source: network-game/server/server.cpp@ 0129700

Last change on this file since 0129700 was 0129700, checked in by dportnoy <dmp1488@…>, 11 years ago

The Game class validates player movement on the server side

  • Property mode set to 100644
File size: 43.8 KB
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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);
50void updateUnusedProjectileId(unsigned int& id, map<unsigned int, Projectile>& mapProjectiles);
51Player *findPlayerByName(map<unsigned int, Player*> &m, string name);
52Player *findPlayerByAddr(map<unsigned int, Player*> &m, const sockaddr_in &addr);
53void damagePlayer(Player *p, int damage);
54
55void addObjectToMap(WorldMap::ObjectType objectType, int x, int y, WorldMap* gameMap, map<unsigned int, Player*>& mapPlayers, MessageProcessor &msgProcessor, int sock, ofstream& outputLog);
56
57// this should probably go somewhere in the common folder
58void error(const char *msg)
59{
60 perror(msg);
61 exit(0);
62}
63
64void quit(int sig) {
65 done = true;
66}
67
68int main(int argc, char *argv[])
69{
70 int sock, length, n;
71 struct sockaddr_in server;
72 struct sockaddr_in from; // info of client sending the message
73 NETWORK_MSG clientMsg, serverMsg;
74 MessageProcessor msgProcessor;
75 map<unsigned int, Player*> mapPlayers;
76 map<unsigned int, Projectile> mapProjectiles;
77 map<string, Game*> mapGames;
78 unsigned int unusedPlayerId = 1, unusedProjectileId = 1;
79 int scoreBlue, scoreRed;
80 ofstream outputLog;
81
82 done = false;
83
84 scoreBlue = 0;
85 scoreRed = 0;
86
87 signal(SIGINT, quit);
88
89 //SSL_load_error_strings();
90 //ERR_load_BIO_strings();
91 //OpenSSL_add_all_algorithms();
92
93 if (argc != 2)
94 {
95 cerr << "ERROR, expected server [domain] [port]" << endl;
96 exit(1);
97 }
98
99 outputLog.open("server.log", ios::app);
100 outputLog << "Started server on " << getCurrentDateTimeString() << endl;
101
102 WorldMap* gameMap = WorldMap::loadMapFromFile("../data/map.txt");
103
104 // add some items to the map. They will be sent out
105 // to players when they login
106 for (int y=0; y<gameMap->height; y++)
107 {
108 for (int x=0; x<gameMap->width; x++)
109 {
110 switch (gameMap->getStructure(x, y))
111 {
112 case WorldMap::STRUCTURE_BLUE_FLAG:
113 gameMap->addObject(WorldMap::OBJECT_BLUE_FLAG, x*25+12, y*25+12);
114 break;
115 case WorldMap::STRUCTURE_RED_FLAG:
116 gameMap->addObject(WorldMap::OBJECT_RED_FLAG, x*25+12, y*25+12);
117 break;
118 }
119 }
120 }
121
122 sock = socket(AF_INET, SOCK_DGRAM, 0);
123 if (sock < 0)
124 error("Opening socket");
125 length = sizeof(server);
126 bzero(&server,length);
127 server.sin_family=AF_INET;
128 server.sin_port=htons(atoi(argv[1]));
129 server.sin_addr.s_addr=INADDR_ANY;
130 if ( bind(sock, (struct sockaddr *)&server, length) < 0 )
131 error("binding");
132
133 set_nonblock(sock);
134
135 bool broadcastResponse;
136 timespec ts;
137 int timeLastUpdated = 0, curTime = 0, timeLastBroadcast = 0;
138 while (!done)
139 {
140
141 usleep(5000);
142
143 clock_gettime(CLOCK_REALTIME, &ts);
144 // make the number smaller so millis can fit in an int
145 ts.tv_sec -= 1368000000;
146 curTime = ts.tv_sec*1000 + ts.tv_nsec/1000000;
147
148 if (timeLastUpdated == 0 || (curTime-timeLastUpdated) >= 50)
149 {
150 timeLastUpdated = curTime;
151
152 msgProcessor.cleanAckedMessages(&outputLog);
153 msgProcessor.resendUnackedMessages(sock, &outputLog);
154
155 map<unsigned int, Player*>::iterator it;
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 // check if it's time to revive dead players
161 if (it->second->isDead)
162 {
163 if (getCurrentMillis() - it->second->timeDied >= 10000)
164 {
165 it->second->isDead = false;
166
167 POSITION spawnPos;
168
169 switch (it->second->team)
170 {
171 case 0:// blue team
172 spawnPos = gameMap->getStructureLocation(WorldMap::STRUCTURE_BLUE_FLAG);
173 break;
174 case 1:// red team
175 spawnPos = gameMap->getStructureLocation(WorldMap::STRUCTURE_RED_FLAG);
176 break;
177 default:
178 // should never go here
179 cout << "Error: Invalid team" << endl;
180 break;
181 }
182
183 // spawn the player to the right of their flag location
184 spawnPos.x = (spawnPos.x+1) * 25 + 12;
185 spawnPos.y = spawnPos.y * 25 + 12;
186
187 it->second->pos = spawnPos.toFloat();
188 it->second->target = spawnPos;
189 it->second->health = it->second->maxHealth;
190
191 serverMsg.type = MSG_TYPE_PLAYER;
192 it->second->serialize(serverMsg.buffer);
193
194 map<unsigned int, Player*>::iterator it2;
