source: network-game/server/server.cpp@ e1af80c

Last change on this file since e1af80c was e1af80c, checked in by dportnoy <dmp1488@…>, 11 years ago

When a game ends, the server sets currentGame to NULL for all participants

  • Property mode set to 100644
File size: 46.9 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>
[d05086b]7#include <fstream>
[edfd1d0]8#include <cstring>
[60017fc]9#include <cmath>
[371ce29]10
[01d0d00]11#include <vector>
12#include <map>
13
[d05086b]14#include <csignal>
15
[d211210]16#include <sys/time.h>
17
[73f75c1]18#include <sys/socket.h>
[371ce29]19#include <netdb.h>
[73f75c1]20#include <netinet/in.h>
21#include <arpa/inet.h>
22
[b128109]23#include <crypt.h>
24
[edfd1d0]25/*
[e3535b3]26#include <openssl/bio.h>
27#include <openssl/ssl.h>
28#include <openssl/err.h>
[edfd1d0]29*/
[e3535b3]30
[b53c6b3]31#include "../common/Compiler.h"
[3b1efcc]32#include "../common/Common.h"
[9b5d30b]33#include "../common/MessageProcessor.h"
[60017fc]34#include "../common/WorldMap.h"
[edfd1d0]35#include "../common/Player.h"
[8dad966]36#include "../common/Projectile.h"
[99afbb8]37#include "../common/Game.h"
[c9f6a1c]38#include "../common/GameSummary.h"
[b53c6b3]39
[36082e8]40#include "DataAccess.h"
[d2b411a]41
[e3535b3]42using namespace std;
43
[d05086b]44bool done;
45
[d211210]46// from used to be const. Removed that so I could take a reference
47// and use it to send messages
[95ffe57]48bool processMessage(const NETWORK_MSG &clientMsg, struct sockaddr_in &from, MessageProcessor &msgProcessor, map<unsigned int, Player*>& mapPlayers, map<string, Game*>& mapGames, WorldMap* gameMap, unsigned int& unusedPlayerId, NETWORK_MSG &serverMsg, int sock, int &scoreBlue, int &scoreRed, ofstream& outputLog);
[01d0d00]49
[95ffe57]50void updateUnusedPlayerId(unsigned int& id, map<unsigned int, Player*>& mapPlayers);
51Player *findPlayerByName(map<unsigned int, Player*> &m, string name);
52Player *findPlayerByAddr(map<unsigned int, Player*> &m, const sockaddr_in &addr);
[c76134b]53void damagePlayer(Player *p, int damage);
[8e540f4]54
[95ffe57]55void addObjectToMap(WorldMap::ObjectType objectType, int x, int y, WorldMap* gameMap, map<unsigned int, Player*>& mapPlayers, MessageProcessor &msgProcessor, int sock, ofstream& outputLog);
[411c1ae]56
[73f75c1]57// this should probably go somewhere in the common folder
[e3535b3]58void error(const char *msg)
59{
60 perror(msg);
61 exit(0);
62}
63
[d05086b]64void quit(int sig) {
65 done = true;
66}
67
[e3535b3]68int main(int argc, char *argv[])
69{
70 int sock, length, n;
71 struct sockaddr_in server;
[3b1efcc]72 struct sockaddr_in from; // info of client sending the message
[e084950]73 NETWORK_MSG clientMsg, serverMsg;
[9b5d30b]74 MessageProcessor msgProcessor;
[95ffe57]75 map<unsigned int, Player*> mapPlayers;
[8dad966]76 map<unsigned int, Projectile> mapProjectiles;
[f41a7f9]77 map<string, Game*> mapGames;
[8dad966]78 unsigned int unusedPlayerId = 1, unusedProjectileId = 1;
[b8601ee]79 int scoreBlue, scoreRed;
[d05086b]80 ofstream outputLog;
81
82 done = false;
[b8601ee]83
84 scoreBlue = 0;
85 scoreRed = 0;
[e084950]86
[d05086b]87 signal(SIGINT, quit);
88
[edfd1d0]89 //SSL_load_error_strings();
90 //ERR_load_BIO_strings();
91 //OpenSSL_add_all_algorithms();
[e3535b3]92
[95ffe57]93 if (argc != 2)
94 {
95 cerr << "ERROR, expected server [domain] [port]" << endl;
[73f75c1]96 exit(1);
[e3535b3]97 }
[60017fc]98
[d05086b]99 outputLog.open("server.log", ios::app);
100 outputLog << "Started server on " << getCurrentDateTimeString() << endl;
101
[7b43385]102 WorldMap* gameMap = WorldMap::loadMapFromFile("../data/map.txt");
[6e66ffd]103
104 // add some items to the map. They will be sent out
105 // to players when they login
[95ffe57]106 for (int y=0; y<gameMap->height; y++)
107 {
108 for (int x=0; x<gameMap->width; x++)
109 {
110 switch (gameMap->getStructure(x, y))
111 {
[5f868c0]112 case WorldMap::STRUCTURE_BLUE_FLAG:
113 gameMap->addObject(WorldMap::OBJECT_BLUE_FLAG, x*25+12, y*25+12);
114 break;
115 case WorldMap::STRUCTURE_RED_FLAG:
116 gameMap->addObject(WorldMap::OBJECT_RED_FLAG, x*25+12, y*25+12);
117 break;
118 }
119 }
120 }
[6e66ffd]121
[371ce29]122 sock = socket(AF_INET, SOCK_DGRAM, 0);
[5b1e31e]123 if (sock < 0)
124 error("Opening socket");
[e3535b3]125 length = sizeof(server);
126 bzero(&server,length);
127 server.sin_family=AF_INET;
128 server.sin_port=htons(atoi(argv[1]));
[2488852]129 server.sin_addr.s_addr=INADDR_ANY;
130 if ( bind(sock, (struct sockaddr *)&server, length) < 0 )
[e084950]131 error("binding");
[73f75c1]132
[371ce29]133 set_nonblock(sock);
134
[da692b9]135 bool broadcastResponse;
[d211210]136 timespec ts;
[430c80e]137 int timeLastUpdated = 0, curTime = 0, timeLastBroadcast = 0;
[95ffe57]138 while (!done)
139 {
[371ce29]140 usleep(5000);
141
[d211210]142 clock_gettime(CLOCK_REALTIME, &ts);
[430c80e]143 // make the number smaller so millis can fit in an int
[d69eb32]144 ts.tv_sec -= 1368000000;
[430c80e]145 curTime = ts.tv_sec*1000 + ts.tv_nsec/1000000;
[d211210]146
[95ffe57]147 if (timeLastUpdated == 0 || (curTime-timeLastUpdated) >= 50)
148 {
[d211210]149 timeLastUpdated = curTime;
150
[d05086b]151 msgProcessor.cleanAckedMessages(&outputLog);
152 msgProcessor.resendUnackedMessages(sock, &outputLog);
[9b5d30b]153
[95ffe57]154 map<unsigned int, Player*>::iterator it;
[11d21ee]155
[ce2bb87]156 cout << "Updating player targets and respawning dead players" << endl;
157
[11d21ee]158 // set targets for all chasing players (or make them attack if they're close enough)
[95ffe57]159 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
160 {
[ffadc8e]161 Player* p = it->second;
162
[c76134b]163 // check if it's time to revive dead players
[ffadc8e]164 if (p->isDead)
[95ffe57]165 {
[e1af80c]166 cout << "Player is dead" << endl;
[35f6097]167
[ffadc8e]168 if (getCurrentMillis() - p->timeDied >= 10000)
