source: network-game/server/server.cpp@ 8c74150

Last change on this file since 8c74150 was 8795a38, checked in by dportnoy <dmp1488@…>, 11 years ago

Fix a bug where a projectile deals damage to the wrong player when it reaches its target

  • Property mode set to 100644
File size: 28.4 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"
[8dad966]33#include "../common/Projectile.h"
[b53c6b3]34
[36082e8]35#include "DataAccess.h"
[d2b411a]36
[e3535b3]37using namespace std;
38
[d211210]39// from used to be const. Removed that so I could take a reference
40// and use it to send messages
[8dad966]41bool processMessage(const NETWORK_MSG &clientMsg, struct sockaddr_in &from, map<unsigned int, Player>& mapPlayers, WorldMap* gameMap, unsigned int& unusedPlayerId, NETWORK_MSG &serverMsg, int sock, int &scoreBlue, int &scoreRed);
[01d0d00]42
[8dad966]43void updateUnusedPlayerId(unsigned int& id, map<unsigned int, Player>& mapPlayers);
44void updateUnusedProjectileId(unsigned int& id, map<unsigned int, Projectile>& mapProjectiles);
[8e540f4]45
[73f75c1]46// this should probably go somewhere in the common folder
[e3535b3]47void error(const char *msg)
48{
49 perror(msg);
50 exit(0);
51}
52
[01d0d00]53Player *findPlayerByName(map<unsigned int, Player> &m, string name)
[2488852]54{
[01d0d00]55 map<unsigned int, Player>::iterator it;
[2488852]56
[01d0d00]57 for (it = m.begin(); it != m.end(); it++)
[2488852]58 {
[01d0d00]59 if ( it->second.name.compare(name) == 0 )
60 return &(it->second);
[2488852]61 }
62
63 return NULL;
64}
65
[01d0d00]66Player *findPlayerByAddr(map<unsigned int, Player> &m, const sockaddr_in &addr)
[73f75c1]67{
[01d0d00]68 map<unsigned int, Player>::iterator it;
[73f75c1]69
[01d0d00]70 for (it = m.begin(); it != m.end(); it++)
[73f75c1]71 {
[01d0d00]72 if ( it->second.addr.sin_addr.s_addr == addr.sin_addr.s_addr &&
73 it->second.addr.sin_port == addr.sin_port )
74 return &(it->second);
[73f75c1]75 }
76
77 return NULL;
78}
79
[e3535b3]80int main(int argc, char *argv[])
81{
82 int sock, length, n;
83 struct sockaddr_in server;
[3b1efcc]84 struct sockaddr_in from; // info of client sending the message
[e084950]85 NETWORK_MSG clientMsg, serverMsg;
[01d0d00]86 map<unsigned int, Player> mapPlayers;
[8dad966]87 map<unsigned int, Projectile> mapProjectiles;
88 unsigned int unusedPlayerId = 1, unusedProjectileId = 1;
[b8601ee]89 int scoreBlue, scoreRed;
90
91 scoreBlue = 0;
92 scoreRed = 0;
[e084950]93
[edfd1d0]94 //SSL_load_error_strings();
95 //ERR_load_BIO_strings();
96 //OpenSSL_add_all_algorithms();
[e3535b3]97
98 if (argc < 2) {
[73f75c1]99 cerr << "ERROR, no port provided" << endl;
100 exit(1);
[e3535b3]101 }
[60017fc]102
[7b43385]103 WorldMap* gameMap = WorldMap::loadMapFromFile("../data/map.txt");
[6e66ffd]104
105 // add some items to the map. They will be sent out
106 // to players when they login
[5f868c0]107 for (int y=0; y<gameMap->height; y++) {
108 for (int x=0; x<gameMap->width; x++) {
109 switch (gameMap->getStructure(x, y)) {
110 case WorldMap::STRUCTURE_BLUE_FLAG:
111 gameMap->addObject(WorldMap::OBJECT_BLUE_FLAG, x*25+12, y*25+12);
112 break;
113 case WorldMap::STRUCTURE_RED_FLAG:
114 gameMap->addObject(WorldMap::OBJECT_RED_FLAG, x*25+12, y*25+12);
