1 | #include <cstdlib>
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2 | #include <cstdio>
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3 | #include <unistd.h>
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4 | #include <string>
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5 | #include <iostream>
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6 | #include <sstream>
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7 | #include <cstring>
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8 | #include <cmath>
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9 |
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10 | #include <vector>
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11 | #include <map>
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12 |
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13 | #include <sys/time.h>
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14 |
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15 | #include <sys/socket.h>
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16 | #include <netdb.h>
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17 | #include <netinet/in.h>
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18 | #include <arpa/inet.h>
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19 |
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20 | #include <crypt.h>
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21 |
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22 | /*
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23 | #include <openssl/bio.h>
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24 | #include <openssl/ssl.h>
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25 | #include <openssl/err.h>
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26 | */
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27 |
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28 | #include "../common/Compiler.h"
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29 | #include "../common/Common.h"
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30 | #include "../common/Message.h"
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31 | #include "../common/WorldMap.h"
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32 | #include "../common/Player.h"
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33 |
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34 | #include "DataAccess.h"
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35 |
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36 | using namespace std;
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37 |
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38 | // from used to be const. Removed that so I could take a reference
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39 | // and use it to send messages
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40 | bool processMessage(const NETWORK_MSG &clientMsg, struct sockaddr_in &from, map<unsigned int, Player>& mapPlayers, WorldMap* gameMap, unsigned int& unusedId, NETWORK_MSG &serverMsg, int sock);
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41 |
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42 | void updateUnusedId(unsigned int& id, map<unsigned int, Player>& mapPlayers);
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43 |
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44 | // this should probably go somewhere in the common folder
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45 | void error(const char *msg)
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46 | {
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47 | perror(msg);
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48 | exit(0);
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49 | }
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50 |
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51 | Player *findPlayerByName(map<unsigned int, Player> &m, string name)
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52 | {
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53 | map<unsigned int, Player>::iterator it;
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54 |
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55 | for (it = m.begin(); it != m.end(); it++)
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56 | {
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57 | if ( it->second.name.compare(name) == 0 )
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58 | return &(it->second);
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59 | }
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60 |
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61 | return NULL;
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62 | }
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63 |
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64 | Player *findPlayerByAddr(map<unsigned int, Player> &m, const sockaddr_in &addr)
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65 | {
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66 | map<unsigned int, Player>::iterator it;
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67 |
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68 | for (it = m.begin(); it != m.end(); it++)
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69 | {
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70 | if ( it->second.addr.sin_addr.s_addr == addr.sin_addr.s_addr &&
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71 | it->second.addr.sin_port == addr.sin_port )
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72 | return &(it->second);
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73 | }
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74 |
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75 | return NULL;
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76 | }
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77 |
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78 | int main(int argc, char *argv[])
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79 | {
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80 | int sock, length, n;
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81 | struct sockaddr_in server;
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82 | struct sockaddr_in from; // info of client sending the message
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83 | NETWORK_MSG clientMsg, serverMsg;
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84 | map<unsigned int, Player> mapPlayers;
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85 | unsigned int unusedId = 1;
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86 |
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87 | //SSL_load_error_strings();
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88 | //ERR_load_BIO_strings();
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89 | //OpenSSL_add_all_algorithms();
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90 |
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91 | if (argc < 2) {
