source: network-game/server/server.cpp@ 35f6097

Last change on this file since 35f6097 was 35f6097, checked in by dportnoy <dmp1488@…>, 11 years ago

Players are revived correctly in individual games

  • Property mode set to 100644
File size: 44.3 KB
Line 
1#include <cstdlib>
2#include <cstdio>
3#include <unistd.h>
4#include <string>
5#include <iostream>
6#include <sstream>
7#include <fstream>
8#include <cstring>
9#include <cmath>
10
11#include <vector>
12#include <map>
13
14#include <csignal>
15
16#include <sys/time.h>
17
18#include <sys/socket.h>
19#include <netdb.h>
20#include <netinet/in.h>
21#include <arpa/inet.h>
22
23#include <crypt.h>
24
25/*
26#include <openssl/bio.h>
27#include <openssl/ssl.h>
28#include <openssl/err.h>
29*/
30
31#include "../common/Compiler.h"
32#include "../common/Common.h"
33#include "../common/MessageProcessor.h"
34#include "../common/WorldMap.h"
35#include "../common/Player.h"
36#include "../common/Projectile.h"
37#include "../common/Game.h"
38
39#include "DataAccess.h"
40
41using namespace std;
42
43bool done;
44
45// from used to be const. Removed that so I could take a reference
46// and use it to send messages
47bool 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);
48
49void updateUnusedPlayerId(unsigned int& id, map<unsigned int, Player*>& mapPlayers);
50Player *findPlayerByName(map<unsigned int, Player*> &m, string name);
51Player *findPlayerByAddr(map<unsigned int, Player*> &m, const sockaddr_in &addr);
52void damagePlayer(Player *p, int damage);
53
54void addObjectToMap(WorldMap::ObjectType objectType, int x, int y, WorldMap* gameMap, map<unsigned int, Player*>& mapPlayers, MessageProcessor &msgProcessor, int sock, ofstream& outputLog);
55
56// this should probably go somewhere in the common folder
57void error(const char *msg)
58{
59 perror(msg);
60 exit(0);
61}
62
63void quit(int sig) {
64 done = true;
65}
66
67int main(int argc, char *argv[])
68{
69 int sock, length, n;
70 struct sockaddr_in server;
71 struct sockaddr_in from; // info of client sending the message
72 NETWORK_MSG clientMsg, serverMsg;
73 MessageProcessor msgProcessor;
74 map<unsigned int, Player*> mapPlayers;
75 map<unsigned int, Projectile> mapProjectiles;
76 map<string, Game*> mapGames;
77 unsigned int unusedPlayerId = 1, unusedProjectileId = 1;
78 int scoreBlue, scoreRed;
79 ofstream outputLog;
80
81 done = false;
82
83 scoreBlue = 0;
84 scoreRed = 0;
85
86 signal(SIGINT, quit);
87
88 //SSL_load_error_strings();
89 //ERR_load_BIO_strings();
90 //OpenSSL_add_all_algorithms();
91
92 if (argc != 2)
93 {
94 cerr << "ERROR, expected server [domain] [port]" << endl;
95 exit(1);
96 }
97
98 outputLog.open("server.log", ios::app);
99 outputLog << "Started server on " << getCurrentDateTimeString() << endl;
100
101 WorldMap* gameMap = WorldMap::loadMapFromFile("../data/map.txt");
102
103 // add some items to the map. They will be sent out
104 // to players when they login
105 for (int y=0; y<gameMap->height; y++)
106 {
107 for (int x=0; x<gameMap->width; x++)
108 {
109 switch (gameMap->getStructure(x, y))
110 {
111 case WorldMap::STRUCTURE_BLUE_FLAG:
112 gameMap->addObject(WorldMap::OBJECT_BLUE_FLAG, x*25+12, y*25+12);
113 break;
114 case WorldMap::STRUCTURE_RED_FLAG:
115 gameMap->addObject(WorldMap::OBJECT_RED_FLAG, x*25+12, y*25+12);
116 break;
117 }
118 }
119 }
120
121 sock = socket(AF_INET, SOCK_DGRAM, 0);
122 if (sock < 0)
123 error("Opening socket");
124 length = sizeof(server);
125 bzero(&server,length);
126 server.sin_family=AF_INET;
127 server.sin_port=htons(atoi(argv[1]));
128 server.sin_addr.s_addr=INADDR_ANY;
129 if ( bind(sock, (struct sockaddr *)&server, length) < 0 )
130 error("binding");
131
132 set_nonblock(sock);
133
134 bool broadcastResponse;
135 timespec ts;
136 int timeLastUpdated = 0, curTime = 0, timeLastBroadcast = 0;
137 while (!done)
138 {
139 usleep(5000);
140
141 clock_gettime(CLOCK_REALTIME, &ts);
142 // make the number smaller so millis can fit in an int
143 ts.tv_sec -= 1368000000;
144 curTime = ts.tv_sec*1000 + ts.tv_nsec/1000000;
145
146 if (timeLastUpdated == 0 || (curTime-timeLastUpdated) >= 50)
147 {
148 timeLastUpdated = curTime;
149
150 msgProcessor.cleanAckedMessages(&outputLog);
151 msgProcessor.resendUnackedMessages(sock, &outputLog);
152
153 map<unsigned int, Player*>::iterator it;
154
155 cout << "Updating player targets and respawning dead players" << endl;
156
157 // set targets for all chasing players (or make them attack if they're close enough)
158 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
159 {
160 Player* p = it->second;
161
162 // check if it's time to revive dead players
163 if (p->isDead)
164 {
165
166 if (getCurrentMillis() - p->timeDied >= 10000)
167 {
168 p->isDead = false;
169
170 POSITION spawnPos;
171
172 switch (p->team)
173 {
