source: network-game/server/server.cpp@ 48801af

Last change on this file since 48801af was 48801af, checked in by Dmitry Portnoy <dmp1488@…>, 10 years ago

Use an enum for the player's team

  • Property mode set to 100644
File size: 36.6 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
10#include <vector>
11#include <map>
12
13#include <csignal>
14
15#include <sys/time.h>
16
17#include <sys/socket.h>
18#include <netdb.h>
19#include <netinet/in.h>
20#include <arpa/inet.h>
21
22#include <crypt.h>
23
24/*
25#include <openssl/bio.h>
26#include <openssl/ssl.h>
27#include <openssl/err.h>
28*/
29
30#include "../common/Compiler.h"
31#include "../common/Common.h"
32#include "../common/MessageProcessor.h"
33#include "../common/WorldMap.h"
34#include "../common/Player.h"
35#include "../common/Projectile.h"
36#include "../common/Game.h"
37#include "../common/GameSummary.h"
38
39#include "DataAccess.h"
40
41using namespace std;
42
43// from used to be const. Removed that so I could take a reference
44// and use it to send messages
45void processMessage(const NETWORK_MSG& clientMsg, struct sockaddr_in& from, MessageProcessor& msgProcessor, map<unsigned int, Player*>& mapPlayers, map<string, Game*>& mapGames, DataAccess& da, ofstream& outputLog);
46
47Player *findPlayerByName(map<unsigned int, Player*> &m, string name);
48Player *findPlayerByAddr(map<unsigned int, Player*> &m, const sockaddr_in &addr);
49
50bool handleGameEvents(Game* game, MessageProcessor* msgProcessor, DataAccess* da);
51bool handlePlayerEvents(Game* game, Player* p, MessageProcessor* msgProcessor, DataAccess* da);
52
53void quit(int sig);
54
55bool done;
56
57int main(int argc, char *argv[])
58{
59 int sock, length;
60 struct sockaddr_in server;
61 struct sockaddr_in from; // info of client sending the message
62 NETWORK_MSG clientMsg, serverMsg;
63 MessageProcessor msgProcessor;
64 map<unsigned int, Player*> mapPlayers;
65 map<unsigned int, Projectile> mapProjectiles;
66 map<string, Game*> mapGames;
67 DataAccess da;
68 ofstream outputLog;
69
70 done = false;
71
72 signal(SIGINT, quit);
73
74 //SSL_load_error_strings();
75 //ERR_load_BIO_strings();
76 //OpenSSL_add_all_algorithms();
77
78 if (argc != 2)
79 {
80 cerr << "ERROR, expected server [domain] [port]" << endl;
81 exit(1);
82 }
83
84 outputLog.open("server.log", ios::app);
85 outputLog << "Started server on " << getCurrentDateTimeString() << endl;
86
87 sock = socket(AF_INET, SOCK_DGRAM, 0);
88 if (sock < 0)
89 error("Opening socket");
90 length = sizeof(server);
91 bzero(&server,length);
92 server.sin_family=AF_INET;
93 server.sin_port=htons(atoi(argv[1]));
94 server.sin_addr.s_addr=INADDR_ANY;
95 if ( bind(sock, (struct sockaddr *)&server, length) < 0 )
96 error("binding");
97
98 set_nonblock(sock);
99
100 msgProcessor = MessageProcessor(sock, &outputLog);
101
102 timespec ts;
103 int timeLastUpdated = 0, curTime = 0;
104 while (!done)
105 {
106 usleep(5000);
107
108 clock_gettime(CLOCK_REALTIME, &ts);
109 // make the number smaller so millis can fit in an int
110 ts.tv_sec -= 1368000000;
111 curTime = ts.tv_sec*1000 + ts.tv_nsec/1000000;
112
113 if (timeLastUpdated == 0 || (curTime-timeLastUpdated) >= 50)
114 {
115 timeLastUpdated = curTime;
116
117 msgProcessor.cleanAckedMessages();
118 msgProcessor.resendUnackedMessages();
119
120 map<unsigned int, Player*>::iterator it;
121
122 // set targets for all chasing players (or make them attack if they're close enough)
123 // this should be moved into the games loop
124 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
125 {
126 Player* p = it->second;
127
128 // check if it's time to revive dead players
129 if (p->isDead)
130 {
131 cout << "Player is dead" << endl;
132
133 if (getCurrentMillis() - p->timeDied >= 10000)
134 {
135 p->isDead = false;
136
137 POSITION spawnPos;
138
139 switch (p->team)
140 {
141 case Player::TEAM_BLUE:
142 spawnPos = p->currentGame->getMap()->getStructureLocation(STRUCTURE_BLUE_FLAG);
143 break;
144 case Player::TEAM_RED:
145 spawnPos = p->currentGame->getMap()->getStructureLocation(STRUCTURE_RED_FLAG);