195 for (it2 = mapPlayers.begin(); it2 != mapPlayers.end(); it2++)
196 {
197 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it2->second->addr), &outputLog) < 0 )
198 error("sendMessage");
199 }
200 }
201
202 continue;
203 }
204
205 if (it->second->updateTarget(mapPlayers))
206 {
207 serverMsg.type = MSG_TYPE_PLAYER;
208 it->second->serialize(serverMsg.buffer);
209
210 map<unsigned int, Player*>::iterator it2;
211 for (it2 = mapPlayers.begin(); it2 != mapPlayers.end(); it2++)
212 {
213 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it2->second->addr), &outputLog) < 0 )
214 error("sendMessage");
215 }
216 }
217 }
218
219 // move all players
220 // maybe put this in a separate method
221 FLOAT_POSITION oldPos;
222 bool broadcastMove = false;
223 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
224 {
225 oldPos = it->second->pos;
226 if (it->second->move(gameMap)) {
227
228 // check if the move needs to be canceled
229 switch(gameMap->getElement(it->second->pos.x/25, it->second->pos.y/25))
230 {
231 case WorldMap::TERRAIN_NONE:
232 case WorldMap::TERRAIN_OCEAN:
233 case WorldMap::TERRAIN_ROCK:
234 {
235 it->second->pos = oldPos;
236 it->second->target.x = it->second->pos.x;
237 it->second->target.y = it->second->pos.y;
238 it->second->isChasing = false;
239 broadcastMove = true;
240 break;
241 }
242 default:
243 // if there are no obstacles, do nothing
244 break;
245 }
246
247 WorldMap::ObjectType flagType;
248 POSITION pos;
249 bool flagTurnedIn = false;
250 bool flagReturned = false;
251 bool ownFlagAtBase = false;
252
253 switch(gameMap->getStructure(it->second->pos.x/25, it->second->pos.y/25))
254 {
255 case WorldMap::STRUCTURE_BLUE_FLAG:
256 {
257 if (it->second->team == 0 && it->second->hasRedFlag)
258 {
259 // check that your flag is at your base
260 pos = gameMap->getStructureLocation(WorldMap::STRUCTURE_BLUE_FLAG);
261
262 vector<WorldMap::Object>* vctObjects = gameMap->getObjects();
263 vector<WorldMap::Object>::iterator itObjects;
264
265 for (itObjects = vctObjects->begin(); itObjects != vctObjects->end(); itObjects++)
266 {
267 if (itObjects->type == WorldMap::OBJECT_BLUE_FLAG)
268 {
269 if (itObjects->pos.x == pos.x*25+12 && itObjects->pos.y == pos.y*25+12)
270 {
271 ownFlagAtBase = true;
272 break;
273 }
274 }
275 }
276
277 if (ownFlagAtBase)
278 {
279 it->second->hasRedFlag = false;
280 flagType = WorldMap::OBJECT_RED_FLAG;
281 pos = gameMap->getStructureLocation(WorldMap::STRUCTURE_RED_FLAG);
282 flagTurnedIn = true;
283 scoreBlue++;
284 }
285 }
286
287 break;
288 }
289 case WorldMap::STRUCTURE_RED_FLAG:
290 {
291 if (it->second->team == 1 && it->second->hasBlueFlag)
292 {
293 // check that your flag is at your base
294 pos = gameMap->getStructureLocation(WorldMap::STRUCTURE_RED_FLAG);
295
296 vector<WorldMap::Object>* vctObjects = gameMap->getObjects();
297 vector<WorldMap::Object>::iterator itObjects;
298
299 for (itObjects = vctObjects->begin(); itObjects != vctObjects->end(); itObjects++)
300 {
301 if (itObjects->type == WorldMap::OBJECT_RED_FLAG)
302 {
303 if (itObjects->pos.x == pos.x*25+12 && itObjects->pos.y == pos.y*25+12)
304 {
305 ownFlagAtBase = true;
306 break;
307 }
308 }
309 }
310
311 if (ownFlagAtBase)
312 {
313 it->second->hasBlueFlag = false;
314 flagType = WorldMap::OBJECT_BLUE_FLAG;
315 pos = gameMap->getStructureLocation(WorldMap::STRUCTURE_BLUE_FLAG);
316 flagTurnedIn = true;
317 scoreRed++;
318 }
319 }
320
321 break;
322 }
323 }
324
325 if (flagTurnedIn)
326 {
327 // send an OBJECT message to add the flag back to its spawn point
328 pos.x = pos.x*25+12;
329 pos.y = pos.y*25+12;
330 gameMap->addObject(flagType, pos.x, pos.y);
331
332 serverMsg.type = MSG_TYPE_OBJECT;
333 gameMap->getObjects()->back().serialize(serverMsg.buffer);
334
335 map<unsigned int, Player*>::iterator it2;
336 for (it2 = mapPlayers.begin(); it2 != mapPlayers.end(); it2++)
337 {
338 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it2->second->addr), &outputLog) < 0 )
339 error("sendMessage");
340 }
341
342 serverMsg.type = MSG_TYPE_SCORE;
343 memcpy(serverMsg.buffer, &scoreBlue, 4);
344 memcpy(serverMsg.buffer+4, &scoreRed, 4);
345
346 for (it2 = mapPlayers.begin(); it2 != mapPlayers.end(); it2++)
347 {
348 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it2->second->addr), &outputLog) < 0 )
349 error("sendMessage");
350 }
351
352 // this means a PLAYER message will be sent
353 broadcastMove = true;
354 }
355
356 // go through all objects and check if the player is close to one and if its their flag
