source: network-game/server/server.cpp@ 53643ca

Last change on this file since 53643ca was 53643ca, checked in by Dmitry Portnoy <dmp1488@…>, 10 years ago

Server loads user profile and game history info from the database, saves game history to the db after every game, and uses a lua settings file to load db settings

  • Property mode set to 100644
File size: 27.2 KB
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1#include <cstdlib>
2#include <cstdio>
3#include <unistd.h>
4#include <string>
5#include <iostream>
6#include <sstream>
7#include <fstream>
8#include <cstring>
9
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, ofstream& outputLog);
46
47Player *findPlayerByName(map<unsigned int, Player*> &m, string name);
48Player *findPlayerByAddr(map<unsigned int, Player*> &m, const sockaddr_in &addr);
49
50void quit(int sig);
51
52bool done;
53
54int main(int argc, char *argv[])
55{
56 int sock, length;
57 struct sockaddr_in server;
58 struct sockaddr_in from; // info of client sending the message
59 NETWORK_MSG clientMsg, serverMsg;
60 MessageProcessor msgProcessor;
61 map<unsigned int, Player*> mapPlayers;
62 map<unsigned int, Projectile> mapProjectiles;
63 map<string, Game*> mapGames;
64 ofstream outputLog;
65
66 done = false;
67
68 signal(SIGINT, quit);
69
70 //SSL_load_error_strings();
71 //ERR_load_BIO_strings();
72 //OpenSSL_add_all_algorithms();
73
74 if (argc != 2)
75 {
76 cerr << "ERROR, expected server [domain] [port]" << endl;
77 exit(1);
78 }
79
80 outputLog.open("server.log", ios::app);
81 outputLog << "Started server on " << getCurrentDateTimeString() << endl;
82
83 sock = socket(AF_INET, SOCK_DGRAM, 0);
84 if (sock < 0)
85 error("Opening socket");
86 length = sizeof(server);
87 bzero(&server,length);
88 server.sin_family=AF_INET;
89 server.sin_port=htons(atoi(argv[1]));
90 server.sin_addr.s_addr=INADDR_ANY;
91 if ( bind(sock, (struct sockaddr *)&server, length) < 0 )
92 error("binding");
93
94 set_nonblock(sock);
95
96 msgProcessor = MessageProcessor(sock, &outputLog);
97
98 timespec ts;
99 int timeLastUpdated = 0, curTime = 0;
100 while (!done)
101 {
102 usleep(5000);
103
104 clock_gettime(CLOCK_REALTIME, &ts);
105 // make the number smaller so millis can fit in an int
106 ts.tv_sec -= 1368000000;
107 curTime = ts.tv_sec*1000 + ts.tv_nsec/1000000;
108
109 if (timeLastUpdated == 0 || (curTime-timeLastUpdated) >= 50)
110 {
111 timeLastUpdated = curTime;
112
113 msgProcessor.cleanAckedMessages();
114 msgProcessor.resendUnackedMessages();
115
116 map<unsigned int, Player*>::iterator it;
117
118 // set targets for all chasing players (or make them attack if they're close enough)
119 // this should be moved into the games loop
120 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
121 {
122 Player* p = it->second;
123
124 // check if it's time to revive dead players
125 if (p->isDead)
126 {
127 cout << "Player is dead" << endl;
128
129 if (getCurrentMillis() - p->timeDied >= 10000)
130 {
131 p->isDead = false;
132
133 POSITION spawnPos;
134
135 switch (p->team)
136 {
137 case 0:// blue team
138 spawnPos = p->currentGame->getMap()->getStructureLocation(STRUCTURE_BLUE_FLAG);
139 break;
140 case 1:// red team
141 spawnPos = p->currentGame->getMap()->getStructureLocation(STRUCTURE_RED_FLAG);
142 break;
143 default:
144 // should never go here
145 cout << "Error: Invalid team" << endl;
146 break;
147 }
148
149 // spawn the player to the right of their flag location