174 case 0:// blue team
175 spawnPos = p->currentGame->getMap()->getStructureLocation(WorldMap::STRUCTURE_BLUE_FLAG);
176 break;
177 case 1:// red team
178 spawnPos = p->currentGame->getMap()->getStructureLocation(WorldMap::STRUCTURE_RED_FLAG);
179 break;
180 default:
181 // should never go here
182 cout << "Error: Invalid team" << endl;
183 break;
184 }
185
186 // spawn the player to the right of their flag location
187 spawnPos.x = (spawnPos.x+1) * 25 + 12;
188 spawnPos.y = spawnPos.y * 25 + 12;
189
190 p->pos = spawnPos.toFloat();
191 p->target = spawnPos;
192 p->health = p->maxHealth;
193
194 serverMsg.type = MSG_TYPE_PLAYER;
195 p->serialize(serverMsg.buffer);
196
197 map<unsigned int, Player*>::iterator it2;
198 for (it2 = p->currentGame->getPlayers().begin(); it2 != p->currentGame->getPlayers().end(); it2++)
199 {
200 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it2->second->addr), &outputLog) < 0 )
201 error("sendMessage");
202 }
203 }
204
205 continue;
206 }
207
208 if (p->currentGame != NULL) {
209 map<unsigned int, Player*> playersInGame = p->currentGame->getPlayers();
210 if (p->updateTarget(playersInGame))
211 {
212 serverMsg.type = MSG_TYPE_PLAYER;
213 p->serialize(serverMsg.buffer);
214
215 map<unsigned int, Player*>::iterator it2;
216 for (it2 = playersInGame.begin(); it2 != playersInGame.end(); it2++)
217 {
218 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it2->second->addr), &outputLog) < 0 )
219 error("sendMessage");
220 }
221 }
222 }
223 }
224
225 cout << "Processing players in a game" << endl;
226
227 // process players currently in a game
228 FLOAT_POSITION oldPos;
229 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
230 {
231 Player* p = it->second;
232 if (p->currentGame == NULL)
233 continue;
234
235 cout << "moving player" << endl;
236 bool broadcastMove = false;
237
238 // xompute playersInGame here
239
240 // move player and perform associated tasks
241 oldPos = p->pos;
242 if (p->move(p->currentGame->getMap())) {
243
244 cout << "player moved" << endl;
245 if (p->currentGame->processPlayerMovement(p, oldPos))
246 broadcastMove = true;
247 cout << "player move processed" << endl;
248
249 map<unsigned int, Player*>& playersInGame = p->currentGame->getPlayers();
250
251 WorldMap::ObjectType flagType;
252 POSITION pos;
253 bool flagTurnedIn = false;
254 bool flagReturned = false;
255 bool ownFlagAtBase = false;
256
257 // need to figure out how to move this to a different file
258 // while still sending back flag type and position
259 WorldMap* playerMap = p->currentGame->getMap();
260 switch(playerMap->getStructure(p->pos.x/25, p->pos.y/25))
261 {
262 case WorldMap::STRUCTURE_BLUE_FLAG:
263 {
264 if (p->team == 0 && p->hasRedFlag)
265 {
266 // check that your flag is at your base
267 pos = playerMap->getStructureLocation(WorldMap::STRUCTURE_BLUE_FLAG);
268
269 vector<WorldMap::Object>* vctObjects = playerMap->getObjects();
270 vector<WorldMap::Object>::iterator itObjects;
271
272 for (itObjects = vctObjects->begin(); itObjects != vctObjects->end(); itObjects++)
273 {
274 if (itObjects->type == WorldMap::OBJECT_BLUE_FLAG)
275 {
276 if (itObjects->pos.x == pos.x*25+12 && itObjects->pos.y == pos.y*25+12)
277 {
278 ownFlagAtBase = true;
279 break;
280 }
281 }
282 }
283
284 if (ownFlagAtBase)
285 {
286 p->hasRedFlag = false;
287 flagType = WorldMap::OBJECT_RED_FLAG;
288 pos = playerMap->getStructureLocation(WorldMap::STRUCTURE_RED_FLAG);
289 flagTurnedIn = true;
290 scoreBlue++;
291 }
292 }
293
294 break;
295 }
296 case WorldMap::STRUCTURE_RED_FLAG:
297 {
298 if (p->team == 1 && p->hasBlueFlag)
299 {
300 // check that your flag is at your base
301 pos = playerMap->getStructureLocation(WorldMap::STRUCTURE_RED_FLAG);
302
303 vector<WorldMap::Object>* vctObjects = playerMap->getObjects();
304 vector<WorldMap::Object>::iterator itObjects;
305
306 for (itObjects = vctObjects->begin(); itObjects != vctObjects->end(); itObjects++)
307 {
308 if (itObjects->type == WorldMap::OBJECT_RED_FLAG)
309 {
310 if (itObjects->pos.x == pos.x*25+12 && itObjects->pos.y == pos.y*25+12)
311 {
312 ownFlagAtBase = true;
313 break;
314 }
315 }
316 }
317
318 if (ownFlagAtBase)
319 {
320 p->hasBlueFlag = false;
321 flagType = WorldMap::OBJECT_BLUE_FLAG;
322 pos = playerMap->getStructureLocation(WorldMap::STRUCTURE_BLUE_FLAG);
323 flagTurnedIn = true;
324 scoreRed++;
325 }
326 }
327
328 break;
329 }
330 }
331
332 if (flagTurnedIn)
333 {
334 // send an OBJECT message to add the flag back to its spawn point
335 pos.x = pos.x*25+12;
336 pos.y = pos.y*25+12;
337 playerMap->addObject(flagType, pos.x, pos.y);
338
339 serverMsg.type = MSG_TYPE_OBJECT;
340 playerMap->getObjects()->back().serialize(serverMsg.buffer);
341
342 map<unsigned int, Player*>::iterator it2;
343
344 for (it2 = playersInGame.begin(); it2 != playersInGame.end(); it2++)