115 break;
116 }
117 }
118 }
[6e66ffd]119
[371ce29]120 sock = socket(AF_INET, SOCK_DGRAM, 0);
[e3535b3]121 if (sock < 0) error("Opening socket");
122 length = sizeof(server);
123 bzero(&server,length);
124 server.sin_family=AF_INET;
125 server.sin_port=htons(atoi(argv[1]));
[2488852]126 server.sin_addr.s_addr=INADDR_ANY;
127 if ( bind(sock, (struct sockaddr *)&server, length) < 0 )
[e084950]128 error("binding");
[73f75c1]129
[371ce29]130 set_nonblock(sock);
131
[da692b9]132 bool broadcastResponse;
[d211210]133 timespec ts;
[430c80e]134 int timeLastUpdated = 0, curTime = 0, timeLastBroadcast = 0;
[cb1f288]135 while (true) {
[371ce29]136
137 usleep(5000);
138
[d211210]139 clock_gettime(CLOCK_REALTIME, &ts);
[430c80e]140 // make the number smaller so millis can fit in an int
[d69eb32]141 ts.tv_sec -= 1368000000;
[430c80e]142 curTime = ts.tv_sec*1000 + ts.tv_nsec/1000000;
[d211210]143
[430c80e]144 if (timeLastUpdated == 0 || (curTime-timeLastUpdated) >= 50) {
[d211210]145 timeLastUpdated = curTime;
146
[8dad966]147 // move all players
[d211210]148 // maybe put this in a separate method
[23559e7]149 map<unsigned int, Player>::iterator it;
150 FLOAT_POSITION oldPos;
151 bool broadcastMove = false;
[d211210]152 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++) {
[23559e7]153 oldPos = it->second.pos;
154 if (it->second.move(gameMap)) {
155
156 // check if the move needs to be canceled
157 switch(gameMap->getElement(it->second.pos.x/25, it->second.pos.y/25)) {
158 case WorldMap::TERRAIN_NONE:
159 case WorldMap::TERRAIN_OCEAN:
160 case WorldMap::TERRAIN_ROCK:
[e4c60ba]161 {
[23559e7]162 it->second.pos = oldPos;
163 it->second.target.x = it->second.pos.x;
164 it->second.target.y = it->second.pos.y;
165 broadcastMove = true;
166 break;
[e4c60ba]167 }
[23559e7]168 default:
169 // if there are no obstacles, do nothing
170 break;
171 }
172
[e4c60ba]173 WorldMap::ObjectType flagType;
174 POSITION pos;
[7553db9]175 bool flagTurnedIn = false;
[446dc65]176 bool flagReturned = false;
177 bool ownFlagAtBase = false;
178
[e4c60ba]179 switch(gameMap->getStructure(it->second.pos.x/25, it->second.pos.y/25)) {
180 case WorldMap::STRUCTURE_BLUE_FLAG:
181 {
[7553db9]182 if (it->second.team == 0 && it->second.hasRedFlag)
183 {
[446dc65]184 // check that your flag is at your base
185 pos = gameMap->getStructureLocation(WorldMap::STRUCTURE_BLUE_FLAG);
186
187 vector<WorldMap::Object>* vctObjects = gameMap->getObjects();
188 vector<WorldMap::Object>::iterator itObjects;
189
190 for (itObjects = vctObjects->begin(); itObjects != vctObjects->end(); itObjects++) {
191 if (itObjects->type == WorldMap::OBJECT_BLUE_FLAG) {
192 if (itObjects->pos.x == pos.x*25+12 && itObjects->pos.y == pos.y*25+12) {
193 ownFlagAtBase = true;
194 break;
195 }
196 }
197 }
198
199 if (ownFlagAtBase) {
200 it->second.hasRedFlag = false;
201 flagType = WorldMap::OBJECT_RED_FLAG;
202 pos = gameMap->getStructureLocation(WorldMap::STRUCTURE_RED_FLAG);
203 flagTurnedIn = true;
204 scoreBlue++;
205 }
[e4c60ba]206 }
[7553db9]207
208 break;
[e4c60ba]209 }
210 case WorldMap::STRUCTURE_RED_FLAG:
211 {
[7553db9]212 if (it->second.team == 1 && it->second.hasBlueFlag)
213 {
[446dc65]214 // check that your flag is at your base
