alles fertig

This commit is contained in:
Hikyu
2026-07-10 21:21:19 +02:00
parent a35e6a99cb
commit 91c3266d86
24 changed files with 842 additions and 369 deletions
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Default to using Bun instead of Node.js.
- Use `bun <file>` instead of `node <file>` or `ts-node <file>`
- Use `bun test` instead of `jest` or `vitest`
- Use `bun build <file.html|file.ts|file.css>` instead of `webpack` or `esbuild`
- Use `bun install` instead of `npm install` or `yarn install` or `pnpm install`
- Use `bun run <script>` instead of `npm run <script>` or `yarn run <script>` or `pnpm run <script>`
- Bun automatically loads .env, so don't use dotenv.
## APIs
- `Bun.serve()` supports WebSockets, HTTPS, and routes. Don't use `express`.
- `bun:sqlite` for SQLite. Don't use `better-sqlite3`.
- `Bun.redis` for Redis. Don't use `ioredis`.
- `Bun.sql` for Postgres. Don't use `pg` or `postgres.js`.
- `WebSocket` is built-in. Don't use `ws`.
- Prefer `Bun.file` over `node:fs`'s readFile/writeFile
- Bun.$`ls` instead of execa.
## Testing
Use `bun test` to run tests.
```ts#index.test.ts
import { test, expect } from "bun:test";
test("hello world", () => {
expect(1).toBe(1);
});
```
## Frontend
Use HTML imports with `Bun.serve()`. Don't use `vite`. HTML imports fully support React, CSS, Tailwind.
Server:
```ts#index.ts
import index from "./index.html"
Bun.serve({
routes: {
"/": index,
"/api/users/:id": {
GET: (req) => {
return new Response(JSON.stringify({ id: req.params.id }));
},
},
},
// optional websocket support
websocket: {
open: (ws) => {
ws.send("Hello, world!");
},
message: (ws, message) => {
ws.send(message);
},
close: (ws) => {
// handle close
}
},
development: {
hmr: true,
console: true,
}
})
```
HTML files can import .tsx, .jsx or .js files directly and Bun's bundler will transpile & bundle automatically. `<link>` tags can point to stylesheets and Bun's CSS bundler will bundle.
```html#index.html
<html>
<body>
<h1>Hello, world!</h1>
<script type="module" src="./frontend.tsx"></script>
</body>
</html>
```
With the following `frontend.tsx`:
```tsx#frontend.tsx
import React from "react";
// import .css files directly and it works
import './index.css';
import { createRoot } from "react-dom/client";
const root = createRoot(document.body);
export default function Frontend() {
return <h1>Hello, world!</h1>;
}
root.render(<Frontend />);
```
Then, run index.ts
```sh
bun --hot ./index.ts
```
For more information, read the Bun API docs in `node_modules/bun-types/docs/**.md`.
## Coding Style Preferences
- Write everything WITHOUT comments.