[95ffe57]169 {
[ffadc8e]170 p->isDead = false;
[c76134b]171
172 POSITION spawnPos;
173
[ffadc8e]174 switch (p->team)
[95ffe57]175 {
[c76134b]176 case 0:// blue team
[35f6097]177 spawnPos = p->currentGame->getMap()->getStructureLocation(WorldMap::STRUCTURE_BLUE_FLAG);
[c76134b]178 break;
179 case 1:// red team
[35f6097]180 spawnPos = p->currentGame->getMap()->getStructureLocation(WorldMap::STRUCTURE_RED_FLAG);
[c76134b]181 break;
182 default:
183 // should never go here
184 cout << "Error: Invalid team" << endl;
185 break;
186 }
187
188 // spawn the player to the right of their flag location
189 spawnPos.x = (spawnPos.x+1) * 25 + 12;
190 spawnPos.y = spawnPos.y * 25 + 12;
191
[ffadc8e]192 p->pos = spawnPos.toFloat();
193 p->target = spawnPos;
194 p->health = p->maxHealth;
[c76134b]195
196 serverMsg.type = MSG_TYPE_PLAYER;
[ffadc8e]197 p->serialize(serverMsg.buffer);
[c76134b]198
[95ffe57]199 map<unsigned int, Player*>::iterator it2;
[35f6097]200 for (it2 = p->currentGame->getPlayers().begin(); it2 != p->currentGame->getPlayers().end(); it2++)
[c76134b]201 {
[35f6097]202 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it2->second->addr), &outputLog) < 0 )
[c76134b]203 error("sendMessage");
204 }
205 }
206
207 continue;
208 }
209
[ffadc8e]210 if (p->currentGame != NULL) {
211 map<unsigned int, Player*> playersInGame = p->currentGame->getPlayers();
212 if (p->updateTarget(playersInGame))
[5b1e31e]213 {
[ffadc8e]214 serverMsg.type = MSG_TYPE_PLAYER;
215 p->serialize(serverMsg.buffer);
216
217 map<unsigned int, Player*>::iterator it2;
218 for (it2 = playersInGame.begin(); it2 != playersInGame.end(); it2++)
219 {
220 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it2->second->addr), &outputLog) < 0 )
221 error("sendMessage");
222 }
[11d21ee]223 }
224 }
225 }
226
[ce2bb87]227 cout << "Processing players in a game" << endl;
228
[402cf86]229 // process players currently in a game
[23559e7]230 FLOAT_POSITION oldPos;
[e62b56c]231 map<string, Game*>::iterator itGames;
232 Game* game = NULL;
233 WorldMap* gameMap = NULL;
[e5b96e2]234 bool gameFinished;
[ce2bb87]235
[e5b96e2]236 for (itGames = mapGames.begin(); itGames != mapGames.end();) {
[e62b56c]237 game = itGames->second;
238 gameMap = game->getMap();
239 map<unsigned int, Player*>& playersInGame = game->getPlayers();
[e5b96e2]240 gameFinished = false;
[402cf86]241
[e62b56c]242 for (it = game->getPlayers().begin(); it != game->getPlayers().end(); it++)
243 {
244 Player* p = it->second;
[483a2cb]245
[e62b56c]246 cout << "moving player" << endl;
247 bool broadcastMove = false;
[23559e7]248
[e62b56c]249 // xompute playersInGame here
[23559e7]250
[e62b56c]251 // move player and perform associated tasks
252 oldPos = p->pos;
253 if (p->move(gameMap)) {
[b73bc28]254
[e62b56c]255 cout << "player moved" << endl;
256 if (game->processPlayerMovement(p, oldPos))
257 broadcastMove = true;
258 cout << "player move processed" << endl;
[b73bc28]259
[e62b56c]260
261 WorldMap::ObjectType flagType;
262 POSITION pos;
263 bool flagTurnedIn = false;
264 bool flagReturned = false;
265 bool ownFlagAtBase = false;
266
267 // need to figure out how to move this to a different file
268 // while still sending back flag type and position
269 switch(gameMap->getStructure(p->pos.x/25, p->pos.y/25))
[e4c60ba]270 {
[e62b56c]271 case WorldMap::STRUCTURE_BLUE_FLAG:
[7553db9]272 {
[e62b56c]273 if (p->team == 0 && p->hasRedFlag)
[95ffe57]274 {
[e62b56c]275 // check that your flag is at your base
276 pos = gameMap->getStructureLocation(WorldMap::STRUCTURE_BLUE_FLAG);
277
278 vector<WorldMap::Object>* vctObjects = gameMap->getObjects();
279 vector<WorldMap::Object>::iterator itObjects;
280
281 for (itObjects = vctObjects->begin(); itObjects != vctObjects->end(); itObjects++)
[95ffe57]282 {
[e62b56c]283 if (itObjects->type == WorldMap::OBJECT_BLUE_FLAG)
[95ffe57]284 {
[e62b56c]285 if (itObjects->pos.x == pos.x*25+12 && itObjects->pos.y == pos.y*25+12)
286 {
287 ownFlagAtBase = true;
288 break;
289 }
[446dc65]290 }
291 }
292
[e62b56c]293 if (ownFlagAtBase)
294 {
295 p->hasRedFlag = false;
296 flagType = WorldMap::OBJECT_RED_FLAG;
297 pos = gameMap->getStructureLocation(WorldMap::STRUCTURE_RED_FLAG);
298 flagTurnedIn = true;
299 scoreBlue++;
300 }
[446dc65]301 }
[7553db9]302
[e62b56c]303 break;
304 }
305 case WorldMap::STRUCTURE_RED_FLAG:
[7553db9]306 {
[e62b56c]307 if (p->team == 1 && p->hasBlueFlag)
308 {
309 // check that your flag is at your base
310 pos = gameMap->getStructureLocation(WorldMap::STRUCTURE_RED_FLAG);
[446dc65]311
[e62b56c]312 vector<WorldMap::Object>* vctObjects = gameMap->getObjects();
313 vector<WorldMap::Object>::iterator itObjects;
[446dc65]314
[e62b56c]315 for (itObjects = vctObjects->begin(); itObjects != vctObjects->end(); itObjects++)
[95ffe57]316 {
[e62b56c]317 if (itObjects->type == WorldMap::OBJECT_RED_FLAG)
[95ffe57]318 {
[e62b56c]319 if (itObjects->pos.x == pos.x*25+12 && itObjects->pos.y == pos.y*25+12)
320 {
321 ownFlagAtBase = true;
322 break;
323 }
[446dc65]324 }
325 }
326
[e62b56c]327 if (ownFlagAtBase)
328 {
329 p->hasBlueFlag = false;
330 flagType = WorldMap::OBJECT_BLUE_FLAG;
331 pos = gameMap->getStructureLocation(WorldMap::STRUCTURE_BLUE_FLAG);
332 flagTurnedIn = true;
333 scoreRed++;
334 }
[446dc65]335 }
[e4c60ba]336
[e62b56c]337 break;
338 }
[7553db9]339 }
[e4c60ba]340
[e62b56c]341 if (flagTurnedIn)
342 {
343 // send an OBJECT message to add the flag back to its spawn point
344 pos.x = pos.x*25+12;
345 pos.y = pos.y*25+12;
346 gameMap->addObject(flagType, pos.x, pos.y);
[e4c60ba]347
[e62b56c]348 serverMsg.type = MSG_TYPE_OBJECT;
349 gameMap->getObjects()->back().serialize(serverMsg.buffer);
[e4c60ba]350
[e62b56c]351 map<unsigned int, Player*>::iterator it2;
[b73bc28]352
[e62b56c]353 for (it2 = playersInGame.begin(); it2 != playersInGame.end(); it2++)
354 {
