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import json
import asyncio
import os
import time
import random
from typing import Dict, List
from fastapi import FastAPI, WebSocket, WebSocketDisconnect
from fastapi.responses import HTMLResponse

app = FastAPI()

# --- CONFIGURATION ---
DATA_FILE = "/data/leaderboard.json" if os.path.exists("/data") else "leaderboard.json"
# A fixed daily seed ensures everyone sees the same level layout
LEVEL_SEED = int(time.time() / (24 * 3600)) 

class ConnectionManager:
    def __init__(self):
        self.active_connections: Dict[WebSocket, dict] = {}
        self.leaderboard: List[dict] = self.load_leaderboard()

    def load_leaderboard(self):
        if os.path.exists(DATA_FILE):
            try:
                with open(DATA_FILE, "r") as f:
                    return json.load(f)
            except:
                return []
        return []

    def save_leaderboard(self):
        # Sort by score desc, keep top 10
        self.leaderboard.sort(key=lambda x: x['score'], reverse=True)
        self.leaderboard = self.leaderboard[:10]
        try:
            with open(DATA_FILE, "w") as f:
                json.dump(self.leaderboard, f)
        except Exception as e:
            print(f"Save Error: {e}")

    async def connect(self, websocket: WebSocket):
        await websocket.accept()
        # Assign a random skin/color to the player
        skin_id = random.randint(0, 3) 
        self.active_connections[websocket] = {
            "u": "Loading...",
            "x": 0, "y": 0, "vx": 0, "vy": 0,
            "s": 0, # score
            "f": 1, # faceRight (1 or -1)
            "sk": skin_id,
            "d": False # dead
        }
        
        await websocket.send_json({
            "t": "init",
            "seed": LEVEL_SEED,
            "lb": self.leaderboard,
            "skin": skin_id
        })

    def disconnect(self, websocket: WebSocket):
        if websocket in self.active_connections:
            data = self.active_connections[websocket]
            self.update_leaderboard(data['u'], data['s'])
            del self.active_connections[websocket]

    def update_leaderboard(self, username, score):
        if score < 50 or username == "Guest": return
        
        # Check existing
        for entry in self.leaderboard:
            if entry['username'] == username:
                if score > entry['score']:
                    entry['score'] = score
                    self.save_leaderboard()
                return

        # Add new
        self.leaderboard.append({"username": username, "score": score})
        self.save_leaderboard()

    async def handle_message(self, websocket: WebSocket, data: dict):
        if websocket not in self.active_connections: return
        p = self.active_connections[websocket]

        if data['t'] == 'u': # Update
            p['u'] = data.get('n', 'Guest')[:12]
            p['x'] = data.get('x', 0)
            p['y'] = data.get('y', 0)
            p['vx'] = data.get('vx', 0)
            p['vy'] = data.get('vy', 0)
            p['f'] = data.get('f', 1)
            p['s'] = data.get('s', 0)
            p['d'] = False

        elif data['t'] == 'd': # Death
            p['d'] = True
            self.update_leaderboard(p['u'], data.get('s', 0))

    async def broadcast(self):
        if not self.active_connections: return

        # Compress data for bandwidth (1 char keys)
        players_packed = []
        for ws, p in self.active_connections.items():
            if not p['d']: # Only send living players
                players_packed.append({
                    "i": id(ws), # Unique temporary ID for interpolation
                    "n": p['u'],
                    "x": int(p['x']),
                    "y": int(p['y']),
                    "vx": round(p['vx'], 1),
                    "vy": round(p['vy'], 1),
                    "f": p['f'],
                    "s": p['s'],
                    "sk": p['sk']
                })

        msg = { "t": "w", "p": players_packed, "lb": self.leaderboard } # w = world update

        disconnected = []
        for ws in self.active_connections:
            try:
                await ws.send_json(msg)
            except:
                disconnected.append(ws)
        
        for ws in disconnected:
            self.disconnect(ws)

manager = ConnectionManager()

