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Update server.lua

This commit is contained in:
Nordi98 2025-07-26 22:43:27 +02:00
parent 957126dddf
commit 002d47a43f

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@ -14,11 +14,15 @@ RegisterNetEvent('tdm:createGame', function(gameName, fieldId, gameType, passwor
local src = source
local Player = QBCore.Functions.GetPlayer(src)
if not Player then return end
if not Player then
debugPrint("Spielerstellung fehlgeschlagen - Spieler nicht gefunden: " .. src)
return
end
-- Prüfen ob Spielfeld bereits belegt
for gameId, gameData in pairs(activeGames) do
if gameData.fieldId == fieldId then
debugPrint("Spielerstellung abgelehnt - Feld bereits belegt: " .. fieldId)
TriggerClientEvent('QBCore:Notify', src, 'Dieses Spielfeld ist bereits belegt!', 'error')
return
end
@ -50,11 +54,12 @@ RegisterNetEvent('tdm:createGame', function(gameName, fieldId, gameType, passwor
TriggerClientEvent('QBCore:Notify', src, 'Dein ' .. typeText .. ' Spiel "' .. gameName .. '" wurde erstellt!', 'success')
updateGamesListForAll()
debugPrint("Spiel erstellt: " .. gameId .. " von " .. Player.PlayerData.name)
debugPrint("Spiel erstellt: " .. gameId .. " von " .. Player.PlayerData.name .. " (Feld: " .. fieldId .. ")")
end)
RegisterNetEvent('tdm:requestGamesList', function()
local src = source
debugPrint("Spiele-Liste angefordert von: " .. src)
TriggerClientEvent('tdm:updateGamesList', src, activeGames)
end)
@ -62,13 +67,19 @@ RegisterNetEvent('tdm:requestJoinGame', function(gameId, password)
local src = source
local Player = QBCore.Functions.GetPlayer(src)
if not Player or not activeGames[gameId] then return end
if not Player or not activeGames[gameId] then
debugPrint("Spielbeitritt fehlgeschlagen - Spieler oder Spiel nicht gefunden: " .. src .. ", " .. gameId)
return
end
local game = activeGames[gameId]
local playerName = Player.PlayerData.charinfo.firstname .. ' ' .. Player.PlayerData.charinfo.lastname
debugPrint("Beitrittsanfrage von " .. playerName .. " (ID: " .. src .. ") für Spiel " .. gameId)
-- Passwort prüfen falls vorhanden
if game.hasPassword and game.password ~= password then
debugPrint("Beitritt abgelehnt - Falsches Passwort")
TriggerClientEvent('QBCore:Notify', src, 'Falsches Passwort!', 'error')
return
end
@ -76,12 +87,14 @@ RegisterNetEvent('tdm:requestJoinGame', function(gameId, password)
-- Spieler bereits im Spiel?
for _, playerId in ipairs(game.team1) do
if playerId == src then
debugPrint("Beitritt abgelehnt - Spieler bereits in Team 1")
TriggerClientEvent('QBCore:Notify', src, 'Du bist bereits in diesem Spiel!', 'error')
return
end
end
for _, playerId in ipairs(game.team2) do
if playerId == src then
debugPrint("Beitritt abgelehnt - Spieler bereits in Team 2")
TriggerClientEvent('QBCore:Notify', src, 'Du bist bereits in diesem Spiel!', 'error')
return
end
@ -92,6 +105,7 @@ RegisterNetEvent('tdm:requestJoinGame', function(gameId, password)
local maxPlayers = Config.gameFields[game.fieldId].maxPlayers
if currentPlayers >= maxPlayers then
debugPrint("Beitritt abgelehnt - Spiel ist voll")
TriggerClientEvent('QBCore:Notify', src, 'Spiel ist voll!', 'error')
return
end
@ -100,6 +114,7 @@ RegisterNetEvent('tdm:requestJoinGame', function(gameId, password)
if game.gameType == 'private' then
local AdminPlayer = QBCore.Functions.GetPlayer(game.admin)
if not AdminPlayer then
debugPrint("Beitritt abgelehnt - Admin nicht online")
TriggerClientEvent('QBCore:Notify', src, 'Der Spiel-Admin ist nicht online!', 'error')
return
end
@ -107,9 +122,11 @@ RegisterNetEvent('tdm:requestJoinGame', function(gameId, password)
-- Join Logic basierend auf Spiel Typ
if game.gameType == 'public' then
debugPrint("Öffentliches Spiel - Direkter Beitritt")
joinPlayerToGame(src, gameId)
