source: network-game/server/server.cpp@ 5f868c0

Last change on this file since 5f868c0 was 5f868c0, checked in by dportnoy <dmp1488@…>, 12 years ago

Added partial server support for new messages for sending item info

  • Property mode set to 100644
File size: 13.0 KB
RevLine 
[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
141 map<unsigned int, Player>::iterator it, it2;
142 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++) {
143 if (!it->second.move(gameMap)) {
144 cout << "Cenceling move" << endl;
[d69eb32]145 serverMsg.type = MSG_TYPE_PLAYER;
146 it->second.serialize(serverMsg.buffer);
[d211210]147
[b26229c]148 cout << "(" << it->second.pos.x << "," << it->second.pos.y << ")" << endl;
149
[2864d8e]150 if (it->second.hasBlueFlag)
151 cout << "Got blue flag" << endl;
152 if (it->second.hasRedFlag)
153 cout << "Got red flag" << endl;
154
[d211210]155 cout << "about to send move cencellation" << endl;
156 for (it2 = mapPlayers.begin(); it2 != mapPlayers.end(); it2++)
157 {
[d69eb32]158 if ( sendMessage(&serverMsg, sock, &(it2->second.addr)) < 0 )
159 error("sendMessage");
[d211210]160 }
161 }
162 }
163 }
164
[e084950]165 n = receiveMessage(&clientMsg, sock, &from);
[8e540f4]166
[371ce29]167 if (n >= 0) {
168 cout << "Got a message" << endl;
[8e540f4]169
[d211210]170 broadcastResponse = processMessage(clientMsg, from, mapPlayers, gameMap, unusedId, serverMsg, sock);
[371ce29]171
[b128109]172 // probably replace this with a function that prints based on the
173 // message type
[371ce29]174 cout << "msg: " << serverMsg.buffer << endl;
[b128109]175 cout << "broadcastResponse: " << broadcastResponse << endl;
[da692b9]176 if (broadcastResponse)
[3b1efcc]177 {
[da692b9]178 cout << "Should be broadcasting the message" << endl;
179
[01d0d00]180 map<unsigned int, Player>::iterator it;
181 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
[3b1efcc]182 {
[d211210]183 cout << "Sent message back to " << it->second.name << endl;
[01d0d00]184 if ( sendMessage(&serverMsg, sock, &(it->second.addr)) < 0 )
[3b1efcc]185 error("sendMessage");
186 }
187 }
188 else
189 {
[da692b9]190 cout << "Should be sending back the message" << endl;
191
[3b1efcc]192 if ( sendMessage(&serverMsg, sock, &from) < 0 )
193 error("sendMessage");
194 }
[7b43385]195 }
[8e540f4]196 }
[371ce29]197
[8e540f4]198 return 0;
199}
200
[d211210]201bool 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]202{
[41ad8ed]203 DataAccess da;
204
[8e540f4]205 cout << "MSG: type: " << clientMsg.type << endl;
206 cout << "MSG contents: " << clientMsg.buffer << endl;
207
[da692b9]208 // maybe we should make a message class and have this be a member
[3b1efcc]209 bool broadcastResponse = false;
210
[8e540f4]211 // Check that if an invalid message is sent, the client will correctly
212 // receive and display the response. Maybe make a special error msg type
213 switch(clientMsg.type)
214 {
215 case MSG_TYPE_REGISTER:
[d2b411a]216 {
[8e540f4]217 string username(clientMsg.buffer);
218 string password(strchr(clientMsg.buffer, '\0')+1);
[d2b411a]219
[8e540f4]220 cout << "username: " << username << endl;
221 cout << "password: " << password << endl;
[d2b411a]222
[3b1efcc]223 int error = da.insertPlayer(username, password);