357 vector<WorldMap::Object>* vctObjects = gameMap->getObjects();
358 vector<WorldMap::Object>::iterator itObjects;
359 POSITION structPos;
360
361 for (itObjects = vctObjects->begin(); itObjects != vctObjects->end(); itObjects++)
362 {
363 POSITION pos = itObjects->pos;
364
365 if (posDistance(it->second->pos, pos.toFloat()) < 10)
366 {
367 if (it->second->team == 0 &&
368 itObjects->type == WorldMap::OBJECT_BLUE_FLAG)
369 {
370 structPos = gameMap->getStructureLocation(WorldMap::STRUCTURE_BLUE_FLAG);
371 flagReturned = true;
372 break;
373 }
374 else if (it->second->team == 1 &&
375 itObjects->type == WorldMap::OBJECT_RED_FLAG)
376 {
377 structPos = gameMap->getStructureLocation(WorldMap::STRUCTURE_RED_FLAG);
378 flagReturned = true;
379 break;
380 }
381 }
382 }
383
384 if (flagReturned)
385 {
386 itObjects->pos.x = structPos.x*25+12;
387 itObjects->pos.y = structPos.y*25+12;
388
389 serverMsg.type = MSG_TYPE_OBJECT;
390 itObjects->serialize(serverMsg.buffer);
391
392 map<unsigned int, Player*>::iterator it2;
393 for (it2 = mapPlayers.begin(); it2 != mapPlayers.end(); it2++)
394 {
395 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it2->second->addr), &outputLog) < 0 )
396 error("sendMessage");
397 }
398 }
399
400 if (broadcastMove)
401 {
402 serverMsg.type = MSG_TYPE_PLAYER;
403 it->second->serialize(serverMsg.buffer);
404
405 cout << "about to broadcast move" << endl;
406 map<unsigned int, Player*>::iterator it2;
407 for (it2 = mapPlayers.begin(); it2 != mapPlayers.end(); it2++)
408 {
409 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it2->second->addr), &outputLog) < 0 )
410 error("sendMessage");
411 }
412 }
413 }
414
415 // check if the player's attack animation is complete
416 if (it->second->isAttacking && it->second->timeAttackStarted+it->second->attackCooldown <= getCurrentMillis())
417 {
418 it->second->isAttacking = false;
419 cout << "Attack animation is complete" << endl;
420
421 //send everyone an ATTACK message
422 cout << "about to broadcast attack" << endl;
423
424 serverMsg.type = MSG_TYPE_ATTACK;
425 memcpy(serverMsg.buffer, &it->second->id, 4);
426 memcpy(serverMsg.buffer+4, &it->second->targetPlayer, 4);
427
428 map<unsigned int, Player*>::iterator it2;
429 for (it2 = mapPlayers.begin(); it2 != mapPlayers.end(); it2++)
430 {
431 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it2->second->addr), &outputLog) < 0 )
432 error("sendMessage");
433 }
434
435 if (it->second->attackType == Player::ATTACK_MELEE)
436 {
437 cout << "Melee attack" << endl;
438
439 Player* target = mapPlayers[it->second->targetPlayer];
440 damagePlayer(target, it->second->damage);
441
442 if (target->isDead)
443 {
444 WorldMap::ObjectType flagType = WorldMap::OBJECT_NONE;
445 if (target->hasBlueFlag)
446 flagType = WorldMap::OBJECT_BLUE_FLAG;
447 else if (target->hasRedFlag)
448 flagType = WorldMap::OBJECT_RED_FLAG;
449
450 if (flagType != WorldMap::OBJECT_NONE) {
451 addObjectToMap(flagType, target->pos.x, target->pos.y, gameMap, mapPlayers, msgProcessor, sock, outputLog);
452 }
453 }
454
455 serverMsg.type = MSG_TYPE_PLAYER;
456 target->serialize(serverMsg.buffer);
457 }
458 else if (it->second->attackType == Player::ATTACK_RANGED)
459 {
460 cout << "Ranged attack" << endl;
461
462 Projectile proj(it->second->pos.x, it->second->pos.y, it->second->targetPlayer, it->second->damage);
463 proj.id = unusedProjectileId;
464 updateUnusedProjectileId(unusedProjectileId, mapProjectiles);
465 mapProjectiles[proj.id] = proj;
466
467 int x = it->second->pos.x;
468 int y = it->second->pos.y;
469
470 serverMsg.type = MSG_TYPE_PROJECTILE;
471 memcpy(serverMsg.buffer, &proj.id, 4);
472 memcpy(serverMsg.buffer+4, &x, 4);
473 memcpy(serverMsg.buffer+8, &y, 4);
474 memcpy(serverMsg.buffer+12, &it->second->targetPlayer, 4);
475 }
476 else
477 cout << "Invalid attack type: " << it->second->attackType << endl;
478
479 // broadcast either a PLAYER or PROJECTILE message
480 cout << "Broadcasting player or projectile message" << endl;
481 for (it2 = mapPlayers.begin(); it2 != mapPlayers.end(); it2++)
482 {
483 if (msgProcessor.sendMessage(&serverMsg, sock, &(it2->second->addr), &outputLog) < 0 )
484 error("sendMessage");
485 }
486 cout << "Done broadcasting" << endl;
487 }
488 }
489
490 // move all projectiles
491 map<unsigned int, Projectile>::iterator itProj;
492 for (itProj = mapProjectiles.begin(); itProj != mapProjectiles.end(); itProj++)
493 {
494 cout << "About to call projectile move" << endl;
