source: network-game/server/server.cpp@ 49da01a

Last change on this file since 49da01a was 9a4fa04, checked in by dportnoy <dmp1488@…>, 11 years ago

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File size: 32.5 KB
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[2488852]1#include <cstdlib>
[371ce29]2#include <cstdio>
[e3535b3]3#include <unistd.h>
[2488852]4#include <string>
[e3535b3]5#include <iostream>
[3b1efcc]6#include <sstream>
[edfd1d0]7#include <cstring>
[60017fc]8#include <cmath>
[371ce29]9
[01d0d00]10#include <vector>
11#include <map>
12
[d211210]13#include <sys/time.h>
14
[73f75c1]15#include <sys/socket.h>
[371ce29]16#include <netdb.h>
[73f75c1]17#include <netinet/in.h>
18#include <arpa/inet.h>
19
[b128109]20#include <crypt.h>
21
[edfd1d0]22/*
[e3535b3]23#include <openssl/bio.h>
24#include <openssl/ssl.h>
25#include <openssl/err.h>
[edfd1d0]26*/
[e3535b3]27
[b53c6b3]28#include "../common/Compiler.h"
[3b1efcc]29#include "../common/Common.h"
[edfd1d0]30#include "../common/Message.h"
[9b5d30b]31#include "../common/MessageProcessor.h"
[60017fc]32#include "../common/WorldMap.h"
[edfd1d0]33#include "../common/Player.h"
[8dad966]34#include "../common/Projectile.h"
[b53c6b3]35
[36082e8]36#include "DataAccess.h"
[d2b411a]37
[e3535b3]38using namespace std;
39
[d211210]40// from used to be const. Removed that so I could take a reference
41// and use it to send messages
[9b5d30b]42bool processMessage(const NETWORK_MSG &clientMsg, struct sockaddr_in &from, MessageProcessor &msgProcessor, map<unsigned int, Player>& mapPlayers, WorldMap* gameMap, unsigned int& unusedPlayerId, NETWORK_MSG &serverMsg, int sock, int &scoreBlue, int &scoreRed);
[01d0d00]43
[8dad966]44void updateUnusedPlayerId(unsigned int& id, map<unsigned int, Player>& mapPlayers);
45void updateUnusedProjectileId(unsigned int& id, map<unsigned int, Projectile>& mapProjectiles);
[c76134b]46void damagePlayer(Player *p, int damage);
[8e540f4]47
[73f75c1]48// this should probably go somewhere in the common folder
[e3535b3]49void error(const char *msg)
50{
51 perror(msg);
52 exit(0);
53}
54
[01d0d00]55Player *findPlayerByName(map<unsigned int, Player> &m, string name)
[2488852]56{
[01d0d00]57 map<unsigned int, Player>::iterator it;
[2488852]58
[01d0d00]59 for (it = m.begin(); it != m.end(); it++)
[2488852]60 {
[01d0d00]61 if ( it->second.name.compare(name) == 0 )
62 return &(it->second);
[2488852]63 }
64
65 return NULL;
66}
67
[01d0d00]68Player *findPlayerByAddr(map<unsigned int, Player> &m, const sockaddr_in &addr)
[73f75c1]69{
[01d0d00]70 map<unsigned int, Player>::iterator it;
[73f75c1]71
[01d0d00]72 for (it = m.begin(); it != m.end(); it++)
[73f75c1]73 {
[01d0d00]74 if ( it->second.addr.sin_addr.s_addr == addr.sin_addr.s_addr &&
75 it->second.addr.sin_port == addr.sin_port )
76 return &(it->second);
[73f75c1]77 }
78
79 return NULL;
80}
81
[e3535b3]82int main(int argc, char *argv[])
83{
84 int sock, length, n;
85 struct sockaddr_in server;
[3b1efcc]86 struct sockaddr_in from; // info of client sending the message
[e084950]87 NETWORK_MSG clientMsg, serverMsg;
[9b5d30b]88 MessageProcessor msgProcessor;
[01d0d00]89 map<unsigned int, Player> mapPlayers;
[8dad966]90 map<unsigned int, Projectile> mapProjectiles;
91 unsigned int unusedPlayerId = 1, unusedProjectileId = 1;
[b8601ee]92 int scoreBlue, scoreRed;
93
94 scoreBlue = 0;
95 scoreRed = 0;
[e084950]96
[edfd1d0]97 //SSL_load_error_strings();
98 //ERR_load_BIO_strings();
99 //OpenSSL_add_all_algorithms();
[e3535b3]100
101 if (argc < 2) {
[73f75c1]102 cerr << "ERROR, no port provided" << endl;
103 exit(1);
[e3535b3]104 }
[60017fc]105
[7b43385]106 WorldMap* gameMap = WorldMap::loadMapFromFile("../data/map.txt");
[6e66ffd]107
108 // add some items to the map. They will be sent out
109 // to players when they login
[5f868c0]110 for (int y=0; y<gameMap->height; y++) {
111 for (int x=0; x<gameMap->width; x++) {