TriggerClientEvent('QBCore:Notify', src, 'Du bist dem öffentlichen Spiel beigetreten!', 'success')
else
debugPrint("Privates Spiel - Sende Anfrage an Admin")
TriggerClientEvent('tdm:joinRequest', game.admin, gameId, playerName, src)
TriggerClientEvent('QBCore:Notify', src, 'Join-Anfrage gesendet an ' .. game.adminName, 'info')
end
@ -119,18 +136,24 @@ RegisterNetEvent('tdm:approveJoinRequest', function(gameId, playerId, approved)
local src = source
local game = activeGames[gameId]
if not game or game.admin ~= src then return end
if not game or game.admin ~= src then
debugPrint("Join-Anfrage Bearbeitung fehlgeschlagen - Ungültiges Spiel oder nicht Admin")
return
end
if approved then
debugPrint("Join-Anfrage genehmigt für Spieler " .. playerId .. " in Spiel " .. gameId)
joinPlayerToGame(playerId, gameId)
TriggerClientEvent('tdm:joinRequestResult', playerId, true, game.name)
else
debugPrint("Join-Anfrage abgelehnt für Spieler " .. playerId .. " in Spiel " .. gameId)
TriggerClientEvent('tdm:joinRequestResult', playerId, false, game.name)
end
end)
RegisterNetEvent('tdm:leaveGame', function()
local src = source
debugPrint("Spieler " .. src .. " möchte alle Spiele verlassen")
for gameId, game in pairs(activeGames) do
removePlayerFromGame(src, gameId)
@ -149,6 +172,8 @@ RegisterNetEvent('tdm:playerWasHit', function(gameId, victimTeam, attackerId)
local game = activeGames[gameId]
debugPrint("Hit registriert - Opfer: " .. victim .. " (Team: " .. victimTeam .. "), Angreifer: " .. (attackerId or "Unbekannt"))
-- Spieler Stats initialisieren falls nicht vorhanden
if not game.playerStats then
game.playerStats = {}
@ -168,16 +193,18 @@ RegisterNetEvent('tdm:playerWasHit', function(gameId, victimTeam, attackerId)
if attackerId then
game.playerStats[attackerId].hits = (game.playerStats[attackerId].hits or 0) + 1
TriggerClientEvent('tdm:hitRegistered', attackerId)
debugPrint("Treffer von " .. attackerId .. " gegen " .. victim)
debugPrint("Treffer von " .. attackerId .. " gegen " .. victim .. " registriert")
else
debugPrint("Treffer gegen " .. victim .. " von unbekanntem Angreifer")
debugPrint("Treffer gegen " .. victim .. " von unbekanntem Angreifer registriert")
end
-- Team Score erhöhen
if victimTeam == 'team1' then
game.score.team2 = game.score.team2 + 1
debugPrint("Punkt für Team 2 - Neuer Score: " .. game.score.team2)
else
game.score.team1 = game.score.team1 + 1
debugPrint("Punkt für Team 1 - Neuer Score: " .. game.score.team1)
end
TriggerClientEvent('tdm:deathRegistered', victim)
@ -188,12 +215,14 @@ RegisterNetEvent('tdm:playerWasHit', function(gameId, victimTeam, attackerId)
-- Spiel beenden prüfen
if game.score.team1 >= game.maxHits or game.score.team2 >= game.maxHits then
local winnerTeam = game.score.team1 >= game.maxHits and 'team1' or 'team2'
debugPrint("Max Punkte erreicht - Beende Spiel. Gewinner: " .. winnerTeam)
endGame(gameId, winnerTeam)
end
end)
RegisterNetEvent('tdm:playerDied', function(gameId)
local src = source
debugPrint("Spieler " .. src .. " ist gestorben in Spiel " .. gameId)
removePlayerFromGame(src, gameId)
end)
@ -201,7 +230,10 @@ RegisterNetEvent('tdm:requestScoreUpdate', function(gameId)
local src = source
if activeGames[gameId] then
debugPrint("Score-Update angefordert von " .. src .. " für Spiel " .. gameId)
updateScoreForGame(gameId)
else
debugPrint("Score-Update fehlgeschlagen - Spiel " .. gameId .. " nicht gefunden")
end
end)
@ -209,18 +241,21 @@ RegisterNetEvent('tdm:debugPlayerStats', function(gameId)
local src = source
if activeGames[gameId] and activeGames[gameId].playerStats and activeGames[gameId].playerStats[src] then
local stats = activeGames[gameId].playerStats[src]
TriggerClientEvent('QBCore:Notify', src, 'Server Stats - Hits: ' .. (stats.hits or 0) .. ', Deaths: ' .. (stats.deaths or 0), 'info')