215 pos = gameMap->getStructureLocation(WorldMap::STRUCTURE_RED_FLAG);
216
217 vector<WorldMap::Object>* vctObjects = gameMap->getObjects();
218 vector<WorldMap::Object>::iterator itObjects;
219
220 for (itObjects = vctObjects->begin(); itObjects != vctObjects->end(); itObjects++) {
221 if (itObjects->type == WorldMap::OBJECT_RED_FLAG) {
222 if (itObjects->pos.x == pos.x*25+12 && itObjects->pos.y == pos.y*25+12) {
223 ownFlagAtBase = true;
224 break;
225 }
226 }
227 }
228
229 if (ownFlagAtBase) {
230 it->second.hasBlueFlag = false;
231 flagType = WorldMap::OBJECT_BLUE_FLAG;
232 pos = gameMap->getStructureLocation(WorldMap::STRUCTURE_BLUE_FLAG);
233 flagTurnedIn = true;
234 scoreRed++;
235 }
[e4c60ba]236 }
237
[7553db9]238 break;
239 }
240 }
[e4c60ba]241
[7553db9]242 if (flagTurnedIn) {
243 // send an OBJECT message to add the flag back to its spawn point
244 pos.x = pos.x*25+12;
245 pos.y = pos.y*25+12;
246 gameMap->addObject(flagType, pos.x, pos.y);
[e4c60ba]247
[7553db9]248 serverMsg.type = MSG_TYPE_OBJECT;
249 gameMap->getObjects()->back().serialize(serverMsg.buffer);
[e4c60ba]250
[7553db9]251 map<unsigned int, Player>::iterator it2;
252 for (it2 = mapPlayers.begin(); it2 != mapPlayers.end(); it2++)
253 {
254 if ( sendMessage(&serverMsg, sock, &(it2->second.addr)) < 0 )
255 error("sendMessage");
[e4c60ba]256 }
[7553db9]257
[b8601ee]258 serverMsg.type = MSG_TYPE_SCORE;
259 memcpy(serverMsg.buffer, &scoreBlue, 4);
260 memcpy(serverMsg.buffer+4, &scoreRed, 4);
261
262 for (it2 = mapPlayers.begin(); it2 != mapPlayers.end(); it2++)
263 {
264 if ( sendMessage(&serverMsg, sock, &(it2->second.addr)) < 0 )
265 error("sendMessage");
266 }
267
[7553db9]268 // this means a PLAYER message will be sent
269 broadcastMove = true;
[e4c60ba]270 }
271
[446dc65]272 // go through all objects and check if the player is close to one and if its their flag
273 vector<WorldMap::Object>* vctObjects = gameMap->getObjects();
274 vector<WorldMap::Object>::iterator itObjects;
275 POSITION structPos;
276
277 for (itObjects = vctObjects->begin(); itObjects != vctObjects->end(); itObjects++) {
278 POSITION pos = itObjects->pos;
279
280 if (posDistance(it->second.pos, pos.toFloat()) < 10) {
281 if (it->second.team == 0 &&
282 itObjects->type == WorldMap::OBJECT_BLUE_FLAG) {
283 structPos = gameMap->getStructureLocation(WorldMap::STRUCTURE_BLUE_FLAG);
284 flagReturned = true;
285 break;
286 } else if (it->second.team == 1 &&
287 itObjects->type == WorldMap::OBJECT_RED_FLAG) {
288 structPos = gameMap->getStructureLocation(WorldMap::STRUCTURE_RED_FLAG);
289 flagReturned = true;
290 break;
291 }
292 }
293 }
294
295 if (flagReturned) {
296 itObjects->pos.x = structPos.x*25+12;
297 itObjects->pos.y = structPos.y*25+12;
298
299 serverMsg.type = MSG_TYPE_OBJECT;
300 itObjects->serialize(serverMsg.buffer);
301
302 map<unsigned int, Player>::iterator it2;
303 for (it2 = mapPlayers.begin(); it2 != mapPlayers.end(); it2++)
304 {
305 if ( sendMessage(&serverMsg, sock, &(it2->second.addr)) < 0 )
306 error("sendMessage");
307 }
308 }
309
[23559e7]310 if (broadcastMove) {
311 serverMsg.type = MSG_TYPE_PLAYER;
312 it->second.serialize(serverMsg.buffer);
313
314 cout << "about to broadcast move" << endl;
