corrected the server based validation in 'WaitState' and 'ServerGameLogic' and 'battleship.properties' and 'battleship_de.properties' and reformatted 'SeaSynchronizer'
corrected the 'ServerGameLogic' so it will send new GameLogic and will be still in EditorState, when presented with an invalid map and added in the properties the keys writen in 'WaitState' and added the 'ReceivedGameLogic', to receive new GameDetails
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		@@ -122,12 +122,13 @@ private Spatial handleHit(Shot shot) {
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    /**
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     * this method attach fire to the ship, if it is hit
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     *
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     * @param shot the shot, that hit the ship
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     * @return the Fire
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     */
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    private ParticleEmitter createFire(Shot shot) {
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        ParticleEmitter hitEffect = new ParticleEmitter("HitEffect", Type.Triangle, 5000); 
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        ParticleEmitter hitEffect = new ParticleEmitter("HitEffect", Type.Triangle, 5000);
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        hitEffect.setMaterial(new Material(app.getAssetManager(), PARTICLE));
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        hitEffect.setImagesX(2);
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        hitEffect.setImagesY(2);
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@@ -280,12 +281,6 @@ private Spatial createDestroyer(Battleship ship) {
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        model.scale(0.0001f);
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        model.move(0, 0.3f, 0);
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        model.setShadowMode(ShadowMode.CastAndReceive);
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        //model.setMaterial(app.getAssetManager().loadMaterial("Models/Destroyer/10619_Battleship.mtl"));
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        //TODO
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        //Material m = new Material();
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        //m.setTexture("textureDestroyer",app.getAssetManager().loadTexture("Models/Destroyer/10619_Battleship.mtl"));
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        //model.setMaterial(m);
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        return model;
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    }
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@@ -7,6 +7,7 @@
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package pp.battleship.game.client;
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import pp.battleship.message.server.GameDetails;
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import pp.battleship.message.server.StartBattleMessage;
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import java.lang.System.Logger.Level;
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@@ -38,4 +39,18 @@ public void receivedStartBattle(StartBattleMessage msg) {
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        logic.setInfoText(msg.getInfoTextKey());
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        logic.setState(new BattleState(logic, msg.isMyTurn()));
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    }
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    /**
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     * Handles the GameDetails message received from the server.
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     * If the map is invalid, the editor state is set.
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     *
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     * @param msg the GameDetails message received
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     */
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    @Override
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    public void receivedGameDetails(GameDetails msg) {
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        ClientGameLogic.LOGGER.log(Level.WARNING, "Invalid Map"); //NON-NLS
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        logic.setInfoText("map.invalid");
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        logic.setState(new EditorState(logic));
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    }
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}
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@@ -145,6 +145,7 @@ public void received(MapMessage msg, int from) {
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            LOGGER.log(Level.ERROR, "playerReady not allowed in {0}", state); //NON-NLS
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        else if (!verifyMap(msg, from)) {
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            LOGGER.log(Level.ERROR, "player submitted invalid map", state);
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            send(getPlayerById(from), new GameDetails(config));
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        }
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        else
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            playerReady(getPlayerById(from), msg.getShips());
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@@ -41,3 +41,4 @@ background.music.checkbox= Background music on/off
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background.music.volume= Background volume
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player.submitted.invalid.map= invalid map submitted
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local.server= instantiate local server
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map.invalid=The map is invalid
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@@ -41,4 +41,5 @@ background.music.checkbox= Musik an/aus
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background.music.volume= Musiklautst<EFBFBD>rke
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player.submitted.invalid.map= Invalide karte gegeben
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local.server=Lokalen Server erstellen
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map.invalid=Die Karte ist ung<6E>ltig
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