source: network-game/server/server.cpp@ 360c0f1

Last change on this file since 360c0f1 was 360c0f1, checked in by dportnoy <dmp1488@…>, 11 years ago

Server no longer sends OBJECT messages on player login or runs the drop flag logic on player logout

  • Property mode set to 100644
File size: 37.9 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, WorldMap* gameMap, 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 WorldMap* gameMap = WorldMap::loadMapFromFile("../data/map.txt");
94
95 // add some items to the map. They will be sent out
96 // to players when they login
97 for (int y=0; y<gameMap->height; y++)
98 {
99 for (int x=0; x<gameMap->width; x++)
100 {
101 switch (gameMap->getStructure(x, y))
102 {
103 case WorldMap::STRUCTURE_BLUE_FLAG:
104 gameMap->addObject(WorldMap::OBJECT_BLUE_FLAG, x*25+12, y*25+12);
105 break;
106 case WorldMap::STRUCTURE_RED_FLAG:
107 gameMap->addObject(WorldMap::OBJECT_RED_FLAG, x*25+12, y*25+12);
108 break;
109 }
110 }
111 }
112
113 sock = socket(AF_INET, SOCK_DGRAM, 0);
114 if (sock < 0)
115 error("Opening socket");
116 length = sizeof(server);
117 bzero(&server,length);
118 server.sin_family=AF_INET;
119 server.sin_port=htons(atoi(argv[1]));
120 server.sin_addr.s_addr=INADDR_ANY;
121 if ( bind(sock, (struct sockaddr *)&server, length) < 0 )
122 error("binding");
123
124 set_nonblock(sock);
125
126 msgProcessor = MessageProcessor(sock, &outputLog);
127
128 timespec ts;
129 int timeLastUpdated = 0, curTime = 0, timeLastBroadcast = 0;
130 while (!done)
131 {
132 usleep(5000);
133
134 clock_gettime(CLOCK_REALTIME, &ts);
135 // make the number smaller so millis can fit in an int
136 ts.tv_sec -= 1368000000;
137 curTime = ts.tv_sec*1000 + ts.tv_nsec/1000000;
138
139 if (timeLastUpdated == 0 || (curTime-timeLastUpdated) >= 50)
140 {
141 timeLastUpdated = curTime;
142
143 msgProcessor.cleanAckedMessages();
144 msgProcessor.resendUnackedMessages();
145
146 map<unsigned int, Player*>::iterator it;
147
148 cout << "Updating player targets and respawning dead players" << endl;
149
150 // set targets for all chasing players (or make them attack if they're close enough)
151 // this should be moved into the games loop
152 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
153 {
154 Player* p = it->second;
155
156 // check if it's time to revive dead players
157 if (p->isDead)
158 {
159 cout << "Player is dead" << endl;
160
161 if (getCurrentMillis() - p->timeDied >= 10000)
162 {
163 p->isDead = false;
164
165 POSITION spawnPos;
166
167 switch (p->team)
168 {
169 case 0:// blue team
170 spawnPos = p->currentGame->getMap()->getStructureLocation(WorldMap::STRUCTURE_BLUE_FLAG);
171 break;
172 case 1:// red team
173 spawnPos = p->currentGame->getMap()->getStructureLocation(WorldMap::STRUCTURE_RED_FLAG);
174 break;
175 default:
176 // should never go here
177 cout << "Error: Invalid team" << endl;
178 break;
179 }
180
181 // spawn the player to the right of their flag location
182 spawnPos.x = (spawnPos.x+1) * 25 + 12;
183 spawnPos.y = spawnPos.y * 25 + 12;
184
185 p->pos = spawnPos.toFloat();
186 p->target = spawnPos;
187 p->health = p->maxHealth;
188
189 serverMsg.type = MSG_TYPE_PLAYER;
190 p->serialize(serverMsg.buffer);
191
192 broadcastMessage(msgProcessor, serverMsg, p->currentGame->getPlayers());
193 }
194
195 continue;
196 }
197
198 if (p->currentGame != NULL) {
199 map<unsigned int, Player*> playersInGame = p->currentGame->getPlayers();
200 if (p->updateTarget(playersInGame))
201 {
202 serverMsg.type = MSG_TYPE_PLAYER;
203 p->serialize(serverMsg.buffer);
204 broadcastMessage(msgProcessor, serverMsg, playersInGame);
205 }
206 }
207 }
208
209 cout << "Processing players in a game" << endl;
210
211 // process players currently in a game
212 map<string, Game*>::iterator itGames;
213 Game* game = NULL;
214 WorldMap* gameMap = NULL;
215
216 for (itGames = mapGames.begin(); itGames != mapGames.end();) {
217 if (handleGameEvents(itGames->second, mapPlayers, msgProcessor)) {
218 delete itGames->second;
