source: network-game/server/server.cpp@ 2e63b64

Last change on this file since 2e63b64 was 2e63b64, checked in by dportnoy <dmp1488@…>, 11 years ago

gameMap removed from server

  • Property mode set to 100644
File size: 37.0 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#include "../common/GameSummary.h"
39
40#include "DataAccess.h"
41
42using namespace std;
43
44// from used to be const. Removed that so I could take a reference
45// and use it to send messages
46void processMessage(const NETWORK_MSG& clientMsg, struct sockaddr_in& from, MessageProcessor& msgProcessor, map<unsigned int, Player*>& mapPlayers, map<string, Game*>& mapGames, unsigned int& unusedPlayerId);
47
48bool handleGameEvents(Game* game, map<unsigned int, Player*>& mapPlayers, MessageProcessor& msgPocessor);
49bool handlePlayerEvents(Player* p, Game* game, MessageProcessor& msgProcessor);
50
51void broadcastMessage(MessageProcessor &msgProcessor, NETWORK_MSG &serverMsg, map<unsigned int, Player*>& players);
52void updateUnusedPlayerId(unsigned int& id, map<unsigned int, Player*>& mapPlayers);
53Player *findPlayerByName(map<unsigned int, Player*> &m, string name);
54Player *findPlayerByAddr(map<unsigned int, Player*> &m, const sockaddr_in &addr);
55void damagePlayer(Player *p, int damage);
56
57void addObjectToMap(WorldMap::ObjectType objectType, int x, int y, WorldMap* gameMap, map<unsigned int, Player*>& mapPlayers, MessageProcessor &msgProcessor);
58
59void quit(int sig);
60
61bool done;
62
63int main(int argc, char *argv[])
64{
65 int sock, length;
66 struct sockaddr_in server;
67 struct sockaddr_in from; // info of client sending the message
68 NETWORK_MSG clientMsg, serverMsg;
69 MessageProcessor msgProcessor;
70 map<unsigned int, Player*> mapPlayers;
71 map<unsigned int, Projectile> mapProjectiles;
72 map<string, Game*> mapGames;
73 unsigned int unusedPlayerId = 1, unusedProjectileId = 1;
74 ofstream outputLog;
75
76 done = false;
77
78 signal(SIGINT, quit);
79
80 //SSL_load_error_strings();
81 //ERR_load_BIO_strings();
82 //OpenSSL_add_all_algorithms();
83
84 if (argc != 2)
85 {
86 cerr << "ERROR, expected server [domain] [port]" << endl;
87 exit(1);
88 }
89
90 outputLog.open("server.log", ios::app);
91 outputLog << "Started server on " << getCurrentDateTimeString() << endl;
92
93 sock = socket(AF_INET, SOCK_DGRAM, 0);
94 if (sock < 0)
95 error("Opening socket");
96 length = sizeof(server);
97 bzero(&server,length);
98 server.sin_family=AF_INET;
99 server.sin_port=htons(atoi(argv[1]));
100 server.sin_addr.s_addr=INADDR_ANY;
101 if ( bind(sock, (struct sockaddr *)&server, length) < 0 )
102 error("binding");
103
104 set_nonblock(sock);
105
106 msgProcessor = MessageProcessor(sock, &outputLog);
107
108 timespec ts;
109 int timeLastUpdated = 0, curTime = 0, timeLastBroadcast = 0;
110 while (!done)
111 {
112 usleep(5000);
113
114 clock_gettime(CLOCK_REALTIME, &ts);
115 // make the number smaller so millis can fit in an int
116 ts.tv_sec -= 1368000000;
117 curTime = ts.tv_sec*1000 + ts.tv_nsec/1000000;
118
119 if (timeLastUpdated == 0 || (curTime-timeLastUpdated) >= 50)
120 {
121 timeLastUpdated = curTime;
122
123 msgProcessor.cleanAckedMessages();
124 msgProcessor.resendUnackedMessages();
125
126 map<unsigned int, Player*>::iterator it;
127
128 cout << "Updating player targets and respawning dead players" << endl;
129
130 // set targets for all chasing players (or make them attack if they're close enough)
131 // this should be moved into the games loop
132 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
133 {
134 Player* p = it->second;
135
136 // check if it's time to revive dead players
137 if (p->isDead)
138 {
139 cout << "Player is dead" << endl;
140
141 if (getCurrentMillis() - p->timeDied >= 10000)
142 {
143 p->isDead = false;
144
145 POSITION spawnPos;
146
147 switch (p->team)
148 {
149 case 0:// blue team
150 spawnPos = p->currentGame->getMap()->getStructureLocation(WorldMap::STRUCTURE_BLUE_FLAG);
151 break;
152 case 1:// red team
153 spawnPos = p->currentGame->getMap()->getStructureLocation(WorldMap::STRUCTURE_RED_FLAG);
154 break;
155 default:
156 // should never go here
