source: network-game/server/server.cpp@ e1f78f5

Last change on this file since e1f78f5 was 46fa35a, checked in by dportnoy <dmp1488@…>, 11 years ago

The server randomly chooses a player's class when they log on

  • Property mode set to 100644
File size: 23.6 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
[b8601ee]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, int &scoreBlue, int &scoreRed);
[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;
[b8601ee]86 int scoreBlue, scoreRed;
87
88 scoreBlue = 0;
89 scoreRed = 0;
[e084950]90
[edfd1d0]91 //SSL_load_error_strings();
92 //ERR_load_BIO_strings();
93 //OpenSSL_add_all_algorithms();
[e3535b3]94
95 if (argc < 2) {
[73f75c1]96 cerr << "ERROR, no port provided" << endl;
97 exit(1);
[e3535b3]98 }
[60017fc]99
[7b43385]100 WorldMap* gameMap = WorldMap::loadMapFromFile("../data/map.txt");
[6e66ffd]101
102 // add some items to the map. They will be sent out
103 // to players when they login
[5f868c0]104 for (int y=0; y<gameMap->height; y++) {
105 for (int x=0; x<gameMap->width; x++) {
106 switch (gameMap->getStructure(x, y)) {
107 case WorldMap::STRUCTURE_BLUE_FLAG:
108 gameMap->addObject(WorldMap::OBJECT_BLUE_FLAG, x*25+12, y*25+12);
109 break;
110 case WorldMap::STRUCTURE_RED_FLAG:
111 gameMap->addObject(WorldMap::OBJECT_RED_FLAG, x*25+12, y*25+12);
112 break;
113 }
114 }
115 }
[6e66ffd]116
[371ce29]117 sock = socket(AF_INET, SOCK_DGRAM, 0);
[e3535b3]118 if (sock < 0) error("Opening socket");
119 length = sizeof(server);
120 bzero(&server,length);
121 server.sin_family=AF_INET;
122 server.sin_port=htons(atoi(argv[1]));
[2488852]123 server.sin_addr.s_addr=INADDR_ANY;
124 if ( bind(sock, (struct sockaddr *)&server, length) < 0 )
[e084950]125 error("binding");
[73f75c1]126
[371ce29]127 set_nonblock(sock);
128
[da692b9]129 bool broadcastResponse;
[d211210]130 timespec ts;
[430c80e]131 int timeLastUpdated = 0, curTime = 0, timeLastBroadcast = 0;
[cb1f288]132 while (true) {
[371ce29]133
134 usleep(5000);
135
[d211210]136 clock_gettime(CLOCK_REALTIME, &ts);
[430c80e]137 // make the number smaller so millis can fit in an int
[d69eb32]138 ts.tv_sec -= 1368000000;
[430c80e]139 curTime = ts.tv_sec*1000 + ts.tv_nsec/1000000;
[d211210]140
[430c80e]141 if (timeLastUpdated == 0 || (curTime-timeLastUpdated) >= 50) {
[d211210]142 timeLastUpdated = curTime;
143
144 // maybe put this in a separate method
[23559e7]145 map<unsigned int, Player>::iterator it;
146 FLOAT_POSITION oldPos;
147 bool broadcastMove = false;
[d211210]148 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++) {
[23559e7]149 oldPos = it->second.pos;
150 if (it->second.move(gameMap)) {
151
152 // check if the move needs to be canceled
153 switch(gameMap->getElement(it->second.pos.x/25, it->second.pos.y/25)) {
154 case WorldMap::TERRAIN_NONE:
155 case WorldMap::TERRAIN_OCEAN:
156 case WorldMap::TERRAIN_ROCK:
[e4c60ba]157 {
[23559e7]158 it->second.pos = oldPos;
159 it->second.target.x = it->second.pos.x;
160 it->second.target.y = it->second.pos.y;
161 broadcastMove = true;
162 break;
[e4c60ba]163 }
[23559e7]164 default:
165 // if there are no obstacles, do nothing
166 break;
167 }
168
[e4c60ba]169 WorldMap::ObjectType flagType;
170 POSITION pos;
[7553db9]171 bool flagTurnedIn = false;
[446dc65]172 bool flagReturned = false;
