source: network-game/server/server.cpp@ e4c60ba

Last change on this file since e4c60ba was e4c60ba, checked in by dportnoy <dmp1488@…>, 12 years ago

Players can turn in flags they have picked up to their own flag sites

  • Property mode set to 100644
File size: 18.4 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 // add some items to the map. They will be sent out
99 // to players when they login
100 for (int y=0; y<gameMap->height; y++) {
101 for (int x=0; x<gameMap->width; x++) {
102 switch (gameMap->getStructure(x, y)) {
103 case WorldMap::STRUCTURE_BLUE_FLAG:
104 gameMap->addObject(WorldMap::OBJECT_BLUE_FLAG, x*25+12, y*25+12);
105 break;
106 case WorldMap::STRUCTURE_RED_FLAG:
107 gameMap->addObject(WorldMap::OBJECT_RED_FLAG, x*25+12, y*25+12);
108 break;
109 }
110 }
111 }
112
113 sock = socket(AF_INET, SOCK_DGRAM, 0);
114 if (sock < 0) error("Opening socket");
115 length = sizeof(server);
116 bzero(&server,length);
117 server.sin_family=AF_INET;
118 server.sin_port=htons(atoi(argv[1]));
119 server.sin_addr.s_addr=INADDR_ANY;
120 if ( bind(sock, (struct sockaddr *)&server, length) < 0 )
121 error("binding");
122
123 set_nonblock(sock);
124
125 bool broadcastResponse;
126 timespec ts;
127 int timeLastUpdated = 0, curTime = 0, timeLastBroadcast = 0;
128 while (true) {
129
130 usleep(5000);
131
132 clock_gettime(CLOCK_REALTIME, &ts);
133 // make the number smaller so millis can fit in an int
134 ts.tv_sec -= 1368000000;
135 curTime = ts.tv_sec*1000 + ts.tv_nsec/1000000;
136
137 if (timeLastUpdated == 0 || (curTime-timeLastUpdated) >= 50) {
138 timeLastUpdated = curTime;
139
140 // maybe put this in a separate method
141 map<unsigned int, Player>::iterator it;
142 FLOAT_POSITION oldPos;
143 bool broadcastMove = false;
144 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++) {
145 oldPos = it->second.pos;
146 if (it->second.move(gameMap)) {
147
148 // check if the move needs to be canceled
149 switch(gameMap->getElement(it->second.pos.x/25, it->second.pos.y/25)) {
150 case WorldMap::TERRAIN_NONE:
151 case WorldMap::TERRAIN_OCEAN:
152 case WorldMap::TERRAIN_ROCK:
153 {
154 it->second.pos = oldPos;
155 it->second.target.x = it->second.pos.x;
156 it->second.target.y = it->second.pos.y;
157 broadcastMove = true;
158 break;
159 }
160 default:
161 // if there are no obstacles, do nothing
162 break;
163 }
164
165 WorldMap::ObjectType flagType;
166 POSITION pos;
167 switch(gameMap->getStructure(it->second.pos.x/25, it->second.pos.y/25)) {
168 case WorldMap::STRUCTURE_BLUE_FLAG:
169 {
170 if (!it->second.team == 0 || !it->second.hasRedFlag)
171 break;
172 else {
173 it->second.hasRedFlag = false;
174 flagType = WorldMap::OBJECT_RED_FLAG;
175 pos = gameMap->getStructureLocation(WorldMap::STRUCTURE_RED_FLAG);
176 }
177 }
178 case WorldMap::STRUCTURE_RED_FLAG:
179 {
180 if (!it->second.team == 1 || !it->second.hasBlueFlag)
181 break;
182 else {
183 it->second.hasBlueFlag = false;
184 flagType = WorldMap::OBJECT_BLUE_FLAG;
185 pos = gameMap->getStructureLocation(WorldMap::STRUCTURE_BLUE_FLAG);
186 }
187
188 // all code from here to the break is executed for both cases of the switch
189
190 // send an OBJECT message to add the flag back to its spawn point
191 pos.x = pos.x*25+12;
192 pos.y = pos.y*25+12;
193 gameMap->addObject(flagType, pos.x, pos.y);
194
195 serverMsg.type = MSG_TYPE_OBJECT;
196 gameMap->getObjects()->back().serialize(serverMsg.buffer);
197
198 map<unsigned int, Player>::iterator it2;