150 spawnPos.x = (spawnPos.x+1) * 25 + 12;
151 spawnPos.y = spawnPos.y * 25 + 12;
152
153 p->pos = spawnPos.toFloat();
154 p->target = spawnPos;
155 p->health = p->maxHealth;
156
157 serverMsg.type = MSG_TYPE_PLAYER;
158 p->serialize(serverMsg.buffer);
159
160 msgProcessor.broadcastMessage(serverMsg, p->currentGame->getPlayers());
161 }
162
163 continue;
164 }
165
166 if (p->currentGame != NULL) {
167 map<unsigned int, Player*> playersInGame = p->currentGame->getPlayers();
168 if (p->updateTarget(playersInGame))
169 {
170 serverMsg.type = MSG_TYPE_PLAYER;
171 p->serialize(serverMsg.buffer);
172 msgProcessor.broadcastMessage(serverMsg, playersInGame);
173 }
174 }
175 }
176
177 // process players currently in a game
178 map<string, Game*>::iterator itGames;
179 Game* game = NULL;
180
181 for (itGames = mapGames.begin(); itGames != mapGames.end();) {
182 game = itGames->second;
183 if (game->handleGameEvents()) {
184 // save game record
185 int winningTeam = -1;
186 if (game->getBlueScore() == 3)
187 winningTeam = 0;
188 else if (game->getRedScore() == 3)
189 winningTeam = 1;
190
191 if (winningTeam == -1)
192 cout << "Error: Game ended, but neither team has a score of 3" << endl;
193 else {
194 map<unsigned int, Player*>::iterator it;
195 DataAccess da;
196
197 for (it = game->getPlayers().begin(); it != game->getPlayers().end(); it++) {
198 da.saveGameHistory(it->second->getId(), winningTeam, game->getBlueScore(), game->getRedScore());
199 }
200 }
201
202 // send a GAME_INFO message with 0 players to force clients to delete the game
203 int numPlayers = 0;
204 serverMsg.type = MSG_TYPE_GAME_INFO;
205 memcpy(serverMsg.buffer, &numPlayers, 4);
206 strcpy(serverMsg.buffer+4, game->getName().c_str());
207 msgProcessor.broadcastMessage(serverMsg, mapPlayers);
208
209 delete itGames->second;
210 mapGames.erase(itGames++);
211 }else
212 itGames++;
213 }
214
215 // move all projectiles
216 // see if this can be moved inside the game class
217 // this method can be moved when I add a MessageProcessor to the Game class
218 map<unsigned int, Projectile>::iterator itProj;
219 for (itGames = mapGames.begin(); itGames != mapGames.end(); itGames++) {
220 game = itGames->second;
221 for (itProj = game->getProjectiles().begin(); itProj != game->getProjectiles().end(); itProj++)
222 {
223 cout << "About to call projectile move" << endl;
224 if (itProj->second.move(game->getPlayers()))
225 {
226 // send a REMOVE_PROJECTILE message
227 cout << "send a REMOVE_PROJECTILE message" << endl;
228 serverMsg.type = MSG_TYPE_REMOVE_PROJECTILE;
229 memcpy(serverMsg.buffer, &itProj->second.id, 4);
230 game->removeProjectile(itProj->second.id);
231 msgProcessor.broadcastMessage(serverMsg, game->getPlayers());
232
233 Player* target = game->getPlayers()[itProj->second.target];
234 game->dealDamageToPlayer(target, itProj->second.damage);
235 }
236 }
237 }
238 }
239
240 if (msgProcessor.receiveMessage(&clientMsg, &from) >= 0)
241 {
242 processMessage(clientMsg, from, msgProcessor, mapPlayers, mapGames, outputLog);
243
244 cout << "Finished processing the message" << endl;
245 }
246 }
247
248 outputLog << "Stopped server on " << getCurrentDateTimeString() << endl;
249 outputLog.close();
250
251 // delete all games
252 map<string, Game*>::iterator itGames;
253 for (itGames = mapGames.begin(); itGames != mapGames.end(); itGames++)
254 {
255 delete itGames->second;
256 }
257
258 map<unsigned int, Player*>::iterator itPlayers;