345 {
346 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it2->second->addr), &outputLog) < 0 )
347 error("sendMessage");
348 }
349
350 serverMsg.type = MSG_TYPE_SCORE;
351 memcpy(serverMsg.buffer, &scoreBlue, 4);
352 memcpy(serverMsg.buffer+4, &scoreRed, 4);
353
354 for (it2 = playersInGame.begin(); it2 != playersInGame.end(); it2++)
355 {
356 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it2->second->addr), &outputLog) < 0 )
357 error("sendMessage");
358 }
359
360 // this means a PLAYER message will be sent
361 broadcastMove = true;
362 }
363
364 // go through all objects and check if the player is close to one and if its their flag
365 vector<WorldMap::Object>* vctObjects = playerMap->getObjects();
366 vector<WorldMap::Object>::iterator itObjects;
367 POSITION structPos;
368
369 for (itObjects = vctObjects->begin(); itObjects != vctObjects->end(); itObjects++)
370 {
371 POSITION pos = itObjects->pos;
372
373 if (posDistance(p->pos, pos.toFloat()) < 10)
374 {
375 if (p->team == 0 &&
376 itObjects->type == WorldMap::OBJECT_BLUE_FLAG)
377 {
378 structPos = playerMap->getStructureLocation(WorldMap::STRUCTURE_BLUE_FLAG);
379 flagReturned = true;
380 break;
381 }
382 else if (p->team == 1 &&
383 itObjects->type == WorldMap::OBJECT_RED_FLAG)
384 {
385 structPos = playerMap->getStructureLocation(WorldMap::STRUCTURE_RED_FLAG);
386 flagReturned = true;
387 break;
388 }
389 }
390 }
391
392 if (flagReturned)
393 {
394 itObjects->pos.x = structPos.x*25+12;
395 itObjects->pos.y = structPos.y*25+12;
396
397 serverMsg.type = MSG_TYPE_OBJECT;
398 itObjects->serialize(serverMsg.buffer);
399
400 map<unsigned int, Player*>::iterator it2;
401 for (it2 = playersInGame.begin(); it2 != playersInGame.end(); it2++)
402 {
403 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it2->second->addr), &outputLog) < 0 )
404 error("sendMessage");
405 }
406 }
407
408 if (broadcastMove)
409 {
410 cout << "broadcasting player move" << endl;
411 serverMsg.type = MSG_TYPE_PLAYER;
412 p->serialize(serverMsg.buffer);
413
414 // only broadcast message to other players in the same game
415 cout << "about to broadcast move" << endl;
416
417 map<unsigned int, Player*>::iterator it2;
418 for (it2 = playersInGame.begin(); it2 != playersInGame.end(); it2++)
419 {
420 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it2->second->addr), &outputLog) < 0 )
421 error("sendMessage");
422 }
423 cout << "done broadcasting player move" << endl;
424 }
425 }
426
427 cout << "processing player attack" << endl;
428
429 // check if the player's attack animation is complete
430 if (p->isAttacking && p->timeAttackStarted+p->attackCooldown <= getCurrentMillis())
431 {
432 p->isAttacking = false;
433 cout << "Attack animation is complete" << endl;
434
435 //send everyone an ATTACK message
436 cout << "about to broadcast attack" << endl;
437
438 serverMsg.type = MSG_TYPE_ATTACK;
439 memcpy(serverMsg.buffer, &p->id, 4);
440 memcpy(serverMsg.buffer+4, &p->targetPlayer, 4);
441
442 map<unsigned int, Player*>& playersInGame = p->currentGame->getPlayers();
443 map<unsigned int, Player*>::iterator it2;
444 for (it2 = playersInGame.begin(); it2 != playersInGame.end(); it2++)
445 {
446 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it2->second->addr), &outputLog) < 0 )
447 error("sendMessage");
448 }
449
450 if (p->attackType == Player::ATTACK_MELEE)
451 {
452 cout << "Melee attack" << endl;
453
454 Player* target = playersInGame[p->targetPlayer];
455 damagePlayer(target, p->damage);
456
457 if (target->isDead)
458 {
459 WorldMap::ObjectType flagType = WorldMap::OBJECT_NONE;
460 if (target->hasBlueFlag)
461 flagType = WorldMap::OBJECT_BLUE_FLAG;
462 else if (target->hasRedFlag)
463 flagType = WorldMap::OBJECT_RED_FLAG;
464
465 if (flagType != WorldMap::OBJECT_NONE) {
466 addObjectToMap(flagType, target->pos.x, target->pos.y, p->currentGame->getMap(), playersInGame, msgProcessor, sock, outputLog);
467 }
468 }
469
470 serverMsg.type = MSG_TYPE_PLAYER;
471 target->serialize(serverMsg.buffer);
472 }
473 else if (p->attackType == Player::ATTACK_RANGED)
474 {
475 cout << "Ranged attack" << endl;
476
477 Projectile proj(p->pos.x, p->pos.y, p->targetPlayer, p->damage);
478 p->currentGame->assignProjectileId(&proj);
479
480 p->currentGame->addProjectile(proj);
481
482 int x = p->pos.x;
483 int y = p->pos.y;
484
485 serverMsg.type = MSG_TYPE_PROJECTILE;
486 memcpy(serverMsg.buffer, &proj.id, 4);
487 memcpy(serverMsg.buffer+4, &x, 4);
488 memcpy(serverMsg.buffer+8, &y, 4);
489 memcpy(serverMsg.buffer+12, &p->targetPlayer, 4);
490 }
491 else
492 cout << "Invalid attack type: " << it->second->attackType << endl;
493
494 // broadcast either a PLAYER or PROJECTILE message
495 cout << "Broadcasting player or projectile message" << endl;