112 switch (gameMap->getStructure(x, y)) {
113 case WorldMap::STRUCTURE_BLUE_FLAG:
114 gameMap->addObject(WorldMap::OBJECT_BLUE_FLAG, x*25+12, y*25+12);
115 break;
116 case WorldMap::STRUCTURE_RED_FLAG:
117 gameMap->addObject(WorldMap::OBJECT_RED_FLAG, x*25+12, y*25+12);
118 break;
119 }
120 }
121 }
[6e66ffd]122
[371ce29]123 sock = socket(AF_INET, SOCK_DGRAM, 0);
[5b1e31e]124 if (sock < 0)
125 error("Opening socket");
[e3535b3]126 length = sizeof(server);
127 bzero(&server,length);
128 server.sin_family=AF_INET;
129 server.sin_port=htons(atoi(argv[1]));
[2488852]130 server.sin_addr.s_addr=INADDR_ANY;
131 if ( bind(sock, (struct sockaddr *)&server, length) < 0 )
[e084950]132 error("binding");
[73f75c1]133
[371ce29]134 set_nonblock(sock);
135
[da692b9]136 bool broadcastResponse;
[d211210]137 timespec ts;
[430c80e]138 int timeLastUpdated = 0, curTime = 0, timeLastBroadcast = 0;
[cb1f288]139 while (true) {
[371ce29]140
141 usleep(5000);
142
[d211210]143 clock_gettime(CLOCK_REALTIME, &ts);
[430c80e]144 // make the number smaller so millis can fit in an int
[d69eb32]145 ts.tv_sec -= 1368000000;
[430c80e]146 curTime = ts.tv_sec*1000 + ts.tv_nsec/1000000;
[d211210]147
[430c80e]148 if (timeLastUpdated == 0 || (curTime-timeLastUpdated) >= 50) {
[d211210]149 timeLastUpdated = curTime;
150
[198cf2d]151 msgProcessor.cleanAckedMessages();
[9b5d30b]152 msgProcessor.resendUnackedMessages(sock);
153
[11d21ee]154 map<unsigned int, Player>::iterator it;
155
156 // set targets for all chasing players (or make them attack if they're close enough)
157 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++) {
[c76134b]158 // check if it's time to revive dead players
159 if (it->second.isDead) {
160 if (getCurrentMillis() - it->second.timeDied >= 10000) {
161 it->second.isDead = false;
162
163 POSITION spawnPos;
164
165 switch (it->second.team) {
166 case 0:// blue team
167 spawnPos = gameMap->getStructureLocation(WorldMap::STRUCTURE_BLUE_FLAG);
168 break;
169 case 1:// red team
170 spawnPos = gameMap->getStructureLocation(WorldMap::STRUCTURE_RED_FLAG);
171 break;
172 default:
173 // should never go here
174 cout << "Error: Invalid team" << endl;
175 break;
176 }
177
178 // spawn the player to the right of their flag location
179 spawnPos.x = (spawnPos.x+1) * 25 + 12;
180 spawnPos.y = spawnPos.y * 25 + 12;
181
182 it->second.pos = spawnPos.toFloat();
[66c4ec4]183 it->second.target = spawnPos;
184 it->second.health = it->second.maxHealth;
[c76134b]185
186 serverMsg.type = MSG_TYPE_PLAYER;
187 it->second.serialize(serverMsg.buffer);
188
189 map<unsigned int, Player>::iterator it2;
190 for (it2 = mapPlayers.begin(); it2 != mapPlayers.end(); it2++)
191 {
[9b5d30b]192 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it2->second.addr)) < 0 )
[c76134b]193 error("sendMessage");
194 }
195 }
196
197 continue;
198 }
199
[5b1e31e]200 if (it->second.updateTarget(mapPlayers)) {
201 serverMsg.type = MSG_TYPE_PLAYER;
202 it->second.serialize(serverMsg.buffer);
[11d21ee]203
[5b1e31e]204 map<unsigned int, Player>::iterator it2;
205 for (it2 = mapPlayers.begin(); it2 != mapPlayers.end(); it2++)
206 {
[9b5d30b]207 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it2->second.addr)) < 0 )
[5b1e31e]208 error("sendMessage");
[11d21ee]209 }
210 }
211 }
212
[8dad966]213 // move all players
[d211210]214 // maybe put this in a separate method
[23559e7]215 FLOAT_POSITION oldPos;
216 bool broadcastMove = false;
[d211210]217 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++) {
[23559e7]218 oldPos = it->second.pos;
219 if (it->second.move(gameMap)) {
220
221 // check if the move needs to be canceled
222 switch(gameMap->getElement(it->second.pos.x/25, it->second.pos.y/25)) {
223 case WorldMap::TERRAIN_NONE:
224 case WorldMap::TERRAIN_OCEAN:
225 case WorldMap::TERRAIN_ROCK:
[e4c60ba]226 {
[23559e7]227 it->second.pos = oldPos;
228 it->second.target.x = it->second.pos.x;