495 if (itProj->second.move(mapPlayers))
496 {
497 // send a REMOVE_PROJECTILE message
498 cout << "send a REMOVE_PROJECTILE message" << endl;
499 serverMsg.type = MSG_TYPE_REMOVE_PROJECTILE;
500 memcpy(serverMsg.buffer, &itProj->second.id, 4);
501 mapProjectiles.erase(itProj->second.id);
502
503 map<unsigned int, Player*>::iterator it2;
504 cout << "Broadcasting REMOVE_PROJECTILE" << endl;
505 for (it2 = mapPlayers.begin(); it2 != mapPlayers.end(); it2++)
506 {
507 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it2->second->addr), &outputLog) < 0 )
508 error("sendMessage");
509 }
510
511 cout << "send a PLAYER message after dealing damage" << endl;
512 // send a PLAYER message after dealing damage
513 Player* target = mapPlayers[itProj->second.target];
514
515 damagePlayer(target, itProj->second.damage);
516
517 if (target->isDead)
518 {
519 WorldMap::ObjectType flagType = WorldMap::OBJECT_NONE;
520 if (target->hasBlueFlag)
521 flagType = WorldMap::OBJECT_BLUE_FLAG;
522 else if (target->hasRedFlag)
523 flagType = WorldMap::OBJECT_RED_FLAG;
524
525 if (flagType != WorldMap::OBJECT_NONE)
526 addObjectToMap(flagType, target->pos.x, target->pos.y, gameMap, mapPlayers, msgProcessor, sock, outputLog);
527 }
528
529 serverMsg.type = MSG_TYPE_PLAYER;
530 target->serialize(serverMsg.buffer);
531
532 cout << "Sending a PLAYER message" << endl;
533 for (it2 = mapPlayers.begin(); it2 != mapPlayers.end(); it2++)
534 {
535 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it2->second->addr), &outputLog) < 0 )
536 error("sendMessage");
537 }
538 }
539 cout << "Projectile was not moved" << endl;
540 }
541 }
542
543 n = msgProcessor.receiveMessage(&clientMsg, sock, &from, &outputLog);
544
545 if (n >= 0)
546 {
547 broadcastResponse = processMessage(clientMsg, from, msgProcessor, mapPlayers, mapGames, gameMap, unusedPlayerId, serverMsg, sock, scoreBlue, scoreRed, outputLog);
548
549 if (broadcastResponse)
550 {
551 cout << "Should be broadcasting the message" << endl;
552
553 map<unsigned int, Player*>::iterator it;
554 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
555 {
556 cout << "Sent message back to " << it->second->name << endl;
557 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it->second->addr), &outputLog) < 0 )
558 error("sendMessage");
559 }
560 }
561 else
562 {
563 cout << "Should be sending back the message" << endl;
564
565 if ( msgProcessor.sendMessage(&serverMsg, sock, &from, &outputLog) < 0 )
566 error("sendMessage");
567 }
568 }
569 }
570
571 outputLog << "Stopped server on " << getCurrentDateTimeString() << endl;
572 outputLog.close();
573
574 // delete all games
575 map<string, Game*>::iterator itGames;
576 for (itGames = mapGames.begin(); itGames != mapGames.end(); itGames++)
577 {
578 delete itGames->second;
579 }
580
581 map<unsigned int, Player*>::iterator itPlayers;
582 for (itPlayers = mapPlayers.begin(); itPlayers != mapPlayers.end(); itPlayers++)
583 {
584 delete itPlayers->second;
585 }
586
587 return 0;
588}
589
590bool 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)
591{
592 DataAccess da;
593
594 cout << "Inside processMessage" << endl;
595
596 cout << "Received message" << endl;
597 cout << "MSG: type: " << clientMsg.type << endl;
598 cout << "MSG contents: " << clientMsg.buffer << endl;
599
600 // maybe we should make a message class and have this be a member
601 bool broadcastResponse = false;
602
603 // Check that if an invalid message is sent, the client will correctly
604 // receive and display the response. Maybe make a special error msg type
605 switch(clientMsg.type)
606 {
607 case MSG_TYPE_REGISTER:
608 {
609 string username(clientMsg.buffer);
610 string password(strchr(clientMsg.buffer, '\0')+1);
611 Player::PlayerClass playerClass;
612
613 serverMsg.type = MSG_TYPE_REGISTER;
614 memcpy(&playerClass, clientMsg.buffer+username.length()+password.length()+2, 4);
615
616 cout << "username: " << username << endl;
617 cout << "password: " << password << endl;
618
619 if (playerClass == Player::CLASS_WARRIOR)
620 cout << "class: WARRIOR" << endl;
621 else if (playerClass == Player::CLASS_RANGER)
622 cout << "class: RANGER" << endl;
623 else {
624 cout << "Unknown player class detected" << endl;
625 strcpy(serverMsg.buffer, "You didn't select a class");
626 break;
627 }
628
629 int error = da.insertPlayer(username, password, playerClass);
630
631 if (error)
632 strcpy(serverMsg.buffer, "Registration failed. Please try again.");
633 else
634 strcpy(serverMsg.buffer, "Registration successful.");