146 break;
147 default:
148 // should never go here
149 cout << "Error: Invalid team" << endl;
150 break;
151 }
152
153 // spawn the player to the right of their flag location
154 spawnPos.x = (spawnPos.x+1) * 25 + 12;
155 spawnPos.y = spawnPos.y * 25 + 12;
156
157 p->pos = spawnPos.toFloat();
158 p->target = spawnPos;
159 p->health = p->maxHealth;
160
161 serverMsg.type = MSG_TYPE_PLAYER;
162 p->serialize(serverMsg.buffer);
163
164 msgProcessor.broadcastMessage(serverMsg, p->currentGame->getPlayers());
165 }
166
167 continue;
168 }
169
170 if (p->currentGame != NULL) {
171 map<unsigned int, Player*> playersInGame = p->currentGame->getPlayers();
172 if (p->updateTarget(playersInGame))
173 {
174 serverMsg.type = MSG_TYPE_PLAYER;
175 p->serialize(serverMsg.buffer);
176 msgProcessor.broadcastMessage(serverMsg, playersInGame);
177 }
178 }
179 }
180
181 // process players currently in a game
182 map<string, Game*>::iterator itGames;
183 Game* game = NULL;
184
185 for (itGames = mapGames.begin(); itGames != mapGames.end();) {
186 game = itGames->second;
187 bool gameFinished = handleGameEvents(game, &msgProcessor, &da);
188
189 if (gameFinished) {
190 // save game record
191 int winningTeam = -1;
192 if (game->getBlueScore() == 3)
193 winningTeam = 1;
194 else if (game->getRedScore() == 3)
195 winningTeam = 2;
196
197 if (winningTeam == -1)
198 cout << "Error: Game ended, but neither team has a score of 3" << endl;
199 else {
200 map<unsigned int, Player*>::iterator it;
201
202 time_t timeFinished = time(NULL);
203 for (it = game->getPlayers().begin(); it != game->getPlayers().end(); it++) {
204 Player* p = it->second;
205 cout << "winning team: " << winningTeam << endl;
206 cout << "player team: " << p->team << endl;
207 cout << "player id: " << p->getId() << endl;
208
209 if (winningTeam == p->team)
210 p->wins++;
211 else
212 p->losses++;
213 da.updatePlayer(p);
214 da.saveGameHistory(p->getId(), winningTeam, game->getBlueScore(), game->getRedScore(), timeFinished);
215 }
216 }
217
218 // send a GAME_INFO message with 0 players to force clients to delete the game
219 int numPlayers = 0;
220 serverMsg.type = MSG_TYPE_GAME_INFO;
221 memcpy(serverMsg.buffer, &numPlayers, 4);
222 strcpy(serverMsg.buffer+4, game->getName().c_str());
223 msgProcessor.broadcastMessage(serverMsg, mapPlayers);
224
225 delete itGames->second;
226 mapGames.erase(itGames++);
227 }else
228 itGames++;
229 }
230
231 // move all projectiles
232 // see if this can be moved inside the game class
233 // this method can be moved when I add a MessageProcessor to the Game class
234 map<unsigned int, Projectile>::iterator itProj;
235 for (itGames = mapGames.begin(); itGames != mapGames.end(); itGames++) {
236 game = itGames->second;
237 for (itProj = game->getProjectiles().begin(); itProj != game->getProjectiles().end(); itProj++)
238 {
239 cout << "About to call projectile move" << endl;
240 if (itProj->second.move(game->getPlayers()))
241 {
242 // send a REMOVE_PROJECTILE message
243 cout << "send a REMOVE_PROJECTILE message" << endl;
244 serverMsg.type = MSG_TYPE_REMOVE_PROJECTILE;
245 memcpy(serverMsg.buffer, &itProj->second.id, 4);
246 game->removeProjectile(itProj->second.id);
247 msgProcessor.broadcastMessage(serverMsg, game->getPlayers());
248
249 Player* target = game->getPlayers()[itProj->second.target];
250 game->dealDamageToPlayer(target, itProj->second.damage);
251 }
252 }
253 }
254 }
255
256 if (msgProcessor.receiveMessage(&clientMsg, &from) >= 0)
257 {
258 processMessage(clientMsg, from, msgProcessor, mapPlayers, mapGames, da, outputLog);
259
260 cout << "Finished processing the message" << endl;
261 }
262 }
263
264 outputLog << "Stopped server on " << getCurrentDateTimeString() << endl;
265 outputLog.close();
266
267 // delete all games
268 map<string, Game*>::iterator itGames;
269 for (itGames = mapGames.begin(); itGames != mapGames.end(); itGames++)
270 {
271 delete itGames->second;
272 }
273
274 map<unsigned int, Player*>::iterator itPlayers;
275 for (itPlayers = mapPlayers.begin(); itPlayers != mapPlayers.end(); itPlayers++)