355 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it2->second->addr), &outputLog) < 0 )
356 error("sendMessage");
357 }
[7553db9]358
[e62b56c]359 serverMsg.type = MSG_TYPE_SCORE;
360 memcpy(serverMsg.buffer, &scoreBlue, 4);
361 memcpy(serverMsg.buffer+4, &scoreRed, 4);
[b8601ee]362
[e62b56c]363 for (it2 = playersInGame.begin(); it2 != playersInGame.end(); it2++)
364 {
365 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it2->second->addr), &outputLog) < 0 )
366 error("sendMessage");
367 }
[b8601ee]368
[e5b96e2]369 // check to see if the game should end
370 // move to its own method
[e62b56c]371 if (scoreBlue == 3 || scoreRed == 3) {
[e5b96e2]372 gameFinished = true;
[e4c60ba]373
[e62b56c]374 unsigned int winningTeam;
375 if (scoreBlue == 3)
376 winningTeam = 0;
377 else if (scoreRed == 3)
378 winningTeam = 1;
[446dc65]379
[e62b56c]380 serverMsg.type = MSG_TYPE_FINISH_GAME;
[c9f6a1c]381
382 // I should create an instance of the GameSummary object here and just serialize it into this message
[778d0c9]383 memcpy(serverMsg.buffer, &winningTeam, 4);
[e62b56c]384 memcpy(serverMsg.buffer+4, &scoreBlue, 4);
385 memcpy(serverMsg.buffer+8, &scoreRed, 4);
[778d0c9]386 strcpy(serverMsg.buffer+12, game->getName().c_str());
[e62b56c]387
388 for (it2 = playersInGame.begin(); it2 != playersInGame.end(); it2++)
389 {
390 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it2->second->addr), &outputLog) < 0 )
391 error("sendMessage");
392 }
393 }
394
395 // this means a PLAYER message will be sent
396 broadcastMove = true;
397 }
398
399 // go through all objects and check if the player is close to one and if its their flag
400 vector<WorldMap::Object>* vctObjects = gameMap->getObjects();
401 vector<WorldMap::Object>::iterator itObjects;
402 POSITION structPos;
403
404 for (itObjects = vctObjects->begin(); itObjects != vctObjects->end(); itObjects++)
[95ffe57]405 {
[e62b56c]406 POSITION pos = itObjects->pos;
407
408 if (posDistance(p->pos, pos.toFloat()) < 10)
[95ffe57]409 {
[e62b56c]410 if (p->team == 0 &&
411 itObjects->type == WorldMap::OBJECT_BLUE_FLAG)
412 {
413 structPos = gameMap->getStructureLocation(WorldMap::STRUCTURE_BLUE_FLAG);
414 flagReturned = true;
415 break;
416 }
417 else if (p->team == 1 &&
418 itObjects->type == WorldMap::OBJECT_RED_FLAG)
419 {
420 structPos = gameMap->getStructureLocation(WorldMap::STRUCTURE_RED_FLAG);
421 flagReturned = true;
422 break;
423 }
[95ffe57]424 }
[e62b56c]425 }
426
427 if (flagReturned)
428 {
429 itObjects->pos.x = structPos.x*25+12;
430 itObjects->pos.y = structPos.y*25+12;
431
432 serverMsg.type = MSG_TYPE_OBJECT;
433 itObjects->serialize(serverMsg.buffer);
434
435 map<unsigned int, Player*>::iterator it2;
436 for (it2 = playersInGame.begin(); it2 != playersInGame.end(); it2++)
[95ffe57]437 {
[e62b56c]438 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it2->second->addr), &outputLog) < 0 )
439 error("sendMessage");
[446dc65]440 }
441 }
442
[e62b56c]443 if (broadcastMove)
444 {
445 cout << "broadcasting player move" << endl;
446 serverMsg.type = MSG_TYPE_PLAYER;
447 p->serialize(serverMsg.buffer);
[446dc65]448
[e62b56c]449 // only broadcast message to other players in the same game
450 cout << "about to broadcast move" << endl;
[446dc65]451
[e62b56c]452 map<unsigned int, Player*>::iterator it2;
453 for (it2 = playersInGame.begin(); it2 != playersInGame.end(); it2++)
454 {
455 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it2->second->addr), &outputLog) < 0 )
456 error("sendMessage");
457 }
458 cout << "done broadcasting player move" << endl;
[446dc65]459 }
460 }
461
[e62b56c]462 cout << "processing player attack" << endl;
463
464 // check if the player's attack animation is complete
465 if (p->isAttacking && p->timeAttackStarted+p->attackCooldown <= getCurrentMillis())
[95ffe57]466 {
[e62b56c]467 p->isAttacking = false;
468 cout << "Attack animation is complete" << endl;
469
470 //send everyone an ATTACK message
471 cout << "about to broadcast attack" << endl;
[23559e7]472
[e62b56c]473 serverMsg.type = MSG_TYPE_ATTACK;
474 memcpy(serverMsg.buffer, &p->id, 4);
475 memcpy(serverMsg.buffer+4, &p->targetPlayer, 4);
[402cf86]476
[95ffe57]477 map<unsigned int, Player*>::iterator it2;
[ce2bb87]478 for (it2 = playersInGame.begin(); it2 != playersInGame.end(); it2++)
[23559e7]479 {
[95ffe57]480 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it2->second->addr), &outputLog) < 0 )
[23559e7]481 error("sendMessage");
482 }
[8dad966]483
[e62b56c]484 if (p->attackType == Player::ATTACK_MELEE)
485 {
486 cout << "Melee attack" << endl;
[ff2133a]487
[e62b56c]488 Player* target = playersInGame[p->targetPlayer];
489 damagePlayer(target, p->damage);
[8dad966]490
[e62b56c]491 if (target->isDead)
492 {
493 WorldMap::ObjectType flagType = WorldMap::OBJECT_NONE;
494 if (target->hasBlueFlag)
495 flagType = WorldMap::OBJECT_BLUE_FLAG;
496 else if (target->hasRedFlag)
497 flagType = WorldMap::OBJECT_RED_FLAG;
[411c1ae]498
[e62b56c]499 if (flagType != WorldMap::OBJECT_NONE) {
500 addObjectToMap(flagType, target->pos.x, target->pos.y, gameMap, playersInGame, msgProcessor, sock, outputLog);
501 }
[411c1ae]502 }
503
[e62b56c]504 serverMsg.type = MSG_TYPE_PLAYER;
505 target->serialize(serverMsg.buffer);
506 }
507 else if (p->attackType == Player::ATTACK_RANGED)
508 {
509 cout << "Ranged attack" << endl;
[ff2133a]510
[e62b56c]511 Projectile proj(p->pos.x, p->pos.y, p->targetPlayer, p->damage);
512 game->assignProjectileId(&proj);
513 game->addProjectile(proj);
[8dad966]514
[e62b56c]515 int x = p->pos.x;
516 int y = p->pos.y;
[8795a38]517
[e62b56c]518 serverMsg.type = MSG_TYPE_PROJECTILE;
519 memcpy(serverMsg.buffer, &proj.id, 4);
520 memcpy(serverMsg.buffer+4, &x, 4);
521 memcpy(serverMsg.buffer+8, &y, 4);
522 memcpy(serverMsg.buffer+12, &p->targetPlayer, 4);
523 }
524 else
525 cout << "Invalid attack type: " << p->attackType << endl;