635
636 break;
637 }
638 case MSG_TYPE_LOGIN:
639 {
640 cout << "Got login message" << endl;
641
642 string username(clientMsg.buffer);
643 string password(strchr(clientMsg.buffer, '\0')+1);
644
645 Player* p = da.getPlayer(username);
646
647 if (p == NULL || !da.verifyPassword(password, p->password))
648 {
649 strcpy(serverMsg.buffer, "Incorrect username or password");
650 if (p != NULL)
651 delete(p);
652 }
653 else if(findPlayerByName(mapPlayers, username) != NULL)
654 {
655 strcpy(serverMsg.buffer, "Player has already logged in.");
656 delete(p);
657 }
658 else
659 {
660 updateUnusedPlayerId(unusedPlayerId, mapPlayers);
661 p->id = unusedPlayerId;
662 cout << "new player id: " << p->id << endl;
663 p->setAddr(from);
664
665 // choose a random team (either 0 or 1)
666 p->team = rand() % 2;
667
668 serverMsg.type = MSG_TYPE_PLAYER;
669
670 // tell the new player about all the existing players
671 cout << "Sending other players to new player" << endl;
672
673 map<unsigned int, Player*>::iterator it;
674 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
675 {
676 it->second->serialize(serverMsg.buffer);
677
678 cout << "sending info about " << it->second->name << endl;
679 cout << "sending id " << it->second->id << endl;
680 if ( msgProcessor.sendMessage(&serverMsg, sock, &from, &outputLog) < 0 )
681 error("sendMessage");
682 }
683
684 // tell the new player about all map objects
685 // (currently just the flags)
686 serverMsg.type = MSG_TYPE_OBJECT;
687 vector<WorldMap::Object>* vctObjects = gameMap->getObjects();
688 vector<WorldMap::Object>::iterator itObjects;
689 cout << "sending items" << endl;
690 for (itObjects = vctObjects->begin(); itObjects != vctObjects->end(); itObjects++) {
691 itObjects->serialize(serverMsg.buffer);
692 cout << "sending item id " << itObjects->id << endl;
693 if ( msgProcessor.sendMessage(&serverMsg, sock, &from, &outputLog) < 0 )
694 error("sendMessage");
695 }
696
697 // send the current score
698 serverMsg.type = MSG_TYPE_SCORE;
699 memcpy(serverMsg.buffer, &scoreBlue, 4);
700 memcpy(serverMsg.buffer+4, &scoreRed, 4);
701 if ( msgProcessor.sendMessage(&serverMsg, sock, &from, &outputLog) < 0 )
702 error("sendMessage");
703
704 serverMsg.type = MSG_TYPE_PLAYER;
705 p->serialize(serverMsg.buffer);
706 cout << "Should be broadcasting the message" << endl;
707
708 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
709 {
710 cout << "Sent message back to " << it->second->name << endl;
711 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it->second->addr), &outputLog) < 0 )
712 error("sendMessage");
713 }
714
715 mapPlayers[unusedPlayerId] = p;
716 }
717
718 serverMsg.type = MSG_TYPE_LOGIN;
719
720 break;
721 }
722 case MSG_TYPE_LOGOUT:
723 {
724 string name(clientMsg.buffer);
725 cout << "Player logging out: " << name << endl;
726
727 Player *p = findPlayerByName(mapPlayers, name);
728
729 if (p == NULL)
730 {
731 strcpy(serverMsg.buffer+4, "That player is not logged in. This is either a bug, or you're trying to hack the server.");
732 cout << "Player not logged in" << endl;
733 }
734 else if ( p->addr.sin_addr.s_addr != from.sin_addr.s_addr ||
735 p->addr.sin_port != from.sin_port )
736 {
737 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.");
738 cout << "Player logged in using a different connection" << endl;
739 }
740 else
741 {
742 if (!p->isDead) {
743 WorldMap::ObjectType flagType = WorldMap::OBJECT_NONE;
744 if (p->hasBlueFlag)
745 flagType = WorldMap::OBJECT_BLUE_FLAG;
746 else if (p->hasRedFlag)
747 flagType = WorldMap::OBJECT_RED_FLAG;
748
749 if (flagType != WorldMap::OBJECT_NONE) {
750 addObjectToMap(flagType, p->pos.x, p->pos.y, gameMap, mapPlayers, msgProcessor, sock, outputLog);
751 }
752 }
753
754 // broadcast to all players before deleting p from the map
755 serverMsg.type = MSG_TYPE_LOGOUT;
756 memcpy(serverMsg.buffer, &p->id, 4);
757
758 map<unsigned int, Player*>::iterator it;
759 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
760 {
761 cout << "Sent message back to " << it->second->name << endl;
762 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it->second->addr), &outputLog) < 0 )
763 error("sendMessage");
764 }
765
766 if (p->id < unusedPlayerId)
767 unusedPlayerId = p->id;
768 mapPlayers.erase(p->id);
769 delete p;
770 strcpy(serverMsg.buffer+4, "You have successfully logged out.");
771 }
772
773 serverMsg.type = MSG_TYPE_LOGOUT;
774
775 break;
776 }
777 case MSG_TYPE_CHAT:
778 {
779 cout << "Got a chat message" << endl;