@app.on_event("startup")
async def start_loop():
    asyncio.create_task(broadcast_task())

async def broadcast_task():
    # 30 Server Ticks per second is enough for smooth interpolation
    # Sending 60fps packets over WebSocket often causes congestion/lag
    while True:
        start = time.time()
        await manager.broadcast()
        elapsed = time.time() - start
        await asyncio.sleep(max(0, 0.033 - elapsed)) 

@app.websocket("/ws")
async def websocket_endpoint(websocket: WebSocket):
    await manager.connect(websocket)
    try:
        while True:
            data = await websocket.receive_json()
            await manager.handle_message(websocket, data)
    except WebSocketDisconnect:
        manager.disconnect(websocket)
    except:
        manager.disconnect(websocket)

@app.get("/", response_class=HTMLResponse)
async def get():
    return """
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0, maximum-scale=1.0, user-scalable=no">
<title>Sky Jump Pro</title>
<style>
    @import url('https://fonts.googleapis.com/css2?family=Fredoka+One&display=swap');
    
    body {
        margin: 0;
        background-color: #2c3e50;
        display: flex;
        justify-content: center;
        align-items: center;
        height: 100vh;
        overflow: hidden;
        font-family: 'Fredoka One', cursive;
        user-select: none;
        -webkit-user-select: none;
        touch-action: none;
    }

    /* THE GAME CONTAINER - FIXED ASPECT RATIO */
    #game-container {
        position: relative;
        width: 100%;
        height: 100%;
        max-width: 540px; /* Force mobile width on desktop */
        max-height: 960px;
        background: #fff;
        box-shadow: 0 0 50px rgba(0,0,0,0.5);
    }

    canvas {
        display: block;
        width: 100%;
        height: 100%;
    }

    /* UI OVERLAY */
    #ui-layer {
        position: absolute;
        top: 0; left: 0; width: 100%; height: 100%;
        pointer-events: none;
        display: flex;
        flex-direction: column;
    }

    /* SCALING SCORE */
    .hud-top {
        display: flex;
        justify-content: space-between;
        padding: 20px;
        font-size: clamp(20px, 5vh, 40px); /* Responsive Font */
        color: #333;
        text-shadow: 2px 2px 0px rgba(255,255,255,0.5);
    }

    #score-display { color: #333; }
    #ping-display { font-size: 0.5em; color: #888; margin-top: 10px; }

    /* SCREENS */
    .screen {
        position: absolute;
        top: 0; left: 0; width: 100%; height: 100%;
        background: rgba(255, 255, 255, 0.95);
        display: flex;
        flex-direction: column;
        justify-content: center;
        align-items: center;
        pointer-events: auto;
        transition: opacity 0.3s;
        z-index: 10;
        text-align: center;
    }
    .hidden { opacity: 0; pointer-events: none; }

    h1 {
        font-size: clamp(40px, 8vh, 60px);
        margin: 0;
        color: #e67e22;
        text-shadow: 3px 3px #2c3e50;
        letter-spacing: 2px;
    }

    p.subtitle { color: #7f8c8d; margin-top: 5px; margin-bottom: 40px; }

    input {
        padding: 15px;
        border-radius: 12px;
        border: 3px solid #bdc3c7;
        font-size: 20px;
        font-family: inherit;
        text-align: center;
        outline: none;
        width: 60%;
        transition: border 0.2s;
    }
    input:focus { border-color: #e67e22; }

    button {
        margin-top: 20px;
        padding: 15px 50px;
        font-size: 24px;
        border: none;
        background: #e67e22;
        color: white;
        border-radius: 50px;
        font-family: inherit;
        cursor: pointer;
        box-shadow: 0 5px 0 #d35400;
        transition: transform 0.1s, box-shadow 0.1s;
    }
    button:active { transform: translateY(5px); box-shadow: 0 0 0 #d35400; }

    /* LEADERBOARD */
    #leaderboard-box {
        position: absolute;
        bottom: 20px;
        left: 50%;
        transform: translateX(-50%);
        width: 80%;
        background: #ecf0f1;
        border-radius: 15px;
        padding: 15px;
        text-align: left;
    }
    #lb-list { font-size: 0.8em; color: #2c3e50; line-height: 1.6; }
    .lb-row { display: flex; justify-content: space-between; border-bottom: 1px solid #bdc3c7; }
</style>
</head>
<body>

