source: network-game/server/server.cpp@ 5c84d54

Last change on this file since 5c84d54 was 5c84d54, checked in by dportnoy <dmp1488@…>, 11 years ago

The server only checks if a player should pick up a flag when it gets a PICKUP_FLAG message

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File size: 18.8 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"
[60017fc]31#include "../common/WorldMap.h"
[edfd1d0]32#include "../common/Player.h"
[b53c6b3]33
[36082e8]34#include "DataAccess.h"
[d2b411a]35
[e3535b3]36using namespace std;
37
[d211210]38// from used to be const. Removed that so I could take a reference
39// and use it to send messages
40bool processMessage(const NETWORK_MSG &clientMsg, struct sockaddr_in &from, map<unsigned int, Player>& mapPlayers, WorldMap* gameMap, unsigned int& unusedId, NETWORK_MSG &serverMsg, int sock);
[01d0d00]41
[1106210]42void updateUnusedId(unsigned int& id, map<unsigned int, Player>& mapPlayers);
[8e540f4]43
[73f75c1]44// this should probably go somewhere in the common folder
[e3535b3]45void error(const char *msg)
46{
47 perror(msg);
48 exit(0);
49}
50
[01d0d00]51Player *findPlayerByName(map<unsigned int, Player> &m, string name)
[2488852]52{
[01d0d00]53 map<unsigned int, Player>::iterator it;
[2488852]54
[01d0d00]55 for (it = m.begin(); it != m.end(); it++)
[2488852]56 {
[01d0d00]57 if ( it->second.name.compare(name) == 0 )
58 return &(it->second);
[2488852]59 }
60
61 return NULL;
62}
63
[01d0d00]64Player *findPlayerByAddr(map<unsigned int, Player> &m, const sockaddr_in &addr)
[73f75c1]65{
[01d0d00]66 map<unsigned int, Player>::iterator it;
[73f75c1]67
[01d0d00]68 for (it = m.begin(); it != m.end(); it++)
[73f75c1]69 {
[01d0d00]70 if ( it->second.addr.sin_addr.s_addr == addr.sin_addr.s_addr &&
71 it->second.addr.sin_port == addr.sin_port )
72 return &(it->second);
[73f75c1]73 }
74
75 return NULL;
76}
77
[e3535b3]78int main(int argc, char *argv[])
79{
80 int sock, length, n;
81 struct sockaddr_in server;
[3b1efcc]82 struct sockaddr_in from; // info of client sending the message
[e084950]83 NETWORK_MSG clientMsg, serverMsg;
[01d0d00]84 map<unsigned int, Player> mapPlayers;
[1106210]85 unsigned int unusedId = 1;
[e084950]86
[edfd1d0]87 //SSL_load_error_strings();
88 //ERR_load_BIO_strings();
89 //OpenSSL_add_all_algorithms();
[e3535b3]90
91 if (argc < 2) {
[73f75c1]92 cerr << "ERROR, no port provided" << endl;
93 exit(1);
[e3535b3]94 }
[60017fc]95
[7b43385]96 WorldMap* gameMap = WorldMap::loadMapFromFile("../data/map.txt");
[6e66ffd]97
98 // add some items to the map. They will be sent out
99 // to players when they login
[5f868c0]100 for (int y=0; y<gameMap->height; y++) {
101 for (int x=0; x<gameMap->width; x++) {
102 switch (gameMap->getStructure(x, y)) {
103 case WorldMap::STRUCTURE_BLUE_FLAG:
104 gameMap->addObject(WorldMap::OBJECT_BLUE_FLAG, x*25+12, y*25+12);
105 break;
106 case WorldMap::STRUCTURE_RED_FLAG:
107 gameMap->addObject(WorldMap::OBJECT_RED_FLAG, x*25+12, y*25+12);
108 break;
109 }
110 }
111 }
[6e66ffd]112