780
781 Player *p = findPlayerByAddr(mapPlayers, from);
782
783 if (p == NULL)
784 {
785 strcpy(serverMsg.buffer, "No player is logged in using this connection. This is either a bug, or you're trying to hack the server.");
786 }
787 else
788 {
789 broadcastResponse = true;
790
791 ostringstream oss;
792 oss << p->name << ": " << clientMsg.buffer;
793
794 strcpy(serverMsg.buffer, oss.str().c_str());
795 }
796
797 serverMsg.type = MSG_TYPE_CHAT;
798
799 break;
800 }
801 case MSG_TYPE_PLAYER_MOVE:
802 {
803 cout << "PLAYER_MOVE" << endl;
804
805 int id, x, y;
806
807 memcpy(&id, clientMsg.buffer, 4);
808 memcpy(&x, clientMsg.buffer+4, 4);
809 memcpy(&y, clientMsg.buffer+8, 4);
810
811 cout << "x: " << x << endl;
812 cout << "y: " << y << endl;
813 cout << "id: " << id << endl;
814
815 Player* p = mapPlayers[id];
816
817 if ( p->addr.sin_addr.s_addr == from.sin_addr.s_addr &&
818 p->addr.sin_port == from.sin_port )
819 {
820 if (p->currentGame->startPlayerMovement(id, x, y)) {
821 serverMsg.type = MSG_TYPE_PLAYER_MOVE;
822
823 memcpy(serverMsg.buffer, &id, 4);
824 memcpy(serverMsg.buffer+4, &p->target.x, 4);
825 memcpy(serverMsg.buffer+8, &p->target.y, 4);
826
827 broadcastResponse = true;
828 }
829 else
830 cout << "Bad terrain detected" << endl;
831 }
832 else // nned to send back a message indicating failure
833 cout << "Player id (" << id << ") doesn't match sender" << endl;
834
835 break;
836 }
837 case MSG_TYPE_PICKUP_FLAG:
838 {
839 // may want to check the id matches the sender, just like for PLAYER_NOVE
840 cout << "PICKUP_FLAG" << endl;
841
842 int id;
843
844 memcpy(&id, clientMsg.buffer, 4);
845 cout << "id: " << id << endl;
846
847 Player* p = mapPlayers[id];
848
849 vector<WorldMap::Object>* vctObjects = gameMap->getObjects();
850 vector<WorldMap::Object>::iterator itObjects;
851
852 for (itObjects = vctObjects->begin(); itObjects != vctObjects->end();) {
853 POSITION pos = itObjects->pos;
854 bool gotFlag = false;
855
856 if (posDistance(p->pos, pos.toFloat()) < 10) {
857 switch (itObjects->type) {
858 case WorldMap::OBJECT_BLUE_FLAG:
859 if (p->team == 1) {
860 gotFlag = true;
861 p->hasBlueFlag = true;
862 broadcastResponse = true;
863 }
864 break;
865 case WorldMap::OBJECT_RED_FLAG:
866 if (p->team == 0) {
867 gotFlag = true;
868 p->hasRedFlag = true;
869 broadcastResponse = true;
870 }
871 break;
872 }
873
874 if (gotFlag) {
875 serverMsg.type = MSG_TYPE_REMOVE_OBJECT;
876 memcpy(serverMsg.buffer, &itObjects->id, 4);
877
878 map<unsigned int, Player*>::iterator it;
879 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
880 {
881 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it->second->addr), &outputLog) < 0 )
882 error("sendMessage");
883 }
884
885 // remove the object from the server-side map
886 cout << "size before: " << gameMap->getObjects()->size() << endl;
887 itObjects = vctObjects->erase(itObjects);
888 cout << "size after: " << gameMap->getObjects()->size() << endl;
889 }
890 }
891
892 if (!gotFlag)
893 itObjects++;
894 }
895
896 serverMsg.type = MSG_TYPE_PLAYER;
897 p->serialize(serverMsg.buffer);
898
899 break;
900 }
901 case MSG_TYPE_DROP_FLAG:
902 {
903 // may want to check the id matches the sender, just like for PLAYER_NOVE
904 cout << "DROP_FLAG" << endl;
905
906 int id;
907
908 memcpy(&id, clientMsg.buffer, 4);
909 cout << "id: " << id << endl;
910
911 Player* p = mapPlayers[id];
912
913 WorldMap::ObjectType flagType = WorldMap::OBJECT_NONE;
914 if (p->hasBlueFlag)
915 flagType = WorldMap::OBJECT_BLUE_FLAG;
916 else if (p->hasRedFlag)
917 flagType = WorldMap::OBJECT_RED_FLAG;
918
919 addObjectToMap(flagType, p->pos.x, p->pos.y, gameMap, mapPlayers, msgProcessor, sock, outputLog);
920
921 p->hasBlueFlag = false;
922 p->hasRedFlag = false;
923
924 serverMsg.type = MSG_TYPE_PLAYER;
925 p->serialize(serverMsg.buffer);
926
927 broadcastResponse = true;
928
929 break;
930 }
931 case MSG_TYPE_START_ATTACK:
932 {
933 cout << "Received a START_ATTACK message" << endl;
934
935 int id, targetId;
936
937 memcpy(&id, clientMsg.buffer, 4);
938 memcpy(&targetId, clientMsg.buffer+4, 4);
939
940 Player* source = mapPlayers[id];
941 source->targetPlayer = targetId;
942 source->isChasing = true;
943
944 // this is irrelevant since the client doesn't even listen for START_ATTACK messages
945 // actually, the client should not ignore this and should instead perform the same movement
946 // algorithm on its end (following the target player until in range) that the server does.