<div id="game-container">
    <canvas id="gameCanvas"></canvas>

    <!-- UI Layer -->
    <div id="ui-layer">
        <div class="hud-top">
            <span id="score-display">0</span>
            <span id="ping-display">Offline</span>
        </div>
    </div>

    <!-- Login Screen -->
    <div id="login-screen" class="screen">
        <h1>SKY JUMP</h1>
        <p class="subtitle">Multiplayer Edition</p>
        <input type="text" id="username-input" placeholder="Nickname" maxlength="10">
        <button onclick="startGame()">PLAY</button>
        <div id="leaderboard-box">
            <div style="text-align:center; color:#e67e22; margin-bottom:5px;">TOP PLAYERS</div>
            <div id="lb-list">Loading...</div>
        </div>
    </div>

    <!-- Game Over Screen -->
    <div id="gameover-screen" class="screen hidden">
        <h1 style="color:#e74c3c">FALLEN</h1>
        <p class="subtitle" id="final-score">Score: 0</p>
        <button onclick="resetGame()">AGAIN</button>
    </div>
</div>

<script>
/**
 * HIGH PERFORMANCE GAME ENGINE
 */

// --- CONFIG ---
const LOGICAL_WIDTH = 540;
const LOGICAL_HEIGHT = 960;
const GRAVITY = 0.35;
const JUMP_FORCE = -14.5;
const SPEED = 8;
const SKINS = ['#e67e22', '#3498db', '#9b59b6', '#2ecc71'];

// --- STATE ---
const canvas = document.getElementById('gameCanvas');
const ctx = canvas.getContext('2d', { alpha: false }); // Optimize
let gameState = 'MENU'; // MENU, PLAY, DEAD
let socket;
let lastPingTime = 0;

// World
let platforms = [];
let particles = [];
let otherPlayers = {}; // Map of ID -> Data
let cameraY = 0;
let targetCameraY = 0;
let score = 0;
let worldSeed = 1;

// Player
let player = { 
    x: LOGICAL_WIDTH/2, 
    y: 0, 
    vx: 0, 
    vy: 0, 
    w: 50, h: 50, 
    face: 1, 
    skin: 0 
};
let input = { left: false, right: false };

// --- NETWORK ---
function connect() {
    const proto = location.protocol === 'https:' ? 'wss:' : 'ws:';
    socket = new WebSocket(`${proto}//${location.host}/ws`);

    socket.onopen = () => {
        document.getElementById('ping-display').innerText = "Connected";
        // Auto-login check
        const savedName = localStorage.getItem('skyjump_user');
        if(savedName && gameState === 'MENU') {
            document.getElementById('username-input').value = savedName;
            // Uncomment next line to Auto-Start
            // startGame(); 
        }
    };

    socket.onmessage = (e) => {
        const msg = JSON.parse(e.data);
        if (msg.t === 'init') {
            worldSeed = msg.seed;
            player.skin = msg.skin;
            renderLeaderboard(msg.lb);
        }
        else if (msg.t === 'w') { // World Update
            handleWorldUpdate(msg);
        }
    };

    socket.onclose = () => {
        document.getElementById('ping-display').innerText = "Reconnecting...";
        setTimeout(connect, 1000);
    };
}

function handleWorldUpdate(msg) {
    if(msg.lb) renderLeaderboard(msg.lb);
    
    // Process Players
    const now = performance.now();
    msg.p.forEach(p => {
        // Interpolation logic
        let op = otherPlayers[p.i];
        if(!op) {
            op = { x: p.x, y: p.y, vx: 0, vy: 0, currX: p.x, currY: p.y, targetX: p.x, targetY: p.y, lastUpdate: now };
            otherPlayers[p.i] = op;
        }
        
        op.targetX = p.x;
        op.targetY = p.y;
        op.face = p.f;
        op.u = p.n;
        op.skin = p.sk;
        op.lastUpdate = now;
    });