219 mapGames.erase(itGames++);
220 }else
221 itGames++;
222 }
223
224 cout << "Processing projectiles" << endl;
225
226 // move all projectiles
227 // see if this can be moved inside the game class
228 // this method can be moved when I add a MessageProcessor to the Game class
229 map<unsigned int, Projectile>::iterator itProj;
230 for (itGames = mapGames.begin(); itGames != mapGames.end(); itGames++) {
231 game = itGames->second;
232 for (itProj = game->getProjectiles().begin(); itProj != game->getProjectiles().end(); itProj++)
233 {
234 cout << "About to call projectile move" << endl;
235 if (itProj->second.move(game->getPlayers()))
236 {
237 // send a REMOVE_PROJECTILE message
238 cout << "send a REMOVE_PROJECTILE message" << endl;
239 serverMsg.type = MSG_TYPE_REMOVE_PROJECTILE;
240 memcpy(serverMsg.buffer, &itProj->second.id, 4);
241 game->removeProjectile(itProj->second.id);
242 broadcastMessage(msgProcessor, serverMsg, game->getPlayers());
243
244 Player* target = game->getPlayers()[itProj->second.target];
245 damagePlayer(target, itProj->second.damage);
246
247 if (target->isDead)
248 {
249 WorldMap::ObjectType flagType = WorldMap::OBJECT_NONE;
250 if (target->hasBlueFlag)
251 flagType = WorldMap::OBJECT_BLUE_FLAG;
252 else if (target->hasRedFlag)
253 flagType = WorldMap::OBJECT_RED_FLAG;
254
255 if (flagType != WorldMap::OBJECT_NONE)
256 addObjectToMap(flagType, target->pos.x, target->pos.y, game->getMap(), game->getPlayers(), msgProcessor);
257 }
258
259 // send a PLAYER message after dealing damage
260 serverMsg.type = MSG_TYPE_PLAYER;
261 target->serialize(serverMsg.buffer);
262 broadcastMessage(msgProcessor, serverMsg, game->getPlayers());
263 }
264 }
265 }
266 }
267
268 if (msgProcessor.receiveMessage(&clientMsg, &from) >= 0)
269 {
270 processMessage(clientMsg, from, msgProcessor, mapPlayers, mapGames, gameMap, unusedPlayerId);
271
272 cout << "Finished processing the message" << endl;
273 }
274 }
275
276 outputLog << "Stopped server on " << getCurrentDateTimeString() << endl;
277 outputLog.close();
278
279 // delete all games
280 map<string, Game*>::iterator itGames;
281 for (itGames = mapGames.begin(); itGames != mapGames.end(); itGames++)
282 {
283 delete itGames->second;
284 }
285
286 map<unsigned int, Player*>::iterator itPlayers;
287 for (itPlayers = mapPlayers.begin(); itPlayers != mapPlayers.end(); itPlayers++)
288 {
289 delete itPlayers->second;
290 }
291
292 return 0;
293}
294
295void 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)
296{
297 NETWORK_MSG serverMsg;
298 DataAccess da;
299
300 cout << "Inside processMessage" << endl;
301
302 cout << "Received message" << endl;
303 cout << "MSG: type: " << clientMsg.type << endl;
304 cout << "MSG contents: " << clientMsg.buffer << endl;
305
306 // Check that if an invalid message is sent, the client will correctly
307 // receive and display the response. Maybe make a special error msg type
308 switch(clientMsg.type)
309 {
310 case MSG_TYPE_REGISTER:
311 {
312 string username(clientMsg.buffer);
313 string password(strchr(clientMsg.buffer, '\0')+1);
314 Player::PlayerClass playerClass;
315
316 memcpy(&playerClass, clientMsg.buffer+username.length()+password.length()+2, 4);
317
318 cout << "username: " << username << endl;
319 cout << "password: " << password << endl;
320
321 bool validClass = false;
322
323 switch(playerClass) {
324 case Player::CLASS_WARRIOR:
325 case Player::CLASS_RANGER:
326 validClass = true;
327 break;
328 default:
329 validClass = false;
330 break;
331 }
332
333 serverMsg.type = MSG_TYPE_REGISTER;
334
335 if (validClass) {
336 int error = da.insertPlayer(username, password, playerClass);
337
338 if (error)
339 strcpy(serverMsg.buffer, "Registration failed. Please try again.");
340 else
341 strcpy(serverMsg.buffer, "Registration successful.");
342 }else
343 strcpy(serverMsg.buffer, "You didn't select a class");
344
345 msgProcessor.sendMessage(&serverMsg, &from);
346
347 break;
348 }
349 case MSG_TYPE_LOGIN:
350 {