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92 | cerr << "ERROR, no port provided" << endl;
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93 | exit(1);
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94 | }
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95 |
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96 | WorldMap* gameMap = WorldMap::loadMapFromFile("../data/map.txt");
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97 |
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98 | // add some items to the map. They will be sent out
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99 | // to players when they login
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100 | for (int y=0; y<gameMap->height; y++) {
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101 | for (int x=0; x<gameMap->width; x++) {
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102 | switch (gameMap->getStructure(x, y)) {
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103 | case WorldMap::STRUCTURE_BLUE_FLAG:
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104 | gameMap->addObject(WorldMap::OBJECT_BLUE_FLAG, x*25+12, y*25+12);
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105 | break;
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106 | case WorldMap::STRUCTURE_RED_FLAG:
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107 | gameMap->addObject(WorldMap::OBJECT_RED_FLAG, x*25+12, y*25+12);
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108 | break;
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109 | }
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110 | }
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111 | }
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112 |
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113 | sock = socket(AF_INET, SOCK_DGRAM, 0);
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114 | if (sock < 0) error("Opening socket");
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115 | length = sizeof(server);
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116 | bzero(&server,length);
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117 | server.sin_family=AF_INET;
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118 | server.sin_port=htons(atoi(argv[1]));
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119 | server.sin_addr.s_addr=INADDR_ANY;
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120 | if ( bind(sock, (struct sockaddr *)&server, length) < 0 )
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121 | error("binding");
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122 |
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123 | set_nonblock(sock);
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124 |
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125 | bool broadcastResponse;
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126 | timespec ts;
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127 | int timeLastUpdated = 0, curTime = 0, timeLastBroadcast = 0;
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128 | while (true) {
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129 |
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130 | usleep(5000);
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131 |
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132 | clock_gettime(CLOCK_REALTIME, &ts);
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133 | // make the number smaller so millis can fit in an int
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134 | ts.tv_sec -= 1368000000;
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135 | curTime = ts.tv_sec*1000 + ts.tv_nsec/1000000;
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136 |
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137 | if (timeLastUpdated == 0 || (curTime-timeLastUpdated) >= 50) {
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138 | timeLastUpdated = curTime;
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139 |
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140 | // maybe put this in a separate method
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141 | map<unsigned int, Player>::iterator it;
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142 | FLOAT_POSITION oldPos;
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143 | bool broadcastMove = false;
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144 | for (it = mapPlayers.begin(); it != mapPlayers.end(); it++) {
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145 | oldPos = it->second.pos;
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146 | if (it->second.move(gameMap)) {
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147 |
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148 | // check if the move needs to be canceled
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149 | switch(gameMap->getElement(it->second.pos.x/25, it->second.pos.y/25)) {
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150 | case WorldMap::TERRAIN_NONE:
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151 | case WorldMap::TERRAIN_OCEAN:
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152 | case WorldMap::TERRAIN_ROCK:
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153 | {
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154 | it->second.pos = oldPos;
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155 | it->second.target.x = it->second.pos.x;
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156 | it->second.target.y = it->second.pos.y;
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157 | broadcastMove = true;
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158 | break;
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159 | }
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160 | default:
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161 | // if there are no obstacles, do nothing
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162 | break;
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163 | }
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164 |
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165 | WorldMap::ObjectType flagType;
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166 | POSITION pos;
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167 | bool flagTurnedIn = false;
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168 |
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169 | switch(gameMap->getStructure(it->second.pos.x/25, it->second.pos.y/25)) {
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170 | case WorldMap::STRUCTURE_BLUE_FLAG:
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171 | {
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172 | if (it->second.team == 0 && it->second.hasRedFlag)
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173 | {
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174 | it->second.hasRedFlag = false;
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175 | flagType = WorldMap::OBJECT_RED_FLAG;