199 for (it2 = mapPlayers.begin(); it2 != mapPlayers.end(); it2++)
200 {
201 if ( sendMessage(&serverMsg, sock, &(it2->second.addr)) < 0 )
202 error("sendMessage");
203 }
204
205 // this means a PLAYER message will be send
206 broadcastMove = true;
207
208 break;
209 }
210 default:
211 break;
212 }
213
214 vector<WorldMap::Object>* vctObjects = gameMap->getObjects();
215 vector<WorldMap::Object>::iterator itObjects;
216
217 for (itObjects = vctObjects->begin(); itObjects != vctObjects->end();) {
218 POSITION pos = itObjects->pos;
219 if (posDistance(it->second.pos, pos.toFloat()) < 10) {
220 switch (itObjects->type) {
221 case WorldMap::OBJECT_BLUE_FLAG:
222 cout << "Got blue flag" << endl;
223 it->second.hasBlueFlag = true;
224 broadcastMove = true;
225 break;
226 case WorldMap::OBJECT_RED_FLAG:
227 cout << "Got red flag" << endl;
228 it->second.hasRedFlag = true;
229 broadcastMove = true;
230 break;
231 }
232
233 serverMsg.type = MSG_TYPE_REMOVE_OBJECT;
234 memcpy(serverMsg.buffer, &itObjects->id, 4);
235
236 map<unsigned int, Player>::iterator it2;
237 for (it2 = mapPlayers.begin(); it2 != mapPlayers.end(); it2++)
238 {
239 if ( sendMessage(&serverMsg, sock, &(it2->second.addr)) < 0 )
240 error("sendMessage");
241 }
242
243 // remove the object from the server-side map
244 cout << "size before: " << gameMap->getObjects()->size() << endl;
245 itObjects = vctObjects->erase(itObjects);
246 cout << "size after: " << gameMap->getObjects()->size() << endl;
247 }
248 else
249 itObjects++;
250 }
251
252 if (broadcastMove) {
253 serverMsg.type = MSG_TYPE_PLAYER;
254 it->second.serialize(serverMsg.buffer);
255
256 cout << "about to broadcast move" << endl;
257 map<unsigned int, Player>::iterator it2;
258 for (it2 = mapPlayers.begin(); it2 != mapPlayers.end(); it2++)
259 {
260 if ( sendMessage(&serverMsg, sock, &(it2->second.addr)) < 0 )
261 error("sendMessage");
262 }
263 }
264 }
265 }
266 }
267
268 n = receiveMessage(&clientMsg, sock, &from);
269
270 if (n >= 0) {
271 broadcastResponse = processMessage(clientMsg, from, mapPlayers, gameMap, unusedId, serverMsg, sock);
272
273 // probably replace this with a function that prints based on the
274 // message type
275 cout << "msg: " << serverMsg.buffer << endl;
276 if (broadcastResponse)
277 {
278 cout << "Should be broadcasting the message" << endl;
279
280 map<unsigned int, Player>::iterator it;
281 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
282 {
283 cout << "Sent message back to " << it->second.name << endl;
284 if ( sendMessage(&serverMsg, sock, &(it->second.addr)) < 0 )
285 error("sendMessage");
286 }
287 }
288 else
289 {
290 cout << "Should be sending back the message" << endl;
291
292 if ( sendMessage(&serverMsg, sock, &from) < 0 )
293 error("sendMessage");
294 }
295 }
296 }
297
298 return 0;
299}
300
301bool processMessage(const NETWORK_MSG& clientMsg, struct sockaddr_in& from, map<unsigned int, Player>& mapPlayers, WorldMap* gameMap, unsigned int& unusedId, NETWORK_MSG& serverMsg, int sock)
302{
303 DataAccess da;
304
305 cout << "Received message" << endl;
306 cout << "MSG: type: " << clientMsg.type << endl;
307 cout << "MSG contents: " << clientMsg.buffer << endl;
308
309 // maybe we should make a message class and have this be a member
310 bool broadcastResponse = false;
311
312 // Check that if an invalid message is sent, the client will correctly
313 // receive and display the response. Maybe make a special error msg type
314 switch(clientMsg.type)
315 {