351 cout << "Got login message" << endl;
352
353 string username(clientMsg.buffer);
354 string password(strchr(clientMsg.buffer, '\0')+1);
355
356 Player* p = da.getPlayer(username);
357
358 if (p == NULL || !da.verifyPassword(password, p->password))
359 {
360 strcpy(serverMsg.buffer, "Incorrect username or password");
361 if (p != NULL)
362 delete(p);
363 }
364 else if(findPlayerByName(mapPlayers, username) != NULL)
365 {
366 strcpy(serverMsg.buffer, "Player has already logged in.");
367 delete(p);
368 }
369 else
370 {
371 updateUnusedPlayerId(unusedPlayerId, mapPlayers);
372 p->id = unusedPlayerId;
373 cout << "new player id: " << p->id << endl;
374 p->setAddr(from);
375 p->currentGame = NULL;
376
377 // choose a random team (either 0 or 1)
378 p->team = rand() % 2;
379
380 serverMsg.type = MSG_TYPE_PLAYER;
381 // tell the new player about all the existing players
382 cout << "Sending other players to new player" << endl;
383
384 map<unsigned int, Player*>::iterator it;
385 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
386 {
387 it->second->serialize(serverMsg.buffer);
388
389 cout << "sending info about " << it->second->name << endl;
390 cout << "sending id " << it->second->id << endl;
391 msgProcessor.sendMessage(&serverMsg, &from);
392 }
393
394 // send info about existing games to new player
395 map<string, Game*>::iterator itGames;
396 Game* g;
397 int numPlayers;
398 serverMsg.type = MSG_TYPE_GAME_INFO;
399
400 for (itGames = mapGames.begin(); itGames != mapGames.end(); itGames++)
401 {
402 g = itGames->second;
403 numPlayers = g->getNumPlayers();
404 memcpy(serverMsg.buffer, &numPlayers, 4);
405 strcpy(serverMsg.buffer+4, g->getName().c_str());
406 msgProcessor.sendMessage(&serverMsg, &from);
407 }
408
409 serverMsg.type = MSG_TYPE_PLAYER;
410 p->serialize(serverMsg.buffer);
411 broadcastMessage(msgProcessor, serverMsg, mapPlayers);
412
413 mapPlayers[unusedPlayerId] = p;
414 }
415
416 serverMsg.type = MSG_TYPE_LOGIN;
417 msgProcessor.sendMessage(&serverMsg, &from);
418
419 break;
420 }
421 case MSG_TYPE_LOGOUT:
422 {
423 string name(clientMsg.buffer);
424 cout << "Player logging out: " << name << endl;
425
426 Player *p = findPlayerByName(mapPlayers, name);
427
428 if (p == NULL)
429 {
430 strcpy(serverMsg.buffer+4, "That player is not logged in. This is either a bug, or you're trying to hack the server.");
431 cout << "Player not logged in" << endl;
432 }
433 else if ( p->addr.sin_addr.s_addr != from.sin_addr.s_addr ||
434 p->addr.sin_port != from.sin_port )
435 {
436 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.");
437 cout << "Player logged in using a different connection" << endl;
438 }
439 else
440 {
441 // broadcast to all players before deleting p from the map
442 serverMsg.type = MSG_TYPE_LOGOUT;
443 memcpy(serverMsg.buffer, &p->id, 4);
444
445 broadcastMessage(msgProcessor, serverMsg, mapPlayers);
446
447 if (p->id < unusedPlayerId)
448 unusedPlayerId = p->id;
449
450 mapPlayers.erase(p->id);
451 delete p;
452
453 strcpy(serverMsg.buffer+4, "You have successfully logged out.");
454 }
455
456 serverMsg.type = MSG_TYPE_LOGOUT;
457 msgProcessor.sendMessage(&serverMsg, &from);
458
459 break;
460 }
461 case MSG_TYPE_CHAT:
462 {
463 cout << "Got a chat message" << endl;
464
465 serverMsg.type = MSG_TYPE_CHAT;
466
467 Player *p = findPlayerByAddr(mapPlayers, from);
468
469 if (p == NULL)
470 {
471 strcpy(serverMsg.buffer, "No player is logged in using this connection. This is either a bug, or you're trying to hack the server.");
472 msgProcessor.sendMessage(&serverMsg, &from);
473 }
474 else
475 {
476 ostringstream oss;
477 oss << p->name << ": " << clientMsg.buffer;
478
479 strcpy(serverMsg.buffer, oss.str().c_str());
480 broadcastMessage(msgProcessor, serverMsg, mapPlayers);
481 }
482
483 break;
484 }
485 case MSG_TYPE_PLAYER_MOVE:
486 {
487 cout << "PLAYER_MOVE" << endl;
488
489 int id, x, y;
490
491 memcpy(&id, clientMsg.buffer, 4);
492 memcpy(&x, clientMsg.buffer+4, 4);
493 memcpy(&y, clientMsg.buffer+8, 4);