157 cout << "Error: Invalid team" << endl;
158 break;
159 }
160
161 // spawn the player to the right of their flag location
162 spawnPos.x = (spawnPos.x+1) * 25 + 12;
163 spawnPos.y = spawnPos.y * 25 + 12;
164
165 p->pos = spawnPos.toFloat();
166 p->target = spawnPos;
167 p->health = p->maxHealth;
168
169 serverMsg.type = MSG_TYPE_PLAYER;
170 p->serialize(serverMsg.buffer);
171
172 broadcastMessage(msgProcessor, serverMsg, p->currentGame->getPlayers());
173 }
174
175 continue;
176 }
177
178 if (p->currentGame != NULL) {
179 map<unsigned int, Player*> playersInGame = p->currentGame->getPlayers();
180 if (p->updateTarget(playersInGame))
181 {
182 serverMsg.type = MSG_TYPE_PLAYER;
183 p->serialize(serverMsg.buffer);
184 broadcastMessage(msgProcessor, serverMsg, playersInGame);
185 }
186 }
187 }
188
189 cout << "Processing players in a game" << endl;
190
191 // process players currently in a game
192 map<string, Game*>::iterator itGames;
193 Game* game = NULL;
194
195 for (itGames = mapGames.begin(); itGames != mapGames.end();) {
196 if (handleGameEvents(itGames->second, mapPlayers, msgProcessor)) {
197 delete itGames->second;
198 mapGames.erase(itGames++);
199 }else
200 itGames++;
201 }
202
203 cout << "Processing projectiles" << endl;
204
205 // move all projectiles
206 // see if this can be moved inside the game class
207 // this method can be moved when I add a MessageProcessor to the Game class
208 map<unsigned int, Projectile>::iterator itProj;
209 for (itGames = mapGames.begin(); itGames != mapGames.end(); itGames++) {
210 game = itGames->second;
211 for (itProj = game->getProjectiles().begin(); itProj != game->getProjectiles().end(); itProj++)
212 {
213 cout << "About to call projectile move" << endl;
214 if (itProj->second.move(game->getPlayers()))
215 {
216 // send a REMOVE_PROJECTILE message
217 cout << "send a REMOVE_PROJECTILE message" << endl;
218 serverMsg.type = MSG_TYPE_REMOVE_PROJECTILE;
219 memcpy(serverMsg.buffer, &itProj->second.id, 4);
220 game->removeProjectile(itProj->second.id);
221 broadcastMessage(msgProcessor, serverMsg, game->getPlayers());
222
223 Player* target = game->getPlayers()[itProj->second.target];
224 damagePlayer(target, itProj->second.damage);
225
226 if (target->isDead)
227 {
228 WorldMap::ObjectType flagType = WorldMap::OBJECT_NONE;
229 if (target->hasBlueFlag)
230 flagType = WorldMap::OBJECT_BLUE_FLAG;
231 else if (target->hasRedFlag)
232 flagType = WorldMap::OBJECT_RED_FLAG;
233
234 if (flagType != WorldMap::OBJECT_NONE)
235 addObjectToMap(flagType, target->pos.x, target->pos.y, game->getMap(), game->getPlayers(), msgProcessor);
236 }
237
238 // send a PLAYER message after dealing damage
239 serverMsg.type = MSG_TYPE_PLAYER;
240 target->serialize(serverMsg.buffer);
241 broadcastMessage(msgProcessor, serverMsg, game->getPlayers());
242 }
243 }
244 }
245 }
246
247 if (msgProcessor.receiveMessage(&clientMsg, &from) >= 0)
248 {
249 processMessage(clientMsg, from, msgProcessor, mapPlayers, mapGames, unusedPlayerId);
250
251 cout << "Finished processing the message" << endl;
252 }
253 }
254
255 outputLog << "Stopped server on " << getCurrentDateTimeString() << endl;
256 outputLog.close();
257
258 // delete all games
259 map<string, Game*>::iterator itGames;
260 for (itGames = mapGames.begin(); itGames != mapGames.end(); itGames++)
261 {
262 delete itGames->second;
263 }
264
265 map<unsigned int, Player*>::iterator itPlayers;
266 for (itPlayers = mapPlayers.begin(); itPlayers != mapPlayers.end(); itPlayers++)
267 {
268 delete itPlayers->second;
269 }
270
271 return 0;
272}
273
274void processMessage(const NETWORK_MSG &clientMsg, struct sockaddr_in &from, MessageProcessor &msgProcessor, map<unsigned int, Player*>& mapPlayers, map<string, Game*>& mapGames, unsigned int& unusedPlayerId)
275{
276 NETWORK_MSG serverMsg;
277 DataAccess da;
278
279 cout << "Inside processMessage" << endl;
280
281 cout << "Received message" << endl;
282 cout << "MSG: type: " << clientMsg.type << endl;
283 cout << "MSG contents: " << clientMsg.buffer << endl;
284
285 // Check that if an invalid message is sent, the client will correctly
