Added win detection
This commit is contained in:
@@ -3,34 +3,38 @@
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<head>
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<meta charset="UTF-8">
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<title>Wolf & Schafe</title>
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<title>Wolf & Schafe - Multiplayer</title>
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<style>
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body {
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font-family: Arial, sans-serif;
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background: #f2f2f2;
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font-family: 'Segoe UI', Arial, sans-serif;
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background: #f0f2f5;
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text-align: center;
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}
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#status {
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font-size: 18px;
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margin-bottom: 15px;
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font-size: 20px;
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font-weight: bold;
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margin: 15px;
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min-height: 50px;
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}
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svg {
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background: white;
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border: 2px solid #ccc;
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margin: auto;
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border-radius: 8px;
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box-shadow: 0 4px 6px rgba(0, 0, 0, 0.1);
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display: block;
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margin: auto;
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}
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.node {
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cursor: pointer;
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stroke: #333;
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stroke-width: 2;
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transition: all 0.2s;
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}
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.empty {
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fill: #ddd;
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fill: #ecf0f1;
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}
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.sheep {
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@@ -42,157 +46,156 @@
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}
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.selected {
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stroke: gold;
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stroke: #f1c40f;
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stroke-width: 6;
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}
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.possible {
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stroke: #2ecc71;
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stroke-width: 5;
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stroke-dasharray: 5;
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}
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text {
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pointer-events: none;
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user-select: none;
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}
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button {
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margin: 5px;
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padding: 8px 15px;
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font-size: 16px;
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margin: 10px;
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padding: 10px 20px;
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font-size: 14px;
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cursor: pointer;
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border: none;
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border-radius: 4px;
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background: #2c3e50;
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color: white;
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}
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button:hover {
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background: #34495e;
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}
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</style>
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</head>
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<body>
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<h2 id="role">Verbinde…</h2>
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<div id="status">–</div>
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<h2 id="roleHeader">Verbinde...</h2>
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<div id="status">Warte auf Mitspieler...</div>
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<svg width="600" height="420"></svg>
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<button id="restartBtn">🔄 Spiel neu starten</button>
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<button id="copyRoomBtn">📋 Raum-Link kopieren</button>
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<br>
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<button id="restartBtn">🔄 Neustart</button>
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<button id="copyRoomBtn">📋 Link kopieren</button>
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<script>
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// --- Room handling ---
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const params = new URLSearchParams(window.location.search);
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let roomId = params.get("room"); // Use room from URL if exists
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let roomId = params.get("room");
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// Prompt user only if no room in URL
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if (!roomId) {
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roomId = prompt("Gib den Raumcode ein oder leer lassen für neuen Raum:");
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if (!roomId) roomId = ""; // server will create new room
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roomId = prompt("Raumcode eingeben (leer für neuen Raum):") || "";
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}
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// --- WebSocket connection ---
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const protocol = location.protocol === "https:" ? "wss" : "ws";
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const ws = new WebSocket(`${protocol}://${location.host}?room=${roomId}`);