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# Projekt-Dokumentation: Entwicklungsreihenfolge
1. Projekt init
2. Docker compose mit redis
3. Einfache verbindung
4. Redis getestet (mit set, get und incr)
5. Init-Skript (db/init.ts) mit ~100 statischen Entitäten erstellt (für reproduzierbare Tests)
6. Client (index.ts) aktualisiert Player-Daten live und liest statische Gegner-Daten
+5 -5
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@@ -31,11 +31,11 @@ async function readSingle(_i: number) {
}
async function readRegion(_i: number) {
await redis.hget("region:1", "name");
const enemyIds = await redis.smembers("region:1:enemies");
const itemIds = await redis.smembers("region:1:items");
for (const id of enemyIds) await redis.hgetall(`enemy:${id}`);
for (const id of itemIds) await redis.hgetall(`item:${id}`);
await redis.hget("bench:region:1", "name");
const enemyIds = await redis.smembers("bench:region:1:enemies");
const itemIds = await redis.smembers("bench:region:1:items");
for (const id of enemyIds) await redis.hgetall(`bench:enemy:${id}`);
for (const id of itemIds) await redis.hgetall(`bench:item:${id}`);
}
async function writeRegion(_i: number) {
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@@ -2,21 +2,21 @@ import { RedisClient } from "bun";
const redis = new RedisClient("redis://localhost:40379");
const colors = {
reset: "\x1b[0m",
cyan: "\x1b[36m",
green: "\x1b[32m",
yellow: "\x1b[33m",
magenta: "\x1b[35m",
red: "\x1b[31m",
gray: "\x1b[90m",
bold: "\x1b[1m",
reset: "\x1b[0m",
cyan: "\x1b[36m",
green: "\x1b[32m",
yellow: "\x1b[33m",
magenta: "\x1b[35m",
red: "\x1b[31m",
gray: "\x1b[90m",
bold: "\x1b[1m",
};
let totalRequests = 0;
function log(msg: string, color: string = colors.reset) {
const timestamp = new Date().toISOString().split('T')[1].slice(0, -1);
console.log(`${colors.gray}[${timestamp}]${colors.reset} ${color}${msg}${colors.reset}`);
const timestamp = new Date().toISOString().split('T')[1].slice(0, -1);
console.log(`${colors.gray}[${timestamp}]${colors.reset} ${color}${msg}${colors.reset}`);
}
const introMessage = "Starting Ringstats Desktop Application...";
@@ -51,110 +51,111 @@ const CHANCE_TARGET_LOCK = 0.30;
log("Entering live sync loop (press Ctrl+C to exit)...", colors.gray);
while (true) {
try {
// 1. Lebens- und Ausdauerwerte simulieren
playerHealth = Math.floor(Math.max(10, playerHealth - (Math.random() * 10) + 5));
playerStamina = Math.floor(Math.max(10, playerStamina - (Math.random() * 20) + 10));
if (Math.random() < CHANCE_LEVEL_UP) {
playerLevel += 1;
try {
// 1. Lebens- und Ausdauerwerte simulieren
playerHealth = Math.floor(Math.max(10, playerHealth - (Math.random() * 10) + 5));
playerStamina = Math.floor(Math.max(10, playerStamina - (Math.random() * 20) + 10));
if (Math.random() < CHANCE_LEVEL_UP) {
playerLevel += 1;
}
// 2. Zufälliges Event: Schnellreise in eine andere Region
if (Math.random() < CHANCE_FAST_TRAVEL) {
currentRegionId = Math.floor(Math.random() * 16) + 1;
const startTravel = performance.now();
const regionName = await redis.hget(`region:${currentRegionId}`, "name");
const regionEnemiesIds = await redis.smembers(`region:${currentRegionId}:enemies`); // [293, 1, 31]
const regionItemsIds = await redis.smembers(`region:${currentRegionId}:items`); // [1, 2, 3, 4]
// ([1, 2, 3, 4]) => name
const enemyNames = await Promise.all(regionEnemiesIds.map(id => redis.hget(`enemy:${id}`, "name")));
const itemNames = await Promise.all(regionItemsIds.map(id => redis.hget(`item:${id}`, "name")));
const queries = 3 + regionEnemiesIds.length + regionItemsIds.length;
totalRequests += queries;
const travelTime = (performance.now() - startTravel).toFixed(2);
console.log();