[41ad8ed]224
[3b1efcc]225 if (!error)
226 strcpy(serverMsg.buffer, "Registration successful.");
227 else
228 strcpy(serverMsg.buffer, "Registration failed. Please try again.");
[8e540f4]229
230 serverMsg.type = MSG_TYPE_REGISTER;
[d2b411a]231
[8e540f4]232 break;
233 }
234 case MSG_TYPE_LOGIN:
235 {
[60017fc]236 cout << "Got login message" << endl;
237
[d211210]238 serverMsg.type = MSG_TYPE_LOGIN;
239
[8e540f4]240 string username(clientMsg.buffer);
[41ad8ed]241 string password(strchr(clientMsg.buffer, '\0')+1);
[8e540f4]242
[41ad8ed]243 Player* p = da.getPlayer(username);
[d2b411a]244
[b128109]245 if (p == NULL || !da.verifyPassword(password, p->password))
[41ad8ed]246 {
247 strcpy(serverMsg.buffer, "Incorrect username or password");
248 }
[01d0d00]249 else if(findPlayerByName(mapPlayers, username) != NULL)
[41ad8ed]250 {
251 strcpy(serverMsg.buffer, "Player has already logged in.");
252 }
253 else
[8e540f4]254 {
[d211210]255 serverMsg.type = MSG_TYPE_PLAYER;
256
[01d0d00]257 p->setAddr(from);
[1106210]258 updateUnusedId(unusedId, mapPlayers);
[01d0d00]259 p->id = unusedId;
[d211210]260 cout << "new player id: " << p->id << endl;
261
262 // tell the new player about all the existing players
263 cout << "Sending other players to new player" << endl;
264
265 map<unsigned int, Player>::iterator it;
266 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
267 {
268 it->second.serialize(serverMsg.buffer);
269
270 cout << "sending info about " << it->second.name << endl;
[5f868c0]271 cout << "sending id " << it->second.id << endl;
272 if ( sendMessage(&serverMsg, sock, &from) < 0 )
273 error("sendMessage");
274 }
275
276 // tell the new player about all map objects
277 // (currently just the flags)
278 serverMsg.type = MSG_TYPE_OBJECT;
279 vector<WorldMap::Object> vctObjects = gameMap->getObjects();
280 vector<WorldMap::Object>::iterator itObjects;
281 cout << "sending items" << endl;
282 for (itObjects = vctObjects.begin(); itObjects != vctObjects.end(); itObjects++) {
283 itObjects->serialize(serverMsg.buffer);
284 cout << "sending item id " << itObjects->id << endl;
[d211210]285 if ( sendMessage(&serverMsg, sock, &from) < 0 )
286 error("sendMessage");
287 }
[59061f6]288
[594d2e9]289 p->serialize(serverMsg.buffer);
[d211210]290 cout << "Should be broadcasting the message" << endl;
291
292 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
293 {
294 cout << "Sent message back to " << it->second.name << endl;
295 if ( sendMessage(&serverMsg, sock, &(it->second.addr)) < 0 )
296 error("sendMessage");
297 }
298
299 serverMsg.type = MSG_TYPE_LOGIN;
300 mapPlayers[unusedId] = *p;
[07028b9]301 }
302
[41ad8ed]303 delete(p);
[07028b9]304
[8e540f4]305 break;
306 }
307 case MSG_TYPE_LOGOUT:
308 {
309 string name(clientMsg.buffer);
310 cout << "Player logging out: " << name << endl;
311
[01d0d00]312 Player *p = findPlayerByName(mapPlayers, name);
[633f42a]313
[8e540f4]314 if (p == NULL)
315 {
316 strcpy(serverMsg.buffer, "That player is not logged in. This is either a bug, or you're trying to hack the server.");
[8a3ef42]317 cout << "Player not logged in" << endl;
[07028b9]318 }
[01d0d00]319 else if ( p->addr.sin_addr.s_addr != from.sin_addr.s_addr ||