494
495 cout << "x: " << x << endl;
496 cout << "y: " << y << endl;
497 cout << "id: " << id << endl;
498
499 Player* p = mapPlayers[id];
500 bool validMessage = false;
501
502 if ( p->addr.sin_addr.s_addr == from.sin_addr.s_addr &&
503 p->addr.sin_port == from.sin_port )
504 {
505 if (p->currentGame->startPlayerMovement(id, x, y)) {
506 serverMsg.type = MSG_TYPE_PLAYER_MOVE;
507
508 memcpy(serverMsg.buffer, &id, 4);
509 memcpy(serverMsg.buffer+4, &p->target.x, 4);
510 memcpy(serverMsg.buffer+8, &p->target.y, 4);
511
512 broadcastMessage(msgProcessor, serverMsg, mapPlayers);
513
514 validMessage = true;
515 }
516 else
517 cout << "Bad terrain detected" << endl;
518 }
519 else
520 cout << "Player id (" << id << ") doesn't match sender" << endl;
521
522 if (!validMessage)
523 msgProcessor.sendMessage(&serverMsg, &from);
524
525 break;
526 }
527 case MSG_TYPE_PICKUP_FLAG:
528 {
529 // may want to check the id matches the sender, just like for PLAYER_NOVE
530 cout << "PICKUP_FLAG" << endl;
531
532 int id;
533
534 memcpy(&id, clientMsg.buffer, 4);
535 cout << "id: " << id << endl;
536
537 Player* p = mapPlayers[id];
538 int objectId = p->currentGame->processFlagPickupRequest(p);
539
540 if (objectId >= 0) {
541 map<unsigned int, Player*> players = p->currentGame->getPlayers();
542
543 serverMsg.type = MSG_TYPE_REMOVE_OBJECT;
544 memcpy(serverMsg.buffer, &objectId, 4);
545 broadcastMessage(msgProcessor, serverMsg, players);
546
547 serverMsg.type = MSG_TYPE_PLAYER;
548 p->serialize(serverMsg.buffer);
549 broadcastMessage(msgProcessor, serverMsg, players);
550 }
551
552 break;
553 }
554 case MSG_TYPE_DROP_FLAG:
555 {
556 // may want to check the id matches the sender, just like for PLAYER_NOVE
557 cout << "DROP_FLAG" << endl;
558
559 int id;
560
561 memcpy(&id, clientMsg.buffer, 4);
562 cout << "id: " << id << endl;
563
564 Player* p = mapPlayers[id];
565
566 WorldMap::ObjectType flagType = WorldMap::OBJECT_NONE;
567 if (p->hasBlueFlag)
568 flagType = WorldMap::OBJECT_BLUE_FLAG;
569 else if (p->hasRedFlag)
570 flagType = WorldMap::OBJECT_RED_FLAG;
571
572 map<unsigned int, Player*> players = p->currentGame->getPlayers();
573
574 addObjectToMap(flagType, p->pos.x, p->pos.y, p->currentGame->getMap(), players, msgProcessor);
575
576 p->hasBlueFlag = false;
577 p->hasRedFlag = false;
578
579 serverMsg.type = MSG_TYPE_PLAYER;
580 p->serialize(serverMsg.buffer);
581 broadcastMessage(msgProcessor, serverMsg, players);
582
583 break;
584 }
585 case MSG_TYPE_ATTACK:
586 {
587 cout << "Received a START_ATTACK message" << endl;
588
589 int id, targetId;
590
591 memcpy(&id, clientMsg.buffer, 4);
592 memcpy(&targetId, clientMsg.buffer+4, 4);
593
594 // need to make sure the target is in the sender's game
595
596 Player* p = mapPlayers[id];
597 p->targetPlayer = targetId;
598 p->isChasing = true;
599
600 map<unsigned int, Player*> players = p->currentGame->getPlayers();
601
602 serverMsg.type = MSG_TYPE_ATTACK;
603 memcpy(serverMsg.buffer, &id, 4);
604 memcpy(serverMsg.buffer+4, &targetId, 4);
605 broadcastMessage(msgProcessor, serverMsg, players);
606
607 break;
608 }
609 case MSG_TYPE_CREATE_GAME:
610 {
611 cout << "Received a CREATE_GAME message" << endl;
612
613 string gameName(clientMsg.buffer);
614 cout << "Game name: " << gameName << endl;
615
616 // check if this game already exists
617 if (mapGames.find(gameName) != mapGames.end()) {
618 cout << "Error: Game already exists" << endl;
619 serverMsg.type = MSG_TYPE_JOIN_GAME_FAILURE;
620 }else {
621 Game* g = new Game(gameName, "../data/map.txt");
622 mapGames[gameName] = g;
623
624 // add flag objects to the map
625 WorldMap* m = g->getMap();
626 for (int y=0; y<m->height; y++) {
627 for (int x=0; x<m->width; x++) {
628 switch (m->getStructure(x, y)) {
629 case WorldMap::STRUCTURE_BLUE_FLAG:
630 m->addObject(WorldMap::OBJECT_BLUE_FLAG, x*25+12, y*25+12);
631 break;
632 case WorldMap::STRUCTURE_RED_FLAG:
633 m->addObject(WorldMap::OBJECT_RED_FLAG, x*25+12, y*25+12);
634 break;