[8dad966]526
[e62b56c]527 // broadcast either a PLAYER or PROJECTILE message
528 cout << "Broadcasting player or projectile message" << endl;
529 for (it2 = playersInGame.begin(); it2 != playersInGame.end(); it2++)
530 {
531 if (msgProcessor.sendMessage(&serverMsg, sock, &(it2->second->addr), &outputLog) < 0 )
532 error("sendMessage");
533 }
534 cout << "Done broadcasting" << endl;
[8dad966]535 }
536 }
[e5b96e2]537
538 if (gameFinished) {
539 // send a GAME_INFO message with 0 players to force clients to delete the game
540 int numPlayers = 0;
541 serverMsg.type = MSG_TYPE_GAME_INFO;
542 memcpy(serverMsg.buffer, &numPlayers, 4);
543
544 map<unsigned int, Player*>::iterator it2;
[3b6f46b]545 for (it2 = mapPlayers.begin(); it2 != mapPlayers.end(); it2++)
[e5b96e2]546 {
[e1af80c]547 if (it2->second->currentGame == game)
548 it2->second->currentGame = NULL;
[e5b96e2]549 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it2->second->addr), &outputLog) < 0 )
550 error("sendMessage");
551 }
552
553 // erase game from server
[8ce793b]554 mapGames.erase(itGames++);
[3b6f46b]555 delete game;
[e5b96e2]556 }else
557 itGames++;
[8dad966]558 }
559
[ce2bb87]560 cout << "Processing projectiles" << endl;
561
[8dad966]562 // move all projectiles
[483a2cb]563 // see if this can be moved inside the game class
[45734ff]564 // this method can be moved when I add a MessageProcessor to the Game class
[8dad966]565 map<unsigned int, Projectile>::iterator itProj;
[5ae8dca]566 for (itGames = mapGames.begin(); itGames != mapGames.end(); itGames++) {
567 game = itGames->second;
568 for (itProj = game->getProjectiles().begin(); itProj != game->getProjectiles().end(); itProj++)
[95ffe57]569 {
[5ae8dca]570 cout << "About to call projectile move" << endl;
571 if (itProj->second.move(game->getPlayers()))
[8dad966]572 {
[5ae8dca]573 // send a REMOVE_PROJECTILE message
574 cout << "send a REMOVE_PROJECTILE message" << endl;
575 serverMsg.type = MSG_TYPE_REMOVE_PROJECTILE;
576 memcpy(serverMsg.buffer, &itProj->second.id, 4);
577 game->removeProjectile(itProj->second.id);
578
579 map<unsigned int, Player*>::iterator it2;
580 cout << "Broadcasting REMOVE_PROJECTILE" << endl;
581 for (it2 = game->getPlayers().begin(); it2 != game->getPlayers().end(); it2++)
582 {
583 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it2->second->addr), &outputLog) < 0 )
584 error("sendMessage");
585 }
[8dad966]586
[5ae8dca]587 cout << "send a PLAYER message after dealing damage" << endl;
588 // send a PLAYER message after dealing damage
589 Player* target = game->getPlayers()[itProj->second.target];
[8dad966]590
[5ae8dca]591 damagePlayer(target, itProj->second.damage);
[8dad966]592
[5ae8dca]593 if (target->isDead)
594 {
595 WorldMap::ObjectType flagType = WorldMap::OBJECT_NONE;
596 if (target->hasBlueFlag)
597 flagType = WorldMap::OBJECT_BLUE_FLAG;
598 else if (target->hasRedFlag)
599 flagType = WorldMap::OBJECT_RED_FLAG;
[411c1ae]600
[5ae8dca]601 if (flagType != WorldMap::OBJECT_NONE)
602 addObjectToMap(flagType, target->pos.x, target->pos.y, game->getMap(), game->getPlayers(), msgProcessor, sock, outputLog);
603 }
[8dad966]604
[5ae8dca]605 serverMsg.type = MSG_TYPE_PLAYER;
606 target->serialize(serverMsg.buffer);
607
608 cout << "Sending a PLAYER message" << endl;
609 for (it2 = game->getPlayers().begin(); it2 != game->getPlayers().end(); it2++)
610 {
611 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it2->second->addr), &outputLog) < 0 )
612 error("sendMessage");
613 }
[8dad966]614 }
[5ae8dca]615 cout << "Projectile was not moved" << endl;
[8dad966]616 }
[d211210]617 }
618 }
619
[d05086b]620 n = msgProcessor.receiveMessage(&clientMsg, sock, &from, &outputLog);
[8e540f4]621
[95ffe57]622 if (n >= 0)
623 {
[99afbb8]624 broadcastResponse = processMessage(clientMsg, from, msgProcessor, mapPlayers, mapGames, gameMap, unusedPlayerId, serverMsg, sock, scoreBlue, scoreRed, outputLog);
[371ce29]625
[da692b9]626 if (broadcastResponse)
[3b1efcc]627 {
[da692b9]628 cout << "Should be broadcasting the message" << endl;
629
[ce2bb87]630 // needs to be updated to use the players from the game
[95ffe57]631 map<unsigned int, Player*>::iterator it;
[01d0d00]632 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
[3b1efcc]633 {
[95ffe57]634 cout << "Sent message back to " << it->second->name << endl;
635 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it->second->addr), &outputLog) < 0 )
[3b1efcc]636 error("sendMessage");
637 }
638 }
639 else
640 {
[da692b9]641 cout << "Should be sending back the message" << endl;
642
[d05086b]643 if ( msgProcessor.sendMessage(&serverMsg, sock, &from, &outputLog) < 0 )
[3b1efcc]644 error("sendMessage");
645 }
[ce2bb87]646
647 cout << "Finished processing the message" << endl;
[7b43385]648 }
[8e540f4]649 }
[371ce29]650
[d05086b]651 outputLog << "Stopped server on " << getCurrentDateTimeString() << endl;
652 outputLog.close();
653
[f41a7f9]654 // delete all games
655 map<string, Game*>::iterator itGames;
[95ffe57]656 for (itGames = mapGames.begin(); itGames != mapGames.end(); itGames++)
657 {
[f41a7f9]658 delete itGames->second;
659 }
660
[95ffe57]661 map<unsigned int, Player*>::iterator itPlayers;
662 for (itPlayers = mapPlayers.begin(); itPlayers != mapPlayers.end(); itPlayers++)
663 {
664 delete itPlayers->second;
665 }
666
[8e540f4]667 return 0;
668}
669
[95ffe57]670bool processMessage(const NETWORK_MSG &clientMsg, struct sockaddr_in &from, MessageProcessor &msgProcessor, map<unsigned int, Player*>& mapPlayers, map<string, Game*>& mapGames, WorldMap* gameMap, unsigned int& unusedPlayerId, NETWORK_MSG &serverMsg, int sock, int &scoreBlue, int &scoreRed, ofstream& outputLog)
[8e540f4]671{
[41ad8ed]672 DataAccess da;
673
[9a4fa04]674 cout << "Inside processMessage" << endl;
675
[b8cb03f]676 cout << "Received message" << endl;