276 {
277 delete itPlayers->second;
278 }
279
280 return 0;
281}
282
283void processMessage(const NETWORK_MSG &clientMsg, struct sockaddr_in &from, MessageProcessor &msgProcessor, map<unsigned int, Player*>& mapPlayers, map<string, Game*>& mapGames, DataAccess& da, ofstream& outputLog)
284{
285 NETWORK_MSG serverMsg;
286
287 cout << "Inside processMessage" << endl;
288
289 cout << "Received message" << endl;
290 cout << "MSG: type: " << clientMsg.type << endl;
291 cout << "MSG contents: " << clientMsg.buffer << endl;
292
293 // Check that if an invalid message is sent, the client will correctly
294 // receive and display the response. Maybe make a special error msg type
295 switch(clientMsg.type)
296 {
297 case MSG_TYPE_REGISTER:
298 {
299 string username(clientMsg.buffer);
300 string password(strchr(clientMsg.buffer, '\0')+1);
301 Player::PlayerClass playerClass;
302
303 memcpy(&playerClass, clientMsg.buffer+username.length()+password.length()+2, 4);
304
305 cout << "username: " << username << endl;
306 cout << "password: " << password << endl;
307
308 bool validClass = false;
309
310 switch(playerClass) {
311 case Player::CLASS_WARRIOR:
312 case Player::CLASS_RANGER:
313 validClass = true;
314 break;
315 case Player::CLASS_NONE:
316 validClass = false;
317 break;
318 }
319
320 serverMsg.type = MSG_TYPE_REGISTER;
321
322 if (validClass) {
323 int error = da.insertPlayer(username, password, playerClass);
324
325 if (error)
326 strcpy(serverMsg.buffer, "Registration failed. Please try again.");
327 else
328 strcpy(serverMsg.buffer, "Registration successful.");
329 }else
330 strcpy(serverMsg.buffer, "You didn't select a class");
331
332 msgProcessor.sendMessage(&serverMsg, &from);
333
334 break;
335 }
336 case MSG_TYPE_LOGIN:
337 {
338 cout << "Got login message" << endl;
339
340 string username(clientMsg.buffer);
341 string password(strchr(clientMsg.buffer, '\0')+1);
342
343 Player* p = da.getPlayer(username);
344
345 if (p == NULL || !da.verifyPassword(password, p->password))
346 {
347 strcpy(serverMsg.buffer, "Incorrect username or password");
348 if (p != NULL)
349 delete(p);
350 }
351 else if(findPlayerByName(mapPlayers, username) != NULL)
352 {
353 strcpy(serverMsg.buffer, "Player has already logged in.");
354 delete(p);
355 }
356 else
357 {
358 cout << "new player id: " << p->getId() << endl;
359 p->setAddr(from);
360
361 serverMsg.type = MSG_TYPE_PLAYER;
362 // tell the new player about all the existing players
363 cout << "Sending other players to new player" << endl;
364
365 map<unsigned int, Player*>::iterator it;
366 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
367 {
368 it->second->serialize(serverMsg.buffer);
369
370 cout << "sending info about " << it->second->name << endl;
371 cout << "sending id " << it->second->getId() << endl;
372 msgProcessor.sendMessage(&serverMsg, &from);
373 }
374
375 // send info about existing games to new player
376 map<string, Game*>::iterator itGames;
377 Game* g;
378 int numPlayers;
379 serverMsg.type = MSG_TYPE_GAME_INFO;
380
381 for (itGames = mapGames.begin(); itGames != mapGames.end(); itGames++)
382 {
383 g = itGames->second;
384 numPlayers = g->getNumPlayers();
385 memcpy(serverMsg.buffer, &numPlayers, 4);
386 strcpy(serverMsg.buffer+4, g->getName().c_str());
387 msgProcessor.sendMessage(&serverMsg, &from);
388 }
389
390 serverMsg.type = MSG_TYPE_PLAYER;
391 p->serialize(serverMsg.buffer);
392 msgProcessor.broadcastMessage(serverMsg, mapPlayers);
393
394 mapPlayers[p->getId()] = p;
395 }
396
397 serverMsg.type = MSG_TYPE_LOGIN;
398 msgProcessor.sendMessage(&serverMsg, &from);
399
400 break;
401 }
402 case MSG_TYPE_LOGOUT:
403 {
404 string name(clientMsg.buffer);
405 cout << "Player logging out: " << name << endl;
406
407 Player *p = findPlayerByName(mapPlayers, name);
408
409 if (p == NULL)
410 {
411 strcpy(serverMsg.buffer+4, "That player is not logged in. This is either a bug, or you're trying to hack the server.");
412 cout << "Player not logged in" << endl;
413 }