229 it->second.target.y = it->second.pos.y;
[5b1e31e]230 it->second.isChasing = false;
[23559e7]231 broadcastMove = true;
232 break;
[e4c60ba]233 }
[23559e7]234 default:
235 // if there are no obstacles, do nothing
236 break;
237 }
238
[e4c60ba]239 WorldMap::ObjectType flagType;
240 POSITION pos;
[7553db9]241 bool flagTurnedIn = false;
[446dc65]242 bool flagReturned = false;
243 bool ownFlagAtBase = false;
244
[e4c60ba]245 switch(gameMap->getStructure(it->second.pos.x/25, it->second.pos.y/25)) {
246 case WorldMap::STRUCTURE_BLUE_FLAG:
247 {
[7553db9]248 if (it->second.team == 0 && it->second.hasRedFlag)
249 {
[446dc65]250 // check that your flag is at your base
251 pos = gameMap->getStructureLocation(WorldMap::STRUCTURE_BLUE_FLAG);
252
253 vector<WorldMap::Object>* vctObjects = gameMap->getObjects();
254 vector<WorldMap::Object>::iterator itObjects;
255
256 for (itObjects = vctObjects->begin(); itObjects != vctObjects->end(); itObjects++) {
257 if (itObjects->type == WorldMap::OBJECT_BLUE_FLAG) {
258 if (itObjects->pos.x == pos.x*25+12 && itObjects->pos.y == pos.y*25+12) {
259 ownFlagAtBase = true;
260 break;
261 }
262 }
263 }
264
265 if (ownFlagAtBase) {
266 it->second.hasRedFlag = false;
267 flagType = WorldMap::OBJECT_RED_FLAG;
268 pos = gameMap->getStructureLocation(WorldMap::STRUCTURE_RED_FLAG);
269 flagTurnedIn = true;
270 scoreBlue++;
271 }
[e4c60ba]272 }
[7553db9]273
274 break;
[e4c60ba]275 }
276 case WorldMap::STRUCTURE_RED_FLAG:
277 {
[7553db9]278 if (it->second.team == 1 && it->second.hasBlueFlag)
279 {
[446dc65]280 // check that your flag is at your base
281 pos = gameMap->getStructureLocation(WorldMap::STRUCTURE_RED_FLAG);
282
283 vector<WorldMap::Object>* vctObjects = gameMap->getObjects();
284 vector<WorldMap::Object>::iterator itObjects;
285
286 for (itObjects = vctObjects->begin(); itObjects != vctObjects->end(); itObjects++) {
287 if (itObjects->type == WorldMap::OBJECT_RED_FLAG) {
288 if (itObjects->pos.x == pos.x*25+12 && itObjects->pos.y == pos.y*25+12) {
289 ownFlagAtBase = true;
290 break;
291 }
292 }
293 }
294
295 if (ownFlagAtBase) {
296 it->second.hasBlueFlag = false;
297 flagType = WorldMap::OBJECT_BLUE_FLAG;
298 pos = gameMap->getStructureLocation(WorldMap::STRUCTURE_BLUE_FLAG);
299 flagTurnedIn = true;
300 scoreRed++;
301 }
[e4c60ba]302 }
303
[7553db9]304 break;
305 }
306 }
[e4c60ba]307
[7553db9]308 if (flagTurnedIn) {
309 // send an OBJECT message to add the flag back to its spawn point
310 pos.x = pos.x*25+12;
311 pos.y = pos.y*25+12;
312 gameMap->addObject(flagType, pos.x, pos.y);
[e4c60ba]313
[7553db9]314 serverMsg.type = MSG_TYPE_OBJECT;
315 gameMap->getObjects()->back().serialize(serverMsg.buffer);
[e4c60ba]316
[7553db9]317 map<unsigned int, Player>::iterator it2;
318 for (it2 = mapPlayers.begin(); it2 != mapPlayers.end(); it2++)
319 {
[9b5d30b]320 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it2->second.addr)) < 0 )
[7553db9]321 error("sendMessage");
[e4c60ba]322 }
[7553db9]323
[b8601ee]324 serverMsg.type = MSG_TYPE_SCORE;
325 memcpy(serverMsg.buffer, &scoreBlue, 4);
326 memcpy(serverMsg.buffer+4, &scoreRed, 4);
327
328 for (it2 = mapPlayers.begin(); it2 != mapPlayers.end(); it2++)
329 {
[9b5d30b]330 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it2->second.addr)) < 0 )
[b8601ee]331 error("sendMessage");
332 }
333
[7553db9]334 // this means a PLAYER message will be sent
335 broadcastMove = true;
[e4c60ba]336 }
337
[446dc65]338 // go through all objects and check if the player is close to one and if its their flag
339 vector<WorldMap::Object>* vctObjects = gameMap->getObjects();
340 vector<WorldMap::Object>::iterator itObjects;
341 POSITION structPos;
342
343 for (itObjects = vctObjects->begin(); itObjects != vctObjects->end(); itObjects++) {
344 POSITION pos = itObjects->pos;
345
346 if (posDistance(it->second.pos, pos.toFloat()) < 10) {