635 }
636 }
637 }
638
639 serverMsg.type = MSG_TYPE_JOIN_GAME_SUCCESS;
640 strcpy(serverMsg.buffer, gameName.c_str());
641 }
642
643 msgProcessor.sendMessage(&serverMsg, &from);
644
645 break;
646 }
647 case MSG_TYPE_JOIN_GAME:
648 {
649 cout << "Received a JOIN_GAME message" << endl;
650
651 string gameName(clientMsg.buffer);
652 cout << "Game name: " << gameName << endl;
653
654 // check if this game already exists
655 if (mapGames.find(gameName) == mapGames.end()) {
656 cout << "Error: Game does not exist" << endl;
657 serverMsg.type = MSG_TYPE_JOIN_GAME_FAILURE;
658 }else {
659 Game* g = mapGames[gameName];
660 map<unsigned int, Player*>& players = g->getPlayers();
661 Player* p = findPlayerByAddr(mapPlayers, from);
662
663 if (players.find(p->id) != players.end()) {
664 cout << "Player " << p->name << " trying to join a game he's already in" << endl;
665 serverMsg.type = MSG_TYPE_JOIN_GAME_FAILURE;
666 }else {
667 serverMsg.type = MSG_TYPE_JOIN_GAME_SUCCESS;
668 strcpy(serverMsg.buffer, gameName.c_str());
669 }
670 }
671
672 msgProcessor.sendMessage(&serverMsg, &from);
673
674 break;
675 }
676 case MSG_TYPE_LEAVE_GAME:
677 {
678 cout << "Received a LEAVE_GAME message" << endl;
679
680 Player* p = findPlayerByAddr(mapPlayers, from);
681 Game* g = p->currentGame;
682
683 if (g == NULL) {
684 cout << "Player " << p->name << " is trying to leave a game, but is not currently in a game." << endl;
685
686 /// should send a response back, maybe a new message type is needed
687 // not sure what to do here
688 }else {
689 cout << "Game name: " << g->getName() << endl;
690 p->currentGame = NULL;
691
692 // check if the player that's leaving needs to receive the
693 // LEAVE_GAME message and run thie logic below to make the player
694 // drop any flag he's carrying
695
696 /*
697 if (!p->isDead) {
698 WorldMap::ObjectType flagType = WorldMap::OBJECT_NONE;
699 if (p->hasBlueFlag)
700 flagType = WorldMap::OBJECT_BLUE_FLAG;
701 else if (p->hasRedFlag)
702 flagType = WorldMap::OBJECT_RED_FLAG;
703
704 if (flagType != WorldMap::OBJECT_NONE) {
705 addObjectToMap(flagType, p->pos.x, p->pos.y, gameMap, mapPlayers, msgProcessor);
706 }
707 }
708 */
709
710 serverMsg.type = MSG_TYPE_LEAVE_GAME;
711 memcpy(serverMsg.buffer, &p->id, 4);
712 strcpy(serverMsg.buffer+4, g->getName().c_str());
713 broadcastMessage(msgProcessor, serverMsg, g->getPlayers());
714
715 g->removePlayer(p->id);
716
717 int numPlayers = g->getNumPlayers();
718
719 serverMsg.type = MSG_TYPE_GAME_INFO;
720 memcpy(serverMsg.buffer, &numPlayers, 4);
721 strcpy(serverMsg.buffer+4, g->getName().c_str());
722 broadcastMessage(msgProcessor, serverMsg, mapPlayers);
723
724 // if there are no more players in the game, remove it
725 if (numPlayers == 0) {
726 mapGames.erase(g->getName());
727 delete g;
728 }
729 }
730
731 break;
732 }
733 case MSG_TYPE_JOIN_GAME_ACK:
734 {
735 cout << "Received a JOIN_GAME_ACK message" << endl;
736
737 string gameName(clientMsg.buffer);
738 cout << "Game name: " << gameName << endl;
739
740 // check if this game already exists
741 if (mapGames.find(gameName) == mapGames.end()) {
742 serverMsg.type = MSG_TYPE_JOIN_GAME_FAILURE;
743
744 msgProcessor.sendMessage(&serverMsg, &from);
745 }
746
747 Game* g = mapGames[gameName];
748
749 Player* p = findPlayerByAddr(mapPlayers, from);
750 p->team = rand() % 2; // choose a random team (either 0 or 1)
751 p->currentGame = g;
752
753 // tell the new player about all map objects
754 // (currently just the flags)
755
756 serverMsg.type = MSG_TYPE_OBJECT;
757 vector<WorldMap::Object>* vctObjects = g->getMap()->getObjects();
758 vector<WorldMap::Object>::iterator itObjects;
759 cout << "sending items" << endl;
760 for (itObjects = vctObjects->begin(); itObjects != vctObjects->end(); itObjects++) {
761 itObjects->serialize(serverMsg.buffer);
762 cout << "sending item id " << itObjects->id << endl;
763 msgProcessor.sendMessage(&serverMsg, &from);
764 }
765
766
767 // send the current score
768 serverMsg.type = MSG_TYPE_SCORE;