414 else if ( p->addr.sin_addr.s_addr != from.sin_addr.s_addr ||
415 p->addr.sin_port != from.sin_port )
416 {
417 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.");
418 cout << "Player logged in using a different connection" << endl;
419 }
420 else
421 {
422 // broadcast to all players before deleting p from the map
423 unsigned int playerId = p->getId();
424 serverMsg.type = MSG_TYPE_LOGOUT;
425 memcpy(serverMsg.buffer, &playerId, 4);
426
427 msgProcessor.broadcastMessage(serverMsg, mapPlayers);
428
429 mapPlayers.erase(p->getId());
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 msgProcessor.broadcastMessage(serverMsg, mapPlayers);
460 }
461
462 break;
463 }
464 case MSG_TYPE_PLAYER_MOVE:
465 {
466 cout << "PLAYER_MOVE" << endl;
467
468 unsigned int id;
469 int x, y;
470
471 memcpy(&id, clientMsg.buffer, 4);
472 memcpy(&x, clientMsg.buffer+4, 4);
473 memcpy(&y, clientMsg.buffer+8, 4);
474
475 cout << "x: " << x << endl;
476 cout << "y: " << y << endl;
477 cout << "id: " << id << endl;
478
479 Player* p = mapPlayers[id];
480 bool validMessage = false;
481
482 if ( p->addr.sin_addr.s_addr == from.sin_addr.s_addr &&
483 p->addr.sin_port == from.sin_port )
484 {
485 if (p->currentGame->startPlayerMovement(id, x, y)) {
486 serverMsg.type = MSG_TYPE_PLAYER_MOVE;
487
488 memcpy(serverMsg.buffer, &id, 4);
489 memcpy(serverMsg.buffer+4, &p->target.x, 4);
490 memcpy(serverMsg.buffer+8, &p->target.y, 4);
491
492 msgProcessor.broadcastMessage(serverMsg, mapPlayers);
493
494 validMessage = true;
495 }
496 else
497 cout << "Bad terrain detected" << endl;
498 }
499 else
500 cout << "Player id (" << id << ") doesn't match sender" << endl;
501
502 if (!validMessage)
503 msgProcessor.sendMessage(&serverMsg, &from);
504
505 break;
506 }
507 case MSG_TYPE_PICKUP_FLAG:
508 {
509 // may want to check the id matches the sender, just like for PLAYER_NOVE
510 cout << "PICKUP_FLAG" << endl;
511
512 unsigned int id;
513
514 memcpy(&id, clientMsg.buffer, 4);
515 cout << "id: " << id << endl;
516
517 Player* p = mapPlayers[id];
518 unsigned int objectId = p->currentGame->processFlagPickupRequest(p);
519
520 if (objectId >= 0) {
521 map<unsigned int, Player*> players = p->currentGame->getPlayers();
522
523 serverMsg.type = MSG_TYPE_REMOVE_OBJECT;
524 memcpy(serverMsg.buffer, &objectId, 4);
525 msgProcessor.broadcastMessage(serverMsg, players);
526
527 serverMsg.type = MSG_TYPE_PLAYER;
528 p->serialize(serverMsg.buffer);
529 msgProcessor.broadcastMessage(serverMsg, players);
530 }
531
532 break;
533 }
534 case MSG_TYPE_DROP_FLAG:
535 {
536 // may want to check the id matches the sender, just like for PLAYER_NOVE
537 cout << "DROP_FLAG" << endl;
538
539 unsigned int id;
540
541 memcpy(&id, clientMsg.buffer, 4);
542 cout << "id: " << id << endl;
543
544 Player* p = mapPlayers[id];
545
546 ObjectType flagType = OBJECT_NONE;
547 if (p->hasBlueFlag)
548 flagType = OBJECT_BLUE_FLAG;
549 else if (p->hasRedFlag)
550 flagType = OBJECT_RED_FLAG;
551
552 map<unsigned int, Player*> players = p->currentGame->getPlayers();
553
554 p->currentGame->addObjectToMap(flagType, p->pos.x, p->pos.y);
555
556 p->hasBlueFlag = false;
557 p->hasRedFlag = false;
558
559 serverMsg.type = MSG_TYPE_PLAYER;
560 p->serialize(serverMsg.buffer);
561 msgProcessor.broadcastMessage(serverMsg, players);
562
563 break;
564 }
565 case MSG_TYPE_ATTACK:
566 {
567 cout << "Received a START_ATTACK message" << endl;
568
569 unsigned int id, targetId;
570
571 memcpy(&id, clientMsg.buffer, 4);
572 memcpy(&targetId, clientMsg.buffer+4, 4);
573
574 // need to make sure the target is in the sender's game
575
576 Player* p = mapPlayers[id];
577 p->setTargetPlayer(targetId);
578 p->isChasing = true;
579
580 map<unsigned int, Player*> players = p->currentGame->getPlayers();
581
582 serverMsg.type = MSG_TYPE_ATTACK;
583 memcpy(serverMsg.buffer, &id, 4);
584 memcpy(serverMsg.buffer+4, &targetId, 4);
585 msgProcessor.broadcastMessage(serverMsg, players);
586
587 break;
588 }
589 case MSG_TYPE_PROFILE:
590 {
591 cout << "Received a PROFILE message" << endl;
592
593 unsigned int id;
