source: network-game/server/server.cpp@ 5c84d54

Last change on this file since 5c84d54 was 5c84d54, checked in by dportnoy <dmp1488@…>, 11 years ago

The server only checks if a player should pick up a flag when it gets a PICKUP_FLAG message

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File size: 18.8 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 <cstring>
8#include <cmath>
9
10#include <vector>
11#include <map>
12
13#include <sys/time.h>
14
15#include <sys/socket.h>
16#include <netdb.h>
17#include <netinet/in.h>
18#include <arpa/inet.h>
19
20#include <crypt.h>
21
22/*
23#include <openssl/bio.h>
24#include <openssl/ssl.h>
25#include <openssl/err.h>
26*/
27
28#include "../common/Compiler.h"
29#include "../common/Common.h"
30#include "../common/Message.h"
31#include "../common/WorldMap.h"
32#include "../common/Player.h"
33
34#include "DataAccess.h"
35
36using namespace std;
37
38// from used to be const. Removed that so I could take a reference
39// and use it to send messages
40bool processMessage(const NETWORK_MSG &clientMsg, struct sockaddr_in &from, map<unsigned int, Player>& mapPlayers, WorldMap* gameMap, unsigned int& unusedId, NETWORK_MSG &serverMsg, int sock);
41
42void updateUnusedId(unsigned int& id, map<unsigned int, Player>& mapPlayers);
43
44// this should probably go somewhere in the common folder
45void error(const char *msg)
46{
47 perror(msg);
48 exit(0);
49}
50
51Player *findPlayerByName(map<unsigned int, Player> &m, string name)
52{
53 map<unsigned int, Player>::iterator it;
54
55 for (it = m.begin(); it != m.end(); it++)
56 {
57 if ( it->second.name.compare(name) == 0 )
58 return &(it->second);
59 }
60
61 return NULL;
62}
63
64Player *findPlayerByAddr(map<unsigned int, Player> &m, const sockaddr_in &addr)
65{
66 map<unsigned int, Player>::iterator it;
67
68 for (it = m.begin(); it != m.end(); it++)
69 {
70 if ( it->second.addr.sin_addr.s_addr == addr.sin_addr.s_addr &&
71 it->second.addr.sin_port == addr.sin_port )
72 return &(it->second);
73 }
74
75 return NULL;
76}
77
78int main(int argc, char *argv[])
79{
80 int sock, length, n;
81 struct sockaddr_in server;
82 struct sockaddr_in from; // info of client sending the message
83 NETWORK_MSG clientMsg, serverMsg;
84 map<unsigned int, Player> mapPlayers;
85 unsigned int unusedId = 1;
86
87 //SSL_load_error_strings();
88 //ERR_load_BIO_strings();
89 //OpenSSL_add_all_algorithms();
90
91 if (argc < 2) {
92 cerr << "ERROR, no port provided" << endl;
93 exit(1);
94 }
95
96 WorldMap* gameMap = WorldMap::loadMapFromFile("../data/map.txt");
97
98 // add some items to the map. They will be sent out
99 // to players when they login
100 for (int y=0; y<gameMap->height; y++) {
101 for (int x=0; x<gameMap->width; x++) {
102 switch (gameMap->getStructure(x, y)) {
103 case WorldMap::STRUCTURE_BLUE_FLAG:
104 gameMap->addObject(WorldMap::OBJECT_BLUE_FLAG, x*25+12, y*25+12);
105 break;
106 case WorldMap::STRUCTURE_RED_FLAG:
107 gameMap->addObject(WorldMap::OBJECT_RED_FLAG, x*25+12, y*25+12);
108 break;
109 }
110 }
111 }
112
113 sock = socket(AF_INET, SOCK_DGRAM, 0);
114 if (sock < 0) error("Opening socket");
115 length = sizeof(server);
116 bzero(&server,length);
117 server.sin_family=AF_INET;
118 server.sin_port=htons(atoi(argv[1]));
119 server.sin_addr.s_addr=INADDR_ANY;
120 if ( bind(sock, (struct sockaddr *)&server, length) < 0 )
121 error("binding");
122
123 set_nonblock(sock);
124
125 bool broadcastResponse;
126 timespec ts;
127 int timeLastUpdated = 0, curTime = 0, timeLastBroadcast = 0;
128 while (true) {
129
130 usleep(5000);
131
132 clock_gettime(CLOCK_REALTIME, &ts);
133 // make the number smaller so millis can fit in an int
134 ts.tv_sec -= 1368000000;
135 curTime = ts.tv_sec*1000 + ts.tv_nsec/1000000;
136
137 if (timeLastUpdated == 0 || (curTime-timeLastUpdated) >= 50) {
138 timeLastUpdated = curTime;
139
140 // maybe put this in a separate method
141 map<unsigned int, Player>::iterator it;