[8e540f4]677 cout << "MSG: type: " << clientMsg.type << endl;
678 cout << "MSG contents: " << clientMsg.buffer << endl;
679
[da692b9]680 // maybe we should make a message class and have this be a member
[3b1efcc]681 bool broadcastResponse = false;
682
[8e540f4]683 // Check that if an invalid message is sent, the client will correctly
684 // receive and display the response. Maybe make a special error msg type
685 switch(clientMsg.type)
686 {
687 case MSG_TYPE_REGISTER:
[d2b411a]688 {
[8e540f4]689 string username(clientMsg.buffer);
690 string password(strchr(clientMsg.buffer, '\0')+1);
[521c88b]691 Player::PlayerClass playerClass;
692
[c4c2a3c]693 serverMsg.type = MSG_TYPE_REGISTER;
[4509648]694 memcpy(&playerClass, clientMsg.buffer+username.length()+password.length()+2, 4);
[c4c2a3c]695
[8e540f4]696 cout << "username: " << username << endl;
697 cout << "password: " << password << endl;
[d2b411a]698
[521c88b]699 if (playerClass == Player::CLASS_WARRIOR)
700 cout << "class: WARRIOR" << endl;
701 else if (playerClass == Player::CLASS_RANGER)
702 cout << "class: RANGER" << endl;
[c4c2a3c]703 else {
[521c88b]704 cout << "Unknown player class detected" << endl;
[c4c2a3c]705 strcpy(serverMsg.buffer, "You didn't select a class");
706 break;
707 }
[521c88b]708
709 int error = da.insertPlayer(username, password, playerClass);
[41ad8ed]710
[c4c2a3c]711 if (error)
[3b1efcc]712 strcpy(serverMsg.buffer, "Registration failed. Please try again.");
[c4c2a3c]713 else
714 strcpy(serverMsg.buffer, "Registration successful.");
[d2b411a]715
[8e540f4]716 break;
717 }
718 case MSG_TYPE_LOGIN:
719 {
[60017fc]720 cout << "Got login message" << endl;
721
[8e540f4]722 string username(clientMsg.buffer);
[41ad8ed]723 string password(strchr(clientMsg.buffer, '\0')+1);
[8e540f4]724
[41ad8ed]725 Player* p = da.getPlayer(username);
[d2b411a]726
[b128109]727 if (p == NULL || !da.verifyPassword(password, p->password))
[41ad8ed]728 {
729 strcpy(serverMsg.buffer, "Incorrect username or password");
[95ffe57]730 if (p != NULL)
731 delete(p);
[41ad8ed]732 }
[01d0d00]733 else if(findPlayerByName(mapPlayers, username) != NULL)
[41ad8ed]734 {
735 strcpy(serverMsg.buffer, "Player has already logged in.");
[95ffe57]736 delete(p);
[41ad8ed]737 }
738 else
[8e540f4]739 {
[8dad966]740 updateUnusedPlayerId(unusedPlayerId, mapPlayers);
741 p->id = unusedPlayerId;
[d211210]742 cout << "new player id: " << p->id << endl;
[df79cfd]743 p->setAddr(from);
[ce2bb87]744 p->currentGame = NULL;
[df79cfd]745
746 // choose a random team (either 0 or 1)
747 p->team = rand() % 2;
[d211210]748
[f203c5c]749 serverMsg.type = MSG_TYPE_PLAYER;
750
[d211210]751 // tell the new player about all the existing players
752 cout << "Sending other players to new player" << endl;
753
[95ffe57]754 map<unsigned int, Player*>::iterator it;
[d211210]755 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
756 {
[95ffe57]757 it->second->serialize(serverMsg.buffer);
[d211210]758
[95ffe57]759 cout << "sending info about " << it->second->name << endl;
760 cout << "sending id " << it->second->id << endl;
[d05086b]761 if ( msgProcessor.sendMessage(&serverMsg, sock, &from, &outputLog) < 0 )
[5f868c0]762 error("sendMessage");
763 }
764
765 // tell the new player about all map objects
766 // (currently just the flags)
767 serverMsg.type = MSG_TYPE_OBJECT;
[e487381]768 vector<WorldMap::Object>* vctObjects = gameMap->getObjects();
[5f868c0]769 vector<WorldMap::Object>::iterator itObjects;
770 cout << "sending items" << endl;
[e487381]771 for (itObjects = vctObjects->begin(); itObjects != vctObjects->end(); itObjects++) {
[5f868c0]772 itObjects->serialize(serverMsg.buffer);
773 cout << "sending item id " << itObjects->id << endl;
[d05086b]774 if ( msgProcessor.sendMessage(&serverMsg, sock, &from, &outputLog) < 0 )
[d211210]775 error("sendMessage");
[d3efa1a]776 }
777
778 // send info about existing games to new player
779 map<string, Game*>::iterator itGames;
780 Game* g;
781 int numPlayers;
782 serverMsg.type = MSG_TYPE_GAME_INFO;
783
784 for (itGames = mapGames.begin(); itGames != mapGames.end(); itGames++)
785 {
786 g = itGames->second;
787 numPlayers = g->getNumPlayers();
788 memcpy(serverMsg.buffer, &numPlayers, 4);
789 strcpy(serverMsg.buffer+4, g->getName().c_str());
790 if ( msgProcessor.sendMessage(&serverMsg, sock, &from, &outputLog) < 0 )
791 error("sendMessage");
[d211210]792 }
[59061f6]793
[b8601ee]794 // send the current score
795 serverMsg.type = MSG_TYPE_SCORE;
796 memcpy(serverMsg.buffer, &scoreBlue, 4);
797 memcpy(serverMsg.buffer+4, &scoreRed, 4);
[d05086b]798 if ( msgProcessor.sendMessage(&serverMsg, sock, &from, &outputLog) < 0 )
[b8601ee]799 error("sendMessage");
800
801 serverMsg.type = MSG_TYPE_PLAYER;
[594d2e9]802 p->serialize(serverMsg.buffer);
[d211210]803 cout << "Should be broadcasting the message" << endl;
804
805 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
806 {
[95ffe57]807 cout << "Sent message back to " << it->second->name << endl;
808 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it->second->addr), &outputLog) < 0 )
[d211210]809 error("sendMessage");
810 }
811
[95ffe57]812 mapPlayers[unusedPlayerId] = p;
[07028b9]813 }
814
[f203c5c]815 serverMsg.type = MSG_TYPE_LOGIN;
[07028b9]816
[8e540f4]817 break;
818 }
819 case MSG_TYPE_LOGOUT:
820 {
821 string name(clientMsg.buffer);
822 cout << "Player logging out: " << name << endl;
823
[01d0d00]824 Player *p = findPlayerByName(mapPlayers, name);
[633f42a]825
[8e540f4]826 if (p == NULL)
827 {
[90eaad2]828 strcpy(serverMsg.buffer+4, "That player is not logged in. This is either a bug, or you're trying to hack the server.");
[8a3ef42]829 cout << "Player not logged in" << endl;
[07028b9]830 }
[01d0d00]831 else if ( p->addr.sin_addr.s_addr != from.sin_addr.s_addr ||
832 p->addr.sin_port != from.sin_port )
[07028b9]833 {