173 bool ownFlagAtBase = false;
174
[e4c60ba]175 switch(gameMap->getStructure(it->second.pos.x/25, it->second.pos.y/25)) {
176 case WorldMap::STRUCTURE_BLUE_FLAG:
177 {
[7553db9]178 if (it->second.team == 0 && it->second.hasRedFlag)
179 {
[446dc65]180 // check that your flag is at your base
181 pos = gameMap->getStructureLocation(WorldMap::STRUCTURE_BLUE_FLAG);
182
183 vector<WorldMap::Object>* vctObjects = gameMap->getObjects();
184 vector<WorldMap::Object>::iterator itObjects;
185
186 for (itObjects = vctObjects->begin(); itObjects != vctObjects->end(); itObjects++) {
187 if (itObjects->type == WorldMap::OBJECT_BLUE_FLAG) {
188 if (itObjects->pos.x == pos.x*25+12 && itObjects->pos.y == pos.y*25+12) {
189 ownFlagAtBase = true;
190 break;
191 }
192 }
193 }
194
195 if (ownFlagAtBase) {
196 it->second.hasRedFlag = false;
197 flagType = WorldMap::OBJECT_RED_FLAG;
198 pos = gameMap->getStructureLocation(WorldMap::STRUCTURE_RED_FLAG);
199 flagTurnedIn = true;
200 scoreBlue++;
201 }
[e4c60ba]202 }
[7553db9]203
204 break;
[e4c60ba]205 }
206 case WorldMap::STRUCTURE_RED_FLAG:
207 {
[7553db9]208 if (it->second.team == 1 && it->second.hasBlueFlag)
209 {
[446dc65]210 // check that your flag is at your base
211 pos = gameMap->getStructureLocation(WorldMap::STRUCTURE_RED_FLAG);
212
213 vector<WorldMap::Object>* vctObjects = gameMap->getObjects();
214 vector<WorldMap::Object>::iterator itObjects;
215
216 for (itObjects = vctObjects->begin(); itObjects != vctObjects->end(); itObjects++) {
217 if (itObjects->type == WorldMap::OBJECT_RED_FLAG) {
218 if (itObjects->pos.x == pos.x*25+12 && itObjects->pos.y == pos.y*25+12) {
219 ownFlagAtBase = true;
220 break;
221 }
222 }
223 }
224
225 if (ownFlagAtBase) {
226 it->second.hasBlueFlag = false;
227 flagType = WorldMap::OBJECT_BLUE_FLAG;
228 pos = gameMap->getStructureLocation(WorldMap::STRUCTURE_BLUE_FLAG);
229 flagTurnedIn = true;
230 scoreRed++;
231 }
[e4c60ba]232 }
233
[7553db9]234 break;
235 }
236 }
[e4c60ba]237
[7553db9]238 if (flagTurnedIn) {
239 // send an OBJECT message to add the flag back to its spawn point
240 pos.x = pos.x*25+12;
241 pos.y = pos.y*25+12;
242 gameMap->addObject(flagType, pos.x, pos.y);
[e4c60ba]243
[7553db9]244 serverMsg.type = MSG_TYPE_OBJECT;
245 gameMap->getObjects()->back().serialize(serverMsg.buffer);
[e4c60ba]246
[7553db9]247 map<unsigned int, Player>::iterator it2;
248 for (it2 = mapPlayers.begin(); it2 != mapPlayers.end(); it2++)
249 {
250 if ( sendMessage(&serverMsg, sock, &(it2->second.addr)) < 0 )
251 error("sendMessage");
[e4c60ba]252 }
[7553db9]253
[b8601ee]254 serverMsg.type = MSG_TYPE_SCORE;
255 memcpy(serverMsg.buffer, &scoreBlue, 4);
256 memcpy(serverMsg.buffer+4, &scoreRed, 4);
257
258 for (it2 = mapPlayers.begin(); it2 != mapPlayers.end(); it2++)
259 {
260 if ( sendMessage(&serverMsg, sock, &(it2->second.addr)) < 0 )
261 error("sendMessage");
262 }
263
[7553db9]264 // this means a PLAYER message will be sent
265 broadcastMove = true;
[e4c60ba]266 }
267
[446dc65]268 // go through all objects and check if the player is close to one and if its their flag
269 vector<WorldMap::Object>* vctObjects = gameMap->getObjects();
270 vector<WorldMap::Object>::iterator itObjects;
271 POSITION structPos;
272
273 for (itObjects = vctObjects->begin(); itObjects != vctObjects->end(); itObjects++) {