496 for (it2 = playersInGame.begin(); it2 != playersInGame.end(); it2++)
497 {
498 if (msgProcessor.sendMessage(&serverMsg, sock, &(it2->second->addr), &outputLog) < 0 )
499 error("sendMessage");
500 }
501 cout << "Done broadcasting" << endl;
502 }
503 }
504
505 cout << "Processing projectiles" << endl;
506
507 // move all projectiles
508 // see if this can be moved inside the game class
509 // this method can be moved when I add a MessageProcessor to the Game class
510 map<string, Game*>::iterator itGames;
511 Game* game;
512 map<unsigned int, Projectile>::iterator itProj;
513 for (itGames = mapGames.begin(); itGames != mapGames.end(); itGames++) {
514 game = itGames->second;
515 for (itProj = game->getProjectiles().begin(); itProj != game->getProjectiles().end(); itProj++)
516 {
517 cout << "About to call projectile move" << endl;
518 if (itProj->second.move(game->getPlayers()))
519 {
520 // send a REMOVE_PROJECTILE message
521 cout << "send a REMOVE_PROJECTILE message" << endl;
522 serverMsg.type = MSG_TYPE_REMOVE_PROJECTILE;
523 memcpy(serverMsg.buffer, &itProj->second.id, 4);
524 game->removeProjectile(itProj->second.id);
525
526 map<unsigned int, Player*>::iterator it2;
527 cout << "Broadcasting REMOVE_PROJECTILE" << endl;
528 for (it2 = game->getPlayers().begin(); it2 != game->getPlayers().end(); it2++)
529 {
530 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it2->second->addr), &outputLog) < 0 )
531 error("sendMessage");
532 }
533
534 cout << "send a PLAYER message after dealing damage" << endl;
535 // send a PLAYER message after dealing damage
536 Player* target = game->getPlayers()[itProj->second.target];
537
538 damagePlayer(target, itProj->second.damage);
539
540 if (target->isDead)
541 {
542 WorldMap::ObjectType flagType = WorldMap::OBJECT_NONE;
543 if (target->hasBlueFlag)
544 flagType = WorldMap::OBJECT_BLUE_FLAG;
545 else if (target->hasRedFlag)
546 flagType = WorldMap::OBJECT_RED_FLAG;
547
548 if (flagType != WorldMap::OBJECT_NONE)
549 addObjectToMap(flagType, target->pos.x, target->pos.y, game->getMap(), game->getPlayers(), msgProcessor, sock, outputLog);
550 }
551
552 serverMsg.type = MSG_TYPE_PLAYER;
553 target->serialize(serverMsg.buffer);
554
555 cout << "Sending a PLAYER message" << endl;
556 for (it2 = game->getPlayers().begin(); it2 != game->getPlayers().end(); it2++)
557 {
558 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it2->second->addr), &outputLog) < 0 )
559 error("sendMessage");
560 }
561 }
562 cout << "Projectile was not moved" << endl;
563 }
564 }
565 }
566
567 n = msgProcessor.receiveMessage(&clientMsg, sock, &from, &outputLog);
568
569 if (n >= 0)
570 {
571 broadcastResponse = processMessage(clientMsg, from, msgProcessor, mapPlayers, mapGames, gameMap, unusedPlayerId, serverMsg, sock, scoreBlue, scoreRed, outputLog);
572
573 if (broadcastResponse)
574 {
575 cout << "Should be broadcasting the message" << endl;
576
577 // needs to be updated to use the players from the game
578 map<unsigned int, Player*>::iterator it;
579 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
580 {
581 cout << "Sent message back to " << it->second->name << endl;
582 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it->second->addr), &outputLog) < 0 )
583 error("sendMessage");
584 }
585 }
586 else
587 {
588 cout << "Should be sending back the message" << endl;
589
590 if ( msgProcessor.sendMessage(&serverMsg, sock, &from, &outputLog) < 0 )
591 error("sendMessage");
592 }
593
594 cout << "Finished processing the message" << endl;
595 }
596 }
597
598 outputLog << "Stopped server on " << getCurrentDateTimeString() << endl;
599 outputLog.close();
600
601 // delete all games
602 map<string, Game*>::iterator itGames;
603 for (itGames = mapGames.begin(); itGames != mapGames.end(); itGames++)
604 {
605 delete itGames->second;
606 }
607
608 map<unsigned int, Player*>::iterator itPlayers;
609 for (itPlayers = mapPlayers.begin(); itPlayers != mapPlayers.end(); itPlayers++)
610 {
611 delete itPlayers->second;
612 }
613
614 return 0;
615}
616
617bool 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)
618{
619 DataAccess da;
620
621 cout << "Inside processMessage" << endl;
622
623 cout << "Received message" << endl;
624 cout << "MSG: type: " << clientMsg.type << endl;
625 cout << "MSG contents: " << clientMsg.buffer << endl;
626
627 // maybe we should make a message class and have this be a member
628 bool broadcastResponse = false;
629
630 // Check that if an invalid message is sent, the client will correctly
631 // receive and display the response. Maybe make a special error msg type
632 switch(clientMsg.type)
633 {
634 case MSG_TYPE_REGISTER:
635 {
636 string username(clientMsg.buffer);
637 string password(strchr(clientMsg.buffer, '\0')+1);
638 Player::PlayerClass playerClass;
639
640 serverMsg.type = MSG_TYPE_REGISTER;