[90eaad2]834 strcpy(serverMsg.buffer+4, "That player is logged in using a differemt connection. This is either a bug, or you're trying to hack the server.");
[8a3ef42]835 cout << "Player logged in using a different connection" << endl;
[2488852]836 }
[8e540f4]837 else
[2488852]838 {
[411c1ae]839 if (!p->isDead) {
840 WorldMap::ObjectType flagType = WorldMap::OBJECT_NONE;
841 if (p->hasBlueFlag)
842 flagType = WorldMap::OBJECT_BLUE_FLAG;
843 else if (p->hasRedFlag)
844 flagType = WorldMap::OBJECT_RED_FLAG;
845
846 if (flagType != WorldMap::OBJECT_NONE) {
[d05086b]847 addObjectToMap(flagType, p->pos.x, p->pos.y, gameMap, mapPlayers, msgProcessor, sock, outputLog);
[411c1ae]848 }
849 }
850
[1a47469]851 // broadcast to all players before deleting p from the map
[4509648]852 serverMsg.type = MSG_TYPE_LOGOUT;
853 memcpy(serverMsg.buffer, &p->id, 4);
854
[1a47469]855 map<unsigned int, Player*>::iterator it;
856 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
857 {
858 cout << "Sent message back to " << it->second->name << endl;
859 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it->second->addr), &outputLog) < 0 )
860 error("sendMessage");
861 }
862
[8dad966]863 if (p->id < unusedPlayerId)
864 unusedPlayerId = p->id;
[01d0d00]865 mapPlayers.erase(p->id);
[95ffe57]866 delete p;
[90eaad2]867 strcpy(serverMsg.buffer+4, "You have successfully logged out.");
[8e540f4]868 }
[07028b9]869
[d211210]870 serverMsg.type = MSG_TYPE_LOGOUT;
[8a3ef42]871
[8e540f4]872 break;
873 }
874 case MSG_TYPE_CHAT:
875 {
[da692b9]876 cout << "Got a chat message" << endl;
877
[01d0d00]878 Player *p = findPlayerByAddr(mapPlayers, from);
[07028b9]879
[8e540f4]880 if (p == NULL)
881 {
882 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]883 }
[8e540f4]884 else
885 {
[3b1efcc]886 broadcastResponse = true;
887
[b128109]888 ostringstream oss;
889 oss << p->name << ": " << clientMsg.buffer;
[3b1efcc]890
[b128109]891 strcpy(serverMsg.buffer, oss.str().c_str());
[8e540f4]892 }
893
894 serverMsg.type = MSG_TYPE_CHAT;
895
896 break;
[e084950]897 }
[b128109]898 case MSG_TYPE_PLAYER_MOVE:
899 {
900 cout << "PLAYER_MOVE" << endl;
901
902 int id, x, y;
903
904 memcpy(&id, clientMsg.buffer, 4);
905 memcpy(&x, clientMsg.buffer+4, 4);
906 memcpy(&y, clientMsg.buffer+8, 4);
[7b43385]907
[b128109]908 cout << "x: " << x << endl;
909 cout << "y: " << y << endl;
910 cout << "id: " << id << endl;
[7b43385]911
[95ffe57]912 Player* p = mapPlayers[id];
913
914 if ( p->addr.sin_addr.s_addr == from.sin_addr.s_addr &&
915 p->addr.sin_port == from.sin_port )
[b128109]916 {
[0129700]917 if (p->currentGame->startPlayerMovement(id, x, y)) {
[60017fc]918 serverMsg.type = MSG_TYPE_PLAYER_MOVE;
919
920 memcpy(serverMsg.buffer, &id, 4);
[95ffe57]921 memcpy(serverMsg.buffer+4, &p->target.x, 4);
922 memcpy(serverMsg.buffer+8, &p->target.y, 4);
[60017fc]923
924 broadcastResponse = true;
925 }
926 else
927 cout << "Bad terrain detected" << endl;
[b128109]928 }
929 else // nned to send back a message indicating failure
930 cout << "Player id (" << id << ") doesn't match sender" << endl;
931
932 break;
933 }
[5299436]934 case MSG_TYPE_PICKUP_FLAG:
935 {
936 // may want to check the id matches the sender, just like for PLAYER_NOVE
937 cout << "PICKUP_FLAG" << endl;
938
939 int id;
940
941 memcpy(&id, clientMsg.buffer, 4);
942 cout << "id: " << id << endl;
943
[95ffe57]944 Player* p = mapPlayers[id];
[ce2bb87]945 int objectId = p->currentGame->processFlagPickupRequest(p);
[95ffe57]946
[ce2bb87]947 if (objectId >= 0) {
948 serverMsg.type = MSG_TYPE_REMOVE_OBJECT;
949 memcpy(serverMsg.buffer, &objectId, 4);
[5c84d54]950
[ce2bb87]951 map<unsigned int, Player*> players = p->currentGame->getPlayers();
952 map<unsigned int, Player*>::iterator it;
953 for (it = players.begin(); it != players.end(); it++)
954 {
955 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it->second->addr), &outputLog) < 0 )
956 error("sendMessage");
[5c84d54]957 }
958
959 }
960
[ce2bb87]961 // if there was no flag to pickup, we really don't need to send a message
[5c84d54]962 serverMsg.type = MSG_TYPE_PLAYER;
[95ffe57]963 p->serialize(serverMsg.buffer);
[5c84d54]964
[ad1e2fc]965 broadcastResponse = true;
966
[5299436]967 break;
968 }
[e487381]969 case MSG_TYPE_DROP_FLAG:
970 {
971 // may want to check the id matches the sender, just like for PLAYER_NOVE
972 cout << "DROP_FLAG" << endl;
973
974 int id;
975
976 memcpy(&id, clientMsg.buffer, 4);
977 cout << "id: " << id << endl;
978
[95ffe57]979 Player* p = mapPlayers[id];
980
[e487381]981 WorldMap::ObjectType flagType = WorldMap::OBJECT_NONE;
[95ffe57]982 if (p->hasBlueFlag)
[e487381]983 flagType = WorldMap::OBJECT_BLUE_FLAG;
[95ffe57]984 else if (p->hasRedFlag)
[e487381]985 flagType = WorldMap::OBJECT_RED_FLAG;
986
[b73bc28]987 addObjectToMap(flagType, p->pos.x, p->pos.y, p->currentGame->getMap(), p->currentGame->getPlayers(), msgProcessor, sock, outputLog);
[e487381]988
[95ffe57]989 p->hasBlueFlag = false;
990 p->hasRedFlag = false;
[e487381]991
992 serverMsg.type = MSG_TYPE_PLAYER;
[95ffe57]993 p->serialize(serverMsg.buffer);
[e487381]994
995 broadcastResponse = true;
996
997 break;
998 }
[4b4b153]999 case MSG_TYPE_START_ATTACK:
1000 {
1001 cout << "Received a START_ATTACK message" << endl;
1002
[8a4ed74]1003 int id, targetId;
1004
1005 memcpy(&id, clientMsg.buffer, 4);
1006 memcpy(&targetId, clientMsg.buffer+4, 4);
1007
[ffadc8e]1008 // need to make sure the target is in the sender's game
1009
[95ffe57]1010 Player* source = mapPlayers[id];
[8dad966]1011 source->targetPlayer = targetId;
[11d21ee]1012 source->isChasing = true;
[8dad966]1013
[11d21ee]1014 // this is irrelevant since the client doesn't even listen for START_ATTACK messages
1015 // actually, the client should not ignore this and should instead perform the same movement
1016 // algorithm on its end (following the target player until in range) that the server does.