274 POSITION pos = itObjects->pos;
275
276 if (posDistance(it->second.pos, pos.toFloat()) < 10) {
277 if (it->second.team == 0 &&
278 itObjects->type == WorldMap::OBJECT_BLUE_FLAG) {
279 structPos = gameMap->getStructureLocation(WorldMap::STRUCTURE_BLUE_FLAG);
280 flagReturned = true;
281 break;
282 } else if (it->second.team == 1 &&
283 itObjects->type == WorldMap::OBJECT_RED_FLAG) {
284 structPos = gameMap->getStructureLocation(WorldMap::STRUCTURE_RED_FLAG);
285 flagReturned = true;
286 break;
287 }
288 }
289 }
290
291 if (flagReturned) {
292 itObjects->pos.x = structPos.x*25+12;
293 itObjects->pos.y = structPos.y*25+12;
294
295 serverMsg.type = MSG_TYPE_OBJECT;
296 itObjects->serialize(serverMsg.buffer);
297
298 map<unsigned int, Player>::iterator it2;
299 for (it2 = mapPlayers.begin(); it2 != mapPlayers.end(); it2++)
300 {
301 if ( sendMessage(&serverMsg, sock, &(it2->second.addr)) < 0 )
302 error("sendMessage");
303 }
304 }
305
[23559e7]306 if (broadcastMove) {
307 serverMsg.type = MSG_TYPE_PLAYER;
308 it->second.serialize(serverMsg.buffer);
309
310 cout << "about to broadcast move" << endl;
[b07eeac]311 map<unsigned int, Player>::iterator it2;
[23559e7]312 for (it2 = mapPlayers.begin(); it2 != mapPlayers.end(); it2++)
313 {
314 if ( sendMessage(&serverMsg, sock, &(it2->second.addr)) < 0 )
315 error("sendMessage");
316 }
[d211210]317 }
318 }
319 }
320 }
321
[e084950]322 n = receiveMessage(&clientMsg, sock, &from);
[8e540f4]323
[371ce29]324 if (n >= 0) {
[b8601ee]325 broadcastResponse = processMessage(clientMsg, from, mapPlayers, gameMap, unusedId, serverMsg, sock, scoreBlue, scoreRed);
[371ce29]326
[b128109]327 // probably replace this with a function that prints based on the
328 // message type
[371ce29]329 cout << "msg: " << serverMsg.buffer << endl;
[da692b9]330 if (broadcastResponse)
[3b1efcc]331 {
[da692b9]332 cout << "Should be broadcasting the message" << endl;
333
[01d0d00]334 map<unsigned int, Player>::iterator it;
335 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
[3b1efcc]336 {
[d211210]337 cout << "Sent message back to " << it->second.name << endl;
[01d0d00]338 if ( sendMessage(&serverMsg, sock, &(it->second.addr)) < 0 )
[3b1efcc]339 error("sendMessage");
340 }
341 }
342 else
343 {
[da692b9]344 cout << "Should be sending back the message" << endl;
345
[3b1efcc]346 if ( sendMessage(&serverMsg, sock, &from) < 0 )
347 error("sendMessage");
348 }
[7b43385]349 }
[8e540f4]350 }
[371ce29]351
[8e540f4]352 return 0;
353}
354
[b8601ee]355bool processMessage(const NETWORK_MSG& clientMsg, struct sockaddr_in& from, map<unsigned int, Player>& mapPlayers, WorldMap* gameMap, unsigned int& unusedId, NETWORK_MSG& serverMsg, int sock, int &scoreBlue, int &scoreRed)
[8e540f4]356{
[41ad8ed]357 DataAccess da;
358
[b8cb03f]359 cout << "Received message" << endl;
[8e540f4]360 cout << "MSG: type: " << clientMsg.type << endl;
361 cout << "MSG contents: " << clientMsg.buffer << endl;
362
[da692b9]363 // maybe we should make a message class and have this be a member
[3b1efcc]364 bool broadcastResponse = false;
365
[8e540f4]366 // Check that if an invalid message is sent, the client will correctly
367 // receive and display the response. Maybe make a special error msg type
368 switch(clientMsg.type)
369 {
370 case MSG_TYPE_REGISTER:
[d2b411a]371 {