142 FLOAT_POSITION oldPos;
143 bool broadcastMove = false;
144 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++) {
145 oldPos = it->second.pos;
146 if (it->second.move(gameMap)) {
147
148 // check if the move needs to be canceled
149 switch(gameMap->getElement(it->second.pos.x/25, it->second.pos.y/25)) {
150 case WorldMap::TERRAIN_NONE:
151 case WorldMap::TERRAIN_OCEAN:
152 case WorldMap::TERRAIN_ROCK:
153 {
154 it->second.pos = oldPos;
155 it->second.target.x = it->second.pos.x;
156 it->second.target.y = it->second.pos.y;
157 broadcastMove = true;
158 break;
159 }
160 default:
161 // if there are no obstacles, do nothing
162 break;
163 }
164
165 WorldMap::ObjectType flagType;
166 POSITION pos;
167 bool flagTurnedIn = false;
168
169 switch(gameMap->getStructure(it->second.pos.x/25, it->second.pos.y/25)) {
170 case WorldMap::STRUCTURE_BLUE_FLAG:
171 {
172 if (it->second.team == 0 && it->second.hasRedFlag)
173 {
174 it->second.hasRedFlag = false;
175 flagType = WorldMap::OBJECT_RED_FLAG;
176 pos = gameMap->getStructureLocation(WorldMap::STRUCTURE_RED_FLAG);
177 flagTurnedIn = true;
178 }
179
180 break;
181 }
182 case WorldMap::STRUCTURE_RED_FLAG:
183 {
184 if (it->second.team == 1 && it->second.hasBlueFlag)
185 {
186 it->second.hasBlueFlag = false;
187 flagType = WorldMap::OBJECT_BLUE_FLAG;
188 pos = gameMap->getStructureLocation(WorldMap::STRUCTURE_BLUE_FLAG);
189 flagTurnedIn = true;
190 }
191
192 break;
193 }
194 }
195
196 if (flagTurnedIn) {
197 // send an OBJECT message to add the flag back to its spawn point
198 pos.x = pos.x*25+12;
199 pos.y = pos.y*25+12;
200 gameMap->addObject(flagType, pos.x, pos.y);
201
202 serverMsg.type = MSG_TYPE_OBJECT;
203 gameMap->getObjects()->back().serialize(serverMsg.buffer);
204
205 map<unsigned int, Player>::iterator it2;
206 for (it2 = mapPlayers.begin(); it2 != mapPlayers.end(); it2++)
207 {
208 if ( sendMessage(&serverMsg, sock, &(it2->second.addr)) < 0 )
209 error("sendMessage");
210 }
211
212 // this means a PLAYER message will be sent
213 broadcastMove = true;
214 }
215
216 if (broadcastMove) {
217 serverMsg.type = MSG_TYPE_PLAYER;
218 it->second.serialize(serverMsg.buffer);
219
220 cout << "about to broadcast move" << endl;
221 map<unsigned int, Player>::iterator it2;
222 for (it2 = mapPlayers.begin(); it2 != mapPlayers.end(); it2++)
223 {
224 if ( sendMessage(&serverMsg, sock, &(it2->second.addr)) < 0 )
225 error("sendMessage");
226 }
227 }
228 }
229 }
230 }
231
232 n = receiveMessage(&clientMsg, sock, &from);
233
234 if (n >= 0) {
235 broadcastResponse = processMessage(clientMsg, from, mapPlayers, gameMap, unusedId, serverMsg, sock);
236
237 // probably replace this with a function that prints based on the
238 // message type
239 cout << "msg: " << serverMsg.buffer << endl;
240 if (broadcastResponse)
241 {
242 cout << "Should be broadcasting the message" << endl;
243
244 map<unsigned int, Player>::iterator it;
245 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
246 {
247 cout << "Sent message back to " << it->second.name << endl;
248 if ( sendMessage(&serverMsg, sock, &(it->second.addr)) < 0 )
249 error("sendMessage");
250 }
251 }
252 else
253 {
254 cout << "Should be sending back the message" << endl;
255
256 if ( sendMessage(&serverMsg, sock, &from) < 0 )
257 error("sendMessage");
258 }
259 }
260 }
261
262 return 0;
263}
264
265bool processMessage(const NETWORK_MSG& clientMsg, struct sockaddr_in& from, map<unsigned int, Player>& mapPlayers, WorldMap* gameMap, unsigned int& unusedId, NETWORK_MSG& serverMsg, int sock)
266{
267 DataAccess da;
268
269 cout << "Received message" << endl;
270 cout << "MSG: type: " << clientMsg.type << endl;
271 cout << "MSG contents: " << clientMsg.buffer << endl;
272
273 // maybe we should make a message class and have this be a member
274 bool broadcastResponse = false;
275
276 // Check that if an invalid message is sent, the client will correctly