947 // Once the attacker is in range, the client should stop movement and wait for messages
948 // from the server
949 serverMsg.type = MSG_TYPE_START_ATTACK;
950 memcpy(serverMsg.buffer, &id, 4);
951 memcpy(serverMsg.buffer+4, &targetId, 4);
952 broadcastResponse = true;
953
954 break;
955 }
956 case MSG_TYPE_ATTACK:
957 {
958 cout << "Received am ATTACK message" << endl;
959 cout << "ERROR: Clients should not send ATTACK messages" << endl;
960
961 break;
962 }
963 case MSG_TYPE_CREATE_GAME:
964 {
965 cout << "Received a CREATE_GAME message" << endl;
966
967 string gameName(clientMsg.buffer);
968 cout << "Game name: " << gameName << endl;
969
970 // check if this game already exists
971 if (mapGames.find(gameName) != mapGames.end()) {
972 cout << "Error: Game already exists" << endl;
973 serverMsg.type = MSG_TYPE_JOIN_GAME_FAILURE;
974 broadcastResponse = false;
975 return broadcastResponse;
976 }
977
978 Game* g = new Game(gameName, "../data/map.txt");
979 mapGames[gameName] = g;
980
981 // add flag objects to the map
982 WorldMap* m = g->getMap();
983 for (int y=0; y<m->height; y++) {
984 for (int x=0; x<m->width; x++) {
985 switch (m->getStructure(x, y)) {
986 case WorldMap::STRUCTURE_BLUE_FLAG:
987 m->addObject(WorldMap::OBJECT_BLUE_FLAG, x*25+12, y*25+12);
988 break;
989 case WorldMap::STRUCTURE_RED_FLAG:
990 m->addObject(WorldMap::OBJECT_RED_FLAG, x*25+12, y*25+12);
991 break;
992 }
993 }
994 }
995
996 Player* p = findPlayerByAddr(mapPlayers, from);
997 p->currentGame = g;
998
999 serverMsg.type = MSG_TYPE_JOIN_GAME_SUCCESS;
1000 strcpy(serverMsg.buffer, gameName.c_str());
1001 broadcastResponse = false;
1002
1003 break;
1004 }
1005 case MSG_TYPE_JOIN_GAME:
1006 {
1007 cout << "Received a JOIN_GAME message" << endl;
1008
1009 string gameName(clientMsg.buffer);
1010 cout << "Game name: " << gameName << endl;
1011
1012 // check if this game already exists
1013 if (mapGames.find(gameName) == mapGames.end()) {
1014 cout << "Error: Game does not exist" << endl;
1015 serverMsg.type = MSG_TYPE_JOIN_GAME_FAILURE;
1016 broadcastResponse = false;
1017 return broadcastResponse;
1018 }
1019
1020 Game* g = mapGames[gameName];
1021 map<unsigned int, Player*>& players = g->getPlayers();
1022 Player* p = findPlayerByAddr(mapPlayers, from);
1023
1024 if (players.find(p->id) != players.end()) {
1025 cout << "Player " << p->name << " trying to join a game he's already in" << endl;
1026 serverMsg.type = MSG_TYPE_JOIN_GAME_FAILURE;
1027 broadcastResponse = false;
1028 return broadcastResponse;
1029 }
1030
1031 p->currentGame = g;
1032
1033 serverMsg.type = MSG_TYPE_JOIN_GAME_SUCCESS;
1034 strcpy(serverMsg.buffer, gameName.c_str());
1035 broadcastResponse = false;
1036
1037 break;
1038 }
1039 case MSG_TYPE_LEAVE_GAME:
1040 {
1041 cout << "Received a LEAVE_GAME message" << endl;
1042
1043 Player* p = findPlayerByAddr(mapPlayers, from);
1044 Game* g = p->currentGame;
1045
1046 if (g == NULL) {
1047 cout << "Player " << p->name << " is trying to leave a game, but is not currently in a game." << endl;
1048
1049 /// should send a response back, maybe a new message type is needed
1050
1051 break;
1052 }
1053
1054 cout << "Game name: " << g->getName() << endl;
1055 p->currentGame = NULL;
1056
1057 serverMsg.type = MSG_TYPE_LEAVE_GAME;
1058 memcpy(serverMsg.buffer, &p->id, 4);
1059 strcpy(serverMsg.buffer+4, g->getName().c_str());
1060
1061 map<unsigned int, Player*>& players = g->getPlayers();
1062
1063 map<unsigned int, Player*>::iterator it;
1064 for (it = players.begin(); it != players.end(); it++)
1065 {
1066 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it->second->addr), &outputLog) < 0 )
1067 error("sendMessage");
1068 }
1069
1070 g->removePlayer(p->id);
1071
1072 int numPlayers = g->getNumPlayers();
1073
1074 serverMsg.type = MSG_TYPE_GAME_INFO;
1075 memcpy(serverMsg.buffer, &numPlayers, 4);
1076 strcpy(serverMsg.buffer+4, g->getName().c_str());
1077 broadcastResponse = true;
1078
1079 // if there are no more players in the game, remove it
1080 if (numPlayers == 0) {
1081 mapGames.erase(g->getName());
1082 delete g;
1083 }
1084
1085 break;
1086 }
1087 case MSG_TYPE_JOIN_GAME_ACK:
1088 {
1089 cout << "Received a JOIN_GAME_ACK message" << endl;
1090
1091 string gameName(clientMsg.buffer);
1092 cout << "Game name: " << gameName << endl;
1093
1094 // check if this game already exists
1095 if (mapGames.find(gameName) == mapGames.end()) {
1096 serverMsg.type = MSG_TYPE_JOIN_GAME_FAILURE;
1097 broadcastResponse = false;
1098 return broadcastResponse;
1099 }
1100
1101 Game* g = mapGames[gameName];
1102
1103 Player* p = findPlayerByAddr(mapPlayers, from);
1104 p->team = rand() % 2; // choose a random team (either 0 or 1)