log(`>>> Fast Traveled to: [ID: ${currentRegionId}] ${regionName} <<<`, colors.magenta + colors.bold);
log(`[Region Data] Enemies nearby: ${enemyNames.join(", ") || "None"}`, colors.magenta);
log(`[Region Data] Items nearby: ${itemNames.join(", ") || "None"}`, colors.magenta);
log(`[Stats] Query Time: ${travelTime}ms | Reqs in Block: ${queries} | Total Reqs: ${totalRequests}`, colors.gray);
console.log();
}
// 3. Zufälliges Event: Ausrüstung wechseln
if (Math.random() < CHANCE_GEAR_SWAP) {
const newWeaponId = Math.floor(Math.random() * 10) + 1; // 1 to 10
const newArmorId = Math.floor(Math.random() * 10) + 11; // 11 to 20
const newTalismanId = Math.floor(Math.random() * 5) + 26; // 26 to 30
const startSwap = performance.now();
await redis.del("player:1:weapon", "player:1:armor", "player:1:talisman");
await redis.sadd("player:1:weapon", newWeaponId.toString());
await redis.sadd("player:1:armor", newArmorId.toString());
await redis.sadd("player:1:talisman", newTalismanId.toString());
const weaponName = await redis.hget(`item:${newWeaponId}`, "name");
const armorName = await redis.hget(`item:${newArmorId}`, "name");
const talismanName = await redis.hget(`item:${newTalismanId}`, "name");
totalRequests += 7; // 1 del + 3 sadd + 3 hget
const swapTime = (performance.now() - startSwap).toFixed(2);
console.log();
log(`>>> Gear Swapped <<<`, colors.cyan + colors.bold);
log(`Equipped: ${weaponName} | ${armorName} | ${talismanName}`, colors.cyan);
log(`[Stats] Query Time: ${swapTime}ms | Reqs in Block: 7 | Total Reqs: ${totalRequests}`, colors.gray);
console.log();
}
// 4. Aktuelle Spielerdaten an Redis senden
const startSync = performance.now();
await redis.hset("player:1", {
id: 1,
name: "Jonas",
health: playerHealth,
stamina: playerStamina,
level: playerLevel,
region_id: currentRegionId
});
totalRequests += 1;
const syncTime = (performance.now() - startSync).toFixed(2);
log(`[Live Sync] [ID: 1] Jonas - Lvl: ${playerLevel} | HP: ${playerHealth} | Stamina: ${playerStamina}`, colors.green);
log(`[Stats] Query Time: ${syncTime}ms | Reqs in Block: 1 | Total Reqs: ${totalRequests}`, colors.gray);
// 5. Zufälliges Event: Gegner anvisieren
if (Math.random() < CHANCE_TARGET_LOCK) {
const startLock = performance.now();
const randomEnemyId = await redis.srandmember(`region:${currentRegionId}:enemies`);
totalRequests += 1;
if (randomEnemyId) {
console.log();
log("--- Target Lock Detected ---", colors.red + colors.bold);
const enemyInfo = await redis.hgetall(`enemy:${randomEnemyId}`);
const dropItemIds = await redis.smembers(`enemy:${randomEnemyId}:items`);
const dropItemNames = await Promise.all(dropItemIds.map(id => redis.hget(`item:${id}`, "name")));
const queries = 2 + dropItemIds.length;
totalRequests += queries;
const lockTime = (performance.now() - startLock).toFixed(2);
log(`Overlay -> [ID: ${enemyInfo.id}] ${enemyInfo.name} | Lvl: ${enemyInfo.level} | HP: ${enemyInfo.health} | DMG: ${enemyInfo.damage}`, colors.yellow);
log(`Drops -> ${dropItemNames.length > 0 ? dropItemNames.join(", ") : "None"}`, colors.yellow);
log(`[Stats] Query Time: ${lockTime}ms | Reqs in Block: ${queries + 1} | Total Reqs: ${totalRequests}`, colors.gray);
console.log();
}
}
} catch (error) {
log("Datenbankfehler! Verbindung zu Redis unterbrochen.", colors.red);
console.error(error);
}
// 2. Zufälliges Event: Schnellreise in eine andere Region
if (Math.random() < CHANCE_FAST_TRAVEL) {
currentRegionId = Math.floor(Math.random() * 16) + 1;
const startTravel = performance.now();
const regionName = await redis.hget(`region:${currentRegionId}`, "name");
const regionEnemiesIds = await redis.smembers(`region:${currentRegionId}:enemies`);
const regionItemsIds = await redis.smembers(`region:${currentRegionId}:items`);
