source: network-game/server/server.cpp@ d69eb32

Last change on this file since d69eb32 was d69eb32, checked in by dportnoy <dmp1488@…>, 12 years ago

Re-enabled sending PLAYER_MOVE messages when a player encounters an obstacle

  • Property mode set to 100644
File size: 11.6 KB
Line 
1#include <cstdlib>
2#include <cstdio>
3#include <unistd.h>
4#include <string>
5#include <iostream>
6#include <sstream>
7#include <cstring>
8#include <cmath>
9
10#include <vector>
11#include <map>
12
13#include <sys/time.h>
14
15#include <sys/socket.h>
16#include <netdb.h>
17#include <netinet/in.h>
18#include <arpa/inet.h>
19
20#include <crypt.h>
21
22/*
23#include <openssl/bio.h>
24#include <openssl/ssl.h>
25#include <openssl/err.h>
26*/
27
28#include "../common/Compiler.h"
29#include "../common/Common.h"
30#include "../common/Message.h"
31#include "../common/WorldMap.h"
32#include "../common/Player.h"
33
34#include "DataAccess.h"
35
36using namespace std;
37
38// from used to be const. Removed that so I could take a reference
39// and use it to send messages
40bool processMessage(const NETWORK_MSG &clientMsg, struct sockaddr_in &from, map<unsigned int, Player>& mapPlayers, WorldMap* gameMap, unsigned int& unusedId, NETWORK_MSG &serverMsg, int sock);
41
42void updateUnusedId(unsigned int& id, map<unsigned int, Player>& mapPlayers);
43
44// this should probably go somewhere in the common folder
45void error(const char *msg)
46{
47 perror(msg);
48 exit(0);
49}
50
51Player *findPlayerByName(map<unsigned int, Player> &m, string name)
52{
53 map<unsigned int, Player>::iterator it;
54
55 for (it = m.begin(); it != m.end(); it++)
56 {
57 if ( it->second.name.compare(name) == 0 )
58 return &(it->second);
59 }
60
61 return NULL;
62}
63
64Player *findPlayerByAddr(map<unsigned int, Player> &m, const sockaddr_in &addr)
65{
66 map<unsigned int, Player>::iterator it;
67
68 for (it = m.begin(); it != m.end(); it++)
69 {
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);
73 }
74
75 return NULL;
76}
77
78int main(int argc, char *argv[])
79{
80 int sock, length, n;
81 struct sockaddr_in server;
82 struct sockaddr_in from; // info of client sending the message
83 NETWORK_MSG clientMsg, serverMsg;
84 map<unsigned int, Player> mapPlayers;
85 unsigned int unusedId = 1;
86
87 //SSL_load_error_strings();
88 //ERR_load_BIO_strings();
89 //OpenSSL_add_all_algorithms();
90
91 if (argc < 2) {
92 cerr << "ERROR, no port provided" << endl;
93 exit(1);
94 }
95
96 WorldMap* gameMap = WorldMap::loadMapFromFile("../data/map.txt");
97
98 sock = socket(AF_INET, SOCK_DGRAM, 0);
99 if (sock < 0) error("Opening socket");
100 length = sizeof(server);
101 bzero(&server,length);
102 server.sin_family=AF_INET;
103 server.sin_port=htons(atoi(argv[1]));
104 server.sin_addr.s_addr=INADDR_ANY;
105 if ( bind(sock, (struct sockaddr *)&server, length) < 0 )
106 error("binding");
107
108 set_nonblock(sock);
109
110 bool broadcastResponse;
111 timespec ts;
112 int timeLastUpdated = 0, curTime = 0, timeLastBroadcast = 0;
113 while (true) {
114
115 usleep(5000);
116
117 clock_gettime(CLOCK_REALTIME, &ts);
118 // make the number smaller so millis can fit in an int
119 ts.tv_sec -= 1368000000;
120 curTime = ts.tv_sec*1000 + ts.tv_nsec/1000000;
121
122 if (timeLastUpdated == 0 || (curTime-timeLastUpdated) >= 50) {
123 timeLastUpdated = curTime;
124 //cout << "Server-side player movement: " << timeLastUpdated << endl;
125
126 // maybe put this in a separate method
127 map<unsigned int, Player>::iterator it, it2;
128 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++) {
129 if (!it->second.move(gameMap)) {
130 cout << "Cenceling move" << endl;
131 serverMsg.type = MSG_TYPE_PLAYER;