debugPrint("Stats für Spieler " .. src .. ": Hits=" .. (stats.hits or 0) .. ", Deaths=" .. (stats.deaths or 0))
TriggerClientEvent('QBCore:Notify', src, 'Server Stats - Hits: ' .. (stats.hits or 0) .. ', Deaths: ' .. (stats.deaths or 0), 'info')
else
debugPrint("Keine Stats gefunden für Spieler " .. src .. " in Spiel " .. gameId)
TriggerClientEvent('QBCore:Notify', src, 'Keine Stats gefunden!', 'error')
debugPrint("Keine Stats für Spieler " .. src .. " in Spiel " .. gameId)
end
end)
-- Funktionen
function joinPlayerToGame(playerId, gameId)
local game = activeGames[gameId]
if not game then return end
if not game then
debugPrint("Spielbeitritt fehlgeschlagen - Spiel nicht gefunden: " .. gameId)
return
end
-- Team mit weniger Spielern wählen
local team = #game.team1 <= #game.team2 and 'team1' or 'team2'
@ -238,6 +273,7 @@ function joinPlayerToGame(playerId, gameId)
if #game.team1 + #game.team2 >= 2 and game.status == 'waiting' then
game.status = 'active'
game.startTime = os.time()
debugPrint("Spiel " .. gameId .. " gestartet - Mindestens 2 Spieler erreicht")
-- Game Timer starten
startGameTimer(gameId)
@ -255,24 +291,36 @@ function removePlayerFromGame(playerId, gameId)
if not game then return end
-- Spieler aus Teams entfernen
local removed = false
for i, id in ipairs(game.team1) do
if id == playerId then
table.remove(game.team1, i)
debugPrint("Spieler " .. playerId .. " aus Team 1 entfernt")
removed = true
break
end
end
for i, id in ipairs(game.team2) do
if id == playerId then
table.remove(game.team2, i)
debugPrint("Spieler " .. playerId .. " aus Team 2 entfernt")
break
if not removed then
for i, id in ipairs(game.team2) do
if id == playerId then
table.remove(game.team2, i)
debugPrint("Spieler " .. playerId .. " aus Team 2 entfernt")
removed = true
break
end
end
end
if not removed then
debugPrint("Spieler " .. playerId .. " nicht in Spiel " .. gameId .. " gefunden")
return
end
-- Wenn Admin das Spiel verlässt, Spiel beenden
if game.admin == playerId then
debugPrint("Admin hat das Spiel verlassen - Beende Spiel " .. gameId)
endGame(gameId, nil, 'Admin hat das Spiel verlassen')
return
end
@ -283,7 +331,10 @@ end
function endGame(gameId, winnerTeam, reason)
local game = activeGames[gameId]
if not game then return end
if not game then
debugPrint("Spielende fehlgeschlagen - Spiel nicht gefunden: " .. gameId)
return
end
game.status = 'finished'
@ -297,6 +348,7 @@ function endGame(gameId, winnerTeam, reason)
-- Game End Event an alle Spieler
for _, playerId in ipairs(allPlayers) do
debugPrint("Sende Spielende-Event an Spieler " .. playerId)
TriggerClientEvent('tdm:gameEnded', playerId, winnerTeam, game.score.team1, game.score.team2)
end
@ -304,6 +356,7 @@ function endGame(gameId, winnerTeam, reason)
SetTimeout(10000, function()
activeGames[gameId] = nil
updateGamesListForAll()
debugPrint("Spiel " .. gameId .. " aus der Liste entfernt")
end)
if reason then
@ -337,6 +390,7 @@ function startGameTimer(gameId)
if game and game.status == 'active' then
local winnerTeam = game.score.team1 > game.score.team2 and 'team1' or
game.score.team2 > game.score.team1 and 'team2' or nil
debugPrint("Spielzeit abgelaufen - Beende Spiel " .. gameId)
endGame(gameId, winnerTeam, 'Zeit abgelaufen')
end
end)
@ -349,6 +403,7 @@ function checkGameEnd(gameId)
local totalPlayers = #game.team1 + #game.team2
if totalPlayers < 2 and game.status == 'active' then
debugPrint("Zu wenig Spieler - Beende Spiel " .. gameId)
endGame(gameId, nil, 'Zu wenig Spieler')
elseif totalPlayers == 0 then
activeGames[gameId] = nil
@ -359,16 +414,23 @@ end
function updateScoreForGame(gameId)
local game = activeGames[gameId]
if not game then return end
if not game then