286 // receive and display the response. Maybe make a special error msg type
287 switch(clientMsg.type)
288 {
289 case MSG_TYPE_REGISTER:
290 {
291 string username(clientMsg.buffer);
292 string password(strchr(clientMsg.buffer, '\0')+1);
293 Player::PlayerClass playerClass;
294
295 memcpy(&playerClass, clientMsg.buffer+username.length()+password.length()+2, 4);
296
297 cout << "username: " << username << endl;
298 cout << "password: " << password << endl;
299
300 bool validClass = false;
301
302 switch(playerClass) {
303 case Player::CLASS_WARRIOR:
304 case Player::CLASS_RANGER:
305 validClass = true;
306 break;
307 default:
308 validClass = false;
309 break;
310 }
311
312 serverMsg.type = MSG_TYPE_REGISTER;
313
314 if (validClass) {
315 int error = da.insertPlayer(username, password, playerClass);
316
317 if (error)
318 strcpy(serverMsg.buffer, "Registration failed. Please try again.");
319 else
320 strcpy(serverMsg.buffer, "Registration successful.");
321 }else
322 strcpy(serverMsg.buffer, "You didn't select a class");
323
324 msgProcessor.sendMessage(&serverMsg, &from);
325
326 break;
327 }
328 case MSG_TYPE_LOGIN:
329 {
330 cout << "Got login message" << endl;
331
332 string username(clientMsg.buffer);
333 string password(strchr(clientMsg.buffer, '\0')+1);
334
335 Player* p = da.getPlayer(username);
336
337 if (p == NULL || !da.verifyPassword(password, p->password))
338 {
339 strcpy(serverMsg.buffer, "Incorrect username or password");
340 if (p != NULL)
341 delete(p);
342 }
343 else if(findPlayerByName(mapPlayers, username) != NULL)
344 {
345 strcpy(serverMsg.buffer, "Player has already logged in.");
346 delete(p);
347 }
348 else
349 {
350 updateUnusedPlayerId(unusedPlayerId, mapPlayers);
351 p->id = unusedPlayerId;
352 cout << "new player id: " << p->id << endl;
353 p->setAddr(from);
354 p->currentGame = NULL;
355
356 // choose a random team (either 0 or 1)
357 p->team = rand() % 2;
358
359 serverMsg.type = MSG_TYPE_PLAYER;
360 // tell the new player about all the existing players
361 cout << "Sending other players to new player" << endl;
362
363 map<unsigned int, Player*>::iterator it;
364 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
365 {
366 it->second->serialize(serverMsg.buffer);
367
368 cout << "sending info about " << it->second->name << endl;
369 cout << "sending id " << it->second->id << endl;
370 msgProcessor.sendMessage(&serverMsg, &from);
371 }
372
373 // send info about existing games to new player
374 map<string, Game*>::iterator itGames;
375 Game* g;
376 int numPlayers;
377 serverMsg.type = MSG_TYPE_GAME_INFO;
378
379 for (itGames = mapGames.begin(); itGames != mapGames.end(); itGames++)
380 {
381 g = itGames->second;
382 numPlayers = g->getNumPlayers();
383 memcpy(serverMsg.buffer, &numPlayers, 4);
384 strcpy(serverMsg.buffer+4, g->getName().c_str());
385 msgProcessor.sendMessage(&serverMsg, &from);
386 }
387
388 serverMsg.type = MSG_TYPE_PLAYER;
389 p->serialize(serverMsg.buffer);
390 broadcastMessage(msgProcessor, serverMsg, mapPlayers);
391
392 mapPlayers[unusedPlayerId] = p;
393 }
394
395 serverMsg.type = MSG_TYPE_LOGIN;
396 msgProcessor.sendMessage(&serverMsg, &from);
397
398 break;
399 }
400 case MSG_TYPE_LOGOUT:
401 {
402 string name(clientMsg.buffer);
403 cout << "Player logging out: " << name << endl;
404
405 Player *p = findPlayerByName(mapPlayers, name);
406
407 if (p == NULL)
408 {
409 strcpy(serverMsg.buffer+4, "That player is not logged in. This is either a bug, or you're trying to hack the server.");
410 cout << "Player not logged in" << endl;
411 }
412 else if ( p->addr.sin_addr.s_addr != from.sin_addr.s_addr ||
413 p->addr.sin_port != from.sin_port )
414 {
415 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.");
416 cout << "Player logged in using a different connection" << endl;
417 }
418 else
419 {
420 // broadcast to all players before deleting p from the map
421 serverMsg.type = MSG_TYPE_LOGOUT;
422 memcpy(serverMsg.buffer, &p->id, 4);
423
424 broadcastMessage(msgProcessor, serverMsg, mapPlayers);
425
426 if (p->id < unusedPlayerId)
427 unusedPlayerId = p->id;
428
429 mapPlayers.erase(p->id);
430 delete p;
431
432 strcpy(serverMsg.buffer+4, "You have successfully logged out.");