[b07eeac]315 map<unsigned int, Player>::iterator it2;
[23559e7]316 for (it2 = mapPlayers.begin(); it2 != mapPlayers.end(); it2++)
317 {
318 if ( sendMessage(&serverMsg, sock, &(it2->second.addr)) < 0 )
319 error("sendMessage");
320 }
[d211210]321 }
322 }
[8dad966]323
324 // check if the player's attack animation is complete
325 if (it->second.isAttacking && it->second.timeAttackStarted+it->second.attackCooldown <= getCurrentMillis()) {
326 it->second.isAttacking = false;
[8795a38]327 cout << "Attack animation is complete" << endl;
[8dad966]328
329 //send everyone an ATTACK message
330 cout << "about to broadcast attack" << endl;
331
332 serverMsg.type = MSG_TYPE_ATTACK;
333 memcpy(serverMsg.buffer, &it->second.id, 4);
334 memcpy(serverMsg.buffer+4, &it->second.targetPlayer, 4);
335
336 map<unsigned int, Player>::iterator it2;
337 for (it2 = mapPlayers.begin(); it2 != mapPlayers.end(); it2++)
338 {
339 if ( sendMessage(&serverMsg, sock, &(it2->second.addr)) < 0 )
340 error("sendMessage");
341 }
342
343 if (it->second.attackType == Player::ATTACK_MELEE) {
344 Player* target = &mapPlayers[it->second.targetPlayer];
345
346 target->health -= it->second.damage;
347 if (target->health < 0)
348 target->health = 0;
349
350 serverMsg.type = MSG_TYPE_PLAYER;
351 target->serialize(serverMsg.buffer);
352 }else if (it->second.attackType == Player::ATTACK_RANGED) {
353 Projectile proj(it->second.pos.x, it->second.pos.y, it->second.targetPlayer, it->second.damage);
354 proj.id = unusedProjectileId;
355 updateUnusedProjectileId(unusedProjectileId, mapProjectiles);
356 mapProjectiles[proj.id] = proj;
357
[8795a38]358 int x = it->second.pos.x;
359 int y = it->second.pos.y;
360
[8dad966]361 serverMsg.type = MSG_TYPE_PROJECTILE;
[8795a38]362 memcpy(serverMsg.buffer, &proj.id, 4);
363 memcpy(serverMsg.buffer+4, &x, 4);
364 memcpy(serverMsg.buffer+8, &y, 4);
365 memcpy(serverMsg.buffer+12, &it->second.targetPlayer, 4);
[8dad966]366 }else {
367 cout << "Invalid attack type: " << it->second.attackType << endl;
368 }
369
370 // broadcast either a PLAYER or PROJECTILE message
371 for (it2 = mapPlayers.begin(); it2 != mapPlayers.end(); it2++)
372 {
373 if ( sendMessage(&serverMsg, sock, &(it2->second.addr)) < 0 )
374 error("sendMessage");
375 }
376 }
377 }
378
379 // move all projectiles
380 map<unsigned int, Projectile>::iterator itProj;
381 for (itProj = mapProjectiles.begin(); itProj != mapProjectiles.end(); itProj++) {
382 if (itProj->second.move(mapPlayers)) {
383 // send a REMOVE_PROJECTILE message
384 serverMsg.type = MSG_TYPE_REMOVE_PROJECTILE;
385 memcpy(serverMsg.buffer, &itProj->second.id, 4);
386 mapProjectiles.erase(itProj->second.id);
387
388 map<unsigned int, Player>::iterator it2;
389 for (it2 = mapPlayers.begin(); it2 != mapPlayers.end(); it2++)
390 {
391 if ( sendMessage(&serverMsg, sock, &(it2->second.addr)) < 0 )
392 error("sendMessage");
393 }
394
395 // send a PLAYER message after dealing damage
[8795a38]396 Player* target = &mapPlayers[itProj->second.target];
[8dad966]397
398 target->health -= itProj->second.damage;
399 if (target->health < 0)
400 target->health = 0;
401
402 serverMsg.type = MSG_TYPE_PLAYER;
403 target->serialize(serverMsg.buffer);
404
405 for (it2 = mapPlayers.begin(); it2 != mapPlayers.end(); it2++)