641 memcpy(&playerClass, clientMsg.buffer+username.length()+password.length()+2, 4);
642
643 cout << "username: " << username << endl;
644 cout << "password: " << password << endl;
645
646 if (playerClass == Player::CLASS_WARRIOR)
647 cout << "class: WARRIOR" << endl;
648 else if (playerClass == Player::CLASS_RANGER)
649 cout << "class: RANGER" << endl;
650 else {
651 cout << "Unknown player class detected" << endl;
652 strcpy(serverMsg.buffer, "You didn't select a class");
653 break;
654 }
655
656 int error = da.insertPlayer(username, password, playerClass);
657
658 if (error)
659 strcpy(serverMsg.buffer, "Registration failed. Please try again.");
660 else
661 strcpy(serverMsg.buffer, "Registration successful.");
662
663 break;
664 }
665 case MSG_TYPE_LOGIN:
666 {
667 cout << "Got login message" << endl;
668
669 string username(clientMsg.buffer);
670 string password(strchr(clientMsg.buffer, '\0')+1);
671
672 Player* p = da.getPlayer(username);
673
674 if (p == NULL || !da.verifyPassword(password, p->password))
675 {
676 strcpy(serverMsg.buffer, "Incorrect username or password");
677 if (p != NULL)
678 delete(p);
679 }
680 else if(findPlayerByName(mapPlayers, username) != NULL)
681 {
682 strcpy(serverMsg.buffer, "Player has already logged in.");
683 delete(p);
684 }
685 else
686 {
687 updateUnusedPlayerId(unusedPlayerId, mapPlayers);
688 p->id = unusedPlayerId;
689 cout << "new player id: " << p->id << endl;
690 p->setAddr(from);
691 p->currentGame = NULL;
692
693 // choose a random team (either 0 or 1)
694 p->team = rand() % 2;
695
696 serverMsg.type = MSG_TYPE_PLAYER;
697
698 // tell the new player about all the existing players
699 cout << "Sending other players to new player" << endl;
700
701 map<unsigned int, Player*>::iterator it;
702 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
703 {
704 it->second->serialize(serverMsg.buffer);
705
706 cout << "sending info about " << it->second->name << endl;
707 cout << "sending id " << it->second->id << endl;
708 if ( msgProcessor.sendMessage(&serverMsg, sock, &from, &outputLog) < 0 )
709 error("sendMessage");
710 }
711
712 // tell the new player about all map objects
713 // (currently just the flags)
714 serverMsg.type = MSG_TYPE_OBJECT;
715 vector<WorldMap::Object>* vctObjects = gameMap->getObjects();
716 vector<WorldMap::Object>::iterator itObjects;
717 cout << "sending items" << endl;
718 for (itObjects = vctObjects->begin(); itObjects != vctObjects->end(); itObjects++) {
719 itObjects->serialize(serverMsg.buffer);
720 cout << "sending item id " << itObjects->id << endl;
721 if ( msgProcessor.sendMessage(&serverMsg, sock, &from, &outputLog) < 0 )
722 error("sendMessage");
723 }
724
725 // send info about existing games to new player
726 map<string, Game*>::iterator itGames;
727 Game* g;
728 int numPlayers;
729 serverMsg.type = MSG_TYPE_GAME_INFO;
730
731 for (itGames = mapGames.begin(); itGames != mapGames.end(); itGames++)
732 {
733 g = itGames->second;
734 numPlayers = g->getNumPlayers();
735 memcpy(serverMsg.buffer, &numPlayers, 4);
736 strcpy(serverMsg.buffer+4, g->getName().c_str());
737 if ( msgProcessor.sendMessage(&serverMsg, sock, &from, &outputLog) < 0 )
738 error("sendMessage");
739 }
740
741 // send the current score
742 serverMsg.type = MSG_TYPE_SCORE;
743 memcpy(serverMsg.buffer, &scoreBlue, 4);
744 memcpy(serverMsg.buffer+4, &scoreRed, 4);
745 if ( msgProcessor.sendMessage(&serverMsg, sock, &from, &outputLog) < 0 )
746 error("sendMessage");
747
748 serverMsg.type = MSG_TYPE_PLAYER;
749 p->serialize(serverMsg.buffer);
750 cout << "Should be broadcasting the message" << endl;
751
752 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
753 {
754 cout << "Sent message back to " << it->second->name << endl;
755 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it->second->addr), &outputLog) < 0 )
756 error("sendMessage");
757 }
758
759 mapPlayers[unusedPlayerId] = p;
760 }
761
762 serverMsg.type = MSG_TYPE_LOGIN;
763
764 break;
765 }
766 case MSG_TYPE_LOGOUT:
767 {
768 string name(clientMsg.buffer);
769 cout << "Player logging out: " << name << endl;
770
771 Player *p = findPlayerByName(mapPlayers, name);
772
773 if (p == NULL)
774 {
775 strcpy(serverMsg.buffer+4, "That player is not logged in. This is either a bug, or you're trying to hack the server.");
776 cout << "Player not logged in" << endl;
777 }
778 else if ( p->addr.sin_addr.s_addr != from.sin_addr.s_addr ||
779 p->addr.sin_port != from.sin_port )
780 {
781 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.");
782 cout << "Player logged in using a different connection" << endl;
783 }
784 else
785 {
786 if (!p->isDead) {
787 WorldMap::ObjectType flagType = WorldMap::OBJECT_NONE;
788 if (p->hasBlueFlag)
789 flagType = WorldMap::OBJECT_BLUE_FLAG;
790 else if (p->hasRedFlag)
