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2026-07-10 21:27:01 +02:00
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",
};
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 introMessage = "Starting Ringstats Desktop Application...";
log(introMessage, colors.cyan);
const pingStart = performance.now();
await redis.ping();
totalRequests++;
log(`Connected to Ringstats Database successfully. (Reqs: 1 | Total: ${totalRequests} | Time: ${(performance.now() - pingStart).toFixed(2)}ms)`, colors.green);
log("Looking for Elden Ring process...", colors.gray);
await Bun.sleep(1500);
log("Found Elden Ring process!", colors.green);
log("Equipping initial gear...", colors.gray);
await redis.del("player:1:weapon", "player:1:armor", "player:1:talisman");
await redis.sadd("player:1:weapon", "1");
await redis.sadd("player:1:armor", "11");
await redis.sadd("player:1:talisman", "26");
totalRequests += 4;
let playerHealth = 100;
let playerStamina = 100;
let playerLevel = 1;
let currentRegionId = 1;
const CHANCE_LEVEL_UP = 0.10;
const CHANCE_FAST_TRAVEL = 0.15;
const CHANCE_GEAR_SWAP = 0.10;
const CHANCE_TARGET_LOCK = 0.30;
log("Entering live sync loop (press Ctrl+C to exit)...", colors.gray);
while (true) {
try {
// 1. Lebens- und Ausdauerwerte simulieren
playerHealth = Math.floor(Math.max(10, playerHealth - (Math.random() * 10) + 5));
playerStamina = Math.floor(Math.max(10, playerStamina - (Math.random() * 20) + 10));
if (Math.random() < CHANCE_LEVEL_UP) {
playerLevel += 1;
}
// 2. Zufälliges Event: Schnellreise in eine andere Region
if (Math.random() < CHANCE_FAST_TRAVEL) {
currentRegionId = Math.floor(Math.random() * 16) + 1;
const startTravel = performance.now();
const regionName = await redis.hget(`region:${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);
}
await Bun.sleep(2000);
}