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const svg = document.querySelector("svg");
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let role = null, state = null, selected = null;
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// --- Board and positions ---
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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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};
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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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};
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let myRole = null, state = null, selected = null, currentRoomId = null;
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const board_wolf = { 0: [1, 2, 3], 1: [0, 2, 4, 5], 2: [0, 1, 3, 5], 3: [0, 2, 5, 6], 4: [1, 5, 7], 5: [1, 2, 3, 4, 6, 7, 8, 9], 6: [3, 5, 9], 7: [4, 5, 8, 10], 8: [5, 7, 9, 10], 9: [5, 6, 8, 10], 10: [7, 8, 9] };
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const board_sheep = { 0: [1, 2, 3], 1: [2, 4, 5], 2: [1, 3, 5], 3: [2, 5, 6], 4: [5, 7], 5: [4, 6, 7, 8, 9], 6: [5, 9], 7: [8, 10], 8: [7, 9, 10], 9: [8, 10], 10: [] };
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const pos = { 0: [100, 210], 1: [200, 110], 2: [200, 210], 3: [200, 310], 4: [300, 110], 5: [300, 210], 6: [300, 310], 7: [400, 110], 8: [400, 210], 9: [400, 310], 10: [500, 210] };
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const edges = [[0, 1], [0, 2], [0, 3], [1, 2], [2, 3], [1, 4], [2, 5], [3, 6], [4, 5], [5, 6], [4, 7], [5, 8], [6, 9], [7, 8], [8, 9], [5, 1], [5, 3], [5, 7], [5, 9], [7, 10], [8, 10], [9, 10]];
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// --- WebSocket events ---
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ws.onmessage = e => {
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const msg = JSON.parse(e.data);
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if (msg.type === "role") {
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role = msg.role;
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roomId = msg.roomId;
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document.getElementById("role").innerText = "Du bist: " + role + " (Raum: " + roomId + ")";
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myRole = msg.role;
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currentRoomId = msg.roomId;
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document.getElementById("roleHeader").innerText = `Du bist: ${myRole.toUpperCase()} | Raum: ${currentRoomId}`;
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}
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if (msg.type === "state") { state = msg.game; render(); }
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if (msg.type === "full") { alert("Raum ist voll."); }
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if (msg.type === "state") {
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state = msg.game;
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render();
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}
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if (msg.type === "full") alert("Dieser Raum ist leider voll!");
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};
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// --- Render ---
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function render() {
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svg.innerHTML = "";
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document.getElementById("status").innerText = state.turn === role ? "🟢 Du bist am Zug" : "⏳ Gegner ist am Zug";
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if (!state) return;
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svg.innerHTML = "";
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// Draw Edges
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edges.forEach(([a, b]) => {
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const [x1, y1] = pos[a], [x2, y2] = pos[b];
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const line = document.createElementNS("http://www.w3.org/2000/svg", "line");
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line.setAttribute("x1", x1); line.setAttribute("y1", y1);
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line.setAttribute("x2", x2); line.setAttribute("y2", y2);
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line.setAttribute("stroke", "#aaa"); line.setAttribute("stroke-width", "4");
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svg.appendChild(line);
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});
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// Draw Nodes
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for (let i = 0; i <= 10; i++) {
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const [x, y] = pos[i];
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let cls = "empty";
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if (state.wolf === i) cls = "wolf";
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if (state.sheep.includes(i)) cls = "sheep";
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const circle = document.createElementNS("http://www.w3.org/2000/svg", "circle");
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circle.setAttribute("cx", x); circle.setAttribute("cy", y); circle.setAttribute("r", 26);
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// --- HIGHLIGHT LOGIC ---
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let isPossibleMove = false;
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if (selected !== null) {
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const allowed = (role === "wolf") ? board_wolf[selected] : board_sheep[selected];
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const isTargetEmpty = (state.wolf !== i && !state.sheep.includes(i));
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if (allowed?.includes(i) && isTargetEmpty) {
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isPossibleMove = true;
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}
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}
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circle.setAttribute("class", "node " + cls + (selected === i ? " selected" : ""));
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// Visual feedback for possible moves
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if (isPossibleMove) {
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circle.setAttribute("stroke", "lime");
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circle.setAttribute("stroke-width", "6");
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circle.setAttribute("stroke-dasharray", "4"); // Makes it look like a target
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}
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circle.onclick = () => handleClick(i);
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svg.appendChild(circle);
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// Add index numbers
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const text = document.createElementNS("http://www.w3.org/2000/svg", "text");