    // Cleanup stale players
    for(let id in otherPlayers) {
        if(now - otherPlayers[id].lastUpdate > 3000) delete otherPlayers[id];
    }
}

function sendUpdate() {
    if(gameState !== 'PLAY' || !socket || socket.readyState !== 1) return;
    socket.send(JSON.stringify({
        t: 'u',
        n: document.getElementById('username-input').value,
        x: Math.round(player.x),
        y: Math.round(player.y),
        vx: parseFloat(player.vx.toFixed(2)),
        vy: parseFloat(player.vy.toFixed(2)),
        f: player.face,
        s: Math.floor(score)
    }));
}

// --- ENGINE ---

function resize() {
    // Scale canvas to fit window while maintaining aspect ratio
    // We render to internal high-res, CSS scales it down
    canvas.width = LOGICAL_WIDTH;
    canvas.height = LOGICAL_HEIGHT;
}
window.addEventListener('resize', resize);
resize();

// RNG
function randomAt(y) {
    // Deterministic random based on Y coordinate + Daily Seed
    let x = Math.sin(y * 12.9898 + worldSeed) * 43758.5453;
    return x - Math.floor(x);
}

function generateLevel() {
    // Create visible platforms based on cameraY
    // We generate "virtual" platforms.
    // Chunk generation:
    const topY = cameraY + LOGICAL_HEIGHT * 1.5;
    
    // We ensure platforms exist every ~100 units
    // Start finding platforms from the highest one we have, or from ground
    let startY = platforms.length > 0 ? platforms[platforms.length-1].y + 100 : 200;
    
    while(startY < topY) {
        // Platform probability
        if (randomAt(startY) > 0.1) {
            let px = randomAt(startY + 1) * (LOGICAL_WIDTH - 80);
            let pType = 0; // 0=Static, 1=Moving
            
            if (startY > 2000 && randomAt(startY+2) > 0.7) pType = 1;
            
            platforms.push({
                x: px, 
                y: startY, 
                w: 80, 
                h: 20, 
                type: pType,
                vx: pType ? (randomAt(startY+3) > 0.5 ? 2 : -2) : 0,
                offset: randomAt(startY+4) * Math.PI * 2 // For sine movement
            });
        }
        startY += 80 + (randomAt(startY+5) * 60); // Random gap 80-140
    }

    // Cleanup
    platforms = platforms.filter(p => p.y > cameraY - 100);
}

function startGame() {
    const name = document.getElementById('username-input').value.trim();
    if(!name) return alert("Please enter a name");
    localStorage.setItem('skyjump_user', name);
    
    document.getElementById('login-screen').classList.add('hidden');
    document.getElementById('gameover-screen').classList.add('hidden');
    
    // Reset
    player.x = LOGICAL_WIDTH/2;
    player.y = 100;
    player.vx = 0;
    player.vy = 0;
    cameraY = 0;
    targetCameraY = 0;
    score = 0;
    platforms = [{x: LOGICAL_WIDTH/2 - 50, y: 0, w: 100, h: 20, type: 0, vx:0}]; // Start platform
    
    gameState = 'PLAY';
    loop();
}

function resetGame() {
    startGame();
}

function spawnParticles(x, y, color) {
    for(let i=0; i<8; i++) {
        particles.push({
            x: x, y: y,
            vx: (Math.random() - 0.5) * 6,
            vy: (Math.random() - 0.5) * 6,
            life: 1.0,
            color: color
        });
    }
}

function updatePhysics() {
    // Horizontal
    if (input.left) player.vx = -SPEED;
    else if (input.right) player.vx = SPEED;
    else player.vx *= 0.85; // Friction

    player.x += player.vx;
    if(player.vx > 0.5) player.face = 1;
    if(player.vx < -0.5) player.face = -1;

    // Wrap
    if (player.x < -player.w/2) player.x = LOGICAL_WIDTH - player.w/2;
    if (player.x > LOGICAL_WIDTH - player.w/2) player.x = -player.w/2;

    // Vertical
    player.vy -= GRAVITY;
    player.y += player.vy;

    // Collision (Only when falling)
    if (player.vy < 0) {
        for (let p of platforms) {
            // AABB with tolerance
            if (player.x + player.w*0.3 > p.x && player.x + player.w*0.7 < p.x + p.w &&
                player.y >= p.y && player.y + player.vy <= p.y + 15) {
                
                player.vy = -JUMP_FORCE; // Jump
                player.y = p.y; // Snap
                spawnParticles(player.x + player.w/2, player.y, '#ecf0f1');
                break;
            }
        }
    }