1017 // Once the attacker is in range, the client should stop movement and wait for messages
1018 // from the server
[4b4b153]1019 serverMsg.type = MSG_TYPE_START_ATTACK;
[8dad966]1020 memcpy(serverMsg.buffer, &id, 4);
1021 memcpy(serverMsg.buffer+4, &targetId, 4);
[4b4b153]1022 broadcastResponse = true;
[8a4ed74]1023
1024 break;
[4b4b153]1025 }
1026 case MSG_TYPE_ATTACK:
1027 {
1028 cout << "Received am ATTACK message" << endl;
[8dad966]1029 cout << "ERROR: Clients should not send ATTACK messages" << endl;
[8a4ed74]1030
1031 break;
[4b4b153]1032 }
[b8f789d]1033 case MSG_TYPE_CREATE_GAME:
[8e540f4]1034 {
[b8f789d]1035 cout << "Received a CREATE_GAME message" << endl;
1036
1037 string gameName(clientMsg.buffer);
1038 cout << "Game name: " << gameName << endl;
1039
[b48ef09]1040 // check if this game already exists
1041 if (mapGames.find(gameName) != mapGames.end()) {
[3ef8cf4]1042 cout << "Error: Game already exists" << endl;
[b48ef09]1043 serverMsg.type = MSG_TYPE_JOIN_GAME_FAILURE;
1044 broadcastResponse = false;
1045 return broadcastResponse;
1046 }
[b92e6a7]1047
[a6fe73d]1048 Game* g = new Game(gameName, "../data/map.txt");
[f41a7f9]1049 mapGames[gameName] = g;
[b92e6a7]1050
[70fc3e8]1051 // add flag objects to the map
1052 WorldMap* m = g->getMap();
1053 for (int y=0; y<m->height; y++) {
1054 for (int x=0; x<m->width; x++) {
1055 switch (m->getStructure(x, y)) {
1056 case WorldMap::STRUCTURE_BLUE_FLAG:
1057 m->addObject(WorldMap::OBJECT_BLUE_FLAG, x*25+12, y*25+12);
1058 break;
1059 case WorldMap::STRUCTURE_RED_FLAG:
1060 m->addObject(WorldMap::OBJECT_RED_FLAG, x*25+12, y*25+12);
1061 break;
1062 }
1063 }
1064 }
1065
[7d8d5d3]1066 serverMsg.type = MSG_TYPE_JOIN_GAME_SUCCESS;
[b48ef09]1067 strcpy(serverMsg.buffer, gameName.c_str());
1068 broadcastResponse = false;
[b92e6a7]1069
[b48ef09]1070 break;
1071 }
1072 case MSG_TYPE_JOIN_GAME:
1073 {
1074 cout << "Received a JOIN_GAME message" << endl;
[b92e6a7]1075
[b48ef09]1076 string gameName(clientMsg.buffer);
1077 cout << "Game name: " << gameName << endl;
[b92e6a7]1078
[b48ef09]1079 // check if this game already exists
1080 if (mapGames.find(gameName) == mapGames.end()) {
[3ef8cf4]1081 cout << "Error: Game does not exist" << endl;
[b48ef09]1082 serverMsg.type = MSG_TYPE_JOIN_GAME_FAILURE;
1083 broadcastResponse = false;
1084 return broadcastResponse;
[b92e6a7]1085 }
1086
[b48ef09]1087 Game* g = mapGames[gameName];
1088 map<unsigned int, Player*>& players = g->getPlayers();
1089 Player* p = findPlayerByAddr(mapPlayers, from);
[f41a7f9]1090
[b48ef09]1091 if (players.find(p->id) != players.end()) {
1092 cout << "Player " << p->name << " trying to join a game he's already in" << endl;
1093 serverMsg.type = MSG_TYPE_JOIN_GAME_FAILURE;
1094 broadcastResponse = false;
1095 return broadcastResponse;
[b92e6a7]1096 }
1097
[7d8d5d3]1098 serverMsg.type = MSG_TYPE_JOIN_GAME_SUCCESS;
[b48ef09]1099 strcpy(serverMsg.buffer, gameName.c_str());
1100 broadcastResponse = false;
[b8f789d]1101
1102 break;
1103 }
[ab8fd40]1104 case MSG_TYPE_LEAVE_GAME:
1105 {
1106 cout << "Received a LEAVE_GAME message" << endl;
1107
1108 Player* p = findPlayerByAddr(mapPlayers, from);
1109 Game* g = p->currentGame;
1110
1111 if (g == NULL) {
1112 cout << "Player " << p->name << " is trying to leave a game, but is not currently in a game." << endl;
1113
1114 /// should send a response back, maybe a new message type is needed
1115
1116 break;
1117 }
1118
1119 cout << "Game name: " << g->getName() << endl;
[3ef8cf4]1120 p->currentGame = NULL;
[95ffe57]1121
1122 serverMsg.type = MSG_TYPE_LEAVE_GAME;
1123 memcpy(serverMsg.buffer, &p->id, 4);
1124 strcpy(serverMsg.buffer+4, g->getName().c_str());
1125
1126 map<unsigned int, Player*>& players = g->getPlayers();
1127
1128 map<unsigned int, Player*>::iterator it;
1129 for (it = players.begin(); it != players.end(); it++)
1130 {
1131 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it->second->addr), &outputLog) < 0 )
1132 error("sendMessage");
1133 }
1134
[3ef8cf4]1135 g->removePlayer(p->id);
[ab8fd40]1136
1137 int numPlayers = g->getNumPlayers();
1138
1139 serverMsg.type = MSG_TYPE_GAME_INFO;
1140 memcpy(serverMsg.buffer, &numPlayers, 4);
1141 strcpy(serverMsg.buffer+4, g->getName().c_str());
1142 broadcastResponse = true;
1143
[1248984]1144 // if there are no more players in the game, remove it
1145 if (numPlayers == 0) {
1146 mapGames.erase(g->getName());
1147 delete g;
1148 }
1149
[ab8fd40]1150 break;
1151 }
[b48ef09]1152 case MSG_TYPE_JOIN_GAME_ACK:
[b8f789d]1153 {
[b48ef09]1154 cout << "Received a JOIN_GAME_ACK message" << endl;
[e084950]1155
[b8f789d]1156 string gameName(clientMsg.buffer);
1157 cout << "Game name: " << gameName << endl;
1158
[b48ef09]1159 // check if this game already exists
1160 if (mapGames.find(gameName) == mapGames.end()) {
1161 serverMsg.type = MSG_TYPE_JOIN_GAME_FAILURE;
1162 broadcastResponse = false;
1163 return broadcastResponse;
1164 }
[b92e6a7]1165
[f41a7f9]1166 Game* g = mapGames[gameName];
[b92e6a7]1167