406 {
407 if ( sendMessage(&serverMsg, sock, &(it2->second.addr)) < 0 )
408 error("sendMessage");
409 }
410 }
[d211210]411 }
412 }
413
[e084950]414 n = receiveMessage(&clientMsg, sock, &from);
[8e540f4]415
[371ce29]416 if (n >= 0) {
[8dad966]417 broadcastResponse = processMessage(clientMsg, from, mapPlayers, gameMap, unusedPlayerId, serverMsg, sock, scoreBlue, scoreRed);
[371ce29]418
[da692b9]419 if (broadcastResponse)
[3b1efcc]420 {
[da692b9]421 cout << "Should be broadcasting the message" << endl;
422
[01d0d00]423 map<unsigned int, Player>::iterator it;
424 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
[3b1efcc]425 {
[d211210]426 cout << "Sent message back to " << it->second.name << endl;
[01d0d00]427 if ( sendMessage(&serverMsg, sock, &(it->second.addr)) < 0 )
[3b1efcc]428 error("sendMessage");
429 }
430 }
431 else
432 {
[da692b9]433 cout << "Should be sending back the message" << endl;
434
[3b1efcc]435 if ( sendMessage(&serverMsg, sock, &from) < 0 )
436 error("sendMessage");
437 }
[7b43385]438 }
[8e540f4]439 }
[371ce29]440
[8e540f4]441 return 0;
442}
443
[8dad966]444bool processMessage(const NETWORK_MSG& clientMsg, struct sockaddr_in& from, map<unsigned int, Player>& mapPlayers, WorldMap* gameMap, unsigned int& unusedPlayerId, NETWORK_MSG& serverMsg, int sock, int &scoreBlue, int &scoreRed)
[8e540f4]445{
[41ad8ed]446 DataAccess da;
447
[b8cb03f]448 cout << "Received message" << endl;
[8e540f4]449 cout << "MSG: type: " << clientMsg.type << endl;
450 cout << "MSG contents: " << clientMsg.buffer << endl;
451
[da692b9]452 // maybe we should make a message class and have this be a member
[3b1efcc]453 bool broadcastResponse = false;
454
[8e540f4]455 // Check that if an invalid message is sent, the client will correctly
456 // receive and display the response. Maybe make a special error msg type
457 switch(clientMsg.type)
458 {
459 case MSG_TYPE_REGISTER:
[d2b411a]460 {
[8e540f4]461 string username(clientMsg.buffer);
462 string password(strchr(clientMsg.buffer, '\0')+1);
[d2b411a]463
[8e540f4]464 cout << "username: " << username << endl;
465 cout << "password: " << password << endl;
[d2b411a]466
[3b1efcc]467 int error = da.insertPlayer(username, password);
[41ad8ed]468
[3b1efcc]469 if (!error)
470 strcpy(serverMsg.buffer, "Registration successful.");
471 else
472 strcpy(serverMsg.buffer, "Registration failed. Please try again.");
[8e540f4]473
474 serverMsg.type = MSG_TYPE_REGISTER;
[d2b411a]475
[8e540f4]476 break;
477 }
478 case MSG_TYPE_LOGIN:
479 {
[60017fc]480 cout << "Got login message" << endl;
481
[d211210]482 serverMsg.type = MSG_TYPE_LOGIN;
483
[8e540f4]484 string username(clientMsg.buffer);
[41ad8ed]485 string password(strchr(clientMsg.buffer, '\0')+1);
[8e540f4]486
[41ad8ed]487 Player* p = da.getPlayer(username);
[d2b411a]488
[b128109]489 if (p == NULL || !da.verifyPassword(password, p->password))
[41ad8ed]490 {
491 strcpy(serverMsg.buffer, "Incorrect username or password");
492 }
[01d0d00]493 else if(findPlayerByName(mapPlayers, username) != NULL)
[41ad8ed]494 {
495 strcpy(serverMsg.buffer, "Player has already logged in.");
496 }
497 else
[8e540f4]498 {
[d211210]499 serverMsg.type = MSG_TYPE_PLAYER;
500