791 flagType = WorldMap::OBJECT_RED_FLAG;
792
793 if (flagType != WorldMap::OBJECT_NONE) {
794 addObjectToMap(flagType, p->pos.x, p->pos.y, gameMap, mapPlayers, msgProcessor, sock, outputLog);
795 }
796 }
797
798 // broadcast to all players before deleting p from the map
799 serverMsg.type = MSG_TYPE_LOGOUT;
800 memcpy(serverMsg.buffer, &p->id, 4);
801
802 map<unsigned int, Player*>::iterator it;
803 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
804 {
805 cout << "Sent message back to " << it->second->name << endl;
806 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it->second->addr), &outputLog) < 0 )
807 error("sendMessage");
808 }
809
810 if (p->id < unusedPlayerId)
811 unusedPlayerId = p->id;
812 mapPlayers.erase(p->id);
813 delete p;
814 strcpy(serverMsg.buffer+4, "You have successfully logged out.");
815 }
816
817 serverMsg.type = MSG_TYPE_LOGOUT;
818
819 break;
820 }
821 case MSG_TYPE_CHAT:
822 {
823 cout << "Got a chat message" << endl;
824
825 Player *p = findPlayerByAddr(mapPlayers, from);
826
827 if (p == NULL)
828 {
829 strcpy(serverMsg.buffer, "No player is logged in using this connection. This is either a bug, or you're trying to hack the server.");
830 }
831 else
832 {
833 broadcastResponse = true;
834
835 ostringstream oss;
836 oss << p->name << ": " << clientMsg.buffer;
837
838 strcpy(serverMsg.buffer, oss.str().c_str());
839 }
840
841 serverMsg.type = MSG_TYPE_CHAT;
842
843 break;
844 }
845 case MSG_TYPE_PLAYER_MOVE:
846 {
847 cout << "PLAYER_MOVE" << endl;
848
849 int id, x, y;
850
851 memcpy(&id, clientMsg.buffer, 4);
852 memcpy(&x, clientMsg.buffer+4, 4);
853 memcpy(&y, clientMsg.buffer+8, 4);
854
855 cout << "x: " << x << endl;
856 cout << "y: " << y << endl;
857 cout << "id: " << id << endl;
858
859 Player* p = mapPlayers[id];
860
861 if ( p->addr.sin_addr.s_addr == from.sin_addr.s_addr &&
862 p->addr.sin_port == from.sin_port )
863 {
864 if (p->currentGame->startPlayerMovement(id, x, y)) {
865 serverMsg.type = MSG_TYPE_PLAYER_MOVE;
866
867 memcpy(serverMsg.buffer, &id, 4);
868 memcpy(serverMsg.buffer+4, &p->target.x, 4);
869 memcpy(serverMsg.buffer+8, &p->target.y, 4);
870
871 broadcastResponse = true;
872 }
873 else
874 cout << "Bad terrain detected" << endl;
875 }
876 else // nned to send back a message indicating failure
877 cout << "Player id (" << id << ") doesn't match sender" << endl;
878
879 break;
880 }
881 case MSG_TYPE_PICKUP_FLAG:
882 {
883 // may want to check the id matches the sender, just like for PLAYER_NOVE
884 cout << "PICKUP_FLAG" << endl;
885
886 int id;
887
888 memcpy(&id, clientMsg.buffer, 4);
889 cout << "id: " << id << endl;
890
891 Player* p = mapPlayers[id];
892 int objectId = p->currentGame->processFlagPickupRequest(p);
893
894 if (objectId >= 0) {
895 serverMsg.type = MSG_TYPE_REMOVE_OBJECT;
896 memcpy(serverMsg.buffer, &objectId, 4);
897
898 map<unsigned int, Player*> players = p->currentGame->getPlayers();
899 map<unsigned int, Player*>::iterator it;
900 for (it = players.begin(); it != players.end(); it++)
901 {
902 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it->second->addr), &outputLog) < 0 )
903 error("sendMessage");
904 }
905
906 }
907
908 // if there was no flag to pickup, we really don't need to send a message
909 serverMsg.type = MSG_TYPE_PLAYER;
910 p->serialize(serverMsg.buffer);
911
912 break;
913 }
914 case MSG_TYPE_DROP_FLAG:
915 {
916 // may want to check the id matches the sender, just like for PLAYER_NOVE
917 cout << "DROP_FLAG" << endl;
918
919 int id;
920
921 memcpy(&id, clientMsg.buffer, 4);
922 cout << "id: " << id << endl;
923
924 Player* p = mapPlayers[id];
925
926 WorldMap::ObjectType flagType = WorldMap::OBJECT_NONE;
927 if (p->hasBlueFlag)
928 flagType = WorldMap::OBJECT_BLUE_FLAG;
929 else if (p->hasRedFlag)
930 flagType = WorldMap::OBJECT_RED_FLAG;
931
932 addObjectToMap(flagType, p->pos.x, p->pos.y, p->currentGame->getMap(), p->currentGame->getPlayers(), msgProcessor, sock, outputLog);
933
934 p->hasBlueFlag = false;
935 p->hasRedFlag = false;
936
937 serverMsg.type = MSG_TYPE_PLAYER;
938 p->serialize(serverMsg.buffer);
939
940 broadcastResponse = true;
941
942 break;
943 }
944 case MSG_TYPE_START_ATTACK:
945 {
946 cout << "Received a START_ATTACK message" << endl;
947
948 int id, targetId;
949
950 memcpy(&id, clientMsg.buffer, 4);
951 memcpy(&targetId, clientMsg.buffer+4, 4);
952
953 // need to make sure the target is in the sender's game
954
955 Player* source = mapPlayers[id];
956 source->targetPlayer = targetId;
957 source->isChasing = true;
958
959 // this is irrelevant since the client doesn't even listen for START_ATTACK messages
960 // actually, the client should not ignore this and should instead perform the same movement
961 // algorithm on its end (following the target player until in range) that the server does.