594
595 memcpy(&id, clientMsg.buffer, 4);
596
597 cout << "Player id: " << id << endl;
598 unsigned int numGames = 0;
599 int** gameHistory = da.getPlayerGameHistory(id, numGames);
600 int* playerRecord = da.getPlayerRecord(id);
601
602 // playerRecord[0] is level
603 // playerRecord[1] is experience
604 int honorPoints = playerRecord[2];
605 int wins = playerRecord[3];
606 int losses = playerRecord[4];
607
608 serverMsg.type = MSG_TYPE_PROFILE;
609
610 memcpy(serverMsg.buffer, &honorPoints, 4);
611 memcpy(serverMsg.buffer+4, &wins, 4);
612 memcpy(serverMsg.buffer+8, &losses, 4);
613 memcpy(serverMsg.buffer+12, &numGames, 4);
614 for (unsigned int i=0; i<numGames; i++) {
615 memcpy(serverMsg.buffer+16+i*20, &gameHistory[i][0], 4);
616 memcpy(serverMsg.buffer+20+i*20, &gameHistory[i][1], 4);
617 memcpy(serverMsg.buffer+24+i*20, &gameHistory[i][2], 4);
618 memcpy(serverMsg.buffer+28+i*20, &gameHistory[i][3], 4);
619 memcpy(serverMsg.buffer+32+i*20, &gameHistory[i][4], 4);
620 delete[] gameHistory[i];
621 }
622
623 //delete[] gameHistory;
624 free(gameHistory);
625 delete[] playerRecord;
626
627 msgProcessor.sendMessage(&serverMsg, &from);
628
629 break;
630 }
631 case MSG_TYPE_CREATE_GAME:
632 {
633 cout << "Received a CREATE_GAME message" << endl;
634
635 string gameName(clientMsg.buffer);
636 cout << "Game name: " << gameName << endl;
637
638 // check if this game already exists
639 if (mapGames.find(gameName) != mapGames.end()) {
640 cout << "Error: Game already exists" << endl;
641 serverMsg.type = MSG_TYPE_JOIN_GAME_FAILURE;
642 }else {
643 Game* g = new Game(gameName, "../data/map.txt", &msgProcessor);
644 mapGames[gameName] = g;
645
646 // add flag objects to the map
647 WorldMap* m = g->getMap();
648 m->createObjectsFromStructures();
649
650 serverMsg.type = MSG_TYPE_JOIN_GAME_SUCCESS;
651 strcpy(serverMsg.buffer, gameName.c_str());
652 }
653
654 msgProcessor.sendMessage(&serverMsg, &from);
655
656 break;
657 }
658 case MSG_TYPE_JOIN_GAME:
659 {
660 cout << "Received a JOIN_GAME message" << endl;
661
662 string gameName(clientMsg.buffer);
663 cout << "Game name: " << gameName << endl;
664
665 // check if this game already exists
666 if (mapGames.find(gameName) == mapGames.end()) {
667 cout << "Error: Game does not exist" << endl;
668 serverMsg.type = MSG_TYPE_JOIN_GAME_FAILURE;
669 }else {
670 Game* g = mapGames[gameName];
671 map<unsigned int, Player*>& players = g->getPlayers();
672 Player* p = findPlayerByAddr(mapPlayers, from);
673
674 if (players.find(p->getId()) != players.end()) {
675 cout << "Player " << p->name << " trying to join a game he's already in" << endl;
676 serverMsg.type = MSG_TYPE_JOIN_GAME_FAILURE;
677 }else {
678 serverMsg.type = MSG_TYPE_JOIN_GAME_SUCCESS;
679 strcpy(serverMsg.buffer, gameName.c_str());
680 }
681 }
682
683 msgProcessor.sendMessage(&serverMsg, &from);
684
685 break;
686 }
687 case MSG_TYPE_LEAVE_GAME:
688 {
689 cout << "Received a LEAVE_GAME message" << endl;
690
691 Player* p = findPlayerByAddr(mapPlayers, from);
692 Game* g = p->currentGame;
693
694 if (g == NULL) {
695 cout << "Player " << p->name << " is trying to leave a game, but is not currently in a game." << endl;
696
697 /// should send a response back, maybe a new message type is needed
698 // not sure what to do here
699 }else {
700 cout << "Game name: " << g->getName() << endl;
701
702 if (!p->isDead) {
703 ObjectType flagType = OBJECT_NONE;
704 if (p->hasBlueFlag)
705 flagType = OBJECT_BLUE_FLAG;
706 else if (p->hasRedFlag)
707 flagType = OBJECT_RED_FLAG;
708
709 if (flagType != OBJECT_NONE)
710 g->addObjectToMap(flagType, p->pos.x, p->pos.y);
711 }
712
713 p->currentGame = NULL;
714 g->removePlayer(p->getId());
715
716 unsigned int playerId = p->getId();
717 serverMsg.type = MSG_TYPE_LEAVE_GAME;
718 memcpy(serverMsg.buffer, &playerId, 4);
719 strcpy(serverMsg.buffer+4, g->getName().c_str());
720 msgProcessor.broadcastMessage(serverMsg, g->getPlayers());
721
722 int numPlayers = g->getNumPlayers();
723
724 serverMsg.type = MSG_TYPE_GAME_INFO;
725 memcpy(serverMsg.buffer, &numPlayers, 4);