347 if (it->second.team == 0 &&
348 itObjects->type == WorldMap::OBJECT_BLUE_FLAG) {
349 structPos = gameMap->getStructureLocation(WorldMap::STRUCTURE_BLUE_FLAG);
350 flagReturned = true;
351 break;
352 } else if (it->second.team == 1 &&
353 itObjects->type == WorldMap::OBJECT_RED_FLAG) {
354 structPos = gameMap->getStructureLocation(WorldMap::STRUCTURE_RED_FLAG);
355 flagReturned = true;
356 break;
357 }
358 }
359 }
360
361 if (flagReturned) {
362 itObjects->pos.x = structPos.x*25+12;
363 itObjects->pos.y = structPos.y*25+12;
364
365 serverMsg.type = MSG_TYPE_OBJECT;
366 itObjects->serialize(serverMsg.buffer);
367
368 map<unsigned int, Player>::iterator it2;
369 for (it2 = mapPlayers.begin(); it2 != mapPlayers.end(); it2++)
370 {
[9b5d30b]371 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it2->second.addr)) < 0 )
[446dc65]372 error("sendMessage");
373 }
374 }
375
[23559e7]376 if (broadcastMove) {
377 serverMsg.type = MSG_TYPE_PLAYER;
378 it->second.serialize(serverMsg.buffer);
379
380 cout << "about to broadcast move" << endl;
[b07eeac]381 map<unsigned int, Player>::iterator it2;
[23559e7]382 for (it2 = mapPlayers.begin(); it2 != mapPlayers.end(); it2++)
383 {
[9b5d30b]384 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it2->second.addr)) < 0 )
[23559e7]385 error("sendMessage");
386 }
[d211210]387 }
388 }
[8dad966]389
390 // check if the player's attack animation is complete
391 if (it->second.isAttacking && it->second.timeAttackStarted+it->second.attackCooldown <= getCurrentMillis()) {
392 it->second.isAttacking = false;
[8795a38]393 cout << "Attack animation is complete" << endl;
[8dad966]394
395 //send everyone an ATTACK message
396 cout << "about to broadcast attack" << endl;
397
398 serverMsg.type = MSG_TYPE_ATTACK;
399 memcpy(serverMsg.buffer, &it->second.id, 4);
400 memcpy(serverMsg.buffer+4, &it->second.targetPlayer, 4);
401
402 map<unsigned int, Player>::iterator it2;
403 for (it2 = mapPlayers.begin(); it2 != mapPlayers.end(); it2++)
404 {
[9b5d30b]405 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it2->second.addr)) < 0 )
[8dad966]406 error("sendMessage");
407 }
408
409 if (it->second.attackType == Player::ATTACK_MELEE) {
[ff2133a]410 cout << "Melee attack" << endl;
411
[8dad966]412 Player* target = &mapPlayers[it->second.targetPlayer];
[c76134b]413 damagePlayer(target, it->second.damage);
[8dad966]414
415 serverMsg.type = MSG_TYPE_PLAYER;
416 target->serialize(serverMsg.buffer);
417 }else if (it->second.attackType == Player::ATTACK_RANGED) {
[ff2133a]418 cout << "Ranged attack" << endl;
419
[8dad966]420 Projectile proj(it->second.pos.x, it->second.pos.y, it->second.targetPlayer, it->second.damage);
421 proj.id = unusedProjectileId;
422 updateUnusedProjectileId(unusedProjectileId, mapProjectiles);
423 mapProjectiles[proj.id] = proj;
424
[8795a38]425 int x = it->second.pos.x;
426 int y = it->second.pos.y;
427
[8dad966]428 serverMsg.type = MSG_TYPE_PROJECTILE;
[8795a38]429 memcpy(serverMsg.buffer, &proj.id, 4);
430 memcpy(serverMsg.buffer+4, &x, 4);
431 memcpy(serverMsg.buffer+8, &y, 4);
432 memcpy(serverMsg.buffer+12, &it->second.targetPlayer, 4);
[8dad966]433 }else {
434 cout << "Invalid attack type: " << it->second.attackType << endl;
435 }
436
437 // broadcast either a PLAYER or PROJECTILE message
[ff2133a]438 cout << "Broadcasting player or projectile message" << endl;
[8dad966]439 for (it2 = mapPlayers.begin(); it2 != mapPlayers.end(); it2++)
440 {
[9b5d30b]441 if (msgProcessor.sendMessage(&serverMsg, sock, &(it2->second.addr)) < 0 )
[8dad966]442 error("sendMessage");
443 }
[ff2133a]444 cout << "Done broadcasting" << endl;
[8dad966]445 }
446 }
447
448 // move all projectiles
449 map<unsigned int, Projectile>::iterator itProj;
450 for (itProj = mapProjectiles.begin(); itProj != mapProjectiles.end(); itProj++) {
[c76134b]451 cout << "About to call projectile move" << endl;