259 for (itPlayers = mapPlayers.begin(); itPlayers != mapPlayers.end(); itPlayers++)
260 {
261 delete itPlayers->second;
262 }
263
264 return 0;
265}
266
267void processMessage(const NETWORK_MSG &clientMsg, struct sockaddr_in &from, MessageProcessor &msgProcessor, map<unsigned int, Player*>& mapPlayers, map<string, Game*>& mapGames, ofstream& outputLog)
268{
269 NETWORK_MSG serverMsg;
270 DataAccess da;
271
272 cout << "Inside processMessage" << endl;
273
274 cout << "Received message" << endl;
275 cout << "MSG: type: " << clientMsg.type << endl;
276 cout << "MSG contents: " << clientMsg.buffer << endl;
277
278 // Check that if an invalid message is sent, the client will correctly
279 // receive and display the response. Maybe make a special error msg type
280 switch(clientMsg.type)
281 {
282 case MSG_TYPE_REGISTER:
283 {
284 string username(clientMsg.buffer);
285 string password(strchr(clientMsg.buffer, '\0')+1);
286 Player::PlayerClass playerClass;
287
288 memcpy(&playerClass, clientMsg.buffer+username.length()+password.length()+2, 4);
289
290 cout << "username: " << username << endl;
291 cout << "password: " << password << endl;
292
293 bool validClass = false;
294
295 switch(playerClass) {
296 case Player::CLASS_WARRIOR:
297 case Player::CLASS_RANGER:
298 validClass = true;
299 break;
300 case Player::CLASS_NONE:
301 validClass = false;
302 break;
303 }
304
305 serverMsg.type = MSG_TYPE_REGISTER;
306
307 if (validClass) {
308 int error = da.insertPlayer(username, password, playerClass);
309
310 if (error)
311 strcpy(serverMsg.buffer, "Registration failed. Please try again.");
312 else
313 strcpy(serverMsg.buffer, "Registration successful.");
314 }else
315 strcpy(serverMsg.buffer, "You didn't select a class");
316
317 msgProcessor.sendMessage(&serverMsg, &from);
318
319 break;
320 }
321 case MSG_TYPE_LOGIN:
322 {
323 cout << "Got login message" << endl;
324
325 string username(clientMsg.buffer);
326 string password(strchr(clientMsg.buffer, '\0')+1);
327
328 Player* p = da.getPlayer(username);
329
330 if (p == NULL || !da.verifyPassword(password, p->password))
331 {
332 strcpy(serverMsg.buffer, "Incorrect username or password");
333 if (p != NULL)
334 delete(p);
335 }
336 else if(findPlayerByName(mapPlayers, username) != NULL)
337 {
338 strcpy(serverMsg.buffer, "Player has already logged in.");
339 delete(p);
340 }
341 else
342 {
343 cout << "new player id: " << p->getId() << endl;
344 p->setAddr(from);
345
346 serverMsg.type = MSG_TYPE_PLAYER;
347 // tell the new player about all the existing players
348 cout << "Sending other players to new player" << endl;
349
350 map<unsigned int, Player*>::iterator it;
351 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
352 {
353 it->second->serialize(serverMsg.buffer);
354
355 cout << "sending info about " << it->second->name << endl;
356 cout << "sending id " << it->second->getId() << endl;
357 msgProcessor.sendMessage(&serverMsg, &from);
358 }
359
360 // send info about existing games to new player
361 map<string, Game*>::iterator itGames;
362 Game* g;
363 int numPlayers;
364 serverMsg.type = MSG_TYPE_GAME_INFO;
365
366 for (itGames = mapGames.begin(); itGames != mapGames.end(); itGames++)
367 {
368 g = itGames->second;
369 numPlayers = g->getNumPlayers();
370 memcpy(serverMsg.buffer, &numPlayers, 4);
371 strcpy(serverMsg.buffer+4, g->getName().c_str());
372 msgProcessor.sendMessage(&serverMsg, &from);
373 }
374
375 serverMsg.type = MSG_TYPE_PLAYER;