433 }
434
435 serverMsg.type = MSG_TYPE_LOGOUT;
436 msgProcessor.sendMessage(&serverMsg, &from);
437
438 break;
439 }
440 case MSG_TYPE_CHAT:
441 {
442 cout << "Got a chat message" << endl;
443
444 serverMsg.type = MSG_TYPE_CHAT;
445
446 Player *p = findPlayerByAddr(mapPlayers, from);
447
448 if (p == NULL)
449 {
450 strcpy(serverMsg.buffer, "No player is logged in using this connection. This is either a bug, or you're trying to hack the server.");
451 msgProcessor.sendMessage(&serverMsg, &from);
452 }
453 else
454 {
455 ostringstream oss;
456 oss << p->name << ": " << clientMsg.buffer;
457
458 strcpy(serverMsg.buffer, oss.str().c_str());
459 broadcastMessage(msgProcessor, serverMsg, mapPlayers);
460 }
461
462 break;
463 }
464 case MSG_TYPE_PLAYER_MOVE:
465 {
466 cout << "PLAYER_MOVE" << endl;
467
468 int id, x, y;
469
470 memcpy(&id, clientMsg.buffer, 4);
471 memcpy(&x, clientMsg.buffer+4, 4);
472 memcpy(&y, clientMsg.buffer+8, 4);
473
474 cout << "x: " << x << endl;
475 cout << "y: " << y << endl;
476 cout << "id: " << id << endl;
477
478 Player* p = mapPlayers[id];
479 bool validMessage = false;
480
481 if ( p->addr.sin_addr.s_addr == from.sin_addr.s_addr &&
482 p->addr.sin_port == from.sin_port )
483 {
484 if (p->currentGame->startPlayerMovement(id, x, y)) {
485 serverMsg.type = MSG_TYPE_PLAYER_MOVE;
486
487 memcpy(serverMsg.buffer, &id, 4);
488 memcpy(serverMsg.buffer+4, &p->target.x, 4);
489 memcpy(serverMsg.buffer+8, &p->target.y, 4);
490
491 broadcastMessage(msgProcessor, serverMsg, mapPlayers);
492
493 validMessage = true;
494 }
495 else
496 cout << "Bad terrain detected" << endl;
497 }
498 else
499 cout << "Player id (" << id << ") doesn't match sender" << endl;
500
501 if (!validMessage)
502 msgProcessor.sendMessage(&serverMsg, &from);
503
504 break;
505 }
506 case MSG_TYPE_PICKUP_FLAG:
507 {
508 // may want to check the id matches the sender, just like for PLAYER_NOVE
509 cout << "PICKUP_FLAG" << endl;
510
511 int id;
512
513 memcpy(&id, clientMsg.buffer, 4);
514 cout << "id: " << id << endl;
515
516 Player* p = mapPlayers[id];
517 int objectId = p->currentGame->processFlagPickupRequest(p);
518
519 if (objectId >= 0) {
520 map<unsigned int, Player*> players = p->currentGame->getPlayers();
521
522 serverMsg.type = MSG_TYPE_REMOVE_OBJECT;
523 memcpy(serverMsg.buffer, &objectId, 4);
524 broadcastMessage(msgProcessor, serverMsg, players);
525
526 serverMsg.type = MSG_TYPE_PLAYER;
527 p->serialize(serverMsg.buffer);
528 broadcastMessage(msgProcessor, serverMsg, players);
529 }
530
531 break;
532 }
533 case MSG_TYPE_DROP_FLAG:
534 {
535 // may want to check the id matches the sender, just like for PLAYER_NOVE
536 cout << "DROP_FLAG" << endl;
537
538 int id;
539
540 memcpy(&id, clientMsg.buffer, 4);
541 cout << "id: " << id << endl;
542
543 Player* p = mapPlayers[id];
544
545 WorldMap::ObjectType flagType = WorldMap::OBJECT_NONE;
546 if (p->hasBlueFlag)
547 flagType = WorldMap::OBJECT_BLUE_FLAG;
548 else if (p->hasRedFlag)
549 flagType = WorldMap::OBJECT_RED_FLAG;
550
551 map<unsigned int, Player*> players = p->currentGame->getPlayers();
552
553 addObjectToMap(flagType, p->pos.x, p->pos.y, p->currentGame->getMap(), players, msgProcessor);
554
555 p->hasBlueFlag = false;
556 p->hasRedFlag = false;
557
558 serverMsg.type = MSG_TYPE_PLAYER;
559 p->serialize(serverMsg.buffer);
560 broadcastMessage(msgProcessor, serverMsg, players);
561
562 break;
563 }
564 case MSG_TYPE_ATTACK:
565 {
566 cout << "Received a START_ATTACK message" << endl;
567
568 int id, targetId;
569
570 memcpy(&id, clientMsg.buffer, 4);
571 memcpy(&targetId, clientMsg.buffer+4, 4);
572
573 // need to make sure the target is in the sender's game
574
575 Player* p = mapPlayers[id];
576 p->targetPlayer = targetId;
577 p->isChasing = true;
578
579 map<unsigned int, Player*> players = p->currentGame->getPlayers();
580
581 serverMsg.type = MSG_TYPE_ATTACK;
582 memcpy(serverMsg.buffer, &id, 4);
583 memcpy(serverMsg.buffer+4, &targetId, 4);
584 broadcastMessage(msgProcessor, serverMsg, players);
585
586 break;
587 }
588 case MSG_TYPE_CREATE_GAME:
589 {