debugPrint("Score-Update fehlgeschlagen - Spiel nicht gefunden: " .. gameId)
return
end
debugPrint("Score Update für Spiel " .. gameId .. ": Team1=" .. game.score.team1 .. ", Team2=" .. game.score.team2)
for _, playerId in ipairs(game.team1) do
local playerStats = game.playerStats[playerId] or {hits = 0, deaths = 0}
TriggerClientEvent('tdm:updateScore', playerId, game.score.team1,
for _, playerId in ipairs(game.team1) do
local playerStats = game.playerStats[playerId] or {hits = 0, deaths = 0}
TriggerClientEvent('tdm:updateScore', playerId, game.score.team1, game.score.team2, {
hits = playerStats.hits or 0,
deaths = playerStats.deaths or 0
})
debugPrint("Score-Update an Team 1 Spieler " .. playerId .. " gesendet")
end
for _, playerId in ipairs(game.team2) do
@ -377,11 +439,14 @@ function updateScoreForGame(gameId)
hits = playerStats.hits or 0,
deaths = playerStats.deaths or 0
})
debugPrint("Score-Update an Team 2 Spieler " .. playerId .. " gesendet")
end
end
function updateGamesListForAll()
local players = QBCore.Functions.GetPlayers()
debugPrint("Aktualisiere Spieleliste für alle Spieler - Aktive Spiele: " .. #activeGames)
for _, playerId in pairs(players) do
TriggerClientEvent('tdm:updateGamesList', playerId, activeGames)
end
@ -403,7 +468,7 @@ AddEventHandler('onResourceStart', function(resourceName)
if GetCurrentResourceName() == resourceName then
activeGames = {}
gameIdCounter = 1
debugPrint("TeamDeathmatch System gestartet!")
debugPrint("TeamDeathmatch System gestartet! Version 1.0.1")
end
end)
@ -420,6 +485,7 @@ AddEventHandler('onResourceStop', function(resourceName)
end
for _, playerId in ipairs(allPlayers) do
debugPrint("Resource wird gestoppt - Entferne Spieler " .. playerId .. " aus Spiel " .. gameId)
TriggerClientEvent('tdm:leaveGame', playerId)
end
end
@ -428,3 +494,66 @@ AddEventHandler('onResourceStop', function(resourceName)
debugPrint("TeamDeathmatch System gestoppt!")
end
end)
-- Neuer Debug-Command für Server
RegisterCommand('tdmserverdebug', function(source, args)
local src = source
if src > 0 then -- Spieler
local Player = QBCore.Functions.GetPlayer(src)
if not Player or not Player.PlayerData.job or Player.PlayerData.job.name ~= 'admin' then
TriggerClientEvent('QBCore:Notify', src, 'Du hast keine Berechtigung!', 'error')
return
end
end
debugPrint("=== TDM SERVER DEBUG ===")
debugPrint("Aktive Spiele: " .. #activeGames)
for gameId, game in pairs(activeGames) do
debugPrint("Spiel: " .. gameId .. " - " .. game.name)
debugPrint(" Status: " .. game.status)
debugPrint(" Feld: " .. game.fieldId)
debugPrint(" Team 1: " .. #game.team1 .. " Spieler, Score: " .. game.score.team1)
debugPrint(" Team 2: " .. #game.team2 .. " Spieler, Score: " .. game.score.team2)
if src > 0 then
TriggerClientEvent('QBCore:Notify', src, 'Debug-Info in Server-Konsole', 'info')
end
end
end, true)
-- Neuer Command zum Zurücksetzen aller Spiele (nur für Admins)
RegisterCommand('tdmreset', function(source, args)
local src = source
if src > 0 then -- Spieler
local Player = QBCore.Functions.GetPlayer(src)
if not Player or not Player.PlayerData.job or Player.PlayerData.job.name ~= 'admin' then
TriggerClientEvent('QBCore:Notify', src, 'Du hast keine Berechtigung!', 'error')
return
end
end
-- Alle Spieler aus TDM entfernen
for gameId, game in pairs(activeGames) do
local allPlayers = {}
for _, playerId in ipairs(game.team1) do
table.insert(allPlayers, playerId)
end
for _, playerId in ipairs(game.team2) do
table.insert(allPlayers, playerId)
end
for _, playerId in ipairs(allPlayers) do
TriggerClientEvent('tdm:leaveGame', playerId)
end
end
activeGames = {}
gameIdCounter = 1
debugPrint("TeamDeathmatch System zurückgesetzt!")
if src > 0 then
TriggerClientEvent('QBCore:Notify', src, 'TDM System zurückgesetzt!', 'success')
end
end, true)