    // Platform Logic
    platforms.forEach(p => {
        if(p.type === 1) {
            // Sine wave movement for smoothness
            p.x += Math.sin(Date.now() / 500 + p.offset) * 2;
        }
    });

    // Camera Logic (Smooth Lerp)
    if (player.y > targetCameraY + LOGICAL_HEIGHT * 0.3) {
        targetCameraY = player.y - LOGICAL_HEIGHT * 0.3;
    }
    // Only move camera up
    if (targetCameraY > cameraY) {
        cameraY += (targetCameraY - cameraY) * 0.1;
    }

    // Score
    if (cameraY > score) score = cameraY;
    document.getElementById('score-display').innerText = Math.floor(score);

    // Death
    if (player.y < cameraY - 100) {
        gameState = 'DEAD';
        socket.send(JSON.stringify({t:'d', s:Math.floor(score)}));
        document.getElementById('final-score').innerText = "Score: " + Math.floor(score);
        document.getElementById('gameover-screen').classList.remove('hidden');
    }
    
    generateLevel();
}

// --- DRAWING ---

function draw() {
    // 1. Background
    // Draw a Graph Paper pattern
    ctx.fillStyle = '#f7f9fa';
    ctx.fillRect(0,0, LOGICAL_WIDTH, LOGICAL_HEIGHT);
    
    ctx.strokeStyle = '#e1e8ed';
    ctx.lineWidth = 2;
    ctx.beginPath();
    
    // Parallax grid effect
    let gridY = Math.floor(cameraY * 0.5) % 40;
    for(let i=0; i<LOGICAL_WIDTH; i+=40) { ctx.moveTo(i,0); ctx.lineTo(i, LOGICAL_HEIGHT); }
    for(let i=0; i<LOGICAL_HEIGHT; i+=40) { 
        let y = LOGICAL_HEIGHT - (i - gridY);
        ctx.moveTo(0, y); ctx.lineTo(LOGICAL_WIDTH, y); 
    }
    ctx.stroke();

    // 2. Platforms
    platforms.forEach(p => {
        let py = LOGICAL_HEIGHT - (p.y - cameraY);
        if(py < -50 || py > LOGICAL_HEIGHT+50) return;

        // Shadow
        ctx.fillStyle = 'rgba(0,0,0,0.1)';
        ctx.beginPath(); ctx.roundRect(p.x+5, py+5, p.w, p.h, 10); ctx.fill();

        // Body
        ctx.fillStyle = p.type === 1 ? '#3498db' : '#2ecc71';
        ctx.beginPath(); ctx.roundRect(p.x, py, p.w, p.h, 10); ctx.fill();
        
        // Highlight
        ctx.fillStyle = 'rgba(255,255,255,0.3)';
        ctx.beginPath(); ctx.roundRect(p.x, py, p.w, p.h/2, 10); ctx.fill();
    });

    // 3. Other Players
    const now = performance.now();
    for(let id in otherPlayers) {
        let op = otherPlayers[id];
        
        // Interpolate
        let t = 0.2;
        op.currX += (op.targetX - op.currX) * t;
        op.currY += (op.targetY - op.currY) * t;

        let py = LOGICAL_HEIGHT - (op.currY - cameraY);
        
        // Only draw if visible
        if(py > -100 && py < LOGICAL_HEIGHT + 100) {
            drawCharacter(op.currX, py, op.face, op.skin, op.u, false);
        }
    }

    // 4. Local Player
    if(gameState === 'PLAY') {
        let py = LOGICAL_HEIGHT - (player.y - cameraY);
        drawCharacter(player.x, py, player.face, player.skin, null, true);
    }