[b48ef09]1168 Player* p = findPlayerByAddr(mapPlayers, from);
[f41a7f9]1169 p->team = rand() % 2; // choose a random team (either 0 or 1)
[e62b56c]1170 p->currentGame = g;
[b92e6a7]1171
1172 // tell the new player about all map objects
1173 // (currently just the flags)
1174
1175 serverMsg.type = MSG_TYPE_OBJECT;
[f41a7f9]1176 vector<WorldMap::Object>* vctObjects = g->getMap()->getObjects();
[b92e6a7]1177 vector<WorldMap::Object>::iterator itObjects;
1178 cout << "sending items" << endl;
1179 for (itObjects = vctObjects->begin(); itObjects != vctObjects->end(); itObjects++) {
1180 itObjects->serialize(serverMsg.buffer);
1181 cout << "sending item id " << itObjects->id << endl;
1182 if ( msgProcessor.sendMessage(&serverMsg, sock, &from, &outputLog) < 0 )
1183 error("sendMessage");
1184 }
1185
1186
1187 // send the current score
1188 serverMsg.type = MSG_TYPE_SCORE;
1189
[f41a7f9]1190 int game_blueScore = g->getBlueScore();
1191 int game_redScore = g->getRedScore();
[b92e6a7]1192 memcpy(serverMsg.buffer, &game_blueScore, 4);
1193 memcpy(serverMsg.buffer+4, &game_redScore, 4);
1194
1195 if ( msgProcessor.sendMessage(&serverMsg, sock, &from, &outputLog) < 0 )
1196 error("sendMessage");
1197
[453087e]1198 serverMsg.type = MSG_TYPE_PLAYER_JOIN_GAME;
[b92e6a7]1199 p->serialize(serverMsg.buffer);
1200 cout << "Should be broadcasting the message" << endl;
1201
[453087e]1202 map<unsigned int, Player*>& otherPlayers = g->getPlayers();
[2d78e03]1203 map<unsigned int, Player*>::iterator it;
[b92e6a7]1204 for (it = otherPlayers.begin(); it != otherPlayers.end(); it++)
1205 {
1206 cout << "Sent message back to " << it->second->name << endl;
1207 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it->second->addr), &outputLog) < 0 )
1208 error("sendMessage");
1209 }
[b8f789d]1210
[b48ef09]1211 g->addPlayer(p);
[453087e]1212
1213 map<unsigned int, Player*>& allPlayers = g->getPlayers();
1214
1215 // tell the new player about all the players in the game (including himself)
1216 cout << "Sending other players to new player" << endl;
1217 serverMsg.type = MSG_TYPE_PLAYER_JOIN_GAME;
1218
1219 for (it = allPlayers.begin(); it != allPlayers.end(); it++)
1220 {
1221 it->second->serialize(serverMsg.buffer);
1222
1223 cout << "sending info about " << it->second->name << endl;
1224 cout << "sending id " << it->second->id << endl;
1225 if ( msgProcessor.sendMessage(&serverMsg, sock, &from, &outputLog) < 0 )
1226 error("sendMessage");
1227 }
1228
[b48ef09]1229 int numPlayers = g->getNumPlayers();
1230
[b8f789d]1231 serverMsg.type = MSG_TYPE_GAME_INFO;
1232 memcpy(serverMsg.buffer, &numPlayers, 4);
1233 strcpy(serverMsg.buffer+4, gameName.c_str());
1234 broadcastResponse = true;
[ab8fd40]1235
[b8f789d]1236 break;
1237 }
1238 default:
1239 {
[8e540f4]1240 serverMsg.type = MSG_TYPE_CHAT;
[b8f789d]1241 strcpy(serverMsg.buffer, "Server error occured. Report this please.");
[e084950]1242
[8e540f4]1243 break;
1244 }
[e3535b3]1245 }
[da692b9]1246
1247 return broadcastResponse;
[e3535b3]1248}
[da692b9]1249
[95ffe57]1250void updateUnusedPlayerId(unsigned int& id, map<unsigned int, Player*>& mapPlayers)
[01d0d00]1251{
[1106210]1252 while (mapPlayers.find(id) != mapPlayers.end())
1253 id++;
[01d0d00]1254}
[8dad966]1255
[95ffe57]1256Player *findPlayerByName(map<unsigned int, Player*> &m, string name)
1257{
1258 map<unsigned int, Player*>::iterator it;
1259
1260 for (it = m.begin(); it != m.end(); it++)
1261 {
1262 if ( it->second->name.compare(name) == 0 )
1263 return it->second;
1264 }
1265
1266 return NULL;
1267}
1268
1269Player *findPlayerByAddr(map<unsigned int, Player*> &m, const sockaddr_in &addr)
1270{
1271 map<unsigned int, Player*>::iterator it;
1272
1273 for (it = m.begin(); it != m.end(); it++)
1274 {
1275 if ( it->second->addr.sin_addr.s_addr == addr.sin_addr.s_addr &&
1276 it->second->addr.sin_port == addr.sin_port )
1277 return it->second;
1278 }
1279
1280 return NULL;
1281}
1282
[c76134b]1283void damagePlayer(Player *p, int damage) {
1284 p->health -= damage;
1285 if (p->health < 0)
1286 p->health = 0;
1287 if (p->health == 0) {
[66c4ec4]1288 cout << "Player died" << endl;
[c76134b]1289 p->isDead = true;
1290 p->timeDied = getCurrentMillis();
1291 }
1292}
[411c1ae]1293
[95ffe57]1294void addObjectToMap(WorldMap::ObjectType objectType, int x, int y, WorldMap* gameMap, map<unsigned int, Player*>& mapPlayers, MessageProcessor &msgProcessor, int sock, ofstream& outputLog) {
[411c1ae]1295 NETWORK_MSG serverMsg;
1296
1297 gameMap->addObject(objectType, x, y);
1298
1299 // need to send the OBJECT message too
1300 serverMsg.type = MSG_TYPE_OBJECT;
1301 gameMap->getObjects()->back().serialize(serverMsg.buffer);
1302
[95ffe57]1303 map<unsigned int, Player*>::iterator it;
[411c1ae]1304 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
1305 {
[95ffe57]1306 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it->second->addr), &outputLog) < 0 )
[411c1ae]1307 error("sendMessage");
1308 }
1309}
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