[8e540f4]372 string username(clientMsg.buffer);
373 string password(strchr(clientMsg.buffer, '\0')+1);
[d2b411a]374
[8e540f4]375 cout << "username: " << username << endl;
376 cout << "password: " << password << endl;
[d2b411a]377
[3b1efcc]378 int error = da.insertPlayer(username, password);
[41ad8ed]379
[3b1efcc]380 if (!error)
381 strcpy(serverMsg.buffer, "Registration successful.");
382 else
383 strcpy(serverMsg.buffer, "Registration failed. Please try again.");
[8e540f4]384
385 serverMsg.type = MSG_TYPE_REGISTER;
[d2b411a]386
[8e540f4]387 break;
388 }
389 case MSG_TYPE_LOGIN:
390 {
[60017fc]391 cout << "Got login message" << endl;
392
[d211210]393 serverMsg.type = MSG_TYPE_LOGIN;
394
[8e540f4]395 string username(clientMsg.buffer);
[41ad8ed]396 string password(strchr(clientMsg.buffer, '\0')+1);
[8e540f4]397
[41ad8ed]398 Player* p = da.getPlayer(username);
[d2b411a]399
[b128109]400 if (p == NULL || !da.verifyPassword(password, p->password))
[41ad8ed]401 {
402 strcpy(serverMsg.buffer, "Incorrect username or password");
403 }
[01d0d00]404 else if(findPlayerByName(mapPlayers, username) != NULL)
[41ad8ed]405 {
406 strcpy(serverMsg.buffer, "Player has already logged in.");
407 }
408 else
[8e540f4]409 {
[d211210]410 serverMsg.type = MSG_TYPE_PLAYER;
411
[1106210]412 updateUnusedId(unusedId, mapPlayers);
[01d0d00]413 p->id = unusedId;
[d211210]414 cout << "new player id: " << p->id << endl;
[df79cfd]415 p->setAddr(from);
416
417 // choose a random team (either 0 or 1)
418 p->team = rand() % 2;
[d211210]419
[46fa35a]420 // choose a random class
421 int intClass = rand() % 2;
422 switch (intClass) {
423 case 0:
424 p->setClass(Player::CLASS_WARRIOR);
425 break;
426 case 1:
427 p->setClass(Player::CLASS_RANGER);
428 break;
429 }
430
[d211210]431 // tell the new player about all the existing players
432 cout << "Sending other players to new player" << endl;
433
434 map<unsigned int, Player>::iterator it;
435 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
436 {
437 it->second.serialize(serverMsg.buffer);
438
439 cout << "sending info about " << it->second.name << endl;
[5f868c0]440 cout << "sending id " << it->second.id << endl;
441 if ( sendMessage(&serverMsg, sock, &from) < 0 )
442 error("sendMessage");
443 }
444
445 // tell the new player about all map objects
446 // (currently just the flags)
447 serverMsg.type = MSG_TYPE_OBJECT;
[e487381]448 vector<WorldMap::Object>* vctObjects = gameMap->getObjects();
[5f868c0]449 vector<WorldMap::Object>::iterator itObjects;
450 cout << "sending items" << endl;
[e487381]451 for (itObjects = vctObjects->begin(); itObjects != vctObjects->end(); itObjects++) {
[5f868c0]452 itObjects->serialize(serverMsg.buffer);
453 cout << "sending item id " << itObjects->id << endl;
[d211210]454 if ( sendMessage(&serverMsg, sock, &from) < 0 )
455 error("sendMessage");
456 }
[59061f6]457
[b8601ee]458 // send the current score
459 serverMsg.type = MSG_TYPE_SCORE;
460 memcpy(serverMsg.buffer, &scoreBlue, 4);
461 memcpy(serverMsg.buffer+4, &scoreRed, 4);
462 if ( sendMessage(&serverMsg, sock, &from) < 0 )
463 error("sendMessage");
464
465 serverMsg.type = MSG_TYPE_PLAYER;
[594d2e9]466 p->serialize(serverMsg.buffer);
[d211210]467 cout << "Should be broadcasting the message" << endl;
468
469 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