    // 5. Particles
    particles.forEach((p, idx) => {
        p.life -= 0.05;
        p.x += p.vx;
        p.y += p.vy;
        let py = LOGICAL_HEIGHT - (p.y - cameraY);
        
        ctx.fillStyle = p.color;
        ctx.globalAlpha = p.life;
        ctx.beginPath(); ctx.arc(p.x, py, 5 * p.life, 0, Math.PI*2); ctx.fill();
        ctx.globalAlpha = 1;
        
        if(p.life <= 0) particles.splice(idx, 1);
    });
}

function drawCharacter(x, y, face, skinId, name, isSelf) {
    ctx.save();
    ctx.translate(x + 25, y - 25); // Center
    if(face === -1) ctx.scale(-1, 1);

    // Color
    let color = SKINS[skinId] || SKINS[0];

    // Legs (Simple animation)
    let legOffset = Math.sin(Date.now() / 50) * 3;
    if (Math.abs(isSelf ? player.vx : 0) < 0.1) legOffset = 0;

    ctx.strokeStyle = '#2c3e50';
    ctx.lineWidth = 4;
    ctx.lineCap = 'round';
    ctx.beginPath();
    ctx.moveTo(-10, 15); ctx.lineTo(-15, 25 + legOffset); // Left Leg
    ctx.moveTo(10, 15); ctx.lineTo(15, 25 - legOffset); // Right Leg
    ctx.stroke();

    // Body
    ctx.fillStyle = color;
    ctx.beginPath();
    ctx.ellipse(0, 0, 20, 20, 0, 0, Math.PI*2);
    ctx.fill();
    ctx.stroke();

    // Eyes
    ctx.fillStyle = 'white';
    ctx.beginPath(); ctx.arc(6, -5, 6, 0, Math.PI*2); ctx.fill(); ctx.stroke();
    ctx.beginPath(); ctx.arc(14, -5, 4, 0, Math.PI*2); ctx.fill(); ctx.stroke(); // 2nd eye small

    ctx.fillStyle = 'black';
    ctx.beginPath(); ctx.arc(8, -5, 2, 0, Math.PI*2); ctx.fill();
    ctx.beginPath(); ctx.arc(15, -5, 1.5, 0, Math.PI*2); ctx.fill();

    ctx.restore();

    // Name tag
    if(name) {
        ctx.save();
        ctx.fillStyle = "#7f8c8d";
        ctx.font = "bold 14px sans-serif";
        ctx.textAlign = "center";
        let textY = y - 55;
        ctx.fillText(name, x + 25, textY);
        ctx.restore();
    }
}

// --- LOOP ---
let lastTime = 0;
function loop(timestamp) {
    if(gameState === 'PLAY') {
        updatePhysics();
        // Network Update (10 FPS limit for upload to save bandwidth, interpolate on receive)
        if(timestamp - lastTime > 100) {
            sendUpdate();
            lastTime = timestamp;
        }
    }
    draw();
    if(gameState === 'PLAY') requestAnimationFrame(loop);
}

// --- UI HELPERS ---
function renderLeaderboard(lb) {
    const list = document.getElementById('lb-list');
    list.innerHTML = lb.map((entry, i) => `
        <div class="lb-row">
            <span>#${i+1} ${entry.username}</span>
            <span style="font-weight:bold">${entry.score}</span>
        </div>
    `).join('');
}

// --- CONTROLS ---
window.addEventListener('keydown', e => {
    if(e.code === 'ArrowLeft') input.left = true;
    if(e.code === 'ArrowRight') input.right = true;
});
window.addEventListener('keyup', e => {
    if(e.code === 'ArrowLeft') input.left = false;
    if(e.code === 'ArrowRight') input.right = false;
});

// Touch
const container = document.getElementById('game-container');
container.addEventListener('touchstart', e => {
    e.preventDefault();
    const rect = canvas.getBoundingClientRect();
    const touchX = e.touches[0].clientX - rect.left;
    const scaleX = LOGICAL_WIDTH / rect.width;
    const gameX = touchX * scaleX;
    
    if(gameX < LOGICAL_WIDTH/2) { input.left = true; input.right = false; }
    else { input.right = true; input.left = false; }
}, {passive:false});

container.addEventListener('touchend', e => {
    e.preventDefault();
    input.left = false; input.right = false;
});

// Start
connect();

</script>
</body>
</html>
    """

if __name__ == "__main__":
    import uvicorn
    uvicorn.run(app, host="0.0.0.0", port=7860)