132 it->second.serialize(serverMsg.buffer);
133
134 cout << "about to send move cencellation" << endl;
135 for (it2 = mapPlayers.begin(); it2 != mapPlayers.end(); it2++)
136 {
137 if ( sendMessage(&serverMsg, sock, &(it2->second.addr)) < 0 )
138 error("sendMessage");
139 }
140 }
141 }
142 }
143
144 n = receiveMessage(&clientMsg, sock, &from);
145
146 if (n >= 0) {
147 cout << "Got a message" << endl;
148
149 broadcastResponse = processMessage(clientMsg, from, mapPlayers, gameMap, unusedId, serverMsg, sock);
150
151 // probably replace this with a function that prints based on the
152 // message type
153 cout << "msg: " << serverMsg.buffer << endl;
154 cout << "broadcastResponse: " << broadcastResponse << endl;
155 if (broadcastResponse)
156 {
157 cout << "Should be broadcasting the message" << endl;
158
159 map<unsigned int, Player>::iterator it;
160 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
161 {
162 cout << "Sent message back to " << it->second.name << endl;
163 if ( sendMessage(&serverMsg, sock, &(it->second.addr)) < 0 )
164 error("sendMessage");
165 }
166 }
167 else
168 {
169 cout << "Should be sending back the message" << endl;
170
171 if ( sendMessage(&serverMsg, sock, &from) < 0 )
172 error("sendMessage");
173 }
174 }
175 }
176
177 return 0;
178}
179
180bool processMessage(const NETWORK_MSG& clientMsg, struct sockaddr_in& from, map<unsigned int, Player>& mapPlayers, WorldMap* gameMap, unsigned int& unusedId, NETWORK_MSG& serverMsg, int sock)
181{
182 DataAccess da;
183
184 cout << "MSG: type: " << clientMsg.type << endl;
185 cout << "MSG contents: " << clientMsg.buffer << endl;
186
187 // maybe we should make a message class and have this be a member
188 bool broadcastResponse = false;
189
190 // Check that if an invalid message is sent, the client will correctly
191 // receive and display the response. Maybe make a special error msg type
192 switch(clientMsg.type)
193 {
194 case MSG_TYPE_REGISTER:
195 {
196 string username(clientMsg.buffer);
197 string password(strchr(clientMsg.buffer, '\0')+1);
198
199 cout << "username: " << username << endl;
200 cout << "password: " << password << endl;
201
202 int error = da.insertPlayer(username, password);
203
204 if (!error)
205 strcpy(serverMsg.buffer, "Registration successful.");
206 else
207 strcpy(serverMsg.buffer, "Registration failed. Please try again.");
208
209 serverMsg.type = MSG_TYPE_REGISTER;
210
211 break;
212 }
213 case MSG_TYPE_LOGIN:
214 {
215 cout << "Got login message" << endl;
216
217 serverMsg.type = MSG_TYPE_LOGIN;
218
219 string username(clientMsg.buffer);
220 string password(strchr(clientMsg.buffer, '\0')+1);
221
222 Player* p = da.getPlayer(username);
223
224 if (p == NULL || !da.verifyPassword(password, p->password))
225 {
226 strcpy(serverMsg.buffer, "Incorrect username or password");
227 }
228 else if(findPlayerByName(mapPlayers, username) != NULL)
229 {
230 strcpy(serverMsg.buffer, "Player has already logged in.");
231 }
232 else
233 {
234 serverMsg.type = MSG_TYPE_PLAYER;
235
236 p->setAddr(from);
237 updateUnusedId(unusedId, mapPlayers);
238 p->id = unusedId;
239 cout << "new player id: " << p->id << endl;
240
241 // tell the new player about all the existing players
242 cout << "Sending other players to new player" << endl;
243
244 map<unsigned int, Player>::iterator it;
245 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
246 {
247 it->second.serialize(serverMsg.buffer);
248
249 cout << "sending info about " << it->second.name << endl;
250 cout << "sending ind " << it->second.id << endl;
251 if ( sendMessage(&serverMsg, sock, &from) < 0 )
252 error("sendMessage");
253 }
254
255 p->serialize(serverMsg.buffer);