[8dad966]452 if (itProj->second.move(mapPlayers)) {
453 // send a REMOVE_PROJECTILE message
[ff2133a]454 cout << "send a REMOVE_PROJECTILE message" << endl;
[8dad966]455 serverMsg.type = MSG_TYPE_REMOVE_PROJECTILE;
456 memcpy(serverMsg.buffer, &itProj->second.id, 4);
457 mapProjectiles.erase(itProj->second.id);
458
459 map<unsigned int, Player>::iterator it2;
[ff2133a]460 cout << "Broadcasting REMOVE_PROJECTILE" << endl;
[8dad966]461 for (it2 = mapPlayers.begin(); it2 != mapPlayers.end(); it2++)
462 {
[9b5d30b]463 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it2->second.addr)) < 0 )
[8dad966]464 error("sendMessage");
465 }
466
[ff2133a]467 cout << "send a PLAYER message after dealing damage" << endl;
[8dad966]468 // send a PLAYER message after dealing damage
[8795a38]469 Player* target = &mapPlayers[itProj->second.target];
[8dad966]470
[c76134b]471 damagePlayer(target, itProj->second.damage);
[8dad966]472
473 serverMsg.type = MSG_TYPE_PLAYER;
474 target->serialize(serverMsg.buffer);
475
[ff2133a]476 cout << "Sending a PLAYER message" << endl;
[8dad966]477 for (it2 = mapPlayers.begin(); it2 != mapPlayers.end(); it2++)
478 {
[9b5d30b]479 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it2->second.addr)) < 0 )
[8dad966]480 error("sendMessage");
481 }
482 }
[c76134b]483 cout << "Projectile was not moved" << endl;
[d211210]484 }
485 }
486
[9b5d30b]487 n = msgProcessor.receiveMessage(&clientMsg, sock, &from);
[8e540f4]488
[371ce29]489 if (n >= 0) {
[198cf2d]490 broadcastResponse = processMessage(clientMsg, from, msgProcessor, mapPlayers, gameMap, unusedPlayerId, serverMsg, sock, scoreBlue, scoreRed);
[371ce29]491
[da692b9]492 if (broadcastResponse)
[3b1efcc]493 {
[da692b9]494 cout << "Should be broadcasting the message" << endl;
495
[01d0d00]496 map<unsigned int, Player>::iterator it;
497 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
[3b1efcc]498 {
[d211210]499 cout << "Sent message back to " << it->second.name << endl;
[9b5d30b]500 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it->second.addr)) < 0 )
[3b1efcc]501 error("sendMessage");
502 }
503 }
504 else
505 {
[da692b9]506 cout << "Should be sending back the message" << endl;
507
[9b5d30b]508 if ( msgProcessor.sendMessage(&serverMsg, sock, &from) < 0 )
[3b1efcc]509 error("sendMessage");
510 }
[7b43385]511 }
[8e540f4]512 }
[371ce29]513
[8e540f4]514 return 0;
515}
516
[9b5d30b]517bool processMessage(const NETWORK_MSG &clientMsg, struct sockaddr_in &from, MessageProcessor &msgProcessor, map<unsigned int, Player>& mapPlayers, WorldMap* gameMap, unsigned int& unusedPlayerId, NETWORK_MSG &serverMsg, int sock, int &scoreBlue, int &scoreRed)
[8e540f4]518{
[41ad8ed]519 DataAccess da;
520
[9a4fa04]521 cout << "Inside processMessage" << endl;
522
[b8cb03f]523 cout << "Received message" << endl;
[8e540f4]524 cout << "MSG: type: " << clientMsg.type << endl;
525 cout << "MSG contents: " << clientMsg.buffer << endl;
526
[da692b9]527 // maybe we should make a message class and have this be a member
[3b1efcc]528 bool broadcastResponse = false;
529
[8e540f4]530 // Check that if an invalid message is sent, the client will correctly
531 // receive and display the response. Maybe make a special error msg type
532 switch(clientMsg.type)
533 {
534 case MSG_TYPE_REGISTER:
[d2b411a]535 {
[8e540f4]536 string username(clientMsg.buffer);
537 string password(strchr(clientMsg.buffer, '\0')+1);
[521c88b]538 Player::PlayerClass playerClass;
539
540 memcpy(&playerClass, clientMsg.buffer+username.length()+password.length()+2, 4);
[d2b411a]541
[8e540f4]542 cout << "username: " << username << endl;
543 cout << "password: " << password << endl;
[d2b411a]544
[521c88b]545 if (playerClass == Player::CLASS_WARRIOR)
546 cout << "class: WARRIOR" << endl;
547 else if (playerClass == Player::CLASS_RANGER)
548 cout << "class: RANGER" << endl;
549 else
550 cout << "Unknown player class detected" << endl;