[371ce29]113 sock = socket(AF_INET, SOCK_DGRAM, 0);
[e3535b3]114 if (sock < 0) error("Opening socket");
115 length = sizeof(server);
116 bzero(&server,length);
117 server.sin_family=AF_INET;
118 server.sin_port=htons(atoi(argv[1]));
[2488852]119 server.sin_addr.s_addr=INADDR_ANY;
120 if ( bind(sock, (struct sockaddr *)&server, length) < 0 )
[e084950]121 error("binding");
[73f75c1]122
[371ce29]123 set_nonblock(sock);
124
[da692b9]125 bool broadcastResponse;
[d211210]126 timespec ts;
[430c80e]127 int timeLastUpdated = 0, curTime = 0, timeLastBroadcast = 0;
[cb1f288]128 while (true) {
[371ce29]129
130 usleep(5000);
131
[d211210]132 clock_gettime(CLOCK_REALTIME, &ts);
[430c80e]133 // make the number smaller so millis can fit in an int
[d69eb32]134 ts.tv_sec -= 1368000000;
[430c80e]135 curTime = ts.tv_sec*1000 + ts.tv_nsec/1000000;
[d211210]136
[430c80e]137 if (timeLastUpdated == 0 || (curTime-timeLastUpdated) >= 50) {
[d211210]138 timeLastUpdated = curTime;
139
140 // maybe put this in a separate method
[23559e7]141 map<unsigned int, Player>::iterator it;
142 FLOAT_POSITION oldPos;
143 bool broadcastMove = false;
[d211210]144 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++) {
[23559e7]145 oldPos = it->second.pos;
146 if (it->second.move(gameMap)) {
147
148 // check if the move needs to be canceled
149 switch(gameMap->getElement(it->second.pos.x/25, it->second.pos.y/25)) {
150 case WorldMap::TERRAIN_NONE:
151 case WorldMap::TERRAIN_OCEAN:
152 case WorldMap::TERRAIN_ROCK:
[e4c60ba]153 {
[23559e7]154 it->second.pos = oldPos;
155 it->second.target.x = it->second.pos.x;
156 it->second.target.y = it->second.pos.y;
157 broadcastMove = true;
158 break;
[e4c60ba]159 }
[23559e7]160 default:
161 // if there are no obstacles, do nothing
162 break;
163 }
164
[e4c60ba]165 WorldMap::ObjectType flagType;
166 POSITION pos;
[7553db9]167 bool flagTurnedIn = false;
168
[e4c60ba]169 switch(gameMap->getStructure(it->second.pos.x/25, it->second.pos.y/25)) {
170 case WorldMap::STRUCTURE_BLUE_FLAG:
171 {
[7553db9]172 if (it->second.team == 0 && it->second.hasRedFlag)
173 {
[e4c60ba]174 it->second.hasRedFlag = false;
175 flagType = WorldMap::OBJECT_RED_FLAG;
176 pos = gameMap->getStructureLocation(WorldMap::STRUCTURE_RED_FLAG);
[7553db9]177 flagTurnedIn = true;
[e4c60ba]178 }
[7553db9]179
180 break;
[e4c60ba]181 }
182 case WorldMap::STRUCTURE_RED_FLAG:
183 {
[7553db9]184 if (it->second.team == 1 && it->second.hasBlueFlag)
185 {
[e4c60ba]186 it->second.hasBlueFlag = false;
187 flagType = WorldMap::OBJECT_BLUE_FLAG;
188 pos = gameMap->getStructureLocation(WorldMap::STRUCTURE_BLUE_FLAG);
[7553db9]189 flagTurnedIn = true;
[e4c60ba]190 }
191
[7553db9]192 break;
193 }
194 }
[e4c60ba]195
[7553db9]196 if (flagTurnedIn) {
197 // send an OBJECT message to add the flag back to its spawn point
198 pos.x = pos.x*25+12;
199 pos.y = pos.y*25+12;
200 gameMap->addObject(flagType, pos.x, pos.y);
[e4c60ba]201
[7553db9]202 serverMsg.type = MSG_TYPE_OBJECT;
203 gameMap->getObjects()->back().serialize(serverMsg.buffer);