590 cout << "Received a CREATE_GAME message" << endl;
591
592 string gameName(clientMsg.buffer);
593 cout << "Game name: " << gameName << endl;
594
595 // check if this game already exists
596 if (mapGames.find(gameName) != mapGames.end()) {
597 cout << "Error: Game already exists" << endl;
598 serverMsg.type = MSG_TYPE_JOIN_GAME_FAILURE;
599 }else {
600 Game* g = new Game(gameName, "../data/map.txt");
601 mapGames[gameName] = g;
602
603 // add flag objects to the map
604 WorldMap* m = g->getMap();
605 for (int y=0; y<m->height; y++) {
606 for (int x=0; x<m->width; x++) {
607 switch (m->getStructure(x, y)) {
608 case WorldMap::STRUCTURE_BLUE_FLAG:
609 m->addObject(WorldMap::OBJECT_BLUE_FLAG, x*25+12, y*25+12);
610 break;
611 case WorldMap::STRUCTURE_RED_FLAG:
612 m->addObject(WorldMap::OBJECT_RED_FLAG, x*25+12, y*25+12);
613 break;
614 }
615 }
616 }
617
618 serverMsg.type = MSG_TYPE_JOIN_GAME_SUCCESS;
619 strcpy(serverMsg.buffer, gameName.c_str());
620 }
621
622 msgProcessor.sendMessage(&serverMsg, &from);
623
624 break;
625 }
626 case MSG_TYPE_JOIN_GAME:
627 {
628 cout << "Received a JOIN_GAME message" << endl;
629
630 string gameName(clientMsg.buffer);
631 cout << "Game name: " << gameName << endl;
632
633 // check if this game already exists
634 if (mapGames.find(gameName) == mapGames.end()) {
635 cout << "Error: Game does not exist" << endl;
636 serverMsg.type = MSG_TYPE_JOIN_GAME_FAILURE;
637 }else {
638 Game* g = mapGames[gameName];
639 map<unsigned int, Player*>& players = g->getPlayers();
640 Player* p = findPlayerByAddr(mapPlayers, from);
641
642 if (players.find(p->id) != players.end()) {
643 cout << "Player " << p->name << " trying to join a game he's already in" << endl;
644 serverMsg.type = MSG_TYPE_JOIN_GAME_FAILURE;
645 }else {
646 serverMsg.type = MSG_TYPE_JOIN_GAME_SUCCESS;
647 strcpy(serverMsg.buffer, gameName.c_str());
648 }
649 }
650
651 msgProcessor.sendMessage(&serverMsg, &from);
652
653 break;
654 }
655 case MSG_TYPE_LEAVE_GAME:
656 {
657 cout << "Received a LEAVE_GAME message" << endl;
658
659 Player* p = findPlayerByAddr(mapPlayers, from);
660 Game* g = p->currentGame;
661
662 if (g == NULL) {
663 cout << "Player " << p->name << " is trying to leave a game, but is not currently in a game." << endl;
664
665 /// should send a response back, maybe a new message type is needed
666 // not sure what to do here
667 }else {
668 cout << "Game name: " << g->getName() << endl;
669
670 if (!p->isDead) {
671 WorldMap::ObjectType flagType = WorldMap::OBJECT_NONE;
672 if (p->hasBlueFlag)
673 flagType = WorldMap::OBJECT_BLUE_FLAG;
674 else if (p->hasRedFlag)
675 flagType = WorldMap::OBJECT_RED_FLAG;
676
677 if (flagType != WorldMap::OBJECT_NONE) {
678 addObjectToMap(flagType, p->pos.x, p->pos.y, g->getMap(), g->getPlayers(), msgProcessor);
679 }
680 }
681
682 p->currentGame = NULL;
683 g->removePlayer(p->id);
684
685 serverMsg.type = MSG_TYPE_LEAVE_GAME;
686 memcpy(serverMsg.buffer, &p->id, 4);
687 strcpy(serverMsg.buffer+4, g->getName().c_str());
688 broadcastMessage(msgProcessor, serverMsg, g->getPlayers());
689
690 int numPlayers = g->getNumPlayers();
691
692 serverMsg.type = MSG_TYPE_GAME_INFO;
693 memcpy(serverMsg.buffer, &numPlayers, 4);
694 strcpy(serverMsg.buffer+4, g->getName().c_str());
695 broadcastMessage(msgProcessor, serverMsg, mapPlayers);
696
697 // if there are no more players in the game, remove it
698 if (numPlayers == 0) {
699 mapGames.erase(g->getName());
700 delete g;
701 }
702 }
703
704 break;
705 }
706 case MSG_TYPE_JOIN_GAME_ACK:
707 {
708 cout << "Received a JOIN_GAME_ACK message" << endl;
709
710 string gameName(clientMsg.buffer);
711 cout << "Game name: " << gameName << endl;
712
713 // check if this game already exists
714 if (mapGames.find(gameName) == mapGames.end()) {
715 serverMsg.type = MSG_TYPE_JOIN_GAME_FAILURE;
716
717 msgProcessor.sendMessage(&serverMsg, &from);
718 }
719
720 Game* g = mapGames[gameName];
721
722 Player* p = findPlayerByAddr(mapPlayers, from);
723 p->team = rand() % 2; // choose a random team (either 0 or 1)
724 p->currentGame = g;
725
726 // tell the new player about all map objects
727 // (currently just the flags)
728