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176 | pos = gameMap->getStructureLocation(WorldMap::STRUCTURE_RED_FLAG);
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177 | flagTurnedIn = true;
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178 | }
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179 |
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180 | break;
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181 | }
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182 | case WorldMap::STRUCTURE_RED_FLAG:
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183 | {
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184 | if (it->second.team == 1 && it->second.hasBlueFlag)
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185 | {
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186 | it->second.hasBlueFlag = false;
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187 | flagType = WorldMap::OBJECT_BLUE_FLAG;
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188 | pos = gameMap->getStructureLocation(WorldMap::STRUCTURE_BLUE_FLAG);
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189 | flagTurnedIn = true;
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190 | }
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191 |
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192 | break;
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193 | }
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194 | }
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195 |
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196 | if (flagTurnedIn) {
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197 | // send an OBJECT message to add the flag back to its spawn point
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198 | pos.x = pos.x*25+12;
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199 | pos.y = pos.y*25+12;
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200 | gameMap->addObject(flagType, pos.x, pos.y);
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201 |
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202 | serverMsg.type = MSG_TYPE_OBJECT;
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203 | gameMap->getObjects()->back().serialize(serverMsg.buffer);
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204 |
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205 | map<unsigned int, Player>::iterator it2;
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206 | for (it2 = mapPlayers.begin(); it2 != mapPlayers.end(); it2++)
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207 | {
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208 | if ( sendMessage(&serverMsg, sock, &(it2->second.addr)) < 0 )
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209 | error("sendMessage");
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210 | }
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211 |
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212 | // this means a PLAYER message will be sent
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213 | broadcastMove = true;
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214 | }
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215 |
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216 | vector<WorldMap::Object>* vctObjects = gameMap->getObjects();
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217 | vector<WorldMap::Object>::iterator itObjects;
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218 |
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219 | for (itObjects = vctObjects->begin(); itObjects != vctObjects->end();) {
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220 | POSITION pos = itObjects->pos;
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221 | bool gotFlag = false;
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222 |
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223 | if (posDistance(it->second.pos, pos.toFloat()) < 10) {
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224 | switch (itObjects->type) {
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225 | case WorldMap::OBJECT_BLUE_FLAG:
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226 | if (it->second.team == 1) {
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227 | gotFlag = true;
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228 | it->second.hasBlueFlag = true;
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229 | broadcastMove = true;
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230 | }
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231 | break;
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232 | case WorldMap::OBJECT_RED_FLAG:
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233 | if (it->second.team == 0) {
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234 | gotFlag = true;
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235 | it->second.hasRedFlag = true;
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236 | broadcastMove = true;
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237 | }
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238 | break;
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239 | }
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240 |
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241 | if (gotFlag) {
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242 | serverMsg.type = MSG_TYPE_REMOVE_OBJECT;
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243 | memcpy(serverMsg.buffer, &itObjects->id, 4);
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244 |
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245 | map<unsigned int, Player>::iterator it2;
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246 | for (it2 = mapPlayers.begin(); it2 != mapPlayers.end(); it2++)
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247 | {
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248 | if ( sendMessage(&serverMsg, sock, &(it2->second.addr)) < 0 )
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249 | error("sendMessage");
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250 | }
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251 |
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252 | // remove the object from the server-side map
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253 | cout << "size before: " << gameMap->getObjects()->size() << endl;
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254 | itObjects = vctObjects->erase(itObjects);
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255 | cout << "size after: " << gameMap->getObjects()->size() << endl;
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256 | }
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257 | }
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258 |
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259 | itObjects++;
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260 | }
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261 |
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262 | if (broadcastMove) {
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263 | serverMsg.type = MSG_TYPE_PLAYER;