256 cout << "Should be broadcasting the message" << endl;
257
258 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
259 {
260 cout << "Sent message back to " << it->second.name << endl;
261 if ( sendMessage(&serverMsg, sock, &(it->second.addr)) < 0 )
262 error("sendMessage");
263 }
264
265 serverMsg.type = MSG_TYPE_LOGIN;
266 mapPlayers[unusedId] = *p;
267 }
268
269 delete(p);
270
271 break;
272 }
273 case MSG_TYPE_LOGOUT:
274 {
275 string name(clientMsg.buffer);
276 cout << "Player logging out: " << name << endl;
277
278 Player *p = findPlayerByName(mapPlayers, name);
279
280 if (p == NULL)
281 {
282 strcpy(serverMsg.buffer, "That player is not logged in. This is either a bug, or you're trying to hack the server.");
283 cout << "Player not logged in" << endl;
284 }
285 else if ( p->addr.sin_addr.s_addr != from.sin_addr.s_addr ||
286 p->addr.sin_port != from.sin_port )
287 {
288 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.");
289 cout << "Player logged in using a different connection" << endl;
290 }
291 else
292 {
293 if (p->id < unusedId)
294 unusedId = p->id;
295 mapPlayers.erase(p->id);
296 strcpy(serverMsg.buffer, "You have successfully logged out.");
297 cout << "Player logged out successfuly" << endl;
298 }
299
300 serverMsg.type = MSG_TYPE_LOGOUT;
301
302 break;
303 }
304 case MSG_TYPE_CHAT:
305 {
306 cout << "Got a chat message" << endl;
307
308 Player *p = findPlayerByAddr(mapPlayers, from);
309
310 if (p == NULL)
311 {
312 strcpy(serverMsg.buffer, "No player is logged in using this connection. This is either a bug, or you're trying to hack the server.");
313 }
314 else
315 {
316 broadcastResponse = true;
317
318 ostringstream oss;
319 oss << p->name << ": " << clientMsg.buffer;
320
321 strcpy(serverMsg.buffer, oss.str().c_str());
322 }
323
324 serverMsg.type = MSG_TYPE_CHAT;
325
326 break;
327 }
328 case MSG_TYPE_PLAYER_MOVE:
329 {
330 istringstream iss;
331 iss.str(clientMsg.buffer);
332
333 cout << "PLAYER_MOVE" << endl;
334
335 int id, x, y;
336
337 memcpy(&id, clientMsg.buffer, 4);
338 memcpy(&x, clientMsg.buffer+4, 4);
339 memcpy(&y, clientMsg.buffer+8, 4);
340
341 cout << "x: " << x << endl;
342 cout << "y: " << y << endl;
343 cout << "id: " << id << endl;
344
345 if ( mapPlayers[id].addr.sin_addr.s_addr == from.sin_addr.s_addr &&
346 mapPlayers[id].addr.sin_port == from.sin_port )
347 {
348 // we need to make sure the player can move here
349 if (0 <= x && x < 300 && 0 <= y && y < 300 &&
350 gameMap->getElement(x/25, y/25) == WorldMap::TERRAIN_GRASS)
351 {
352 cout << "valid terrain" << endl;
353
354 mapPlayers[id].target.x = x;
355 mapPlayers[id].target.y = y;
356 int xDiff = mapPlayers[id].target.x - mapPlayers[id].pos.x;
357 int yDiff = mapPlayers[id].target.y - mapPlayers[id].pos.y;
358
359 serverMsg.type = MSG_TYPE_PLAYER_MOVE;
360
361 memcpy(serverMsg.buffer, &id, 4);
362 memcpy(serverMsg.buffer+4, &mapPlayers[id].target.x, 4);
363 memcpy(serverMsg.buffer+8, &mapPlayers[id].target.y, 4);
364
365 broadcastResponse = true;
366 }
367 else
368 cout << "Bad terrain detected" << endl;
369 }
370 else // nned to send back a message indicating failure
371 cout << "Player id (" << id << ") doesn't match sender" << endl;
372
373 break;
374 }
375 default:
376 {
377 strcpy(serverMsg.buffer, "Server error occured. Report this please.");
378
379 serverMsg.type = MSG_TYPE_CHAT;
380
381 break;
382 }
383 }
384
385 cout << "Got to the end of the switch" << endl;
386
387 return broadcastResponse;
388}
389
390void updateUnusedId(unsigned int& id, map<unsigned int, Player>& mapPlayers)
391{
392 while (mapPlayers.find(id) != mapPlayers.end())
393 id++;
394}
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