#include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include "../common/Compiler.h" #include "../common/Message.h" #include "../common/Common.h" #include "Player.h" #include "DataAccess.h" using namespace std; bool processMessage(const NETWORK_MSG &clientMsg, const struct sockaddr_in &from, vector &vctPlayers, NETWORK_MSG &serverMsg); // this should probably go somewhere in the common folder void error(const char *msg) { perror(msg); exit(0); } Player *findPlayerByName(vector &vec, string name) { vector::iterator it; for (it = vec.begin(); it != vec.end(); it++) { if ( it->name.compare(name) == 0 ) return &(*it); } return NULL; } Player *findPlayerByAddr(vector &vec, const sockaddr_in &addr) { vector::iterator it; for (it = vec.begin(); it != vec.end(); it++) { if ( it->addr.sin_addr.s_addr == addr.sin_addr.s_addr && it->addr.sin_port == addr.sin_port ) return &(*it); } return NULL; } int main(int argc, char *argv[]) { int sock, length, n; struct sockaddr_in server; struct sockaddr_in from; // info of client sending the message NETWORK_MSG clientMsg, serverMsg; vector vctPlayers; SSL_load_error_strings(); ERR_load_BIO_strings(); OpenSSL_add_all_algorithms(); if (argc < 2) { cerr << "ERROR, no port provided" << endl; exit(1); } sock = socket(AF_INET, SOCK_DGRAM, 0); if (sock < 0) error("Opening socket"); length = sizeof(server); bzero(&server,length); server.sin_family=AF_INET; server.sin_port=htons(atoi(argv[1])); server.sin_addr.s_addr=INADDR_ANY; if ( bind(sock, (struct sockaddr *)&server, length) < 0 ) error("binding"); set_nonblock(sock); bool broadcastResponse; while (true) { usleep(5000); n = receiveMessage(&clientMsg, sock, &from); if (n >= 0) { cout << "Got a message" << endl; broadcastResponse = processMessage(clientMsg, from, vctPlayers, serverMsg); cout << "msg: " << serverMsg.buffer << endl; if (broadcastResponse) { cout << "Should be broadcasting the message" << endl; vector::iterator it; for (it = vctPlayers.begin(); it != vctPlayers.end(); it++) { if ( sendMessage(&serverMsg, sock, &(it->addr)) < 0 ) error("sendMessage"); } } else { cout << "Should be sending back the message" << endl; if ( sendMessage(&serverMsg, sock, &from) < 0 ) error("sendMessage"); } } } return 0; } bool processMessage(const NETWORK_MSG &clientMsg, const struct sockaddr_in &from, vector &vctPlayers, NETWORK_MSG &serverMsg) { DataAccess da; cout << "ip address: " << inet_ntoa(from.sin_addr) << endl; cout << "port: " << from.sin_port << endl; cout << "MSG: type: " << clientMsg.type << endl; cout << "MSG contents: " << clientMsg.buffer << endl; // maybe we should make a message class and have this be a member bool broadcastResponse = false; // Check that if an invalid message is sent, the client will correctly // receive and display the response. Maybe make a special error msg type switch(clientMsg.type) { case MSG_TYPE_REGISTER: { string username(clientMsg.buffer); string password(strchr(clientMsg.buffer, '\0')+1); cout << "username: " << username << endl; cout << "password: " << password << endl; int error = da.insertPlayer(username, password); if (!error) strcpy(serverMsg.buffer, "Registration successful."); else strcpy(serverMsg.buffer, "Registration failed. Please try again."); serverMsg.type = MSG_TYPE_REGISTER; break; } case MSG_TYPE_LOGIN: { string username(clientMsg.buffer); string password(strchr(clientMsg.buffer, '\0')+1); cout << "Player logging in: " << username << endl; Player* p = da.getPlayer(username); if (p == NULL || p->password != password) { strcpy(serverMsg.buffer, "Incorrect username or password"); } else if(findPlayerByName(vctPlayers, username) != NULL) { strcpy(serverMsg.buffer, "Player has already logged in."); } else { Player newP(username, ""); newP.setAddr(from); vctPlayers.push_back(newP); strcpy(serverMsg.buffer, "Login successful. Enjoy chatting with other players."); } serverMsg.type = MSG_TYPE_LOGIN; delete(p); break; } case MSG_TYPE_LOGOUT: { string name(clientMsg.buffer); cout << "Player logging out: " << name << endl; Player *p = findPlayerByName(vctPlayers, name); if (p == NULL) { strcpy(serverMsg.buffer, "That player is not logged in. This is either a bug, or you're trying to hack the server."); } else if( p->addr.sin_addr.s_addr != from.sin_addr.s_addr || p->addr.sin_port != from.sin_port ) { 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."); } else { vctPlayers.erase((vector::iterator)p); strcpy(serverMsg.buffer, "You have successfully logged out."); } break; } case MSG_TYPE_CHAT: { cout << "Got a chat message" << endl; Player *p = findPlayerByAddr(vctPlayers, from); if (p == NULL) { strcpy(serverMsg.buffer, "No player is logged in using this connection. This is either a bug, or you're trying to hack the server."); } else { broadcastResponse = true; stringstream ss; ss << p->name << ": " << clientMsg.buffer; strcpy(serverMsg.buffer, ss.str().c_str()); } serverMsg.type = MSG_TYPE_CHAT; break; } default: { strcpy(serverMsg.buffer, "Server error occured. Report this please."); serverMsg.type = MSG_TYPE_CHAT; break; } } return broadcastResponse; }