[e4c60ba]204
[7553db9]205 map<unsigned int, Player>::iterator it2;
206 for (it2 = mapPlayers.begin(); it2 != mapPlayers.end(); it2++)
207 {
208 if ( sendMessage(&serverMsg, sock, &(it2->second.addr)) < 0 )
209 error("sendMessage");
[e4c60ba]210 }
[7553db9]211
212 // this means a PLAYER message will be sent
213 broadcastMove = true;
[e4c60ba]214 }
215
[23559e7]216 if (broadcastMove) {
217 serverMsg.type = MSG_TYPE_PLAYER;
218 it->second.serialize(serverMsg.buffer);
219
220 cout << "about to broadcast move" << endl;
[b07eeac]221 map<unsigned int, Player>::iterator it2;
[23559e7]222 for (it2 = mapPlayers.begin(); it2 != mapPlayers.end(); it2++)
223 {
224 if ( sendMessage(&serverMsg, sock, &(it2->second.addr)) < 0 )
225 error("sendMessage");
226 }
[d211210]227 }
228 }
229 }
230 }
231
[e084950]232 n = receiveMessage(&clientMsg, sock, &from);
[8e540f4]233
[371ce29]234 if (n >= 0) {
[d211210]235 broadcastResponse = processMessage(clientMsg, from, mapPlayers, gameMap, unusedId, serverMsg, sock);
[371ce29]236
[b128109]237 // probably replace this with a function that prints based on the
238 // message type
[371ce29]239 cout << "msg: " << serverMsg.buffer << endl;
[da692b9]240 if (broadcastResponse)
[3b1efcc]241 {
[da692b9]242 cout << "Should be broadcasting the message" << endl;
243
[01d0d00]244 map<unsigned int, Player>::iterator it;
245 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
[3b1efcc]246 {
[d211210]247 cout << "Sent message back to " << it->second.name << endl;
[01d0d00]248 if ( sendMessage(&serverMsg, sock, &(it->second.addr)) < 0 )
[3b1efcc]249 error("sendMessage");
250 }
251 }
252 else
253 {
[da692b9]254 cout << "Should be sending back the message" << endl;
255
[3b1efcc]256 if ( sendMessage(&serverMsg, sock, &from) < 0 )
257 error("sendMessage");
258 }
[7b43385]259 }
[8e540f4]260 }
[371ce29]261
[8e540f4]262 return 0;
263}
264
[d211210]265bool processMessage(const NETWORK_MSG& clientMsg, struct sockaddr_in& from, map<unsigned int, Player>& mapPlayers, WorldMap* gameMap, unsigned int& unusedId, NETWORK_MSG& serverMsg, int sock)
[8e540f4]266{
[41ad8ed]267 DataAccess da;
268
[b8cb03f]269 cout << "Received message" << endl;
[8e540f4]270 cout << "MSG: type: " << clientMsg.type << endl;
271 cout << "MSG contents: " << clientMsg.buffer << endl;
272
[da692b9]273 // maybe we should make a message class and have this be a member
[3b1efcc]274 bool broadcastResponse = false;
275
[8e540f4]276 // Check that if an invalid message is sent, the client will correctly
277 // receive and display the response. Maybe make a special error msg type
278 switch(clientMsg.type)
279 {
280 case MSG_TYPE_REGISTER:
[d2b411a]281 {
[8e540f4]282 string username(clientMsg.buffer);
283 string password(strchr(clientMsg.buffer, '\0')+1);
[d2b411a]284
[8e540f4]285 cout << "username: " << username << endl;
286 cout << "password: " << password << endl;
[d2b411a]287
[3b1efcc]288 int error = da.insertPlayer(username, password);
[41ad8ed]289
[3b1efcc]290 if (!error)