729 serverMsg.type = MSG_TYPE_OBJECT;
730 vector<WorldMap::Object>* vctObjects = g->getMap()->getObjects();
731 vector<WorldMap::Object>::iterator itObjects;
732 cout << "sending items" << endl;
733 for (itObjects = vctObjects->begin(); itObjects != vctObjects->end(); itObjects++) {
734 itObjects->serialize(serverMsg.buffer);
735 cout << "sending item id " << itObjects->id << endl;
736 msgProcessor.sendMessage(&serverMsg, &from);
737 }
738
739
740 // send the current score
741 serverMsg.type = MSG_TYPE_SCORE;
742
743 int blueScore = g->getBlueScore();
744 int redScore = g->getRedScore();
745 memcpy(serverMsg.buffer, &blueScore, 4);
746 memcpy(serverMsg.buffer+4, &redScore, 4);
747
748 msgProcessor.sendMessage(&serverMsg, &from);
749
750 // send info to other players
751 serverMsg.type = MSG_TYPE_PLAYER_JOIN_GAME;
752 p->serialize(serverMsg.buffer);
753 cout << "Should be broadcasting the message" << endl;
754 broadcastMessage(msgProcessor, serverMsg, g->getPlayers());
755
756 g->addPlayer(p);
757
758
759 // tell the new player about all the players in the game (including himself)
760 cout << "Sending other players to new player" << endl;
761 serverMsg.type = MSG_TYPE_PLAYER_JOIN_GAME;
762
763
764 map<unsigned int, Player*>& allPlayers = g->getPlayers();
765 map<unsigned int, Player*>::iterator it;
766 for (it = allPlayers.begin(); it != allPlayers.end(); it++)
767 {
768 it->second->serialize(serverMsg.buffer);
769
770 cout << "sending info about " << it->second->name << endl;
771 cout << "sending id " << it->second->id << endl;
772 msgProcessor.sendMessage(&serverMsg, &from);
773 }
774
775 int numPlayers = g->getNumPlayers();
776
777 serverMsg.type = MSG_TYPE_GAME_INFO;
778 memcpy(serverMsg.buffer, &numPlayers, 4);
779 strcpy(serverMsg.buffer+4, gameName.c_str());
780 broadcastMessage(msgProcessor, serverMsg, mapPlayers);
781
782 break;
783 }
784 default:
785 {
786 // probably want to log the error rather than sending a chat message,
787 // especially since chat isn't currently visible on all screens
788
789 serverMsg.type = MSG_TYPE_CHAT;
790 strcpy(serverMsg.buffer, "Server error occured. Report this please.");
791
792 break;
793 }
794 }
795}
796
797bool handleGameEvents(Game* game, map<unsigned int, Player*>& mapPlayers, MessageProcessor& msgProcessor) {
798 NETWORK_MSG serverMsg;
799 map<unsigned int, Player*>::iterator it;
800 bool gameFinished = false;
801
802 for (it = game->getPlayers().begin(); it != game->getPlayers().end(); it++)
803 {
804 gameFinished = gameFinished ||
805 handlePlayerEvents(it->second, game, msgProcessor);
806 }
807
808 // set each player's current game to null
809 if (gameFinished) {
810 // send a GAME_INFO message with 0 players to force clients to delete the game
811 int numPlayers = 0;
812 serverMsg.type = MSG_TYPE_GAME_INFO;
813 memcpy(serverMsg.buffer, &numPlayers, 4);
814 strcpy(serverMsg.buffer+4, game->getName().c_str());
815 broadcastMessage(msgProcessor, serverMsg, mapPlayers);
816
817 for (it = game->getPlayers().begin(); it != game->getPlayers().end(); it++)
818 {
819 it->second->currentGame = NULL;
820 }
821 }
822
823 return gameFinished;
824}
825
826bool handlePlayerEvents(Player* p, Game* game, MessageProcessor& msgProcessor) {
827 NETWORK_MSG serverMsg;
828 WorldMap* gameMap = game->getMap();
829 map<unsigned int, Player*>& playersInGame = game->getPlayers();
830 bool gameFinished = false;
831 FLOAT_POSITION oldPos;
832
833 cout << "moving player" << endl;
834 bool broadcastMove = false;
835
836 // move player and perform associated tasks
837 oldPos = p->pos;
838 if (p->move(gameMap)) {
839
840 cout << "player moved" << endl;
841 if (game->processPlayerMovement(p, oldPos))
842 broadcastMove = true;
843 cout << "player move processed" << endl;
844
845 WorldMap::ObjectType flagType;
846 POSITION pos;
847 bool flagTurnedIn = false;
848 bool flagReturned = false;
849 bool ownFlagAtBase = false;
850
851 // need to figure out how to move this to a different file
852 // while still sending back flag type and position
853 switch(gameMap->getStructure(p->pos.x/25, p->pos.y/25))
854 {
855 case WorldMap::STRUCTURE_BLUE_FLAG:
856 {