470 {
471 cout << "Sent message back to " << it->second.name << endl;
472 if ( sendMessage(&serverMsg, sock, &(it->second.addr)) < 0 )
473 error("sendMessage");
474 }
475
476 serverMsg.type = MSG_TYPE_LOGIN;
477 mapPlayers[unusedId] = *p;
[07028b9]478 }
479
[41ad8ed]480 delete(p);
[07028b9]481
[8e540f4]482 break;
483 }
484 case MSG_TYPE_LOGOUT:
485 {
486 string name(clientMsg.buffer);
487 cout << "Player logging out: " << name << endl;
488
[01d0d00]489 Player *p = findPlayerByName(mapPlayers, name);
[633f42a]490
[8e540f4]491 if (p == NULL)
492 {
493 strcpy(serverMsg.buffer, "That player is not logged in. This is either a bug, or you're trying to hack the server.");
[8a3ef42]494 cout << "Player not logged in" << endl;
[07028b9]495 }
[01d0d00]496 else if ( p->addr.sin_addr.s_addr != from.sin_addr.s_addr ||
497 p->addr.sin_port != from.sin_port )
[07028b9]498 {
[8e540f4]499 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]500 cout << "Player logged in using a different connection" << endl;
[2488852]501 }
[8e540f4]502 else
[2488852]503 {
[01d0d00]504 if (p->id < unusedId)
505 unusedId = p->id;
506 mapPlayers.erase(p->id);
[41ad8ed]507 strcpy(serverMsg.buffer, "You have successfully logged out.");
[8e540f4]508 }
[07028b9]509
[d211210]510 serverMsg.type = MSG_TYPE_LOGOUT;
[8a3ef42]511
[8e540f4]512 break;
513 }
514 case MSG_TYPE_CHAT:
515 {
[da692b9]516 cout << "Got a chat message" << endl;
517
[01d0d00]518 Player *p = findPlayerByAddr(mapPlayers, from);
[07028b9]519
[8e540f4]520 if (p == NULL)
521 {
522 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]523 }
[8e540f4]524 else
525 {
[3b1efcc]526 broadcastResponse = true;
527
[b128109]528 ostringstream oss;
529 oss << p->name << ": " << clientMsg.buffer;
[3b1efcc]530
[b128109]531 strcpy(serverMsg.buffer, oss.str().c_str());
[8e540f4]532 }
533
534 serverMsg.type = MSG_TYPE_CHAT;
535
536 break;
[e084950]537 }
[b128109]538 case MSG_TYPE_PLAYER_MOVE:
539 {
540 cout << "PLAYER_MOVE" << endl;
541
542 int id, x, y;
543
544 memcpy(&id, clientMsg.buffer, 4);
545 memcpy(&x, clientMsg.buffer+4, 4);
546 memcpy(&y, clientMsg.buffer+8, 4);
[7b43385]547
[b128109]548 cout << "x: " << x << endl;
549 cout << "y: " << y << endl;
550 cout << "id: " << id << endl;
[7b43385]551
[b128109]552 if ( mapPlayers[id].addr.sin_addr.s_addr == from.sin_addr.s_addr &&
553 mapPlayers[id].addr.sin_port == from.sin_port )
554 {
[60017fc]555 // we need to make sure the player can move here
556 if (0 <= x && x < 300 && 0 <= y && y < 300 &&
557 gameMap->getElement(x/25, y/25) == WorldMap::TERRAIN_GRASS)
558 {
[7b43385]559 cout << "valid terrain" << endl;
560
[60017fc]561 mapPlayers[id].target.x = x;
562 mapPlayers[id].target.y = y;
563
564 serverMsg.type = MSG_TYPE_PLAYER_MOVE;
565
566 memcpy(serverMsg.buffer, &id, 4);
[d211210]567 memcpy(serverMsg.buffer+4, &mapPlayers[id].target.x, 4);
568 memcpy(serverMsg.buffer+8, &mapPlayers[id].target.y, 4);
[60017fc]569
570 broadcastResponse = true;
571 }
572 else
573 cout << "Bad terrain detected" << endl;
[b128109]574 }
575 else // nned to send back a message indicating failure
576 cout << "Player id (" << id << ") doesn't match sender" << endl;
577
578 break;
579 }
[5299436]580 case MSG_TYPE_PICKUP_FLAG:
581 {
582 // may want to check the id matches the sender, just like for PLAYER_NOVE