962 // Once the attacker is in range, the client should stop movement and wait for messages
963 // from the server
964 serverMsg.type = MSG_TYPE_START_ATTACK;
965 memcpy(serverMsg.buffer, &id, 4);
966 memcpy(serverMsg.buffer+4, &targetId, 4);
967 broadcastResponse = true;
968
969 break;
970 }
971 case MSG_TYPE_ATTACK:
972 {
973 cout << "Received am ATTACK message" << endl;
974 cout << "ERROR: Clients should not send ATTACK messages" << endl;
975
976 break;
977 }
978 case MSG_TYPE_CREATE_GAME:
979 {
980 cout << "Received a CREATE_GAME message" << endl;
981
982 string gameName(clientMsg.buffer);
983 cout << "Game name: " << gameName << endl;
984
985 // check if this game already exists
986 if (mapGames.find(gameName) != mapGames.end()) {
987 cout << "Error: Game already exists" << endl;
988 serverMsg.type = MSG_TYPE_JOIN_GAME_FAILURE;
989 broadcastResponse = false;
990 return broadcastResponse;
991 }
992
993 Game* g = new Game(gameName, "../data/map.txt");
994 mapGames[gameName] = g;
995
996 // add flag objects to the map
997 WorldMap* m = g->getMap();
998 for (int y=0; y<m->height; y++) {
999 for (int x=0; x<m->width; x++) {
1000 switch (m->getStructure(x, y)) {
1001 case WorldMap::STRUCTURE_BLUE_FLAG:
1002 m->addObject(WorldMap::OBJECT_BLUE_FLAG, x*25+12, y*25+12);
1003 break;
1004 case WorldMap::STRUCTURE_RED_FLAG:
1005 m->addObject(WorldMap::OBJECT_RED_FLAG, x*25+12, y*25+12);
1006 break;
1007 }
1008 }
1009 }
1010
1011 Player* p = findPlayerByAddr(mapPlayers, from);
1012 p->currentGame = g;
1013
1014 serverMsg.type = MSG_TYPE_JOIN_GAME_SUCCESS;
1015 strcpy(serverMsg.buffer, gameName.c_str());
1016 broadcastResponse = false;
1017
1018 break;
1019 }
1020 case MSG_TYPE_JOIN_GAME:
1021 {
1022 cout << "Received a JOIN_GAME message" << endl;
1023
1024 string gameName(clientMsg.buffer);
1025 cout << "Game name: " << gameName << endl;
1026
1027 // check if this game already exists
1028 if (mapGames.find(gameName) == mapGames.end()) {
1029 cout << "Error: Game does not exist" << endl;
1030 serverMsg.type = MSG_TYPE_JOIN_GAME_FAILURE;
1031 broadcastResponse = false;
1032 return broadcastResponse;
1033 }
1034
1035 Game* g = mapGames[gameName];
1036 map<unsigned int, Player*>& players = g->getPlayers();
1037 Player* p = findPlayerByAddr(mapPlayers, from);
1038
1039 if (players.find(p->id) != players.end()) {
1040 cout << "Player " << p->name << " trying to join a game he's already in" << endl;
1041 serverMsg.type = MSG_TYPE_JOIN_GAME_FAILURE;
1042 broadcastResponse = false;
1043 return broadcastResponse;
1044 }
1045
1046 p->currentGame = g;
1047
1048 serverMsg.type = MSG_TYPE_JOIN_GAME_SUCCESS;
1049 strcpy(serverMsg.buffer, gameName.c_str());
1050 broadcastResponse = false;
1051
1052 break;
1053 }
1054 case MSG_TYPE_LEAVE_GAME:
1055 {
1056 cout << "Received a LEAVE_GAME message" << endl;
1057
1058 Player* p = findPlayerByAddr(mapPlayers, from);
1059 Game* g = p->currentGame;
1060
1061 if (g == NULL) {
1062 cout << "Player " << p->name << " is trying to leave a game, but is not currently in a game." << endl;
1063
1064 /// should send a response back, maybe a new message type is needed
1065
1066 break;
1067 }
1068
1069 cout << "Game name: " << g->getName() << endl;
1070 p->currentGame = NULL;
1071
1072 serverMsg.type = MSG_TYPE_LEAVE_GAME;
1073 memcpy(serverMsg.buffer, &p->id, 4);
1074 strcpy(serverMsg.buffer+4, g->getName().c_str());
1075
1076 map<unsigned int, Player*>& players = g->getPlayers();
1077
1078 map<unsigned int, Player*>::iterator it;
1079 for (it = players.begin(); it != players.end(); it++)
1080 {
1081 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it->second->addr), &outputLog) < 0 )
1082 error("sendMessage");
1083 }
1084
1085 g->removePlayer(p->id);
1086
1087 int numPlayers = g->getNumPlayers();
1088
1089 serverMsg.type = MSG_TYPE_GAME_INFO;
1090 memcpy(serverMsg.buffer, &numPlayers, 4);
1091 strcpy(serverMsg.buffer+4, g->getName().c_str());
1092 broadcastResponse = true;
1093
1094 // if there are no more players in the game, remove it
1095 if (numPlayers == 0) {
1096 mapGames.erase(g->getName());
1097 delete g;
1098 }
1099
1100 break;
1101 }
1102 case MSG_TYPE_JOIN_GAME_ACK:
1103 {
1104 cout << "Received a JOIN_GAME_ACK message" << endl;
1105
1106 string gameName(clientMsg.buffer);
1107 cout << "Game name: " << gameName << endl;
1108
1109 // check if this game already exists
1110 if (mapGames.find(gameName) == mapGames.end()) {
1111 serverMsg.type = MSG_TYPE_JOIN_GAME_FAILURE;
1112 broadcastResponse = false;
1113 return broadcastResponse;
1114 }
1115
1116 Game* g = mapGames[gameName];
1117
1118 Player* p = findPlayerByAddr(mapPlayers, from);