291 strcpy(serverMsg.buffer, "Registration successful.");
292 else
293 strcpy(serverMsg.buffer, "Registration failed. Please try again.");
[8e540f4]294
295 serverMsg.type = MSG_TYPE_REGISTER;
[d2b411a]296
[8e540f4]297 break;
298 }
299 case MSG_TYPE_LOGIN:
300 {
[60017fc]301 cout << "Got login message" << endl;
302
[d211210]303 serverMsg.type = MSG_TYPE_LOGIN;
304
[8e540f4]305 string username(clientMsg.buffer);
[41ad8ed]306 string password(strchr(clientMsg.buffer, '\0')+1);
[8e540f4]307
[41ad8ed]308 Player* p = da.getPlayer(username);
[d2b411a]309
[b128109]310 if (p == NULL || !da.verifyPassword(password, p->password))
[41ad8ed]311 {
312 strcpy(serverMsg.buffer, "Incorrect username or password");
313 }
[01d0d00]314 else if(findPlayerByName(mapPlayers, username) != NULL)
[41ad8ed]315 {
316 strcpy(serverMsg.buffer, "Player has already logged in.");
317 }
318 else
[8e540f4]319 {
[d211210]320 serverMsg.type = MSG_TYPE_PLAYER;
321
[1106210]322 updateUnusedId(unusedId, mapPlayers);
[01d0d00]323 p->id = unusedId;
[d211210]324 cout << "new player id: " << p->id << endl;
[df79cfd]325 p->setAddr(from);
326
327 // choose a random team (either 0 or 1)
328 p->team = rand() % 2;
[d211210]329
330 // tell the new player about all the existing players
331 cout << "Sending other players to new player" << endl;
332
333 map<unsigned int, Player>::iterator it;
334 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
335 {
336 it->second.serialize(serverMsg.buffer);
337
338 cout << "sending info about " << it->second.name << endl;
[5f868c0]339 cout << "sending id " << it->second.id << endl;
340 if ( sendMessage(&serverMsg, sock, &from) < 0 )
341 error("sendMessage");
342 }
343
344 // tell the new player about all map objects
345 // (currently just the flags)
346 serverMsg.type = MSG_TYPE_OBJECT;
[e487381]347 vector<WorldMap::Object>* vctObjects = gameMap->getObjects();
[5f868c0]348 vector<WorldMap::Object>::iterator itObjects;
349 cout << "sending items" << endl;
[e487381]350 for (itObjects = vctObjects->begin(); itObjects != vctObjects->end(); itObjects++) {
[5f868c0]351 itObjects->serialize(serverMsg.buffer);
352 cout << "sending item id " << itObjects->id << endl;
[d211210]353 if ( sendMessage(&serverMsg, sock, &from) < 0 )
354 error("sendMessage");
355 }
[59061f6]356
[594d2e9]357 p->serialize(serverMsg.buffer);
[d211210]358 cout << "Should be broadcasting the message" << endl;
359
360 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
361 {
362 cout << "Sent message back to " << it->second.name << endl;
363 if ( sendMessage(&serverMsg, sock, &(it->second.addr)) < 0 )
364 error("sendMessage");
365 }
366
367 serverMsg.type = MSG_TYPE_LOGIN;
368 mapPlayers[unusedId] = *p;
[07028b9]369 }
370
[41ad8ed]371 delete(p);
[07028b9]372
[8e540f4]373 break;
374 }
375 case MSG_TYPE_LOGOUT:
376 {
377 string name(clientMsg.buffer);
378 cout << "Player logging out: " << name << endl;
379
[01d0d00]380 Player *p = findPlayerByName(mapPlayers, name);
[633f42a]381
[8e540f4]382 if (p == NULL)
383 {
