Added win detection
This commit is contained in:
192
server.js
192
server.js
@@ -9,126 +9,134 @@ app.use(express.static("public"));
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const server = http.createServer(app);
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const wss = new WebSocket.Server({ server });
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// Define both movement sets
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// Movement logic: Wolf can move anywhere, Sheep only forward
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const board_wolf = {
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0:[1,2,3], 1:[0,2,4,5], 2:[0,1,3,5], 3:[0,2,5,6], 4:[1,5,7],
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5:[1,2,3,4,6,7,8,9], 6:[3,5,9], 7:[4,5,8,10], 8:[5,7,9,10],
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9:[5,6,8,10], 10:[7,8,9]
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0:[1,2,3], 1:[0,2,4,5], 2:[0,1,3,5], 3:[0,2,5,6], 4:[1,5,7],
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5:[1,2,3,4,6,7,8,9], 6:[3,5,9], 7:[4,5,8,10], 8:[5,7,9,10],
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9:[5,6,8,10], 10:[7,8,9]
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};
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const board_sheep = {
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0:[1,2,3], 1:[2,4,5], 2:[1,3,5], 3:[2,5,6], 4:[5,7],
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5:[4,6,7,8,9], 6:[5,9], 7:[8,10], 8:[7,9,10], 9:[8,10], 10:[]
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0:[1,2,3], 1:[2,4,5], 2:[1,3,5], 3:[2,5,6], 4:[5,7],
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5:[4,6,7,8,9], 6:[5,9], 7:[8,10], 8:[7,9,10], 9:[8,10], 10:[]
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};
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// Rooms: roomId -> { game, players }
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const rooms = {};
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// Broadcast state to all players in a room
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function broadcast(roomId) {
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const room = rooms[roomId];
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if (!room) return;
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const msg = JSON.stringify({ type:"state", game: room.game });
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room.players.forEach(p => {
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if(p.ws.readyState === WebSocket.OPEN) p.ws.send(msg);
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});
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const room = rooms[roomId];
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if (!room) return;
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const msg = JSON.stringify({ type: "state", game: room.game });
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room.players.forEach(p => {
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if (p.ws.readyState === WebSocket.OPEN) p.ws.send(msg);
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});
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}
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// Select the correct allowed moves based on role
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function handleMove(roomId, role, {from, to}) {
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const room = rooms[roomId];
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if(!room) return;
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const game = room.game;
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if(game.turn !== role) return;
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// Select the correct allowed moves based on role
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const allowedMoves = (role === "wolf") ? board_wolf[from] : board_sheep[from];
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function checkWinConditions(game) {
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// 1. Wolf reaches node 0
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if (game.wolf === 0) return "wolf";
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// 2. Turn limit (20 moves)
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if (game.moveCount >= 20) return "wolf";
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// Mobility Check helpers
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const canWolfMove = board_wolf[game.wolf].some(to =>
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!game.sheep.includes(to)
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);
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if(!allowedMoves?.includes(to)) return;
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if(game.sheep.includes(to) || game.wolf === to) return;
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if(role === "wolf") {
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if(from !== game.wolf) return;
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game.wolf = to;
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game.turn = "sheep";
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const canSheepMove = game.sheep.some(from =>
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board_sheep[from].some(to => to !== game.wolf && !game.sheep.includes(to))
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);
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// 3. Wolf trapped
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if (!canWolfMove) return "sheep";
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// 4. Sheep cannot move
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if (!canSheepMove && game.turn === "sheep") return "wolf";
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return null;
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}
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function handleMove(roomId, role, { from, to }) {
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const room = rooms[roomId];
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if (!room || room.game.winner) return;
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const game = room.game;
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if (game.turn !== role) return;
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const allowed = (role === "wolf") ? board_wolf[from] : board_sheep[from];
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if (!allowed?.includes(to)) return;
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if (game.sheep.includes(to) || game.wolf === to) return;
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if (role === "wolf") {
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if (from !== game.wolf) return;
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game.wolf = to;
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game.turn = "sheep";
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} else {
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const i = game.sheep.indexOf(from);
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if(i === -1) return;
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game.sheep[i] = to;
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game.turn = "wolf";
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const i = game.sheep.indexOf(from);
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if (i === -1) return;
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game.sheep[i] = to;
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game.turn = "wolf";
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}
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game.moveCount++;
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game.winner = checkWinConditions(game);