376 p->serialize(serverMsg.buffer);
377 msgProcessor.broadcastMessage(serverMsg, mapPlayers);
378
379 mapPlayers[p->getId()] = p;
380 }
381
382 serverMsg.type = MSG_TYPE_LOGIN;
383 msgProcessor.sendMessage(&serverMsg, &from);
384
385 break;
386 }
387 case MSG_TYPE_LOGOUT:
388 {
389 string name(clientMsg.buffer);
390 cout << "Player logging out: " << name << endl;
391
392 Player *p = findPlayerByName(mapPlayers, name);
393
394 if (p == NULL)
395 {
396 strcpy(serverMsg.buffer+4, "That player is not logged in. This is either a bug, or you're trying to hack the server.");
397 cout << "Player not logged in" << endl;
398 }
399 else if ( p->addr.sin_addr.s_addr != from.sin_addr.s_addr ||
400 p->addr.sin_port != from.sin_port )
401 {
402 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.");
403 cout << "Player logged in using a different connection" << endl;
404 }
405 else
406 {
407 // broadcast to all players before deleting p from the map
408 unsigned int playerId = p->getId();
409 serverMsg.type = MSG_TYPE_LOGOUT;
410 memcpy(serverMsg.buffer, &playerId, 4);
411
412 msgProcessor.broadcastMessage(serverMsg, mapPlayers);
413
414 mapPlayers.erase(p->getId());
415 delete p;
416
417 strcpy(serverMsg.buffer+4, "You have successfully logged out.");
418 }
419
420 serverMsg.type = MSG_TYPE_LOGOUT;
421 msgProcessor.sendMessage(&serverMsg, &from);
422
423 break;
424 }
425 case MSG_TYPE_CHAT:
426 {
427 cout << "Got a chat message" << endl;
428
429 serverMsg.type = MSG_TYPE_CHAT;
430
431 Player *p = findPlayerByAddr(mapPlayers, from);
432
433 if (p == NULL)
434 {
435 strcpy(serverMsg.buffer, "No player is logged in using this connection. This is either a bug, or you're trying to hack the server.");
436 msgProcessor.sendMessage(&serverMsg, &from);
437 }
438 else
439 {
440 ostringstream oss;
441 oss << p->name << ": " << clientMsg.buffer;
442
443 strcpy(serverMsg.buffer, oss.str().c_str());
444 msgProcessor.broadcastMessage(serverMsg, mapPlayers);
445 }
446
447 break;
448 }
449 case MSG_TYPE_PLAYER_MOVE:
450 {
451 cout << "PLAYER_MOVE" << endl;
452
453 unsigned int id;
454 int x, y;
455
456 memcpy(&id, clientMsg.buffer, 4);
457 memcpy(&x, clientMsg.buffer+4, 4);
458 memcpy(&y, clientMsg.buffer+8, 4);
459
460 cout << "x: " << x << endl;
461 cout << "y: " << y << endl;
462 cout << "id: " << id << endl;
463
464 Player* p = mapPlayers[id];
465 bool validMessage = false;
466
467 if ( p->addr.sin_addr.s_addr == from.sin_addr.s_addr &&
468 p->addr.sin_port == from.sin_port )
469 {
470 if (p->currentGame->startPlayerMovement(id, x, y)) {
471 serverMsg.type = MSG_TYPE_PLAYER_MOVE;
472
473 memcpy(serverMsg.buffer, &id, 4);
474 memcpy(serverMsg.buffer+4, &p->target.x, 4);
475 memcpy(serverMsg.buffer+8, &p->target.y, 4);
476
477 msgProcessor.broadcastMessage(serverMsg, mapPlayers);
478
479 validMessage = true;
480 }
481 else
482 cout << "Bad terrain detected" << endl;
483 }
484 else
485 cout << "Player id (" << id << ") doesn't match sender" << endl;
486
487 if (!validMessage)
488 msgProcessor.sendMessage(&serverMsg, &from);
489
490 break;
491 }
492 case MSG_TYPE_PICKUP_FLAG:
493 {
494 // may want to check the id matches the sender, just like for PLAYER_NOVE
495 cout << "PICKUP_FLAG" << endl;
496
497 unsigned int id;
498
499 memcpy(&id, clientMsg.buffer, 4);
500 cout << "id: " << id << endl;
501
502 Player* p = mapPlayers[id];
503 unsigned int objectId = p->currentGame->processFlagPickupRequest(p);
504
505 if (objectId >= 0) {