857 if (p->team == 0 && p->hasRedFlag)
858 {
859 // check that your flag is at your base
860 pos = gameMap->getStructureLocation(WorldMap::STRUCTURE_BLUE_FLAG);
861
862 vector<WorldMap::Object>* vctObjects = gameMap->getObjects();
863 vector<WorldMap::Object>::iterator itObjects;
864
865 for (itObjects = vctObjects->begin(); itObjects != vctObjects->end(); itObjects++)
866 {
867 if (itObjects->type == WorldMap::OBJECT_BLUE_FLAG)
868 {
869 if (itObjects->pos.x == pos.x*25+12 && itObjects->pos.y == pos.y*25+12)
870 {
871 ownFlagAtBase = true;
872 break;
873 }
874 }
875 }
876
877 if (ownFlagAtBase)
878 {
879 p->hasRedFlag = false;
880 flagType = WorldMap::OBJECT_RED_FLAG;
881 pos = gameMap->getStructureLocation(WorldMap::STRUCTURE_RED_FLAG);
882 flagTurnedIn = true;
883 game->setBlueScore(game->getBlueScore()+1);
884 }
885 }
886
887 break;
888 }
889 case WorldMap::STRUCTURE_RED_FLAG:
890 {
891 if (p->team == 1 && p->hasBlueFlag)
892 {
893 // check that your flag is at your base
894 pos = gameMap->getStructureLocation(WorldMap::STRUCTURE_RED_FLAG);
895
896 vector<WorldMap::Object>* vctObjects = gameMap->getObjects();
897 vector<WorldMap::Object>::iterator itObjects;
898
899 for (itObjects = vctObjects->begin(); itObjects != vctObjects->end(); itObjects++)
900 {
901 if (itObjects->type == WorldMap::OBJECT_RED_FLAG)
902 {
903 if (itObjects->pos.x == pos.x*25+12 && itObjects->pos.y == pos.y*25+12)
904 {
905 ownFlagAtBase = true;
906 break;
907 }
908 }
909 }
910
911 if (ownFlagAtBase)
912 {
913 p->hasBlueFlag = false;
914 flagType = WorldMap::OBJECT_BLUE_FLAG;
915 pos = gameMap->getStructureLocation(WorldMap::STRUCTURE_BLUE_FLAG);
916 flagTurnedIn = true;
917 game->setRedScore(game->getRedScore()+1);
918 }
919 }
920
921 break;
922 }
923 }
924
925 if (flagTurnedIn)
926 {
927 unsigned int blueScore = game->getBlueScore();
928 unsigned int redScore = game->getRedScore();
929
930 // send an OBJECT message to add the flag back to its spawn point
931 pos.x = pos.x*25+12;
932 pos.y = pos.y*25+12;
933 gameMap->addObject(flagType, pos.x, pos.y);
934
935 serverMsg.type = MSG_TYPE_OBJECT;
936 gameMap->getObjects()->back().serialize(serverMsg.buffer);
937 broadcastMessage(msgProcessor, serverMsg, playersInGame);
938
939 serverMsg.type = MSG_TYPE_SCORE;
940 memcpy(serverMsg.buffer, &blueScore, 4);
941 memcpy(serverMsg.buffer+4, &redScore, 4);
942 broadcastMessage(msgProcessor, serverMsg, playersInGame);
943
944 // check to see if the game should end
945 // move to its own method
946 if (game->getBlueScore() == 3 || game->getRedScore() == 3) {
947 gameFinished = true;
948
949 unsigned int winningTeam;
950 if (game->getBlueScore() == 3)
951 winningTeam = 0;
952 else if (game->getRedScore() == 3)
953 winningTeam = 1;
954
955 serverMsg.type = MSG_TYPE_FINISH_GAME;
956
957 // I should create an instance of the GameSummary object here and just serialize it into this message
958 memcpy(serverMsg.buffer, &winningTeam, 4);
959 memcpy(serverMsg.buffer+4, &blueScore, 4);
960 memcpy(serverMsg.buffer+8, &redScore, 4);
961 strcpy(serverMsg.buffer+12, game->getName().c_str());
962 broadcastMessage(msgProcessor, serverMsg, playersInGame);
963 }
964
965 // this means a PLAYER message will be sent
966 broadcastMove = true;
967 }
968
969 // go through all objects and check if the player is close to one and if its their flag
970 vector<WorldMap::Object>* vctObjects = gameMap->getObjects();
971 vector<WorldMap::Object>::iterator itObjects;
972 POSITION structPos;
973
974 for (itObjects = vctObjects->begin(); itObjects != vctObjects->end(); itObjects++)
975 {
976 POSITION pos = itObjects->pos;
977
978 if (posDistance(p->pos, pos.toFloat()) < 10)
979 {
980 if (p->team == 0 &&
981 itObjects->type == WorldMap::OBJECT_BLUE_FLAG)
982 {
983 structPos = gameMap->getStructureLocation(WorldMap::STRUCTURE_BLUE_FLAG);
984 flagReturned = true;
985 break;
986 }
987 else if (p->team == 1 &&
988 itObjects->type == WorldMap::OBJECT_RED_FLAG)
989 {
990 structPos = gameMap->getStructureLocation(WorldMap::STRUCTURE_RED_FLAG);
991 flagReturned = true;
992 break;
993 }
994 }
995 }
996
997 if (flagReturned)
998 {
999 itObjects->pos.x = structPos.x*25+12;