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264 | it->second.serialize(serverMsg.buffer);
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265 |
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266 | cout << "about to broadcast move" << endl;
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267 | map<unsigned int, Player>::iterator it2;
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268 | for (it2 = mapPlayers.begin(); it2 != mapPlayers.end(); it2++)
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269 | {
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270 | if ( sendMessage(&serverMsg, sock, &(it2->second.addr)) < 0 )
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271 | error("sendMessage");
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272 | }
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273 | }
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274 | }
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275 | }
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276 | }
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277 |
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278 | n = receiveMessage(&clientMsg, sock, &from);
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279 |
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280 | if (n >= 0) {
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281 | broadcastResponse = processMessage(clientMsg, from, mapPlayers, gameMap, unusedId, serverMsg, sock);
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282 |
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283 | // probably replace this with a function that prints based on the
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284 | // message type
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285 | cout << "msg: " << serverMsg.buffer << endl;
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286 | if (broadcastResponse)
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287 | {
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288 | cout << "Should be broadcasting the message" << endl;
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289 |
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290 | map<unsigned int, Player>::iterator it;
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291 | for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
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292 | {
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293 | cout << "Sent message back to " << it->second.name << endl;
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294 | if ( sendMessage(&serverMsg, sock, &(it->second.addr)) < 0 )
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295 | error("sendMessage");
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296 | }
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297 | }
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298 | else
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299 | {
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300 | cout << "Should be sending back the message" << endl;
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301 |
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302 | if ( sendMessage(&serverMsg, sock, &from) < 0 )
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303 | error("sendMessage");
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304 | }
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305 | }
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306 | }
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307 |
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308 | return 0;
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309 | }
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310 |
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311 | bool processMessage(const NETWORK_MSG& clientMsg, struct sockaddr_in& from, map<unsigned int, Player>& mapPlayers, WorldMap* gameMap, unsigned int& unusedId, NETWORK_MSG& serverMsg, int sock)
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312 | {
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313 | DataAccess da;
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314 |
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315 | cout << "Received message" << endl;
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316 | cout << "MSG: type: " << clientMsg.type << endl;
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317 | cout << "MSG contents: " << clientMsg.buffer << endl;
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318 |
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319 | // maybe we should make a message class and have this be a member
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320 | bool broadcastResponse = false;
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321 |
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322 | // Check that if an invalid message is sent, the client will correctly
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323 | // receive and display the response. Maybe make a special error msg type
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324 | switch(clientMsg.type)
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325 | {
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326 | case MSG_TYPE_REGISTER:
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327 | {
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328 | string username(clientMsg.buffer);
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329 | string password(strchr(clientMsg.buffer, '\0')+1);
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330 |
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331 | cout << "username: " << username << endl;
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332 | cout << "password: " << password << endl;
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333 |
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334 | int error = da.insertPlayer(username, password);
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335 |
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336 | if (!error)
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337 | strcpy(serverMsg.buffer, "Registration successful.");
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338 | else
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339 | strcpy(serverMsg.buffer, "Registration failed. Please try again.");
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340 |
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341 | serverMsg.type = MSG_TYPE_REGISTER;
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342 |
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343 | break;
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344 | }
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345 | case MSG_TYPE_LOGIN:
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346 | {
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347 | cout << "Got login message" << endl;
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348 |