506 map<unsigned int, Player*> players = p->currentGame->getPlayers();
507
508 serverMsg.type = MSG_TYPE_REMOVE_OBJECT;
509 memcpy(serverMsg.buffer, &objectId, 4);
510 msgProcessor.broadcastMessage(serverMsg, players);
511
512 serverMsg.type = MSG_TYPE_PLAYER;
513 p->serialize(serverMsg.buffer);
514 msgProcessor.broadcastMessage(serverMsg, players);
515 }
516
517 break;
518 }
519 case MSG_TYPE_DROP_FLAG:
520 {
521 // may want to check the id matches the sender, just like for PLAYER_NOVE
522 cout << "DROP_FLAG" << endl;
523
524 unsigned int id;
525
526 memcpy(&id, clientMsg.buffer, 4);
527 cout << "id: " << id << endl;
528
529 Player* p = mapPlayers[id];
530
531 ObjectType flagType = OBJECT_NONE;
532 if (p->hasBlueFlag)
533 flagType = OBJECT_BLUE_FLAG;
534 else if (p->hasRedFlag)
535 flagType = OBJECT_RED_FLAG;
536
537 map<unsigned int, Player*> players = p->currentGame->getPlayers();
538
539 p->currentGame->addObjectToMap(flagType, p->pos.x, p->pos.y);
540
541 p->hasBlueFlag = false;
542 p->hasRedFlag = false;
543
544 serverMsg.type = MSG_TYPE_PLAYER;
545 p->serialize(serverMsg.buffer);
546 msgProcessor.broadcastMessage(serverMsg, players);
547
548 break;
549 }
550 case MSG_TYPE_ATTACK:
551 {
552 cout << "Received a START_ATTACK message" << endl;
553
554 unsigned int id, targetId;
555
556 memcpy(&id, clientMsg.buffer, 4);
557 memcpy(&targetId, clientMsg.buffer+4, 4);
558
559 // need to make sure the target is in the sender's game
560
561 Player* p = mapPlayers[id];
562 p->setTargetPlayer(targetId);
563 p->isChasing = true;
564
565 map<unsigned int, Player*> players = p->currentGame->getPlayers();
566
567 serverMsg.type = MSG_TYPE_ATTACK;
568 memcpy(serverMsg.buffer, &id, 4);
569 memcpy(serverMsg.buffer+4, &targetId, 4);
570 msgProcessor.broadcastMessage(serverMsg, players);
571
572 break;
573 }
574 case MSG_TYPE_PROFILE:
575 {
576 cout << "Received a PROFILE message" << endl;
577
578 unsigned int id;
579
580 memcpy(&id, clientMsg.buffer, 4);
581
582 cout << "Player id: " << id << endl;
583 unsigned int numGames = 0;
584 int** gameHistory = da.getPlayerGameHistory(id, numGames);
585 int* playerRecord = da.getPlayerRecord(id);
586
587 int honorPoints = playerRecord[0];
588 int wins = playerRecord[1];
589 int losses = playerRecord[2];
590
591 serverMsg.type = MSG_TYPE_PROFILE;
592
593 memcpy(serverMsg.buffer, &honorPoints, 4);
594 memcpy(serverMsg.buffer+4, &wins, 4);
595 memcpy(serverMsg.buffer+8, &losses, 4);
596 memcpy(serverMsg.buffer+12, &numGames, 4);
597 for (unsigned int i=0; i<numGames; i++) {
598 memcpy(serverMsg.buffer+16+i*16, &gameHistory[i][0], 4);
599 memcpy(serverMsg.buffer+20+i*16, &gameHistory[i][1], 4);
600 memcpy(serverMsg.buffer+24+i*16, &gameHistory[i][2], 4);
601 memcpy(serverMsg.buffer+28+i*16, &gameHistory[i][3], 4);
602 delete[] gameHistory[i];
603 }
604
605 //delete[] gameHistory;
606 free(gameHistory);
607 delete[] playerRecord;
608
609 msgProcessor.sendMessage(&serverMsg, &from);
610
611 break;
612 }
613 case MSG_TYPE_CREATE_GAME:
614 {
615 cout << "Received a CREATE_GAME message" << endl;
616
617 string gameName(clientMsg.buffer);
618 cout << "Game name: " << gameName << endl;
619
620 // check if this game already exists
621 if (mapGames.find(gameName) != mapGames.end()) {
622 cout << "Error: Game already exists" << endl;
623 serverMsg.type = MSG_TYPE_JOIN_GAME_FAILURE;
624 }else {
625 Game* g = new Game(gameName, "../data/map.txt", &msgProcessor);