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broadcast(roomId);
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}
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}
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// Heartbeat
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function heartbeat() { this.isAlive = true; }
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wss.on("connection", (ws, req) => { // Added 'req' parameter
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wss.on("connection", (ws, req) => {
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ws.isAlive = true;
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ws.on("pong", heartbeat);
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// Use req.url to get the query string
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ws.on("pong", () => ws.isAlive = true);
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const urlParams = new URLSearchParams(req.url.split('?')[1]);
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let roomId = urlParams.get("room");
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// Logic for creating or joining
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// Room creation/joining logic
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if (!roomId || !rooms[roomId]) {
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// If no ID provided, or the provided ID doesn't exist, create a NEW one
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// UNLESS you want people to be able to create specific room names:
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if (!roomId) roomId = randomBytes(3).toString("hex");
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if (!rooms[roomId]) {
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if (!roomId) roomId = randomBytes(3).toString("hex");
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rooms[roomId] = {
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game: { wolf: 5, sheep: [0, 1, 3], turn: "sheep" },
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players: []
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game: { wolf: 5, sheep: [0, 1, 3], turn: "sheep", moveCount: 0, winner: null },
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players: []
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};
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}
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}
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const room = rooms[roomId];
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// Reject if room full
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if(room.players.length >= 2){
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ws.send(JSON.stringify({type:"full"}));
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ws.close();
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return;
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}
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const role = room.players.length === 0 ? "sheep" : "wolf";
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room.players.push({ ws, role, roomId });
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// Send role + room info
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ws.send(JSON.stringify({ type:"role", role, roomId }));
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broadcast(roomId);
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ws.on("message", msg=>{
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let data;
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try{ data = JSON.parse(msg); } catch{return;}
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if(data.type==="restart"){
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room.game = { wolf:5, sheep:[0,1,3], turn:"sheep" };
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broadcast(roomId);
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return;
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if (room.players.length >= 2) {
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ws.send(JSON.stringify({ type: "full" }));
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ws.close();
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return;
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}
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handleMove(roomId, role, data);
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});
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const role = room.players.length === 0 ? "sheep" : "wolf";
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room.players.push({ ws, role });
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ws.on("close", ()=>{
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room.players = room.players.filter(p => p.ws !== ws);
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if(room.players.length === 0) delete rooms[roomId]; // cleanup empty rooms
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});
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ws.send(JSON.stringify({ type: "role", role, roomId }));
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broadcast(roomId);
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ws.on("message", msg => {
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let data;
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try { data = JSON.parse(msg); } catch { return; }
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if (data.type === "restart") {
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room.game = { wolf: 5, sheep: [0, 1, 3], turn: "sheep", moveCount: 0, winner: null };
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broadcast(roomId);
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return;
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}
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handleMove(roomId, role, data);
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});
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ws.on("close", () => {
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room.players = room.players.filter(p => p.ws !== ws);
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if (room.players.length === 0) delete rooms[roomId];
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});
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});
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// Ping-pong to prevent idle disconnect
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const interval = setInterval(()=>{
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wss.clients.forEach(ws=>{
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if(!ws.isAlive) return ws.terminate();
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ws.isAlive = false;
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ws.ping();
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});
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setInterval(() => {
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wss.clients.forEach(ws => {
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if (!ws.isAlive) return ws.terminate();
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ws.isAlive = false;
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ws.ping();
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});
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}, 30000);
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server.on("close", ()=>clearInterval(interval));
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server.listen(3030, ()=>console.log("Server läuft auf Port 3030"));
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server.listen(3030, () => console.log("Server läuft auf Port 3030"));
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