const enemyNames = await Promise.all(regionEnemiesIds.map(id => redis.hget(`enemy:${id}`, "name")));
const itemNames = await Promise.all(regionItemsIds.map(id => redis.hget(`item:${id}`, "name")));
const queries = 3 + regionEnemiesIds.length + regionItemsIds.length;
totalRequests += queries;
const travelTime = (performance.now() - startTravel).toFixed(2);
console.log();
log(`>>> Fast Traveled to: [ID: ${currentRegionId}] ${regionName} <<<`, colors.magenta + colors.bold);
log(`[Region Data] Enemies nearby: ${enemyNames.join(", ") || "None"}`, colors.magenta);
log(`[Region Data] Items nearby: ${itemNames.join(", ") || "None"}`, colors.magenta);
log(`[Stats] Query Time: ${travelTime}ms | Reqs in Block: ${queries} | Total Reqs: ${totalRequests}`, colors.gray);
console.log();
}
// 3. Zufälliges Event: Ausrüstung wechseln
if (Math.random() < CHANCE_GEAR_SWAP) {
const newWeaponId = Math.floor(Math.random() * 10) + 1; // 1 to 10
const newArmorId = Math.floor(Math.random() * 10) + 11; // 11 to 20
const newTalismanId = Math.floor(Math.random() * 5) + 26; // 26 to 30
const startSwap = performance.now();
await redis.del("player:1:weapon", "player:1:armor", "player:1:talisman");
await redis.sadd("player:1:weapon", newWeaponId.toString());
await redis.sadd("player:1:armor", newArmorId.toString());
await redis.sadd("player:1:talisman", newTalismanId.toString());
const weaponName = await redis.hget(`item:${newWeaponId}`, "name");
const armorName = await redis.hget(`item:${newArmorId}`, "name");
const talismanName = await redis.hget(`item:${newTalismanId}`, "name");
totalRequests += 7; // 1 del + 3 sadd + 3 hget
const swapTime = (performance.now() - startSwap).toFixed(2);
console.log();
log(`>>> Gear Swapped <<<`, colors.cyan + colors.bold);
log(`Equipped: ${weaponName} | ${armorName} | ${talismanName}`, colors.cyan);
log(`[Stats] Query Time: ${swapTime}ms | Reqs in Block: 7 | Total Reqs: ${totalRequests}`, colors.gray);
console.log();
}
// 4. Aktuelle Spielerdaten an Redis senden
const startSync = performance.now();
await redis.hset("player:1", {
id: 1,
name: "Jonas",
health: playerHealth,
stamina: playerStamina,
level: playerLevel,
region_id: currentRegionId
});
totalRequests += 1;
const syncTime = (performance.now() - startSync).toFixed(2);
log(`[Live Sync] [ID: 1] Jonas - Lvl: ${playerLevel} | HP: ${playerHealth} | Stamina: ${playerStamina}`, colors.green);
log(`[Stats] Query Time: ${syncTime}ms | Reqs in Block: 1 | Total Reqs: ${totalRequests}`, colors.gray);
// 5. Zufälliges Event: Gegner anvisieren
if (Math.random() < CHANCE_TARGET_LOCK) {
const startLock = performance.now();
const randomEnemyId = await redis.srandmember(`region:${currentRegionId}:enemies`);
totalRequests += 1;
if (randomEnemyId) {
console.log();
log("--- Target Lock Detected ---", colors.red + colors.bold);
const enemyInfo = await redis.hgetall(`enemy:${randomEnemyId}`);
const dropItemIds = await redis.smembers(`enemy:${randomEnemyId}:items`);
const dropItemNames = await Promise.all(dropItemIds.map(id => redis.hget(`item:${id}`, "name")));
const queries = 2 + dropItemIds.length;
totalRequests += queries;
const lockTime = (performance.now() - startLock).toFixed(2);
log(`Overlay -> [ID: ${enemyInfo.id}] ${enemyInfo.name} | Lvl: ${enemyInfo.level} | HP: ${enemyInfo.health} | DMG: ${enemyInfo.damage}`, colors.yellow);
log(`Drops -> ${dropItemNames.length > 0 ? dropItemNames.join(", ") : "None"}`, colors.yellow);
log(`[Stats] Query Time: ${lockTime}ms | Reqs in Block: ${queries + 1} | Total Reqs: ${totalRequests}`, colors.gray);
console.log();
}
}
} catch (error) {
log("Datenbankfehler! Verbindung zu Redis unterbrochen.", colors.red);
console.error(error);
}
await Bun.sleep(2000);
await Bun.sleep(2000);
}