769
770 int blueScore = g->getBlueScore();
771 int redScore = g->getRedScore();
772 memcpy(serverMsg.buffer, &blueScore, 4);
773 memcpy(serverMsg.buffer+4, &redScore, 4);
774
775 msgProcessor.sendMessage(&serverMsg, &from);
776
777 // send info to other players
778 serverMsg.type = MSG_TYPE_PLAYER_JOIN_GAME;
779 p->serialize(serverMsg.buffer);
780 cout << "Should be broadcasting the message" << endl;
781 broadcastMessage(msgProcessor, serverMsg, g->getPlayers());
782
783 g->addPlayer(p);
784
785
786 // tell the new player about all the players in the game (including himself)
787 cout << "Sending other players to new player" << endl;
788 serverMsg.type = MSG_TYPE_PLAYER_JOIN_GAME;
789
790
791 map<unsigned int, Player*>& allPlayers = g->getPlayers();
792 map<unsigned int, Player*>::iterator it;
793 for (it = allPlayers.begin(); it != allPlayers.end(); it++)
794 {
795 it->second->serialize(serverMsg.buffer);
796
797 cout << "sending info about " << it->second->name << endl;
798 cout << "sending id " << it->second->id << endl;
799 msgProcessor.sendMessage(&serverMsg, &from);
800 }
801
802 int numPlayers = g->getNumPlayers();
803
804 serverMsg.type = MSG_TYPE_GAME_INFO;
805 memcpy(serverMsg.buffer, &numPlayers, 4);
806 strcpy(serverMsg.buffer+4, gameName.c_str());
807 broadcastMessage(msgProcessor, serverMsg, mapPlayers);
808
809 break;
810 }
811 default:
812 {
813 // probably want to log the error rather than sending a chat message,
814 // especially since chat isn't currently visible on all screens
815
816 serverMsg.type = MSG_TYPE_CHAT;
817 strcpy(serverMsg.buffer, "Server error occured. Report this please.");
818
819 break;
820 }
821 }
822}
823
824bool handleGameEvents(Game* game, map<unsigned int, Player*>& mapPlayers, MessageProcessor& msgProcessor) {
825 NETWORK_MSG serverMsg;
826 map<unsigned int, Player*>::iterator it;
827 bool gameFinished = false;
828
829 for (it = game->getPlayers().begin(); it != game->getPlayers().end(); it++)
830 {
831 gameFinished = gameFinished ||
832 handlePlayerEvents(it->second, game, msgProcessor);
833 }
834
835 // set each player's current game to null
836 if (gameFinished) {
837 // send a GAME_INFO message with 0 players to force clients to delete the game
838 int numPlayers = 0;
839 serverMsg.type = MSG_TYPE_GAME_INFO;
840 memcpy(serverMsg.buffer, &numPlayers, 4);
841 strcpy(serverMsg.buffer+4, game->getName().c_str());
842 broadcastMessage(msgProcessor, serverMsg, mapPlayers);
843
844 for (it = game->getPlayers().begin(); it != game->getPlayers().end(); it++)
845 {
846 it->second->currentGame = NULL;
847 }
848 }
849
850 return gameFinished;
851}
852
853bool handlePlayerEvents(Player* p, Game* game, MessageProcessor& msgProcessor) {
854 NETWORK_MSG serverMsg;
855 WorldMap* gameMap = game->getMap();
856 map<unsigned int, Player*>& playersInGame = game->getPlayers();
857 bool gameFinished = false;
858 FLOAT_POSITION oldPos;
859
860 cout << "moving player" << endl;
861 bool broadcastMove = false;
862
863 // move player and perform associated tasks
864 oldPos = p->pos;
865 if (p->move(gameMap)) {
866
867 cout << "player moved" << endl;
868 if (game->processPlayerMovement(p, oldPos))
869 broadcastMove = true;
870 cout << "player move processed" << endl;
871
872 WorldMap::ObjectType flagType;
873 POSITION pos;
874 bool flagTurnedIn = false;
875 bool flagReturned = false;
876 bool ownFlagAtBase = false;
877
878 // need to figure out how to move this to a different file
879 // while still sending back flag type and position
880 switch(gameMap->getStructure(p->pos.x/25, p->pos.y/25))
881 {
882 case WorldMap::STRUCTURE_BLUE_FLAG:
883 {
884 if (p->team == 0 && p->hasRedFlag)
885 {
886 // check that your flag is at your base
887 pos = gameMap->getStructureLocation(WorldMap::STRUCTURE_BLUE_FLAG);
888
889 vector<WorldMap::Object>* vctObjects = gameMap->getObjects();
890 vector<WorldMap::Object>::iterator itObjects;
891
892 for (itObjects = vctObjects->begin(); itObjects != vctObjects->end(); itObjects++)