626 mapGames[gameName] = g;
627
628 // add flag objects to the map
629 WorldMap* m = g->getMap();
630 m->createObjectsFromStructures();
631
632 serverMsg.type = MSG_TYPE_JOIN_GAME_SUCCESS;
633 strcpy(serverMsg.buffer, gameName.c_str());
634 }
635
636 msgProcessor.sendMessage(&serverMsg, &from);
637
638 break;
639 }
640 case MSG_TYPE_JOIN_GAME:
641 {
642 cout << "Received a JOIN_GAME message" << endl;
643
644 string gameName(clientMsg.buffer);
645 cout << "Game name: " << gameName << endl;
646
647 // check if this game already exists
648 if (mapGames.find(gameName) == mapGames.end()) {
649 cout << "Error: Game does not exist" << endl;
650 serverMsg.type = MSG_TYPE_JOIN_GAME_FAILURE;
651 }else {
652 Game* g = mapGames[gameName];
653 map<unsigned int, Player*>& players = g->getPlayers();
654 Player* p = findPlayerByAddr(mapPlayers, from);
655
656 if (players.find(p->getId()) != players.end()) {
657 cout << "Player " << p->name << " trying to join a game he's already in" << endl;
658 serverMsg.type = MSG_TYPE_JOIN_GAME_FAILURE;
659 }else {
660 serverMsg.type = MSG_TYPE_JOIN_GAME_SUCCESS;
661 strcpy(serverMsg.buffer, gameName.c_str());
662 }
663 }
664
665 msgProcessor.sendMessage(&serverMsg, &from);
666
667 break;
668 }
669 case MSG_TYPE_LEAVE_GAME:
670 {
671 cout << "Received a LEAVE_GAME message" << endl;
672
673 Player* p = findPlayerByAddr(mapPlayers, from);
674 Game* g = p->currentGame;
675
676 if (g == NULL) {
677 cout << "Player " << p->name << " is trying to leave a game, but is not currently in a game." << endl;
678
679 /// should send a response back, maybe a new message type is needed
680 // not sure what to do here
681 }else {
682 cout << "Game name: " << g->getName() << endl;
683
684 if (!p->isDead) {
685 ObjectType flagType = OBJECT_NONE;
686 if (p->hasBlueFlag)
687 flagType = OBJECT_BLUE_FLAG;
688 else if (p->hasRedFlag)
689 flagType = OBJECT_RED_FLAG;
690
691 if (flagType != OBJECT_NONE)
692 g->addObjectToMap(flagType, p->pos.x, p->pos.y);
693 }
694
695 p->currentGame = NULL;
696 g->removePlayer(p->getId());
697
698 unsigned int playerId = p->getId();
699 serverMsg.type = MSG_TYPE_LEAVE_GAME;
700 memcpy(serverMsg.buffer, &playerId, 4);
701 strcpy(serverMsg.buffer+4, g->getName().c_str());
702 msgProcessor.broadcastMessage(serverMsg, g->getPlayers());
703
704 int numPlayers = g->getNumPlayers();
705
706 serverMsg.type = MSG_TYPE_GAME_INFO;
707 memcpy(serverMsg.buffer, &numPlayers, 4);
708 strcpy(serverMsg.buffer+4, g->getName().c_str());
709 msgProcessor.broadcastMessage(serverMsg, mapPlayers);
710
711 // if there are no more players in the game, remove it
712 if (numPlayers == 0) {
713 mapGames.erase(g->getName());
714 delete g;
715 }
716 }
717
718 break;
719 }
720 case MSG_TYPE_JOIN_GAME_ACK:
721 {
722 cout << "Received a JOIN_GAME_ACK message" << endl;
723
724 string gameName(clientMsg.buffer);
725 cout << "Game name: " << gameName << endl;
726
727 // check if this game already exists
728 if (mapGames.find(gameName) == mapGames.end()) {
729 serverMsg.type = MSG_TYPE_JOIN_GAME_FAILURE;
730
731 msgProcessor.sendMessage(&serverMsg, &from);
732 }
733
734 Game* g = mapGames[gameName];
735
736 Player* p = findPlayerByAddr(mapPlayers, from);
737
738 // tell the new player about all map objects
739 // (currently just the flags)
740
741 serverMsg.type = MSG_TYPE_OBJECT;
742 vector<WorldMap::Object>* vctObjects = g->getMap()->getObjects();
743 vector<WorldMap::Object>::iterator itObjects;