[8dad966]501 updateUnusedPlayerId(unusedPlayerId, mapPlayers);
502 p->id = unusedPlayerId;
[d211210]503 cout << "new player id: " << p->id << endl;
[df79cfd]504 p->setAddr(from);
505
506 // choose a random team (either 0 or 1)
507 p->team = rand() % 2;
[d211210]508
[46fa35a]509 // choose a random class
510 int intClass = rand() % 2;
511 switch (intClass) {
512 case 0:
513 p->setClass(Player::CLASS_WARRIOR);
514 break;
515 case 1:
516 p->setClass(Player::CLASS_RANGER);
517 break;
518 }
519
[d211210]520 // tell the new player about all the existing players
521 cout << "Sending other players to new player" << endl;
522
523 map<unsigned int, Player>::iterator it;
524 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
525 {
526 it->second.serialize(serverMsg.buffer);
527
528 cout << "sending info about " << it->second.name << endl;
[5f868c0]529 cout << "sending id " << it->second.id << endl;
530 if ( sendMessage(&serverMsg, sock, &from) < 0 )
531 error("sendMessage");
532 }
533
534 // tell the new player about all map objects
535 // (currently just the flags)
536 serverMsg.type = MSG_TYPE_OBJECT;
[e487381]537 vector<WorldMap::Object>* vctObjects = gameMap->getObjects();
[5f868c0]538 vector<WorldMap::Object>::iterator itObjects;
539 cout << "sending items" << endl;
[e487381]540 for (itObjects = vctObjects->begin(); itObjects != vctObjects->end(); itObjects++) {
[5f868c0]541 itObjects->serialize(serverMsg.buffer);
542 cout << "sending item id " << itObjects->id << endl;
[d211210]543 if ( sendMessage(&serverMsg, sock, &from) < 0 )
544 error("sendMessage");
545 }
[59061f6]546
[b8601ee]547 // send the current score
548 serverMsg.type = MSG_TYPE_SCORE;
549 memcpy(serverMsg.buffer, &scoreBlue, 4);
550 memcpy(serverMsg.buffer+4, &scoreRed, 4);
551 if ( sendMessage(&serverMsg, sock, &from) < 0 )
552 error("sendMessage");
553
554 serverMsg.type = MSG_TYPE_PLAYER;
[594d2e9]555 p->serialize(serverMsg.buffer);
[d211210]556 cout << "Should be broadcasting the message" << endl;
557
558 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
559 {
560 cout << "Sent message back to " << it->second.name << endl;
561 if ( sendMessage(&serverMsg, sock, &(it->second.addr)) < 0 )
562 error("sendMessage");
563 }
564
565 serverMsg.type = MSG_TYPE_LOGIN;
[8dad966]566 mapPlayers[unusedPlayerId] = *p;
[07028b9]567 }
568
[41ad8ed]569 delete(p);
[07028b9]570
[8e540f4]571 break;
572 }
573 case MSG_TYPE_LOGOUT:
574 {
575 string name(clientMsg.buffer);
576 cout << "Player logging out: " << name << endl;
577
[01d0d00]578 Player *p = findPlayerByName(mapPlayers, name);
[633f42a]579
[8e540f4]580 if (p == NULL)
581 {
582 strcpy(serverMsg.buffer, "That player is not logged in. This is either a bug, or you're trying to hack the server.");
[8a3ef42]583 cout << "Player not logged in" << endl;
[07028b9]584 }
[01d0d00]585 else if ( p->addr.sin_addr.s_addr != from.sin_addr.s_addr ||
586 p->addr.sin_port != from.sin_port )
[07028b9]587 {
[8e540f4]588 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]589 cout << "Player logged in using a different connection" << endl;
[2488852]590 }
[8e540f4]591 else
[2488852]592 {
[8dad966]593 if (p->id < unusedPlayerId)
594 unusedPlayerId = p->id;
[01d0d00]595 mapPlayers.erase(p->id);