893 {
894 if (itObjects->type == WorldMap::OBJECT_BLUE_FLAG)
895 {
896 if (itObjects->pos.x == pos.x*25+12 && itObjects->pos.y == pos.y*25+12)
897 {
898 ownFlagAtBase = true;
899 break;
900 }
901 }
902 }
903
904 if (ownFlagAtBase)
905 {
906 p->hasRedFlag = false;
907 flagType = WorldMap::OBJECT_RED_FLAG;
908 pos = gameMap->getStructureLocation(WorldMap::STRUCTURE_RED_FLAG);
909 flagTurnedIn = true;
910 game->setBlueScore(game->getBlueScore()+1);
911 }
912 }
913
914 break;
915 }
916 case WorldMap::STRUCTURE_RED_FLAG:
917 {
918 if (p->team == 1 && p->hasBlueFlag)
919 {
920 // check that your flag is at your base
921 pos = gameMap->getStructureLocation(WorldMap::STRUCTURE_RED_FLAG);
922
923 vector<WorldMap::Object>* vctObjects = gameMap->getObjects();
924 vector<WorldMap::Object>::iterator itObjects;
925
926 for (itObjects = vctObjects->begin(); itObjects != vctObjects->end(); itObjects++)
927 {
928 if (itObjects->type == WorldMap::OBJECT_RED_FLAG)
929 {
930 if (itObjects->pos.x == pos.x*25+12 && itObjects->pos.y == pos.y*25+12)
931 {
932 ownFlagAtBase = true;
933 break;
934 }
935 }
936 }
937
938 if (ownFlagAtBase)
939 {
940 p->hasBlueFlag = false;
941 flagType = WorldMap::OBJECT_BLUE_FLAG;
942 pos = gameMap->getStructureLocation(WorldMap::STRUCTURE_BLUE_FLAG);
943 flagTurnedIn = true;
944 game->setRedScore(game->getRedScore()+1);
945 }
946 }
947
948 break;
949 }
950 }
951
952 if (flagTurnedIn)
953 {
954 unsigned int blueScore = game->getBlueScore();
955 unsigned int redScore = game->getRedScore();
956
957 // send an OBJECT message to add the flag back to its spawn point
958 pos.x = pos.x*25+12;
959 pos.y = pos.y*25+12;
960 gameMap->addObject(flagType, pos.x, pos.y);
961
962 serverMsg.type = MSG_TYPE_OBJECT;
963 gameMap->getObjects()->back().serialize(serverMsg.buffer);
964 broadcastMessage(msgProcessor, serverMsg, playersInGame);
965
966 serverMsg.type = MSG_TYPE_SCORE;
967 memcpy(serverMsg.buffer, &blueScore, 4);
968 memcpy(serverMsg.buffer+4, &redScore, 4);
969 broadcastMessage(msgProcessor, serverMsg, playersInGame);
970
971 // check to see if the game should end
972 // move to its own method
973 if (game->getBlueScore() == 3 || game->getRedScore() == 3) {
974 gameFinished = true;
975
976 unsigned int winningTeam;
977 if (game->getBlueScore() == 3)
978 winningTeam = 0;
979 else if (game->getRedScore() == 3)
980 winningTeam = 1;
981
982 serverMsg.type = MSG_TYPE_FINISH_GAME;
983
984 // I should create an instance of the GameSummary object here and just serialize it into this message
985 memcpy(serverMsg.buffer, &winningTeam, 4);
986 memcpy(serverMsg.buffer+4, &blueScore, 4);
987 memcpy(serverMsg.buffer+8, &redScore, 4);
988 strcpy(serverMsg.buffer+12, game->getName().c_str());
989 broadcastMessage(msgProcessor, serverMsg, playersInGame);
990 }
991
992 // this means a PLAYER message will be sent
993 broadcastMove = true;
994 }
995
996 // go through all objects and check if the player is close to one and if its their flag
997 vector<WorldMap::Object>* vctObjects = gameMap->getObjects();
998 vector<WorldMap::Object>::iterator itObjects;
999 POSITION structPos;
1000
1001 for (itObjects = vctObjects->begin(); itObjects != vctObjects->end(); itObjects++)
1002 {
1003 POSITION pos = itObjects->pos;
1004
1005 if (posDistance(p->pos, pos.toFloat()) < 10)
1006 {
1007 if (p->team == 0 &&
1008 itObjects->type == WorldMap::OBJECT_BLUE_FLAG)
1009 {
1010 structPos = gameMap->getStructureLocation(WorldMap::STRUCTURE_BLUE_FLAG);
1011 flagReturned = true;
1012 break;
1013 }
1014 else if (p->team == 1 &&
1015 itObjects->type == WorldMap::OBJECT_RED_FLAG)
1016 {
1017 structPos = gameMap->getStructureLocation(WorldMap::STRUCTURE_RED_FLAG);
1018 flagReturned = true;
1019 break;
1020 }
1021 }
1022 }
1023
1024 if (flagReturned)
1025 {
1026 itObjects->pos.x = structPos.x*25+12;
1027 itObjects->pos.y = structPos.y*25+12;
1028
1029 serverMsg.type = MSG_TYPE_OBJECT;
1030 itObjects->serialize(serverMsg.buffer);