316 case MSG_TYPE_REGISTER:
317 {
318 string username(clientMsg.buffer);
319 string password(strchr(clientMsg.buffer, '\0')+1);
320
321 cout << "username: " << username << endl;
322 cout << "password: " << password << endl;
323
324 int error = da.insertPlayer(username, password);
325
326 if (!error)
327 strcpy(serverMsg.buffer, "Registration successful.");
328 else
329 strcpy(serverMsg.buffer, "Registration failed. Please try again.");
330
331 serverMsg.type = MSG_TYPE_REGISTER;
332
333 break;
334 }
335 case MSG_TYPE_LOGIN:
336 {
337 cout << "Got login message" << endl;
338
339 serverMsg.type = MSG_TYPE_LOGIN;
340
341 string username(clientMsg.buffer);
342 string password(strchr(clientMsg.buffer, '\0')+1);
343
344 Player* p = da.getPlayer(username);
345
346 if (p == NULL || !da.verifyPassword(password, p->password))
347 {
348 strcpy(serverMsg.buffer, "Incorrect username or password");
349 }
350 else if(findPlayerByName(mapPlayers, username) != NULL)
351 {
352 strcpy(serverMsg.buffer, "Player has already logged in.");
353 }
354 else
355 {
356 serverMsg.type = MSG_TYPE_PLAYER;
357
358 updateUnusedId(unusedId, mapPlayers);
359 p->id = unusedId;
360 cout << "new player id: " << p->id << endl;
361 p->setAddr(from);
362
363 // choose a random team (either 0 or 1)
364 p->team = rand() % 2;
365
366 // tell the new player about all the existing players
367 cout << "Sending other players to new player" << endl;
368
369 map<unsigned int, Player>::iterator it;
370 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
371 {
372 it->second.serialize(serverMsg.buffer);
373
374 cout << "sending info about " << it->second.name << endl;
375 cout << "sending id " << it->second.id << endl;
376 if ( sendMessage(&serverMsg, sock, &from) < 0 )
377 error("sendMessage");
378 }
379
380 // tell the new player about all map objects
381 // (currently just the flags)
382 serverMsg.type = MSG_TYPE_OBJECT;
383 vector<WorldMap::Object>* vctObjects = gameMap->getObjects();
384 vector<WorldMap::Object>::iterator itObjects;
385 cout << "sending items" << endl;
386 for (itObjects = vctObjects->begin(); itObjects != vctObjects->end(); itObjects++) {
387 itObjects->serialize(serverMsg.buffer);
388 cout << "sending item id " << itObjects->id << endl;
389 if ( sendMessage(&serverMsg, sock, &from) < 0 )
390 error("sendMessage");
391 }
392
393 p->serialize(serverMsg.buffer);
394 cout << "Should be broadcasting the message" << endl;
395
396 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
397 {
398 cout << "Sent message back to " << it->second.name << endl;
399 if ( sendMessage(&serverMsg, sock, &(it->second.addr)) < 0 )
400 error("sendMessage");
401 }
402
403 serverMsg.type = MSG_TYPE_LOGIN;
404 mapPlayers[unusedId] = *p;
405 }
406
407 delete(p);
408
409 break;
410 }
411 case MSG_TYPE_LOGOUT:
412 {
413 string name(clientMsg.buffer);
414 cout << "Player logging out: " << name << endl;
415
416 Player *p = findPlayerByName(mapPlayers, name);
417
418 if (p == NULL)
419 {
420 strcpy(serverMsg.buffer, "That player is not logged in. This is either a bug, or you're trying to hack the server.");
421 cout << "Player not logged in" << endl;
422 }
423 else if ( p->addr.sin_addr.s_addr != from.sin_addr.s_addr ||
424 p->addr.sin_port != from.sin_port )
425 {
426 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.");
427 cout << "Player logged in using a different connection" << endl;
428 }
429 else
430 {
431 if (p->id < unusedId)
432 unusedId = p->id;