1000 itObjects->pos.y = structPos.y*25+12;
1001
1002 serverMsg.type = MSG_TYPE_OBJECT;
1003 itObjects->serialize(serverMsg.buffer);
1004 broadcastMessage(msgProcessor, serverMsg, playersInGame);
1005 }
1006
1007 if (broadcastMove)
1008 {
1009 serverMsg.type = MSG_TYPE_PLAYER;
1010 p->serialize(serverMsg.buffer);
1011 broadcastMessage(msgProcessor, serverMsg, playersInGame);
1012 }
1013 }
1014
1015 cout << "processing player attack" << endl;
1016
1017 // check if the player's attack animation is complete
1018 if (p->isAttacking && p->timeAttackStarted+p->attackCooldown <= getCurrentMillis())
1019 {
1020 p->isAttacking = false;
1021 cout << "Attack animation is complete" << endl;
1022
1023 //send everyone an ATTACK message
1024 cout << "about to broadcast attack" << endl;
1025
1026 if (p->attackType == Player::ATTACK_MELEE)
1027 {
1028 cout << "Melee attack" << endl;
1029
1030 Player* target = playersInGame[p->targetPlayer];
1031 damagePlayer(target, p->damage);
1032
1033 if (target->isDead)
1034 {
1035 WorldMap::ObjectType flagType = WorldMap::OBJECT_NONE;
1036 if (target->hasBlueFlag)
1037 flagType = WorldMap::OBJECT_BLUE_FLAG;
1038 else if (target->hasRedFlag)
1039 flagType = WorldMap::OBJECT_RED_FLAG;
1040
1041 if (flagType != WorldMap::OBJECT_NONE) {
1042 addObjectToMap(flagType, target->pos.x, target->pos.y, gameMap, playersInGame, msgProcessor);
1043 }
1044 }
1045
1046 serverMsg.type = MSG_TYPE_PLAYER;
1047 target->serialize(serverMsg.buffer);
1048 }
1049 else if (p->attackType == Player::ATTACK_RANGED)
1050 {
1051 cout << "Ranged attack" << endl;
1052
1053 Projectile proj(p->pos.x, p->pos.y, p->targetPlayer, p->damage);
1054 game->assignProjectileId(&proj);
1055 game->addProjectile(proj);
1056
1057 int x = p->pos.x;
1058 int y = p->pos.y;
1059
1060 serverMsg.type = MSG_TYPE_PROJECTILE;
1061 memcpy(serverMsg.buffer, &proj.id, 4);
1062 memcpy(serverMsg.buffer+4, &x, 4);
1063 memcpy(serverMsg.buffer+8, &y, 4);
1064 memcpy(serverMsg.buffer+12, &p->targetPlayer, 4);
1065 }
1066 else
1067 cout << "Invalid attack type: " << p->attackType << endl;
1068
1069 broadcastMessage(msgProcessor, serverMsg, playersInGame);
1070 }
1071
1072 return gameFinished;
1073}
1074
1075void broadcastMessage(MessageProcessor &msgProcessor, NETWORK_MSG &serverMsg, map<unsigned int, Player*>& players) {
1076 map<unsigned int, Player*>::iterator it;
1077 for (it = players.begin(); it != players.end(); it++) {
1078 msgProcessor.sendMessage(&serverMsg, &(it->second->addr));
1079 }
1080}
1081
1082void updateUnusedPlayerId(unsigned int& id, map<unsigned int, Player*>& mapPlayers)
1083{
1084 while (mapPlayers.find(id) != mapPlayers.end())
1085 id++;
1086}
1087
1088Player *findPlayerByName(map<unsigned int, Player*> &m, string name)
1089{
1090 map<unsigned int, Player*>::iterator it;
1091
1092 for (it = m.begin(); it != m.end(); it++)
1093 {
1094 if ( it->second->name.compare(name) == 0 )
1095 return it->second;
1096 }
1097
1098 return NULL;
1099}
1100
1101Player *findPlayerByAddr(map<unsigned int, Player*> &m, const sockaddr_in &addr)
1102{
1103 map<unsigned int, Player*>::iterator it;
1104
1105 for (it = m.begin(); it != m.end(); it++)
1106 {
1107 if ( it->second->addr.sin_addr.s_addr == addr.sin_addr.s_addr &&
1108 it->second->addr.sin_port == addr.sin_port )
1109 return it->second;
1110 }
1111
1112 return NULL;
1113}
1114
1115void damagePlayer(Player *p, int damage) {
1116 p->health -= damage;
1117 if (p->health < 0)
1118 p->health = 0;
1119 if (p->health == 0) {
1120 cout << "Player died" << endl;
1121 p->isDead = true;
1122 p->timeDied = getCurrentMillis();
1123 }
1124}
1125
1126void addObjectToMap(WorldMap::ObjectType objectType, int x, int y, WorldMap* gameMap, map<unsigned int, Player*>& mapPlayers, MessageProcessor &msgProcessor) {
1127 NETWORK_MSG serverMsg;
1128
1129 gameMap->addObject(objectType, x, y);
1130
1131 serverMsg.type = MSG_TYPE_OBJECT;
1132 gameMap->getObjects()->back().serialize(serverMsg.buffer);
1133
1134 broadcastMessage(msgProcessor, serverMsg, mapPlayers);
1135}
1136
1137void quit(int sig) {
1138 done = true;
1139}
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