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text.setAttribute("x", x); text.setAttribute("y", y + 6);
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text.setAttribute("text-anchor", "middle");
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text.setAttribute("fill", "white");
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text.textContent = i;
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svg.appendChild(text);
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}
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// Update Status UI
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const statusEl = document.getElementById("status");
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if (state.winner) {
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statusEl.innerHTML = `<span style="color:${state.winner === myRole ? 'green' : 'red'}">SPIEL ENDE: ${state.winner.toUpperCase()} GEWINNT!</span>`;
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} else {
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const turnText = state.turn === myRole ? "🟢 Dein Zug" : "⏳ Gegner zieht...";
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statusEl.innerHTML = `${turnText}<br><small>Zug: ${state.moveCount} / 20</small>`;
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}
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// --- Handle clicks ---
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function handleClick(i) {
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if (!state || state.turn !== role) return;
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const isMyPiece = (role === "wolf" && state.wolf === i) || (role === "sheep" && state.sheep.includes(i));
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if (selected === null) { if (!isMyPiece) return; selected = i; render(); }
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else { ws.send(JSON.stringify({ from: selected, to: i })); selected = null; render(); }
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// Draw Lines
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edges.forEach(([a, b]) => {
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const [x1, y1] = pos[a], [x2, y2] = pos[b];
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const line = document.createElementNS("http://www.w3.org/2000/svg", "line");
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line.setAttribute("x1", x1); line.setAttribute("y1", y1);
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line.setAttribute("x2", x2); line.setAttribute("y2", y2);
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line.setAttribute("stroke", "#bdc3c7"); line.setAttribute("stroke-width", "3");
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svg.appendChild(line);
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});
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// Draw Nodes
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for (let i = 0; i <= 10; i++) {
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const [x, y] = pos[i];
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let type = "empty";
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if (state.wolf === i) type = "wolf";
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if (state.sheep.includes(i)) type = "sheep";
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const isPossible = selected !== null &&
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(myRole === "wolf" ? board_wolf[selected] : board_sheep[selected]).includes(i) &&
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state.wolf !== i && !state.sheep.includes(i);
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const circle = document.createElementNS("http://www.w3.org/2000/svg", "circle");
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circle.setAttribute("cx", x); circle.setAttribute("cy", y); circle.setAttribute("r", 25);
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circle.setAttribute("class", `node ${type} ${selected === i ? 'selected' : ''} ${isPossible ? 'possible' : ''}`);
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circle.onclick = () => handleClick(i);
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svg.appendChild(circle);
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const txt = document.createElementNS("http://www.w3.org/2000/svg", "text");
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txt.setAttribute("x", x); txt.setAttribute("y", y + 5);
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txt.setAttribute("text-anchor", "middle");
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txt.setAttribute("fill", type === "empty" ? "#7f8c8d" : "white");
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txt.textContent = i;
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svg.appendChild(txt);
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}
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}
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// --- Restart button ---
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document.getElementById("restartBtn").onclick = () => {
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ws.send(JSON.stringify({ type: "restart" }));
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selected = null;
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};
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function handleClick(i) {
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if (!state || state.turn !== myRole || state.winner) return;
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const isMyPiece = (myRole === "wolf" && state.wolf === i) ||
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(myRole === "sheep" && state.sheep.includes(i));
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if (selected === null) {
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if (isMyPiece) { selected = i; render(); }
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} else {
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if (isMyPiece) {
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selected = (selected === i) ? null : i; // Toggle selection
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} else {
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ws.send(JSON.stringify({ from: selected, to: i }));
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selected = null;
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}
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render();
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}
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}
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document.getElementById("restartBtn").onclick = () => ws.send(JSON.stringify({ type: "restart" }));
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// --- Copy room link button ---
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document.getElementById("copyRoomBtn").onclick = () => {
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if (!roomId) return;
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const url = `${location.origin}?room=${roomId}`;
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navigator.clipboard.writeText(url)
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.then(() => alert("Raum-Link kopiert!"))