1105 p->currentGame = g; // should have been done in JOIN_GAME, so not necessary
1106
1107 // tell the new player about all map objects
1108 // (currently just the flags)
1109
1110 serverMsg.type = MSG_TYPE_OBJECT;
1111 vector<WorldMap::Object>* vctObjects = g->getMap()->getObjects();
1112 vector<WorldMap::Object>::iterator itObjects;
1113 cout << "sending items" << endl;
1114 for (itObjects = vctObjects->begin(); itObjects != vctObjects->end(); itObjects++) {
1115 itObjects->serialize(serverMsg.buffer);
1116 cout << "sending item id " << itObjects->id << endl;
1117 if ( msgProcessor.sendMessage(&serverMsg, sock, &from, &outputLog) < 0 )
1118 error("sendMessage");
1119 }
1120
1121
1122 // send the current score
1123 serverMsg.type = MSG_TYPE_SCORE;
1124
1125 int game_blueScore = g->getBlueScore();
1126 int game_redScore = g->getRedScore();
1127 memcpy(serverMsg.buffer, &game_blueScore, 4);
1128 memcpy(serverMsg.buffer+4, &game_redScore, 4);
1129
1130 if ( msgProcessor.sendMessage(&serverMsg, sock, &from, &outputLog) < 0 )
1131 error("sendMessage");
1132
1133 serverMsg.type = MSG_TYPE_PLAYER_JOIN_GAME;
1134 p->serialize(serverMsg.buffer);
1135 cout << "Should be broadcasting the message" << endl;
1136
1137 map<unsigned int, Player*>& otherPlayers = g->getPlayers();
1138 map<unsigned int, Player*>::iterator it;
1139 for (it = otherPlayers.begin(); it != otherPlayers.end(); it++)
1140 {
1141 cout << "Sent message back to " << it->second->name << endl;
1142 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it->second->addr), &outputLog) < 0 )
1143 error("sendMessage");
1144 }
1145
1146 g->addPlayer(p);
1147
1148 map<unsigned int, Player*>& allPlayers = g->getPlayers();
1149
1150 // tell the new player about all the players in the game (including himself)
1151 cout << "Sending other players to new player" << endl;
1152 serverMsg.type = MSG_TYPE_PLAYER_JOIN_GAME;
1153
1154 for (it = allPlayers.begin(); it != allPlayers.end(); it++)
1155 {
1156 it->second->serialize(serverMsg.buffer);
1157
1158 cout << "sending info about " << it->second->name << endl;
1159 cout << "sending id " << it->second->id << endl;
1160 if ( msgProcessor.sendMessage(&serverMsg, sock, &from, &outputLog) < 0 )
1161 error("sendMessage");
1162 }
1163
1164 int numPlayers = g->getNumPlayers();
1165
1166 serverMsg.type = MSG_TYPE_GAME_INFO;
1167 memcpy(serverMsg.buffer, &numPlayers, 4);
1168 strcpy(serverMsg.buffer+4, gameName.c_str());
1169 broadcastResponse = true;
1170
1171 break;
1172 }
1173 default:
1174 {
1175 serverMsg.type = MSG_TYPE_CHAT;
1176 strcpy(serverMsg.buffer, "Server error occured. Report this please.");
1177
1178 break;
1179 }
1180 }
1181
1182 return broadcastResponse;
1183}
1184
1185void updateUnusedPlayerId(unsigned int& id, map<unsigned int, Player*>& mapPlayers)
1186{
1187 while (mapPlayers.find(id) != mapPlayers.end())
1188 id++;
1189}
1190
1191void updateUnusedProjectileId(unsigned int& id, map<unsigned int, Projectile>& mapProjectiles)
1192{
1193 while (mapProjectiles.find(id) != mapProjectiles.end())
1194 id++;
1195}
1196
1197Player *findPlayerByName(map<unsigned int, Player*> &m, string name)
1198{
1199 map<unsigned int, Player*>::iterator it;
1200
1201 for (it = m.begin(); it != m.end(); it++)
1202 {
1203 if ( it->second->name.compare(name) == 0 )
1204 return it->second;
1205 }
1206
1207 return NULL;
1208}
1209
1210Player *findPlayerByAddr(map<unsigned int, Player*> &m, const sockaddr_in &addr)
1211{
1212 map<unsigned int, Player*>::iterator it;
1213
1214 for (it = m.begin(); it != m.end(); it++)
1215 {
1216 if ( it->second->addr.sin_addr.s_addr == addr.sin_addr.s_addr &&
1217 it->second->addr.sin_port == addr.sin_port )
1218 return it->second;
1219 }
1220
1221 return NULL;
1222}
1223
1224void damagePlayer(Player *p, int damage) {
1225 p->health -= damage;
1226 if (p->health < 0)
1227 p->health = 0;
1228 if (p->health == 0) {
1229 cout << "Player died" << endl;
1230 p->isDead = true;
1231 p->timeDied = getCurrentMillis();
1232 }
1233}
1234
1235void addObjectToMap(WorldMap::ObjectType objectType, int x, int y, WorldMap* gameMap, map<unsigned int, Player*>& mapPlayers, MessageProcessor &msgProcessor, int sock, ofstream& outputLog) {
1236 NETWORK_MSG serverMsg;
1237
1238 gameMap->addObject(objectType, x, y);
1239
1240 // need to send the OBJECT message too
1241 serverMsg.type = MSG_TYPE_OBJECT;
1242 gameMap->getObjects()->back().serialize(serverMsg.buffer);
1243
1244 map<unsigned int, Player*>::iterator it;
1245 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
1246 {
1247 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it->second->addr), &outputLog) < 0 )
1248 error("sendMessage");
1249 }
1250}
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