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349 | serverMsg.type = MSG_TYPE_LOGIN;
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350 |
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351 | string username(clientMsg.buffer);
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352 | string password(strchr(clientMsg.buffer, '\0')+1);
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353 |
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354 | Player* p = da.getPlayer(username);
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355 |
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356 | if (p == NULL || !da.verifyPassword(password, p->password))
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357 | {
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358 | strcpy(serverMsg.buffer, "Incorrect username or password");
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359 | }
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360 | else if(findPlayerByName(mapPlayers, username) != NULL)
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361 | {
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362 | strcpy(serverMsg.buffer, "Player has already logged in.");
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363 | }
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364 | else
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365 | {
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366 | serverMsg.type = MSG_TYPE_PLAYER;
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367 |
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368 | updateUnusedId(unusedId, mapPlayers);
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369 | p->id = unusedId;
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370 | cout << "new player id: " << p->id << endl;
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371 | p->setAddr(from);
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372 |
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373 | // choose a random team (either 0 or 1)
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374 | p->team = rand() % 2;
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375 |
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376 | // tell the new player about all the existing players
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377 | cout << "Sending other players to new player" << endl;
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378 |
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379 | map<unsigned int, Player>::iterator it;
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380 | for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
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381 | {
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382 | it->second.serialize(serverMsg.buffer);
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383 |
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384 | cout << "sending info about " << it->second.name << endl;
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385 | cout << "sending id " << it->second.id << endl;
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386 | if ( sendMessage(&serverMsg, sock, &from) < 0 )
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387 | error("sendMessage");
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388 | }
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389 |
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390 | // tell the new player about all map objects
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391 | // (currently just the flags)
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392 | serverMsg.type = MSG_TYPE_OBJECT;
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393 | vector<WorldMap::Object>* vctObjects = gameMap->getObjects();
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394 | vector<WorldMap::Object>::iterator itObjects;
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395 | cout << "sending items" << endl;
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396 | for (itObjects = vctObjects->begin(); itObjects != vctObjects->end(); itObjects++) {
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397 | itObjects->serialize(serverMsg.buffer);
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398 | cout << "sending item id " << itObjects->id << endl;
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399 | if ( sendMessage(&serverMsg, sock, &from) < 0 )
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400 | error("sendMessage");
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401 | }
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402 |
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403 | p->serialize(serverMsg.buffer);
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404 | cout << "Should be broadcasting the message" << endl;
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405 |
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406 | for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
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407 | {
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408 | cout << "Sent message back to " << it->second.name << endl;
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409 | if ( sendMessage(&serverMsg, sock, &(it->second.addr)) < 0 )
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410 | error("sendMessage");
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411 | }
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412 |
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413 | serverMsg.type = MSG_TYPE_LOGIN;
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414 | mapPlayers[unusedId] = *p;
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415 | }
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416 |
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417 | delete(p);
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418 |
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419 | break;
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420 | }
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421 | case MSG_TYPE_LOGOUT:
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422 | {
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423 | string name(clientMsg.buffer);
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424 | cout << "Player logging out: " << name << endl;
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425 |
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426 | Player *p = findPlayerByName(mapPlayers, name);
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427 |
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428 | if (p == NULL)
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429 | {
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430 | strcpy(serverMsg.buffer, "That player is not logged in. This is either a bug, or you're trying to hack the server.");
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431 | cout << "Player not logged in" << endl;