384 strcpy(serverMsg.buffer, "That player is not logged in. This is either a bug, or you're trying to hack the server.");
[8a3ef42]385 cout << "Player not logged in" << endl;
[07028b9]386 }
[01d0d00]387 else if ( p->addr.sin_addr.s_addr != from.sin_addr.s_addr ||
388 p->addr.sin_port != from.sin_port )
[07028b9]389 {
[8e540f4]390 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]391 cout << "Player logged in using a different connection" << endl;
[2488852]392 }
[8e540f4]393 else
[2488852]394 {
[01d0d00]395 if (p->id < unusedId)
396 unusedId = p->id;
397 mapPlayers.erase(p->id);
[41ad8ed]398 strcpy(serverMsg.buffer, "You have successfully logged out.");
[8e540f4]399 }
[07028b9]400
[d211210]401 serverMsg.type = MSG_TYPE_LOGOUT;
[8a3ef42]402
[8e540f4]403 break;
404 }
405 case MSG_TYPE_CHAT:
406 {
[da692b9]407 cout << "Got a chat message" << endl;
408
[01d0d00]409 Player *p = findPlayerByAddr(mapPlayers, from);
[07028b9]410
[8e540f4]411 if (p == NULL)
412 {
413 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]414 }
[8e540f4]415 else
416 {
[3b1efcc]417 broadcastResponse = true;
418
[b128109]419 ostringstream oss;
420 oss << p->name << ": " << clientMsg.buffer;
[3b1efcc]421
[b128109]422 strcpy(serverMsg.buffer, oss.str().c_str());
[8e540f4]423 }
424
425 serverMsg.type = MSG_TYPE_CHAT;
426
427 break;
[e084950]428 }
[b128109]429 case MSG_TYPE_PLAYER_MOVE:
430 {
431 cout << "PLAYER_MOVE" << endl;
432
433 int id, x, y;
434
435 memcpy(&id, clientMsg.buffer, 4);
436 memcpy(&x, clientMsg.buffer+4, 4);
437 memcpy(&y, clientMsg.buffer+8, 4);
[7b43385]438
[b128109]439 cout << "x: " << x << endl;
440 cout << "y: " << y << endl;
441 cout << "id: " << id << endl;
[7b43385]442
[b128109]443 if ( mapPlayers[id].addr.sin_addr.s_addr == from.sin_addr.s_addr &&
444 mapPlayers[id].addr.sin_port == from.sin_port )
445 {
[60017fc]446 // we need to make sure the player can move here
447 if (0 <= x && x < 300 && 0 <= y && y < 300 &&
448 gameMap->getElement(x/25, y/25) == WorldMap::TERRAIN_GRASS)
449 {
[7b43385]450 cout << "valid terrain" << endl;
451
[60017fc]452 mapPlayers[id].target.x = x;
453 mapPlayers[id].target.y = y;
454
455 serverMsg.type = MSG_TYPE_PLAYER_MOVE;
456
457 memcpy(serverMsg.buffer, &id, 4);
[d211210]458 memcpy(serverMsg.buffer+4, &mapPlayers[id].target.x, 4);
459 memcpy(serverMsg.buffer+8, &mapPlayers[id].target.y, 4);
[60017fc]460
461 broadcastResponse = true;
462 }
463 else
464 cout << "Bad terrain detected" << endl;
[b128109]465 }
466 else // nned to send back a message indicating failure
467 cout << "Player id (" << id << ") doesn't match sender" << endl;
468
469 break;
470 }
[5299436]471 case MSG_TYPE_PICKUP_FLAG:
472 {
473 // may want to check the id matches the sender, just like for PLAYER_NOVE
474 cout << "PICKUP_FLAG" << endl;
475
476 int id;
477
478 memcpy(&id, clientMsg.buffer, 4);
479 cout << "id: " << id << endl;
480
[5c84d54]481 vector<WorldMap::Object>* vctObjects = gameMap->getObjects();
482 vector<WorldMap::Object>::iterator itObjects;
483