583 cout << "PICKUP_FLAG" << endl;
584
585 int id;
586
587 memcpy(&id, clientMsg.buffer, 4);
588 cout << "id: " << id << endl;
589
[5c84d54]590 vector<WorldMap::Object>* vctObjects = gameMap->getObjects();
591 vector<WorldMap::Object>::iterator itObjects;
592
593 for (itObjects = vctObjects->begin(); itObjects != vctObjects->end();) {
594 POSITION pos = itObjects->pos;
595 bool gotFlag = false;
596
597 if (posDistance(mapPlayers[id].pos, pos.toFloat()) < 10) {
598 switch (itObjects->type) {
599 case WorldMap::OBJECT_BLUE_FLAG:
600 if (mapPlayers[id].team == 1) {
601 gotFlag = true;
602 mapPlayers[id].hasBlueFlag = true;
603 broadcastResponse = true;
604 }
605 break;
606 case WorldMap::OBJECT_RED_FLAG:
607 if (mapPlayers[id].team == 0) {
608 gotFlag = true;
609 mapPlayers[id].hasRedFlag = true;
610 broadcastResponse = true;
611 }
612 break;
613 }
614
615 if (gotFlag) {
616 serverMsg.type = MSG_TYPE_REMOVE_OBJECT;
617 memcpy(serverMsg.buffer, &itObjects->id, 4);
618
619 map<unsigned int, Player>::iterator it;
620 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
621 {
622 if ( sendMessage(&serverMsg, sock, &(it->second.addr)) < 0 )
623 error("sendMessage");
624 }
625
626 // remove the object from the server-side map
627 cout << "size before: " << gameMap->getObjects()->size() << endl;
628 itObjects = vctObjects->erase(itObjects);
629 cout << "size after: " << gameMap->getObjects()->size() << endl;
630 }
631 }
632
633 if (!gotFlag)
634 itObjects++;
635 }
636
637 serverMsg.type = MSG_TYPE_PLAYER;
638 mapPlayers[id].serialize(serverMsg.buffer);
639
[5299436]640 break;
641 }
[e487381]642 case MSG_TYPE_DROP_FLAG:
643 {
644 // may want to check the id matches the sender, just like for PLAYER_NOVE
645 cout << "DROP_FLAG" << endl;
646
647 int id;
648
649 memcpy(&id, clientMsg.buffer, 4);
650 cout << "id: " << id << endl;
651
652 WorldMap::ObjectType flagType = WorldMap::OBJECT_NONE;
653 if (mapPlayers[id].hasBlueFlag)
654 flagType = WorldMap::OBJECT_BLUE_FLAG;
655 else if (mapPlayers[id].hasRedFlag)
656 flagType = WorldMap::OBJECT_RED_FLAG;
657
658 gameMap->addObject(flagType, mapPlayers[id].pos.x, mapPlayers[id].pos.y);
659
660 // need to send the OBJECT message too
661 serverMsg.type = MSG_TYPE_OBJECT;
662 gameMap->getObjects()->back().serialize(serverMsg.buffer);
663
664 map<unsigned int, Player>::iterator it;
665 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
666 {
667 if ( sendMessage(&serverMsg, sock, &(it->second.addr)) < 0 )
668 error("sendMessage");
669 }
670
671 mapPlayers[id].hasBlueFlag = false;
672 mapPlayers[id].hasRedFlag = false;
673
674 serverMsg.type = MSG_TYPE_PLAYER;
675 mapPlayers[id].serialize(serverMsg.buffer);
676
677 map<unsigned int, Player>::iterator it2;
678 broadcastResponse = true;
679
680 break;
681 }
[8e540f4]682 default:
683 {
684 strcpy(serverMsg.buffer, "Server error occured. Report this please.");
[e084950]685
[8e540f4]686 serverMsg.type = MSG_TYPE_CHAT;
[e084950]687
[8e540f4]688 break;
689 }
[e3535b3]690 }
[da692b9]691
692 return broadcastResponse;
[e3535b3]693}
[da692b9]694
[1106210]695void updateUnusedId(unsigned int& id, map<unsigned int, Player>& mapPlayers)
[01d0d00]696{
[1106210]697 while (mapPlayers.find(id) != mapPlayers.end())
698 id++;
[01d0d00]699}
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