726 strcpy(serverMsg.buffer+4, g->getName().c_str());
727 msgProcessor.broadcastMessage(serverMsg, mapPlayers);
728
729 // if there are no more players in the game, remove it
730 if (numPlayers == 0) {
731 mapGames.erase(g->getName());
732 delete g;
733 }
734 }
735
736 break;
737 }
738 case MSG_TYPE_JOIN_GAME_ACK:
739 {
740 cout << "Received a JOIN_GAME_ACK message" << endl;
741
742 string gameName(clientMsg.buffer);
743 cout << "Game name: " << gameName << endl;
744
745 // check if this game already exists
746 if (mapGames.find(gameName) == mapGames.end()) {
747 serverMsg.type = MSG_TYPE_JOIN_GAME_FAILURE;
748
749 msgProcessor.sendMessage(&serverMsg, &from);
750 }
751
752 Game* g = mapGames[gameName];
753
754 Player* p = findPlayerByAddr(mapPlayers, from);
755
756 // tell the new player about all map objects
757 // (currently just the flags)
758
759 serverMsg.type = MSG_TYPE_OBJECT;
760 vector<WorldMap::Object>* vctObjects = g->getMap()->getObjects();
761 vector<WorldMap::Object>::iterator itObjects;
762 cout << "sending items" << endl;
763 for (itObjects = vctObjects->begin(); itObjects != vctObjects->end(); itObjects++) {
764 itObjects->serialize(serverMsg.buffer);
765 cout << "sending item id " << itObjects->id << endl;
766 msgProcessor.sendMessage(&serverMsg, &from);
767 }
768
769
770 // send the current score
771 serverMsg.type = MSG_TYPE_SCORE;
772
773 unsigned int blueScore = g->getBlueScore();
774 unsigned int redScore = g->getRedScore();
775 memcpy(serverMsg.buffer, &blueScore, 4);
776 memcpy(serverMsg.buffer+4, &redScore, 4);
777
778 msgProcessor.sendMessage(&serverMsg, &from);
779
780
781 map<unsigned int, Player*>& oldPlayers = g->getPlayers();
782 g->addPlayer(p);
783 p->team = Player::TEAM_NONE;
784
785 // send info to other players
786 serverMsg.type = MSG_TYPE_PLAYER_JOIN_GAME;
787 p->serialize(serverMsg.buffer);
788 cout << "Should be broadcasting the message" << endl;
789 msgProcessor.broadcastMessage(serverMsg, oldPlayers);
790
791
792 // tell the new player about all the players in the game (including himself)
793 cout << "Sending other players to new player" << endl;
794 serverMsg.type = MSG_TYPE_PLAYER_JOIN_GAME;
795
796 map<unsigned int, Player*>& allPlayers = g->getPlayers();
797 map<unsigned int, Player*>::iterator it;
798 for (it = allPlayers.begin(); it != allPlayers.end(); it++)
799 {
800 it->second->serialize(serverMsg.buffer);
801
802 cout << "sending info about " << it->second->name << endl;
803 cout << "sending id " << it->second->getId() << endl;
804 msgProcessor.sendMessage(&serverMsg, &from);
805 }
806
807
808 int numPlayers = g->getNumPlayers();
809
810 serverMsg.type = MSG_TYPE_GAME_INFO;
811 memcpy(serverMsg.buffer, &numPlayers, 4);
812 strcpy(serverMsg.buffer+4, gameName.c_str());
813 msgProcessor.broadcastMessage(serverMsg, mapPlayers);
814
815 break;
816 }
817 case MSG_TYPE_JOIN_TEAM:
818 {
819 cout << "Received a JOIN_TEAM message" << endl;
820
821 Player* p = findPlayerByAddr(mapPlayers, from);
822 map<unsigned int, Player*> players = p->currentGame->getPlayers();
823
824 memcpy(&(p->team), clientMsg.buffer, 4);
825
826 serverMsg.type = MSG_TYPE_PLAYER;
827 p->serialize(serverMsg.buffer);
828 msgProcessor.broadcastMessage(serverMsg, players);
829
830 break;
831 }
832 case MSG_TYPE_START_GAME:
833 {
834 cout << "Received a START_GAME message" << endl;
835
836 Player* p = findPlayerByAddr(mapPlayers, from);
837 map<unsigned int, Player*> players = p->currentGame->getPlayers();
838
839 serverMsg.type = MSG_TYPE_START_GAME;
840 msgProcessor.broadcastMessage(serverMsg, players);
841
842 break;
843 }
844 default:
845 {
846 outputLog << "Received unknown message of type " << clientMsg.type << endl;
847
848 break;
849 }
850 }
851}
852
853Player *findPlayerByName(map<unsigned int, Player*> &m, string name)
854{
855 map<unsigned int, Player*>::iterator it;
856
857 for (it = m.begin(); it != m.end(); it++)
858 {
859 if ( it->second->name.compare(name) == 0 )
860 return it->second;
861 }
862
863 return NULL;
864}
865