484 for (itObjects = vctObjects->begin(); itObjects != vctObjects->end();) {
485 POSITION pos = itObjects->pos;
486 bool gotFlag = false;
487
488 if (posDistance(mapPlayers[id].pos, pos.toFloat()) < 10) {
489 switch (itObjects->type) {
490 case WorldMap::OBJECT_BLUE_FLAG:
491 if (mapPlayers[id].team == 1) {
492 gotFlag = true;
493 mapPlayers[id].hasBlueFlag = true;
494 broadcastResponse = true;
495 }
496 break;
497 case WorldMap::OBJECT_RED_FLAG:
498 if (mapPlayers[id].team == 0) {
499 gotFlag = true;
500 mapPlayers[id].hasRedFlag = true;
501 broadcastResponse = true;
502 }
503 break;
504 }
505
506 if (gotFlag) {
507 serverMsg.type = MSG_TYPE_REMOVE_OBJECT;
508 memcpy(serverMsg.buffer, &itObjects->id, 4);
509
510 map<unsigned int, Player>::iterator it;
511 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
512 {
513 if ( sendMessage(&serverMsg, sock, &(it->second.addr)) < 0 )
514 error("sendMessage");
515 }
516
517 // remove the object from the server-side map
518 cout << "size before: " << gameMap->getObjects()->size() << endl;
519 itObjects = vctObjects->erase(itObjects);
520 cout << "size after: " << gameMap->getObjects()->size() << endl;
521 }
522 }
523
524 if (!gotFlag)
525 itObjects++;
526 }
527
528 serverMsg.type = MSG_TYPE_PLAYER;
529 mapPlayers[id].serialize(serverMsg.buffer);
530
[5299436]531 break;
532 }
[e487381]533 case MSG_TYPE_DROP_FLAG:
534 {
535 // may want to check the id matches the sender, just like for PLAYER_NOVE
536 cout << "DROP_FLAG" << endl;
537
538 int id;
539
540 memcpy(&id, clientMsg.buffer, 4);
541 cout << "id: " << id << endl;
542
543 WorldMap::ObjectType flagType = WorldMap::OBJECT_NONE;
544 if (mapPlayers[id].hasBlueFlag)
545 flagType = WorldMap::OBJECT_BLUE_FLAG;
546 else if (mapPlayers[id].hasRedFlag)
547 flagType = WorldMap::OBJECT_RED_FLAG;
548
549 gameMap->addObject(flagType, mapPlayers[id].pos.x, mapPlayers[id].pos.y);
550
551 // need to send the OBJECT message too
552 serverMsg.type = MSG_TYPE_OBJECT;
553 gameMap->getObjects()->back().serialize(serverMsg.buffer);
554
555 map<unsigned int, Player>::iterator it;
556 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
557 {
558 if ( sendMessage(&serverMsg, sock, &(it->second.addr)) < 0 )
559 error("sendMessage");
560 }
561
562 mapPlayers[id].hasBlueFlag = false;
563 mapPlayers[id].hasRedFlag = false;
564
565 serverMsg.type = MSG_TYPE_PLAYER;
566 mapPlayers[id].serialize(serverMsg.buffer);
567
568 map<unsigned int, Player>::iterator it2;
569 broadcastResponse = true;
570
571 break;
572 }
[8e540f4]573 default:
574 {
575 strcpy(serverMsg.buffer, "Server error occured. Report this please.");
[e084950]576
[8e540f4]577 serverMsg.type = MSG_TYPE_CHAT;
[e084950]578
[8e540f4]579 break;
580 }
[e3535b3]581 }
[da692b9]582
583 return broadcastResponse;
[e3535b3]584}
[da692b9]585
[1106210]586void updateUnusedId(unsigned int& id, map<unsigned int, Player>& mapPlayers)
[01d0d00]587{
[1106210]588 while (mapPlayers.find(id) != mapPlayers.end())
589 id++;
[01d0d00]590}
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