hasMajorDrift = true;
|
||||
}
|
||||
|
||||
// In Tabelle eintragen
|
||||
report.push({
|
||||
Index: i,
|
||||
Status: status,
|
||||
"C-ID": cID,
|
||||
"S-ID": sID,
|
||||
"C-Pos": cX.toFixed(1),
|
||||
"S-Pos": sX.toFixed(1),
|
||||
"Drift (px)": drift.toFixed(2)
|
||||
});
|
||||
}
|
||||
|
||||
// Nur loggen, wenn Fehler da sind oder alle 5 Sekunden (Tick 300)
|
||||
if (hasMajorDrift || currentTick % 300 === 0) {
|
||||
if (hasMajorDrift) console.warn("--- SYNC PROBLEME GEFUNDEN ---");
|
||||
else console.log("--- Sync Check (Routine) ---");
|
||||
|
||||
console.table(report); // Das erstellt eine super lesbare Tabelle im Browser
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user