1031 broadcastMessage(msgProcessor, serverMsg, playersInGame);
1032 }
1033
1034 if (broadcastMove)
1035 {
1036 serverMsg.type = MSG_TYPE_PLAYER;
1037 p->serialize(serverMsg.buffer);
1038 broadcastMessage(msgProcessor, serverMsg, playersInGame);
1039 }
1040 }
1041
1042 cout << "processing player attack" << endl;
1043
1044 // check if the player's attack animation is complete
1045 if (p->isAttacking && p->timeAttackStarted+p->attackCooldown <= getCurrentMillis())
1046 {
1047 p->isAttacking = false;
1048 cout << "Attack animation is complete" << endl;
1049
1050 //send everyone an ATTACK message
1051 cout << "about to broadcast attack" << endl;
1052
1053 if (p->attackType == Player::ATTACK_MELEE)
1054 {
1055 cout << "Melee attack" << endl;
1056
1057 Player* target = playersInGame[p->targetPlayer];
1058 damagePlayer(target, p->damage);
1059
1060 if (target->isDead)
1061 {
1062 WorldMap::ObjectType flagType = WorldMap::OBJECT_NONE;
1063 if (target->hasBlueFlag)
1064 flagType = WorldMap::OBJECT_BLUE_FLAG;
1065 else if (target->hasRedFlag)
1066 flagType = WorldMap::OBJECT_RED_FLAG;
1067
1068 if (flagType != WorldMap::OBJECT_NONE) {
1069 addObjectToMap(flagType, target->pos.x, target->pos.y, gameMap, playersInGame, msgProcessor);
1070 }
1071 }
1072
1073 serverMsg.type = MSG_TYPE_PLAYER;
1074 target->serialize(serverMsg.buffer);
1075 }
1076 else if (p->attackType == Player::ATTACK_RANGED)
1077 {
1078 cout << "Ranged attack" << endl;
1079
1080 Projectile proj(p->pos.x, p->pos.y, p->targetPlayer, p->damage);
1081 game->assignProjectileId(&proj);
1082 game->addProjectile(proj);
1083
1084 int x = p->pos.x;
1085 int y = p->pos.y;
1086
1087 serverMsg.type = MSG_TYPE_PROJECTILE;
1088 memcpy(serverMsg.buffer, &proj.id, 4);
1089 memcpy(serverMsg.buffer+4, &x, 4);
1090 memcpy(serverMsg.buffer+8, &y, 4);
1091 memcpy(serverMsg.buffer+12, &p->targetPlayer, 4);
1092 }
1093 else
1094 cout << "Invalid attack type: " << p->attackType << endl;
1095
1096 broadcastMessage(msgProcessor, serverMsg, playersInGame);
1097 }
1098
1099 return gameFinished;
1100}
1101
1102void broadcastMessage(MessageProcessor &msgProcessor, NETWORK_MSG &serverMsg, map<unsigned int, Player*>& players) {
1103 map<unsigned int, Player*>::iterator it;
1104 for (it = players.begin(); it != players.end(); it++) {
1105 msgProcessor.sendMessage(&serverMsg, &(it->second->addr));
1106 }
1107}
1108
1109void updateUnusedPlayerId(unsigned int& id, map<unsigned int, Player*>& mapPlayers)
1110{
1111 while (mapPlayers.find(id) != mapPlayers.end())
1112 id++;
1113}
1114
1115Player *findPlayerByName(map<unsigned int, Player*> &m, string name)
1116{
1117 map<unsigned int, Player*>::iterator it;
1118
1119 for (it = m.begin(); it != m.end(); it++)
1120 {
1121 if ( it->second->name.compare(name) == 0 )
1122 return it->second;
1123 }
1124
1125 return NULL;
1126}
1127
1128Player *findPlayerByAddr(map<unsigned int, Player*> &m, const sockaddr_in &addr)
1129{
1130 map<unsigned int, Player*>::iterator it;
1131
1132 for (it = m.begin(); it != m.end(); it++)
1133 {
1134 if ( it->second->addr.sin_addr.s_addr == addr.sin_addr.s_addr &&
1135 it->second->addr.sin_port == addr.sin_port )
1136 return it->second;
1137 }
1138
1139 return NULL;
1140}
1141
1142void damagePlayer(Player *p, int damage) {
1143 p->health -= damage;
1144 if (p->health < 0)
1145 p->health = 0;
1146 if (p->health == 0) {
1147 cout << "Player died" << endl;
1148 p->isDead = true;
1149 p->timeDied = getCurrentMillis();
1150 }
1151}
1152
1153void addObjectToMap(WorldMap::ObjectType objectType, int x, int y, WorldMap* gameMap, map<unsigned int, Player*>& mapPlayers, MessageProcessor &msgProcessor) {
1154 NETWORK_MSG serverMsg;
1155
1156 gameMap->addObject(objectType, x, y);
1157
1158 serverMsg.type = MSG_TYPE_OBJECT;
1159 gameMap->getObjects()->back().serialize(serverMsg.buffer);
1160
1161 broadcastMessage(msgProcessor, serverMsg, mapPlayers);
1162}
1163
1164void quit(int sig) {
1165 done = true;
1166}
Note: See TracBrowser for help on using the repository browser.