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432 | }
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433 | else if ( p->addr.sin_addr.s_addr != from.sin_addr.s_addr ||
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434 | p->addr.sin_port != from.sin_port )
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435 | {
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436 | strcpy(serverMsg.buffer, "That player is logged in using a differemt connection. This is either a bug, or you're trying to hack the server.");
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437 | cout << "Player logged in using a different connection" << endl;
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438 | }
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439 | else
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440 | {
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441 | if (p->id < unusedId)
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442 | unusedId = p->id;
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443 | mapPlayers.erase(p->id);
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444 | strcpy(serverMsg.buffer, "You have successfully logged out.");
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445 | }
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446 |
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447 | serverMsg.type = MSG_TYPE_LOGOUT;
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448 |
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449 | break;
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450 | }
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451 | case MSG_TYPE_CHAT:
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452 | {
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453 | cout << "Got a chat message" << endl;
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454 |
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455 | Player *p = findPlayerByAddr(mapPlayers, from);
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456 |
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457 | if (p == NULL)
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458 | {
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459 | strcpy(serverMsg.buffer, "No player is logged in using this connection. This is either a bug, or you're trying to hack the server.");
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460 | }
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461 | else
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462 | {
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463 | broadcastResponse = true;
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464 |
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465 | ostringstream oss;
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466 | oss << p->name << ": " << clientMsg.buffer;
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467 |
|
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468 | strcpy(serverMsg.buffer, oss.str().c_str());
|
---|
469 | }
|
---|
470 |
|
---|
471 | serverMsg.type = MSG_TYPE_CHAT;
|
---|
472 |
|
---|
473 | break;
|
---|
474 | }
|
---|
475 | case MSG_TYPE_PLAYER_MOVE:
|
---|
476 | {
|
---|
477 | cout << "PLAYER_MOVE" << endl;
|
---|
478 |
|
---|
479 | int id, x, y;
|
---|
480 |
|
---|
481 | memcpy(&id, clientMsg.buffer, 4);
|
---|
482 | memcpy(&x, clientMsg.buffer+4, 4);
|
---|
483 | memcpy(&y, clientMsg.buffer+8, 4);
|
---|
484 |
|
---|
485 | cout << "x: " << x << endl;
|
---|
486 | cout << "y: " << y << endl;
|
---|
487 | cout << "id: " << id << endl;
|
---|
488 |
|
---|
489 | if ( mapPlayers[id].addr.sin_addr.s_addr == from.sin_addr.s_addr &&
|
---|
490 | mapPlayers[id].addr.sin_port == from.sin_port )
|
---|
491 | {
|
---|
492 | // we need to make sure the player can move here
|
---|
493 | if (0 <= x && x < 300 && 0 <= y && y < 300 &&
|
---|
494 | gameMap->getElement(x/25, y/25) == WorldMap::TERRAIN_GRASS)
|
---|
495 | {
|
---|
496 | cout << "valid terrain" << endl;
|
---|
497 |
|
---|
498 | mapPlayers[id].target.x = x;
|
---|
499 | mapPlayers[id].target.y = y;
|
---|
500 |
|
---|
501 | serverMsg.type = MSG_TYPE_PLAYER_MOVE;
|
---|
502 |
|
---|
503 | memcpy(serverMsg.buffer, &id, 4);
|
---|
504 | memcpy(serverMsg.buffer+4, &mapPlayers[id].target.x, 4);
|
---|
505 | memcpy(serverMsg.buffer+8, &mapPlayers[id].target.y, 4);
|
---|
506 |
|
---|
507 | broadcastResponse = true;
|
---|
508 | }
|
---|
509 | else
|
---|
510 | cout << "Bad terrain detected" << endl;
|
---|
511 | }
|
---|
512 | else // nned to send back a message indicating failure
|
---|
513 | cout << "Player id (" << id << ") doesn't match sender" << endl;
|
---|
514 |
|
---|
515 | break;
|
---|
516 | }
|
---|
517 | case MSG_TYPE_PICKUP_FLAG:
|
---|
518 | {
|
---|
519 | // may want to check the id matches the sender, just like for PLAYER_NOVE
|
---|
520 | cout << "PICKUP_FLAG" << endl;
|
---|
521 |
|
---|
522 | int id;
|
---|
523 |
|
---|
524 | memcpy(&id, clientMsg.buffer, 4);
|
---|
525 | cout << "id: " << id << endl;
|
---|
526 |
|
---|
527 | break;
|
---|
528 | }
|
---|
529 | case MSG_TYPE_DROP_FLAG:
|
---|
530 | {
|
---|
531 | // may want to check the id matches the sender, just like for PLAYER_NOVE
|
---|
532 | cout << "DROP_FLAG" << endl;
|
---|
533 |
|
---|
534 | int id;
|
---|
535 |
|
---|
536 | memcpy(&id, clientMsg.buffer, 4);
|
---|
537 | cout << "id: " << id << endl;
|
---|
538 |
|
---|
539 | WorldMap::ObjectType flagType = WorldMap::OBJECT_NONE;
|
---|
540 | if (mapPlayers[id].hasBlueFlag)
|
---|
541 | flagType = WorldMap::OBJECT_BLUE_FLAG;
|
---|
542 | else if (mapPlayers[id].hasRedFlag)
|
---|
543 | flagType = WorldMap::OBJECT_RED_FLAG;
|
---|
544 |
|
---|
545 | gameMap->addObject(flagType, mapPlayers[id].pos.x, mapPlayers[id].pos.y);
|
---|
546 |
|
---|
547 | // need to send the OBJECT message too
|
---|
548 | serverMsg.type = MSG_TYPE_OBJECT;
|
---|
549 | gameMap->getObjects()->back().serialize(serverMsg.buffer);
|
---|
550 |
|
---|
551 | map<unsigned int, Player>::iterator it;
|
---|
552 | for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
|
---|
553 | {
|
---|
554 | if ( sendMessage(&serverMsg, sock, &(it->second.addr)) < 0 )
|
---|
555 | error("sendMessage");
|
---|
556 | }
|
---|
557 |
|
---|
558 | mapPlayers[id].hasBlueFlag = false;
|
---|
559 | mapPlayers[id].hasRedFlag = false;
|
---|
560 |
|
---|
561 | serverMsg.type = MSG_TYPE_PLAYER;
|
---|
562 | mapPlayers[id].serialize(serverMsg.buffer);
|
---|
563 |
|
---|
564 | map<unsigned int, Player>::iterator it2;
|
---|
565 | broadcastResponse = true;
|
---|
566 |
|
---|
567 | break;
|
---|
568 | }
|
---|
569 | default:
|
---|
570 | {
|
---|
571 | strcpy(serverMsg.buffer, "Server error occured. Report this please.");
|
---|
572 |
|
---|
573 | serverMsg.type = MSG_TYPE_CHAT;
|
---|
574 |
|
---|
575 | break;
|
---|
576 | }
|
---|
577 | }
|
---|
578 |
|
---|
579 | return broadcastResponse;
|
---|
580 | }
|
---|
581 |
|
---|
582 | void updateUnusedId(unsigned int& id, map<unsigned int, Player>& mapPlayers)
|
---|
583 | {
|
---|
584 | while (mapPlayers.find(id) != mapPlayers.end())
|
---|
585 | id++;
|
---|
586 | }
|
---|