551
552 int error = da.insertPlayer(username, password, playerClass);
[41ad8ed]553
[3b1efcc]554 if (!error)
555 strcpy(serverMsg.buffer, "Registration successful.");
556 else
557 strcpy(serverMsg.buffer, "Registration failed. Please try again.");
[8e540f4]558
559 serverMsg.type = MSG_TYPE_REGISTER;
[d2b411a]560
[8e540f4]561 break;
562 }
563 case MSG_TYPE_LOGIN:
564 {
[60017fc]565 cout << "Got login message" << endl;
566
[d211210]567 serverMsg.type = MSG_TYPE_LOGIN;
568
[8e540f4]569 string username(clientMsg.buffer);
[41ad8ed]570 string password(strchr(clientMsg.buffer, '\0')+1);
[8e540f4]571
[41ad8ed]572 Player* p = da.getPlayer(username);
[d2b411a]573
[b128109]574 if (p == NULL || !da.verifyPassword(password, p->password))
[41ad8ed]575 {
576 strcpy(serverMsg.buffer, "Incorrect username or password");
577 }
[01d0d00]578 else if(findPlayerByName(mapPlayers, username) != NULL)
[41ad8ed]579 {
580 strcpy(serverMsg.buffer, "Player has already logged in.");
581 }
582 else
[8e540f4]583 {
[d211210]584 serverMsg.type = MSG_TYPE_PLAYER;
585
[8dad966]586 updateUnusedPlayerId(unusedPlayerId, mapPlayers);
587 p->id = unusedPlayerId;
[d211210]588 cout << "new player id: " << p->id << endl;
[df79cfd]589 p->setAddr(from);
590
591 // choose a random team (either 0 or 1)
592 p->team = rand() % 2;
[d211210]593
594 // tell the new player about all the existing players
595 cout << "Sending other players to new player" << endl;
596
597 map<unsigned int, Player>::iterator it;
598 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
599 {
600 it->second.serialize(serverMsg.buffer);
601
602 cout << "sending info about " << it->second.name << endl;
[5f868c0]603 cout << "sending id " << it->second.id << endl;
[9b5d30b]604 if ( msgProcessor.sendMessage(&serverMsg, sock, &from) < 0 )
[5f868c0]605 error("sendMessage");
606 }
607
608 // tell the new player about all map objects
609 // (currently just the flags)
610 serverMsg.type = MSG_TYPE_OBJECT;
[e487381]611 vector<WorldMap::Object>* vctObjects = gameMap->getObjects();
[5f868c0]612 vector<WorldMap::Object>::iterator itObjects;
613 cout << "sending items" << endl;
[e487381]614 for (itObjects = vctObjects->begin(); itObjects != vctObjects->end(); itObjects++) {
[5f868c0]615 itObjects->serialize(serverMsg.buffer);
616 cout << "sending item id " << itObjects->id << endl;
[9b5d30b]617 if ( msgProcessor.sendMessage(&serverMsg, sock, &from) < 0 )
[d211210]618 error("sendMessage");
619 }
[59061f6]620
[b8601ee]621 // send the current score
622 serverMsg.type = MSG_TYPE_SCORE;
623 memcpy(serverMsg.buffer, &scoreBlue, 4);
624 memcpy(serverMsg.buffer+4, &scoreRed, 4);
[9b5d30b]625 if ( msgProcessor.sendMessage(&serverMsg, sock, &from) < 0 )
[b8601ee]626 error("sendMessage");
627
628 serverMsg.type = MSG_TYPE_PLAYER;
[594d2e9]629 p->serialize(serverMsg.buffer);
[d211210]630 cout << "Should be broadcasting the message" << endl;
631
632 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
633 {
634 cout << "Sent message back to " << it->second.name << endl;
[9b5d30b]635 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it->second.addr)) < 0 )
[d211210]636 error("sendMessage");
637 }
638
639 serverMsg.type = MSG_TYPE_LOGIN;
[8dad966]640 mapPlayers[unusedPlayerId] = *p;
[07028b9]641 }
642
[41ad8ed]643 delete(p);
[07028b9]644
[8e540f4]645 break;
646 }
647 case MSG_TYPE_LOGOUT:
648 {
649 string name(clientMsg.buffer);
650 cout << "Player logging out: " << name << endl;
651
[01d0d00]652 Player *p = findPlayerByName(mapPlayers, name);
[633f42a]653
[8e540f4]654 if (p == NULL)
655 {
656 strcpy(serverMsg.buffer, "That player is not logged in. This is either a bug, or you're trying to hack the server.");
[8a3ef42]657 cout << "Player not logged in" << endl;
[07028b9]658 }
[01d0d00]659 else if ( p->addr.sin_addr.s_addr != from.sin_addr.s_addr ||
660 p->addr.sin_port != from.sin_port )
[07028b9]661 {