744 cout << "sending items" << endl;
745 for (itObjects = vctObjects->begin(); itObjects != vctObjects->end(); itObjects++) {
746 itObjects->serialize(serverMsg.buffer);
747 cout << "sending item id " << itObjects->id << endl;
748 msgProcessor.sendMessage(&serverMsg, &from);
749 }
750
751
752 // send the current score
753 serverMsg.type = MSG_TYPE_SCORE;
754
755 unsigned int blueScore = g->getBlueScore();
756 unsigned int redScore = g->getRedScore();
757 memcpy(serverMsg.buffer, &blueScore, 4);
758 memcpy(serverMsg.buffer+4, &redScore, 4);
759
760 msgProcessor.sendMessage(&serverMsg, &from);
761
762
763 map<unsigned int, Player*>& oldPlayers = g->getPlayers();
764 g->addPlayer(p, true);
765 p->team = -1;
766
767 // send info to other players
768 serverMsg.type = MSG_TYPE_PLAYER_JOIN_GAME;
769 p->serialize(serverMsg.buffer);
770 cout << "Should be broadcasting the message" << endl;
771 msgProcessor.broadcastMessage(serverMsg, oldPlayers);
772
773
774 // tell the new player about all the players in the game (including himself)
775 cout << "Sending other players to new player" << endl;
776 serverMsg.type = MSG_TYPE_PLAYER_JOIN_GAME;
777
778 map<unsigned int, Player*>& allPlayers = g->getPlayers();
779 map<unsigned int, Player*>::iterator it;
780 for (it = allPlayers.begin(); it != allPlayers.end(); it++)
781 {
782 it->second->serialize(serverMsg.buffer);
783
784 cout << "sending info about " << it->second->name << endl;
785 cout << "sending id " << it->second->getId() << endl;
786 msgProcessor.sendMessage(&serverMsg, &from);
787 }
788
789
790 int numPlayers = g->getNumPlayers();
791
792 serverMsg.type = MSG_TYPE_GAME_INFO;
793 memcpy(serverMsg.buffer, &numPlayers, 4);
794 strcpy(serverMsg.buffer+4, gameName.c_str());
795 msgProcessor.broadcastMessage(serverMsg, mapPlayers);
796
797 break;
798 }
799 case MSG_TYPE_JOIN_TEAM:
800 {
801 cout << "Received a JOIN_TEAM message" << endl;
802
803 Player* p = findPlayerByAddr(mapPlayers, from);
804 map<unsigned int, Player*> players = p->currentGame->getPlayers();
805
806 memcpy(&(p->team), clientMsg.buffer, 4);
807
808 serverMsg.type = MSG_TYPE_PLAYER;
809 p->serialize(serverMsg.buffer);
810 msgProcessor.broadcastMessage(serverMsg, players);
811
812 break;
813 }
814 case MSG_TYPE_START_GAME:
815 {
816 cout << "Received a START_GAME message" << endl;
817
818 Player* p = findPlayerByAddr(mapPlayers, from);
819 map<unsigned int, Player*> players = p->currentGame->getPlayers();
820
821 serverMsg.type = MSG_TYPE_START_GAME;
822 msgProcessor.broadcastMessage(serverMsg, players);
823
824 break;
825 }
826 default:
827 {
828 outputLog << "Received unknown message of type " << clientMsg.type << endl;
829
830 break;
831 }
832 }
833}
834
835Player *findPlayerByName(map<unsigned int, Player*> &m, string name)
836{
837 map<unsigned int, Player*>::iterator it;
838
839 for (it = m.begin(); it != m.end(); it++)
840 {
841 if ( it->second->name.compare(name) == 0 )
842 return it->second;
843 }
844
845 return NULL;
846}
847
848Player *findPlayerByAddr(map<unsigned int, Player*> &m, const sockaddr_in &addr)
849{
850 map<unsigned int, Player*>::iterator it;
851
852 for (it = m.begin(); it != m.end(); it++)
853 {
854 if ( it->second->addr.sin_addr.s_addr == addr.sin_addr.s_addr &&
855 it->second->addr.sin_port == addr.sin_port )
856 return it->second;
857 }
858
859 return NULL;
860}
861
862void quit(int sig) {
863 done = true;
864}
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