[41ad8ed]596 strcpy(serverMsg.buffer, "You have successfully logged out.");
[8e540f4]597 }
[07028b9]598
[d211210]599 serverMsg.type = MSG_TYPE_LOGOUT;
[8a3ef42]600
[8e540f4]601 break;
602 }
603 case MSG_TYPE_CHAT:
604 {
[da692b9]605 cout << "Got a chat message" << endl;
606
[01d0d00]607 Player *p = findPlayerByAddr(mapPlayers, from);
[07028b9]608
[8e540f4]609 if (p == NULL)
610 {
611 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]612 }
[8e540f4]613 else
614 {
[3b1efcc]615 broadcastResponse = true;
616
[b128109]617 ostringstream oss;
618 oss << p->name << ": " << clientMsg.buffer;
[3b1efcc]619
[b128109]620 strcpy(serverMsg.buffer, oss.str().c_str());
[8e540f4]621 }
622
623 serverMsg.type = MSG_TYPE_CHAT;
624
625 break;
[e084950]626 }
[b128109]627 case MSG_TYPE_PLAYER_MOVE:
628 {
629 cout << "PLAYER_MOVE" << endl;
630
631 int id, x, y;
632
633 memcpy(&id, clientMsg.buffer, 4);
634 memcpy(&x, clientMsg.buffer+4, 4);
635 memcpy(&y, clientMsg.buffer+8, 4);
[7b43385]636
[b128109]637 cout << "x: " << x << endl;
638 cout << "y: " << y << endl;
639 cout << "id: " << id << endl;
[7b43385]640
[b128109]641 if ( mapPlayers[id].addr.sin_addr.s_addr == from.sin_addr.s_addr &&
642 mapPlayers[id].addr.sin_port == from.sin_port )
643 {
[60017fc]644 // we need to make sure the player can move here
645 if (0 <= x && x < 300 && 0 <= y && y < 300 &&
646 gameMap->getElement(x/25, y/25) == WorldMap::TERRAIN_GRASS)
647 {
[7b43385]648 cout << "valid terrain" << endl;
649
[60017fc]650 mapPlayers[id].target.x = x;
651 mapPlayers[id].target.y = y;
652
653 serverMsg.type = MSG_TYPE_PLAYER_MOVE;
654
655 memcpy(serverMsg.buffer, &id, 4);
[d211210]656 memcpy(serverMsg.buffer+4, &mapPlayers[id].target.x, 4);
657 memcpy(serverMsg.buffer+8, &mapPlayers[id].target.y, 4);
[60017fc]658
659 broadcastResponse = true;
660 }
661 else
662 cout << "Bad terrain detected" << endl;
[b128109]663 }
664 else // nned to send back a message indicating failure
665 cout << "Player id (" << id << ") doesn't match sender" << endl;
666
667 break;
668 }
[5299436]669 case MSG_TYPE_PICKUP_FLAG:
670 {
671 // may want to check the id matches the sender, just like for PLAYER_NOVE
672 cout << "PICKUP_FLAG" << endl;
673
674 int id;
675
676 memcpy(&id, clientMsg.buffer, 4);
677 cout << "id: " << id << endl;
678
[5c84d54]679 vector<WorldMap::Object>* vctObjects = gameMap->getObjects();
680 vector<WorldMap::Object>::iterator itObjects;
681
682 for (itObjects = vctObjects->begin(); itObjects != vctObjects->end();) {
683 POSITION pos = itObjects->pos;
684 bool gotFlag = false;
685
686 if (posDistance(mapPlayers[id].pos, pos.toFloat()) < 10) {
687 switch (itObjects->type) {
688 case WorldMap::OBJECT_BLUE_FLAG:
689 if (mapPlayers[id].team == 1) {
690 gotFlag = true;
691 mapPlayers[id].hasBlueFlag = true;
692 broadcastResponse = true;
693 }
694 break;
695 case WorldMap::OBJECT_RED_FLAG:
696 if (mapPlayers[id].team == 0) {
697 gotFlag = true;
698 mapPlayers[id].hasRedFlag = true;
699 broadcastResponse = true;
700 }
701 break;
702 }
703
704 if (gotFlag) {
705 serverMsg.type = MSG_TYPE_REMOVE_OBJECT;
706 memcpy(serverMsg.buffer, &itObjects->id, 4);
707
708 map<unsigned int, Player>::iterator it;
709 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