[8e540f4]662 strcpy(serverMsg.buffer, "That player is logged in using a differemt connection. This is either a bug, or you're trying to hack the server.");
[8a3ef42]663 cout << "Player logged in using a different connection" << endl;
[2488852]664 }
[8e540f4]665 else
[2488852]666 {
[8dad966]667 if (p->id < unusedPlayerId)
668 unusedPlayerId = p->id;
[01d0d00]669 mapPlayers.erase(p->id);
[41ad8ed]670 strcpy(serverMsg.buffer, "You have successfully logged out.");
[8e540f4]671 }
[07028b9]672
[d211210]673 serverMsg.type = MSG_TYPE_LOGOUT;
[8a3ef42]674
[8e540f4]675 break;
676 }
677 case MSG_TYPE_CHAT:
678 {
[da692b9]679 cout << "Got a chat message" << endl;
680
[01d0d00]681 Player *p = findPlayerByAddr(mapPlayers, from);
[07028b9]682
[8e540f4]683 if (p == NULL)
684 {
685 strcpy(serverMsg.buffer, "No player is logged in using this connection. This is either a bug, or you're trying to hack the server.");
[2488852]686 }
[8e540f4]687 else
688 {
[3b1efcc]689 broadcastResponse = true;
690
[b128109]691 ostringstream oss;
692 oss << p->name << ": " << clientMsg.buffer;
[3b1efcc]693
[b128109]694 strcpy(serverMsg.buffer, oss.str().c_str());
[8e540f4]695 }
696
697 serverMsg.type = MSG_TYPE_CHAT;
698
699 break;
[e084950]700 }
[b128109]701 case MSG_TYPE_PLAYER_MOVE:
702 {
703 cout << "PLAYER_MOVE" << endl;
704
705 int id, x, y;
706
707 memcpy(&id, clientMsg.buffer, 4);
708 memcpy(&x, clientMsg.buffer+4, 4);
709 memcpy(&y, clientMsg.buffer+8, 4);
[7b43385]710
[b128109]711 cout << "x: " << x << endl;
712 cout << "y: " << y << endl;
713 cout << "id: " << id << endl;
[7b43385]714
[b128109]715 if ( mapPlayers[id].addr.sin_addr.s_addr == from.sin_addr.s_addr &&
716 mapPlayers[id].addr.sin_port == from.sin_port )
717 {
[60017fc]718 // we need to make sure the player can move here
[694c3d2]719 if (0 <= x && x < gameMap->width*25 && 0 <= y && y < gameMap->height*25 &&
[60017fc]720 gameMap->getElement(x/25, y/25) == WorldMap::TERRAIN_GRASS)
721 {
[7b43385]722 cout << "valid terrain" << endl;
723
[60017fc]724 mapPlayers[id].target.x = x;
725 mapPlayers[id].target.y = y;
726
[5b1e31e]727 mapPlayers[id].isChasing = false;
728 mapPlayers[id].isAttacking = false;
729
[60017fc]730 serverMsg.type = MSG_TYPE_PLAYER_MOVE;
731
732 memcpy(serverMsg.buffer, &id, 4);
[d211210]733 memcpy(serverMsg.buffer+4, &mapPlayers[id].target.x, 4);
734 memcpy(serverMsg.buffer+8, &mapPlayers[id].target.y, 4);
[60017fc]735
736 broadcastResponse = true;
737 }
738 else
739 cout << "Bad terrain detected" << endl;
[b128109]740 }
741 else // nned to send back a message indicating failure
742 cout << "Player id (" << id << ") doesn't match sender" << endl;
743
744 break;
745 }
[5299436]746 case MSG_TYPE_PICKUP_FLAG:
747 {
748 // may want to check the id matches the sender, just like for PLAYER_NOVE
749 cout << "PICKUP_FLAG" << endl;
750
751 int id;
752
753 memcpy(&id, clientMsg.buffer, 4);
754 cout << "id: " << id << endl;
755
[5c84d54]756 vector<WorldMap::Object>* vctObjects = gameMap->getObjects();
757 vector<WorldMap::Object>::iterator itObjects;
758
759 for (itObjects = vctObjects->begin(); itObjects != vctObjects->end();) {
760 POSITION pos = itObjects->pos;
761 bool gotFlag = false;
762
763 if (posDistance(mapPlayers[id].pos, pos.toFloat()) < 10) {
764 switch (itObjects->type) {
765 case WorldMap::OBJECT_BLUE_FLAG:
766 if (mapPlayers[id].team == 1) {
767 gotFlag = true;
768 mapPlayers[id].hasBlueFlag = true;
769 broadcastResponse = true;
770 }
771 break;
772 case WorldMap::OBJECT_RED_FLAG:
773 if (mapPlayers[id].team == 0) {
774 gotFlag = true;
775 mapPlayers[id].hasRedFlag = true;
776 broadcastResponse = true;
777 }
778 break;
779 }
780
781 if (gotFlag) {
782 serverMsg.type = MSG_TYPE_REMOVE_OBJECT;
783 memcpy(serverMsg.buffer, &itObjects->id, 4);
784
785 map<unsigned int, Player>::iterator it;
786 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
787 {