866Player *findPlayerByAddr(map<unsigned int, Player*> &m, const sockaddr_in &addr)
867{
868 map<unsigned int, Player*>::iterator it;
869
870 for (it = m.begin(); it != m.end(); it++)
871 {
872 if ( it->second->addr.sin_addr.s_addr == addr.sin_addr.s_addr &&
873 it->second->addr.sin_port == addr.sin_port )
874 return it->second;
875 }
876
877 return NULL;
878}
879
880bool handleGameEvents(Game* game, MessageProcessor* msgProcessor, DataAccess* da) {
881 map<unsigned int, Player*> players = game->getPlayers();
882 map<unsigned int, Player*>::iterator it;
883 bool gameFinished = false;
884
885 for (it = players.begin(); it != players.end(); it++) {
886 gameFinished = gameFinished || handlePlayerEvents(game, it->second, msgProcessor, da);
887 }
888
889 if (gameFinished) {
890 for (it = players.begin(); it != players.end(); it++) {
891 it->second->currentGame = NULL;
892 }
893 }
894
895 return gameFinished;
896}
897
898bool handlePlayerEvents(Game* game, Player* p, MessageProcessor* msgProcessor, DataAccess* da) {
899 NETWORK_MSG serverMsg;
900 FLOAT_POSITION oldPos;
901 bool gameFinished = false;
902 bool broadcastMove = false;
903
904 cout << "moving player" << endl;
905
906 // move player and perform associated tasks
907 oldPos = p->pos;
908 if (p->move(game->getMap())) {
909
910 cout << "player moved" << endl;
911 if (game->processPlayerMovement(p, oldPos))
912 broadcastMove = true;
913 cout << "player move processed" << endl;
914
915 ObjectType flagType;
916 POSITION pos;
917 bool flagTurnedIn = false;
918 bool flagReturned = false;
919 bool ownFlagAtBase = false;
920
921 switch(game->getMap()->getStructure(p->pos.x/25, p->pos.y/25)) {
922 case STRUCTURE_BLUE_FLAG:
923 {
924 if (p->team == Player::TEAM_BLUE && p->hasRedFlag) {
925 // check that your flag is at your base
926 pos = game->getMap()->getStructureLocation(STRUCTURE_BLUE_FLAG);
927
928 vector<WorldMap::Object>* vctObjects = game->getMap()->getObjects();
929 vector<WorldMap::Object>::iterator itObjects;
930
931 for (itObjects = vctObjects->begin(); itObjects != vctObjects->end(); itObjects++) {
932 if (itObjects->type == OBJECT_BLUE_FLAG) {
933 if (itObjects->pos.x == pos.x*25+12 && itObjects->pos.y == pos.y*25+12) {
934 ownFlagAtBase = true;
935 break;
936 }
937 }
938 }
939
940 if (ownFlagAtBase) {
941 p->hasRedFlag = false;
942 flagType = OBJECT_RED_FLAG;
943 pos = game->getMap()->getStructureLocation(STRUCTURE_RED_FLAG);
944 flagTurnedIn = true;
945 game->setBlueScore(game->getBlueScore()+1);
946 }
947 }
948
949 break;
950 }
951 case STRUCTURE_RED_FLAG:
952 {
953 if (p->team == Player::TEAM_RED && p->hasBlueFlag) {
954 // check that your flag is at your base
955 pos = game->getMap()->getStructureLocation(STRUCTURE_RED_FLAG);
956
957 vector<WorldMap::Object>* vctObjects = game->getMap()->getObjects();
958 vector<WorldMap::Object>::iterator itObjects;
959
960 for (itObjects = vctObjects->begin(); itObjects != vctObjects->end(); itObjects++) {
961 if (itObjects->type == OBJECT_RED_FLAG) {
962 if (itObjects->pos.x == pos.x*25+12 && itObjects->pos.y == pos.y*25+12) {
963 ownFlagAtBase = true;
964 break;
965 }
966 }
967 }
968
969 if (ownFlagAtBase) {
970 p->hasBlueFlag = false;
971 flagType = OBJECT_BLUE_FLAG;
972 pos = game->getMap()->getStructureLocation(STRUCTURE_BLUE_FLAG);
973 flagTurnedIn = true;
974 game->setRedScore(game->getRedScore()+1);
975 }
976 }
977
978 break;
979 }
980 default:
981 {
982 break;
983 }
984 }
985
986 if (flagTurnedIn) {
987 unsigned int blueScore = game->getBlueScore();
988 unsigned int redScore = game->getRedScore();
989
990 pos.x = pos.x*25+12;
991 pos.y = pos.y*25+12;
992 game->addObjectToMap(flagType, pos.x, pos.y);
993
994 serverMsg.type = MSG_TYPE_SCORE;
995 memcpy(serverMsg.buffer, &blueScore, 4);
996 memcpy(serverMsg.buffer+4, &redScore, 4);
997 msgProcessor->broadcastMessage(serverMsg, game->getPlayers());
998
999 // give honor to everyone on the winning team
1000 map<unsigned int, Player*>::iterator itPlayers;
1001 for (itPlayers = game->getPlayers().begin(); itPlayers != game->getPlayers().end(); itPlayers++) {