1119 p->team = rand() % 2; // choose a random team (either 0 or 1)
1120 p->currentGame = g; // should have been done in JOIN_GAME, so not necessary
1121
1122 // tell the new player about all map objects
1123 // (currently just the flags)
1124
1125 serverMsg.type = MSG_TYPE_OBJECT;
1126 vector<WorldMap::Object>* vctObjects = g->getMap()->getObjects();
1127 vector<WorldMap::Object>::iterator itObjects;
1128 cout << "sending items" << endl;
1129 for (itObjects = vctObjects->begin(); itObjects != vctObjects->end(); itObjects++) {
1130 itObjects->serialize(serverMsg.buffer);
1131 cout << "sending item id " << itObjects->id << endl;
1132 if ( msgProcessor.sendMessage(&serverMsg, sock, &from, &outputLog) < 0 )
1133 error("sendMessage");
1134 }
1135
1136
1137 // send the current score
1138 serverMsg.type = MSG_TYPE_SCORE;
1139
1140 int game_blueScore = g->getBlueScore();
1141 int game_redScore = g->getRedScore();
1142 memcpy(serverMsg.buffer, &game_blueScore, 4);
1143 memcpy(serverMsg.buffer+4, &game_redScore, 4);
1144
1145 if ( msgProcessor.sendMessage(&serverMsg, sock, &from, &outputLog) < 0 )
1146 error("sendMessage");
1147
1148 serverMsg.type = MSG_TYPE_PLAYER_JOIN_GAME;
1149 p->serialize(serverMsg.buffer);
1150 cout << "Should be broadcasting the message" << endl;
1151
1152 map<unsigned int, Player*>& otherPlayers = g->getPlayers();
1153 map<unsigned int, Player*>::iterator it;
1154 for (it = otherPlayers.begin(); it != otherPlayers.end(); it++)
1155 {
1156 cout << "Sent message back to " << it->second->name << endl;
1157 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it->second->addr), &outputLog) < 0 )
1158 error("sendMessage");
1159 }
1160
1161 g->addPlayer(p);
1162
1163 map<unsigned int, Player*>& allPlayers = g->getPlayers();
1164
1165 // tell the new player about all the players in the game (including himself)
1166 cout << "Sending other players to new player" << endl;
1167 serverMsg.type = MSG_TYPE_PLAYER_JOIN_GAME;
1168
1169 for (it = allPlayers.begin(); it != allPlayers.end(); it++)
1170 {
1171 it->second->serialize(serverMsg.buffer);
1172
1173 cout << "sending info about " << it->second->name << endl;
1174 cout << "sending id " << it->second->id << endl;
1175 if ( msgProcessor.sendMessage(&serverMsg, sock, &from, &outputLog) < 0 )
1176 error("sendMessage");
1177 }
1178
1179 int numPlayers = g->getNumPlayers();
1180
1181 serverMsg.type = MSG_TYPE_GAME_INFO;
1182 memcpy(serverMsg.buffer, &numPlayers, 4);
1183 strcpy(serverMsg.buffer+4, gameName.c_str());
1184 broadcastResponse = true;
1185
1186 break;
1187 }
1188 default:
1189 {
1190 serverMsg.type = MSG_TYPE_CHAT;
1191 strcpy(serverMsg.buffer, "Server error occured. Report this please.");
1192
1193 break;
1194 }
1195 }
1196
1197 return broadcastResponse;
1198}
1199
1200void updateUnusedPlayerId(unsigned int& id, map<unsigned int, Player*>& mapPlayers)
1201{
1202 while (mapPlayers.find(id) != mapPlayers.end())
1203 id++;
1204}
1205
1206Player *findPlayerByName(map<unsigned int, Player*> &m, string name)
1207{
1208 map<unsigned int, Player*>::iterator it;
1209
1210 for (it = m.begin(); it != m.end(); it++)
1211 {
1212 if ( it->second->name.compare(name) == 0 )
1213 return it->second;
1214 }
1215
1216 return NULL;
1217}
1218
1219Player *findPlayerByAddr(map<unsigned int, Player*> &m, const sockaddr_in &addr)
1220{
1221 map<unsigned int, Player*>::iterator it;
1222
1223 for (it = m.begin(); it != m.end(); it++)
1224 {
1225 if ( it->second->addr.sin_addr.s_addr == addr.sin_addr.s_addr &&
1226 it->second->addr.sin_port == addr.sin_port )
1227 return it->second;
1228 }
1229
1230 return NULL;
1231}
1232
1233void damagePlayer(Player *p, int damage) {
1234 p->health -= damage;
1235 if (p->health < 0)
1236 p->health = 0;
1237 if (p->health == 0) {
1238 cout << "Player died" << endl;
1239 p->isDead = true;
1240 p->timeDied = getCurrentMillis();
1241 }
1242}
1243
1244void addObjectToMap(WorldMap::ObjectType objectType, int x, int y, WorldMap* gameMap, map<unsigned int, Player*>& mapPlayers, MessageProcessor &msgProcessor, int sock, ofstream& outputLog) {
1245 NETWORK_MSG serverMsg;
1246
1247 gameMap->addObject(objectType, x, y);
1248
1249 // need to send the OBJECT message too
1250 serverMsg.type = MSG_TYPE_OBJECT;
1251 gameMap->getObjects()->back().serialize(serverMsg.buffer);
1252
1253 map<unsigned int, Player*>::iterator it;
1254 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
1255 {
1256 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it->second->addr), &outputLog) < 0 )
1257 error("sendMessage");
1258 }
1259}
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