433 mapPlayers.erase(p->id);
434 strcpy(serverMsg.buffer, "You have successfully logged out.");
435 }
436
437 serverMsg.type = MSG_TYPE_LOGOUT;
438
439 break;
440 }
441 case MSG_TYPE_CHAT:
442 {
443 cout << "Got a chat message" << endl;
444
445 Player *p = findPlayerByAddr(mapPlayers, from);
446
447 if (p == NULL)
448 {
449 strcpy(serverMsg.buffer, "No player is logged in using this connection. This is either a bug, or you're trying to hack the server.");
450 }
451 else
452 {
453 broadcastResponse = true;
454
455 ostringstream oss;
456 oss << p->name << ": " << clientMsg.buffer;
457
458 strcpy(serverMsg.buffer, oss.str().c_str());
459 }
460
461 serverMsg.type = MSG_TYPE_CHAT;
462
463 break;
464 }
465 case MSG_TYPE_PLAYER_MOVE:
466 {
467 cout << "PLAYER_MOVE" << endl;
468
469 int id, x, y;
470
471 memcpy(&id, clientMsg.buffer, 4);
472 memcpy(&x, clientMsg.buffer+4, 4);
473 memcpy(&y, clientMsg.buffer+8, 4);
474
475 cout << "x: " << x << endl;
476 cout << "y: " << y << endl;
477 cout << "id: " << id << endl;
478
479 if ( mapPlayers[id].addr.sin_addr.s_addr == from.sin_addr.s_addr &&
480 mapPlayers[id].addr.sin_port == from.sin_port )
481 {
482 // we need to make sure the player can move here
483 if (0 <= x && x < 300 && 0 <= y && y < 300 &&
484 gameMap->getElement(x/25, y/25) == WorldMap::TERRAIN_GRASS)
485 {
486 cout << "valid terrain" << endl;
487
488 mapPlayers[id].target.x = x;
489 mapPlayers[id].target.y = y;
490
491 serverMsg.type = MSG_TYPE_PLAYER_MOVE;
492
493 memcpy(serverMsg.buffer, &id, 4);
494 memcpy(serverMsg.buffer+4, &mapPlayers[id].target.x, 4);
495 memcpy(serverMsg.buffer+8, &mapPlayers[id].target.y, 4);
496
497 broadcastResponse = true;
498 }
499 else
500 cout << "Bad terrain detected" << endl;
501 }
502 else // nned to send back a message indicating failure
503 cout << "Player id (" << id << ") doesn't match sender" << endl;
504
505 break;
506 }
507 case MSG_TYPE_DROP_FLAG:
508 {
509 // may want to check the id matches the sender, just like for PLAYER_NOVE
510 cout << "DROP_FLAG" << endl;
511
512 int id;
513
514 memcpy(&id, clientMsg.buffer, 4);
515 cout << "id: " << id << endl;
516
517 WorldMap::ObjectType flagType = WorldMap::OBJECT_NONE;
518 if (mapPlayers[id].hasBlueFlag)
519 flagType = WorldMap::OBJECT_BLUE_FLAG;
520 else if (mapPlayers[id].hasRedFlag)
521 flagType = WorldMap::OBJECT_RED_FLAG;
522
523 gameMap->addObject(flagType, mapPlayers[id].pos.x, mapPlayers[id].pos.y);
524
525 // need to send the OBJECT message too
526 serverMsg.type = MSG_TYPE_OBJECT;
527 gameMap->getObjects()->back().serialize(serverMsg.buffer);
528
529 map<unsigned int, Player>::iterator it;
530 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
531 {
532 if ( sendMessage(&serverMsg, sock, &(it->second.addr)) < 0 )
533 error("sendMessage");
534 }
535
536 mapPlayers[id].hasBlueFlag = false;
537 mapPlayers[id].hasRedFlag = false;
538
539 serverMsg.type = MSG_TYPE_PLAYER;
540 mapPlayers[id].serialize(serverMsg.buffer);
541
542 map<unsigned int, Player>::iterator it2;
543 broadcastResponse = true;
544
545 break;
546 }
547 default:
548 {
549 strcpy(serverMsg.buffer, "Server error occured. Report this please.");
550
551 serverMsg.type = MSG_TYPE_CHAT;
552
553 break;
554 }
555 }
556
557 return broadcastResponse;
558}
559
560void updateUnusedId(unsigned int& id, map<unsigned int, Player>& mapPlayers)
561{
562 while (mapPlayers.find(id) != mapPlayers.end())
563 id++;
564}
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