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.catch(() => alert("Kopieren fehlgeschlagen"));
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const url = `${location.origin}${location.pathname}?room=${currentRoomId}`;
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navigator.clipboard.writeText(url).then(() => alert("Link kopiert!"));
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};
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</script>
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</body>
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</html>
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178
server.js
178
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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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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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) return;
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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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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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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(!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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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; }
|
||||
|
||||
wss.on("connection", (ws, req) => { // Added 'req' parameter
|
||||
wss.on("connection", (ws, req) => {
|
||||
ws.isAlive = true;
|
||||
ws.on("pong", heartbeat);
|
||||
ws.on("pong", () => ws.isAlive = true);
|
||||
|
||||
// Use req.url to get the query string
|
||||
const urlParams = new URLSearchParams(req.url.split('?')[1]);
|
||||
let roomId = urlParams.get("room");
|
||||
|
||||
// Logic for creating or joining
|
||||
// Room creation/joining logic
|
||||
if (!roomId || !rooms[roomId]) {
|
||||
// If no ID provided, or the provided ID doesn't exist, create a NEW one
|
||||
// UNLESS you want people to be able to create specific room names:
|
||||
if (!roomId) roomId = randomBytes(3).toString("hex");
|
||||
|
||||
if (!rooms[roomId]) {
|
||||
if (!roomId) roomId = randomBytes(3).toString("hex");
|
||||
rooms[roomId] = {
|
||||
game: { wolf: 5, sheep: [0, 1, 3], turn: "sheep" },
|
||||
players: []
|
||||
game: { wolf: 5, sheep: [0, 1, 3], turn: "sheep", moveCount: 0, winner: null },
|
||||
players: []
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
const room = rooms[roomId];
|
||||
|
||||
// Reject if room full
|
||||
if(room.players.length >= 2){
|
||||
ws.send(JSON.stringify({type:"full"}));
|
||||
ws.close();
|
||||
return;
|
||||
}
|
||||
|
||||
const role = room.players.length === 0 ? "sheep" : "wolf";
|
||||
room.players.push({ ws, role, roomId });
|
||||
|
||||
// Send role + room info
|
||||
ws.send(JSON.stringify({ type:"role", role, roomId }));
|
||||
broadcast(roomId);
|
||||
|
||||
ws.on("message", msg=>{
|
||||
let data;
|
||||
try{ data = JSON.parse(msg); } catch{return;}
|
||||
|
||||
if(data.type==="restart"){
|
||||
room.game = { wolf:5, sheep:[0,1,3], turn:"sheep" };
|
||||
broadcast(roomId);
|
||||
return;
|
||||
if (room.players.length >= 2) {
|
||||
ws.send(JSON.stringify({ type: "full" }));
|
||||
ws.close();
|
||||
return;
|
||||
}
|
||||
|
||||
handleMove(roomId, role, data);
|
||||
});
|
||||
const role = room.players.length === 0 ? "sheep" : "wolf";
|
||||
room.players.push({ ws, role });
|
||||
|
||||
ws.on("close", ()=>{
|
||||
room.players = room.players.filter(p => p.ws !== ws);
|
||||
if(room.players.length === 0) delete rooms[roomId]; // cleanup empty rooms
|
||||
});
|
||||
ws.send(JSON.stringify({ type: "role", role, roomId }));
|
||||
broadcast(roomId);
|
||||
|
||||
ws.on("message", msg => {
|
||||
let data;
|
||||
try { data = JSON.parse(msg); } catch { return; }
|
||||
|
||||
if (data.type === "restart") {
|
||||
room.game = { wolf: 5, sheep: [0, 1, 3], turn: "sheep", moveCount: 0, winner: null };
|
||||
broadcast(roomId);
|
||||
return;
|
||||
}
|
||||
handleMove(roomId, role, data);
|
||||
});
|
||||
|
||||
ws.on("close", () => {
|
||||
room.players = room.players.filter(p => p.ws !== ws);
|
||||
if (room.players.length === 0) delete rooms[roomId];
|
||||
});
|
||||
});
|
||||
|
||||
// Ping-pong to prevent idle disconnect
|
||||
const interval = setInterval(()=>{
|
||||
wss.clients.forEach(ws=>{
|
||||
if(!ws.isAlive) return ws.terminate();
|
||||
ws.isAlive = false;
|
||||
ws.ping();
|
||||
});
|
||||
setInterval(() => {
|
||||
wss.clients.forEach(ws => {
|
||||
if (!ws.isAlive) return ws.terminate();
|
||||
ws.isAlive = false;
|
||||
ws.ping();
|
||||
});
|
||||
}, 30000);
|
||||
|
||||
server.on("close", ()=>clearInterval(interval));
|
||||
server.listen(3030, ()=>console.log("Server läuft auf Port 3030"));
|
||||
server.listen(3030, () => console.log("Server läuft auf Port 3030"));
|
||||
Reference in New Issue
Block a user