bug fixes
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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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@@ -89,4 +106,76 @@ async function loadStartScreenLeaderboard() {
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});
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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;
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if (Math.abs(drift) > SYNC_TOLERANCE) {
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status = "⚠️ DRIFT";
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hasMajorDrift = true;
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}
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}
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} else {
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status = "❌ MISSING";
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hasMajorDrift = true;
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}
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// In Tabelle eintragen
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report.push({
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Index: i,
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Status: status,
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"C-ID": cID,
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"S-ID": sID,
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"C-Pos": cX.toFixed(1),
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"S-Pos": sX.toFixed(1),
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"Drift (px)": drift.toFixed(2)
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});
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}
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// Nur loggen, wenn Fehler da sind oder alle 5 Sekunden (Tick 300)
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if (hasMajorDrift || currentTick % 300 === 0) {
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if (hasMajorDrift) console.warn("--- SYNC PROBLEME GEFUNDEN ---");
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else console.log("--- Sync Check (Routine) ---");
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console.table(report); // Das erstellt eine super lesbare Tabelle im Browser
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}
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}
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