710 {
711 if ( sendMessage(&serverMsg, sock, &(it->second.addr)) < 0 )
712 error("sendMessage");
713 }
714
715 // remove the object from the server-side map
716 cout << "size before: " << gameMap->getObjects()->size() << endl;
717 itObjects = vctObjects->erase(itObjects);
718 cout << "size after: " << gameMap->getObjects()->size() << endl;
719 }
720 }
721
722 if (!gotFlag)
723 itObjects++;
724 }
725
726 serverMsg.type = MSG_TYPE_PLAYER;
727 mapPlayers[id].serialize(serverMsg.buffer);
728
[5299436]729 break;
730 }
[e487381]731 case MSG_TYPE_DROP_FLAG:
732 {
733 // may want to check the id matches the sender, just like for PLAYER_NOVE
734 cout << "DROP_FLAG" << endl;
735
736 int id;
737
738 memcpy(&id, clientMsg.buffer, 4);
739 cout << "id: " << id << endl;
740
741 WorldMap::ObjectType flagType = WorldMap::OBJECT_NONE;
742 if (mapPlayers[id].hasBlueFlag)
743 flagType = WorldMap::OBJECT_BLUE_FLAG;
744 else if (mapPlayers[id].hasRedFlag)
745 flagType = WorldMap::OBJECT_RED_FLAG;
746
747 gameMap->addObject(flagType, mapPlayers[id].pos.x, mapPlayers[id].pos.y);
748
749 // need to send the OBJECT message too
750 serverMsg.type = MSG_TYPE_OBJECT;
751 gameMap->getObjects()->back().serialize(serverMsg.buffer);
752
753 map<unsigned int, Player>::iterator it;
754 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
755 {
756 if ( sendMessage(&serverMsg, sock, &(it->second.addr)) < 0 )
757 error("sendMessage");
758 }
759
760 mapPlayers[id].hasBlueFlag = false;
761 mapPlayers[id].hasRedFlag = false;
762
763 serverMsg.type = MSG_TYPE_PLAYER;
764 mapPlayers[id].serialize(serverMsg.buffer);
765
766 broadcastResponse = true;
767
768 break;
769 }
[4b4b153]770 case MSG_TYPE_START_ATTACK:
771 {
772 cout << "Received a START_ATTACK message" << endl;
773
[8a4ed74]774 int id, targetId;
775
776 memcpy(&id, clientMsg.buffer, 4);
777 memcpy(&targetId, clientMsg.buffer+4, 4);
778
[8dad966]779 Player* source = &mapPlayers[id];
780 source->timeAttackStarted = getCurrentMillis();
781 source->targetPlayer = targetId;
[8795a38]782 source->isAttacking = true;
[8dad966]783
[4b4b153]784 serverMsg.type = MSG_TYPE_START_ATTACK;
[8dad966]785 memcpy(serverMsg.buffer, &id, 4);
786 memcpy(serverMsg.buffer+4, &targetId, 4);
[4b4b153]787 broadcastResponse = true;
[8a4ed74]788
789 break;
[4b4b153]790 }
791 case MSG_TYPE_ATTACK:
792 {
793 cout << "Received am ATTACK message" << endl;
[8dad966]794 cout << "ERROR: Clients should not send ATTACK messages" << endl;
[8a4ed74]795
796 break;
[4b4b153]797 }
[8e540f4]798 default:
799 {
800 strcpy(serverMsg.buffer, "Server error occured. Report this please.");
[e084950]801
[8e540f4]802 serverMsg.type = MSG_TYPE_CHAT;
[e084950]803
[8e540f4]804 break;
805 }
[e3535b3]806 }
[da692b9]807
808 return broadcastResponse;
[e3535b3]809}
[da692b9]810
[8dad966]811void updateUnusedPlayerId(unsigned int& id, map<unsigned int, Player>& mapPlayers)
[01d0d00]812{
[1106210]813 while (mapPlayers.find(id) != mapPlayers.end())
814 id++;
[01d0d00]815}
[8dad966]816
817void updateUnusedProjectileId(unsigned int& id, map<unsigned int, Projectile>& mapProjectiles)
818{
819 while (mapProjectiles.find(id) != mapProjectiles.end())
820 id++;
821}
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