[9b5d30b]788 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it->second.addr)) < 0 )
[5c84d54]789 error("sendMessage");
790 }
791
792 // remove the object from the server-side map
793 cout << "size before: " << gameMap->getObjects()->size() << endl;
794 itObjects = vctObjects->erase(itObjects);
795 cout << "size after: " << gameMap->getObjects()->size() << endl;
796 }
797 }
798
799 if (!gotFlag)
800 itObjects++;
801 }
802
803 serverMsg.type = MSG_TYPE_PLAYER;
804 mapPlayers[id].serialize(serverMsg.buffer);
805
[5299436]806 break;
807 }
[e487381]808 case MSG_TYPE_DROP_FLAG:
809 {
810 // may want to check the id matches the sender, just like for PLAYER_NOVE
811 cout << "DROP_FLAG" << endl;
812
813 int id;
814
815 memcpy(&id, clientMsg.buffer, 4);
816 cout << "id: " << id << endl;
817
818 WorldMap::ObjectType flagType = WorldMap::OBJECT_NONE;
819 if (mapPlayers[id].hasBlueFlag)
820 flagType = WorldMap::OBJECT_BLUE_FLAG;
821 else if (mapPlayers[id].hasRedFlag)
822 flagType = WorldMap::OBJECT_RED_FLAG;
823
824 gameMap->addObject(flagType, mapPlayers[id].pos.x, mapPlayers[id].pos.y);
825
826 // need to send the OBJECT message too
827 serverMsg.type = MSG_TYPE_OBJECT;
828 gameMap->getObjects()->back().serialize(serverMsg.buffer);
829
830 map<unsigned int, Player>::iterator it;
831 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
832 {
[9b5d30b]833 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it->second.addr)) < 0 )
[e487381]834 error("sendMessage");
835 }
836
837 mapPlayers[id].hasBlueFlag = false;
838 mapPlayers[id].hasRedFlag = false;
839
840 serverMsg.type = MSG_TYPE_PLAYER;
841 mapPlayers[id].serialize(serverMsg.buffer);
842
843 broadcastResponse = true;
844
845 break;
846 }
[4b4b153]847 case MSG_TYPE_START_ATTACK:
848 {
849 cout << "Received a START_ATTACK message" << endl;
850
[8a4ed74]851 int id, targetId;
852
853 memcpy(&id, clientMsg.buffer, 4);
854 memcpy(&targetId, clientMsg.buffer+4, 4);
855
[8dad966]856 Player* source = &mapPlayers[id];
857 source->targetPlayer = targetId;
[11d21ee]858 source->isChasing = true;
[8dad966]859
[11d21ee]860 // this is irrelevant since the client doesn't even listen for START_ATTACK messages
861 // actually, the client should not ignore this and should instead perform the same movement
862 // algorithm on its end (following the target player until in range) that the server does.
863 // Once the attacker is in range, the client should stop movement and wait for messages
864 // from the server
[4b4b153]865 serverMsg.type = MSG_TYPE_START_ATTACK;
[8dad966]866 memcpy(serverMsg.buffer, &id, 4);
867 memcpy(serverMsg.buffer+4, &targetId, 4);
[4b4b153]868 broadcastResponse = true;
[8a4ed74]869
870 break;
[4b4b153]871 }
872 case MSG_TYPE_ATTACK:
873 {
874 cout << "Received am ATTACK message" << endl;
[8dad966]875 cout << "ERROR: Clients should not send ATTACK messages" << endl;
[8a4ed74]876
877 break;
[4b4b153]878 }
[8e540f4]879 default:
880 {
881 strcpy(serverMsg.buffer, "Server error occured. Report this please.");
[e084950]882
[8e540f4]883 serverMsg.type = MSG_TYPE_CHAT;
[e084950]884
[8e540f4]885 break;
886 }
[e3535b3]887 }
[da692b9]888
889 return broadcastResponse;
[e3535b3]890}
[da692b9]891
[8dad966]892void updateUnusedPlayerId(unsigned int& id, map<unsigned int, Player>& mapPlayers)
[01d0d00]893{
[1106210]894 while (mapPlayers.find(id) != mapPlayers.end())
895 id++;
[01d0d00]896}
[8dad966]897
898void updateUnusedProjectileId(unsigned int& id, map<unsigned int, Projectile>& mapProjectiles)
899{
900 while (mapProjectiles.find(id) != mapProjectiles.end())
901 id++;
902}
[c76134b]903
904void damagePlayer(Player *p, int damage) {
905 p->health -= damage;
906 if (p->health < 0)
907 p->health = 0;
908 if (p->health == 0) {
[66c4ec4]909 cout << "Player died" << endl;
[c76134b]910 p->isDead = true;
911 p->timeDied = getCurrentMillis();
912 }
913}
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