320 p->addr.sin_port != from.sin_port )
[07028b9]321 {
[8e540f4]322 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]323 cout << "Player logged in using a different connection" << endl;
[2488852]324 }
[8e540f4]325 else
[2488852]326 {
[01d0d00]327 if (p->id < unusedId)
328 unusedId = p->id;
329 mapPlayers.erase(p->id);
[41ad8ed]330 strcpy(serverMsg.buffer, "You have successfully logged out.");
[8a3ef42]331 cout << "Player logged out successfuly" << endl;
[8e540f4]332 }
[07028b9]333
[d211210]334 serverMsg.type = MSG_TYPE_LOGOUT;
[8a3ef42]335
[8e540f4]336 break;
337 }
338 case MSG_TYPE_CHAT:
339 {
[da692b9]340 cout << "Got a chat message" << endl;
341
[01d0d00]342 Player *p = findPlayerByAddr(mapPlayers, from);
[07028b9]343
[8e540f4]344 if (p == NULL)
345 {
346 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]347 }
[8e540f4]348 else
349 {
[3b1efcc]350 broadcastResponse = true;
351
[b128109]352 ostringstream oss;
353 oss << p->name << ": " << clientMsg.buffer;
[3b1efcc]354
[b128109]355 strcpy(serverMsg.buffer, oss.str().c_str());
[8e540f4]356 }
357
358 serverMsg.type = MSG_TYPE_CHAT;
359
360 break;
[e084950]361 }
[b128109]362 case MSG_TYPE_PLAYER_MOVE:
363 {
364 istringstream iss;
365 iss.str(clientMsg.buffer);
366
367 cout << "PLAYER_MOVE" << endl;
368
369 int id, x, y;
370
371 memcpy(&id, clientMsg.buffer, 4);
372 memcpy(&x, clientMsg.buffer+4, 4);
373 memcpy(&y, clientMsg.buffer+8, 4);
[7b43385]374
[b128109]375 cout << "x: " << x << endl;
376 cout << "y: " << y << endl;
377 cout << "id: " << id << endl;
[7b43385]378
[b128109]379 if ( mapPlayers[id].addr.sin_addr.s_addr == from.sin_addr.s_addr &&
380 mapPlayers[id].addr.sin_port == from.sin_port )
381 {
[60017fc]382 // we need to make sure the player can move here
383 if (0 <= x && x < 300 && 0 <= y && y < 300 &&
384 gameMap->getElement(x/25, y/25) == WorldMap::TERRAIN_GRASS)
385 {
[7b43385]386 cout << "valid terrain" << endl;
387
[60017fc]388 mapPlayers[id].target.x = x;
389 mapPlayers[id].target.y = y;
390 int xDiff = mapPlayers[id].target.x - mapPlayers[id].pos.x;
391 int yDiff = mapPlayers[id].target.y - mapPlayers[id].pos.y;
392
393 serverMsg.type = MSG_TYPE_PLAYER_MOVE;
394
395 memcpy(serverMsg.buffer, &id, 4);
[d211210]396 memcpy(serverMsg.buffer+4, &mapPlayers[id].target.x, 4);
397 memcpy(serverMsg.buffer+8, &mapPlayers[id].target.y, 4);
[60017fc]398
399 broadcastResponse = true;
400 }
401 else
402 cout << "Bad terrain detected" << endl;
[b128109]403 }
404 else // nned to send back a message indicating failure
405 cout << "Player id (" << id << ") doesn't match sender" << endl;
406
407 break;
408 }
[8e540f4]409 default:
410 {
411 strcpy(serverMsg.buffer, "Server error occured. Report this please.");
[e084950]412
[8e540f4]413 serverMsg.type = MSG_TYPE_CHAT;
[e084950]414
[8e540f4]415 break;
416 }
[e3535b3]417 }
[da692b9]418
[60017fc]419 cout << "Got to the end of the switch" << endl;
420
[da692b9]421 return broadcastResponse;
[e3535b3]422}
[da692b9]423
[1106210]424void updateUnusedId(unsigned int& id, map<unsigned int, Player>& mapPlayers)
[01d0d00]425{
[1106210]426 while (mapPlayers.find(id) != mapPlayers.end())
427 id++;
[01d0d00]428}
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