1002 if (itPlayers->second->team == p->team) {
1003 itPlayers->second->honor += 50;
1004 da->updatePlayer(itPlayers->second);
1005 }
1006 }
1007
1008 // check to see if the game should end
1009 // move to its own method
1010 if (game->getBlueScore() == 3 || game->getRedScore() == 3) {
1011 gameFinished = true;
1012
1013 unsigned int winningTeam;
1014 if (game->getBlueScore() == 3)
1015 winningTeam = 0;
1016 else if (game->getRedScore() == 3)
1017 winningTeam = 1;
1018
1019 serverMsg.type = MSG_TYPE_FINISH_GAME;
1020
1021 // I should create an instance of the GameSummary object here and just serialize it into this message
1022 memcpy(serverMsg.buffer, &winningTeam, 4);
1023 memcpy(serverMsg.buffer+4, &blueScore, 4);
1024 memcpy(serverMsg.buffer+8, &redScore, 4);
1025 strcpy(serverMsg.buffer+12, game->getName().c_str());
1026 msgProcessor->broadcastMessage(serverMsg, game->getPlayers());
1027
1028 // give honor to everyone on the winning team
1029 for (itPlayers = game->getPlayers().begin(); itPlayers != game->getPlayers().end(); itPlayers++) {
1030 if (itPlayers->second->team == p->team) {
1031 itPlayers->second->honor += 150;
1032 da->updatePlayer(itPlayers->second);
1033 }
1034 }
1035 }
1036
1037 // this means a PLAYER message will be sent
1038 broadcastMove = true;
1039 }
1040
1041 // go through all objects and check if the player is close to one and if its their flag
1042 vector<WorldMap::Object>* vctObjects = game->getMap()->getObjects();
1043 vector<WorldMap::Object>::iterator itObjects;
1044 POSITION structPos;
1045
1046 for (itObjects = vctObjects->begin(); itObjects != vctObjects->end(); itObjects++) {
1047 POSITION pos = itObjects->pos;
1048
1049 if (posDistance(p->pos, pos.toFloat()) < 10) {
1050 if (p->team == Player::TEAM_BLUE && itObjects->type == OBJECT_BLUE_FLAG) {
1051 structPos = game->getMap()->getStructureLocation(STRUCTURE_BLUE_FLAG);
1052 flagReturned = true;
1053 break;
1054 } else if (p->team == Player::TEAM_RED && itObjects->type == OBJECT_RED_FLAG) {
1055 structPos = game->getMap()->getStructureLocation(STRUCTURE_RED_FLAG);
1056 flagReturned = true;
1057 break;
1058 }
1059 }
1060 }
1061
1062 if (flagReturned) {
1063 itObjects->pos.x = structPos.x*25+12;
1064 itObjects->pos.y = structPos.y*25+12;
1065
1066 serverMsg.type = MSG_TYPE_OBJECT;
1067 itObjects->serialize(serverMsg.buffer);
1068 msgProcessor->broadcastMessage(serverMsg, game->getPlayers());
1069 }
1070
1071 if (broadcastMove) {
1072 serverMsg.type = MSG_TYPE_PLAYER;
1073 p->serialize(serverMsg.buffer);
1074 msgProcessor->broadcastMessage(serverMsg, game->getPlayers());
1075 }
1076 }
1077
1078 cout << "processing player attack" << endl;
1079
1080 // check if the player's attack animation is complete
1081 if (p->isAttacking && p->timeAttackStarted+p->attackCooldown <= getCurrentMillis()) {
1082 p->isAttacking = false;
1083 cout << "Attack animation is complete" << endl;
1084
1085 //send everyone an ATTACK message
1086 cout << "about to broadcast attack" << endl;
1087
1088 if (p->attackType == Player::ATTACK_MELEE) {
1089 cout << "Melee attack" << endl;
1090
1091 Player* target = game->getPlayers()[p->getTargetPlayer()];
1092 game->dealDamageToPlayer(target, p->damage);
1093 } else if (p->attackType == Player::ATTACK_RANGED) {
1094 cout << "Ranged attack" << endl;
1095
1096 Projectile proj(p->pos.x, p->pos.y, p->getTargetPlayer(), p->damage);
1097 game->assignProjectileId(&proj);
1098 game->addProjectile(proj);
1099
1100 int x = p->pos.x;
1101 int y = p->pos.y;
1102 unsigned int targetId = p->getTargetPlayer();
1103
1104 serverMsg.type = MSG_TYPE_PROJECTILE;
1105 memcpy(serverMsg.buffer, &proj.id, 4);
1106 memcpy(serverMsg.buffer+4, &x, 4);
1107 memcpy(serverMsg.buffer+8, &y, 4);
1108 memcpy(serverMsg.buffer+12, &targetId, 4);
1109 msgProcessor->broadcastMessage(serverMsg, game->getPlayers());
1110 } else
1111 cout << "Invalid attack type: " << p->attackType << endl;
1112 }
1113
1114 return gameFinished;
1115}
1116
1117void quit(int sig) {
1118 done = true;
1119}
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