277 // receive and display the response. Maybe make a special error msg type
278 switch(clientMsg.type)
279 {
280 case MSG_TYPE_REGISTER:
281 {
282 string username(clientMsg.buffer);
283 string password(strchr(clientMsg.buffer, '\0')+1);
284
285 cout << "username: " << username << endl;
286 cout << "password: " << password << endl;
287
288 int error = da.insertPlayer(username, password);
289
290 if (!error)
291 strcpy(serverMsg.buffer, "Registration successful.");
292 else
293 strcpy(serverMsg.buffer, "Registration failed. Please try again.");
294
295 serverMsg.type = MSG_TYPE_REGISTER;
296
297 break;
298 }
299 case MSG_TYPE_LOGIN:
300 {
301 cout << "Got login message" << endl;
302
303 serverMsg.type = MSG_TYPE_LOGIN;
304
305 string username(clientMsg.buffer);
306 string password(strchr(clientMsg.buffer, '\0')+1);
307
308 Player* p = da.getPlayer(username);
309
310 if (p == NULL || !da.verifyPassword(password, p->password))
311 {
312 strcpy(serverMsg.buffer, "Incorrect username or password");
313 }
314 else if(findPlayerByName(mapPlayers, username) != NULL)
315 {
316 strcpy(serverMsg.buffer, "Player has already logged in.");
317 }
318 else
319 {
320 serverMsg.type = MSG_TYPE_PLAYER;
321
322 updateUnusedId(unusedId, mapPlayers);
323 p->id = unusedId;
324 cout << "new player id: " << p->id << endl;
325 p->setAddr(from);
326
327 // choose a random team (either 0 or 1)
328 p->team = rand() % 2;
329
330 // tell the new player about all the existing players
331 cout << "Sending other players to new player" << endl;
332
333 map<unsigned int, Player>::iterator it;
334 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
335 {
336 it->second.serialize(serverMsg.buffer);
337
338 cout << "sending info about " << it->second.name << endl;
339 cout << "sending id " << it->second.id << endl;
340 if ( sendMessage(&serverMsg, sock, &from) < 0 )
341 error("sendMessage");
342 }
343
344 // tell the new player about all map objects
345 // (currently just the flags)
346 serverMsg.type = MSG_TYPE_OBJECT;
347 vector<WorldMap::Object>* vctObjects = gameMap->getObjects();
348 vector<WorldMap::Object>::iterator itObjects;
349 cout << "sending items" << endl;
350 for (itObjects = vctObjects->begin(); itObjects != vctObjects->end(); itObjects++) {
351 itObjects->serialize(serverMsg.buffer);
352 cout << "sending item id " << itObjects->id << endl;
353 if ( sendMessage(&serverMsg, sock, &from) < 0 )
354 error("sendMessage");
355 }
356
357 p->serialize(serverMsg.buffer);
358 cout << "Should be broadcasting the message" << endl;
359
360 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
361 {
362 cout << "Sent message back to " << it->second.name << endl;
363 if ( sendMessage(&serverMsg, sock, &(it->second.addr)) < 0 )
364 error("sendMessage");
365 }
366
367 serverMsg.type = MSG_TYPE_LOGIN;
368 mapPlayers[unusedId] = *p;
369 }
370
371 delete(p);
372
373 break;
374 }
375 case MSG_TYPE_LOGOUT:
376 {
377 string name(clientMsg.buffer);
378 cout << "Player logging out: " << name << endl;
379
380 Player *p = findPlayerByName(mapPlayers, name);
381
382 if (p == NULL)
383 {
384 strcpy(serverMsg.buffer, "That player is not logged in. This is either a bug, or you're trying to hack the server.");
385 cout << "Player not logged in" << endl;
386 }
387 else if ( p->addr.sin_addr.s_addr != from.sin_addr.s_addr ||
388 p->addr.sin_port != from.sin_port )
389 {
390 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.");
391 cout << "Player logged in using a different connection" << endl;
392 }
393 else
394 {
395 if (p->id < unusedId)
396 unusedId = p->id;
397 mapPlayers.erase(p->id);
398 strcpy(serverMsg.buffer, "You have successfully logged out.");
399 }
400
401 serverMsg.type = MSG_TYPE_LOGOUT;
402
403 break;
404 }
405 case MSG_TYPE_CHAT:
406 {
407 cout << "Got a chat message" << endl;
408
409 Player *p = findPlayerByAddr(mapPlayers, from);
410
411 if (p == NULL)
412 {
413 strcpy(serverMsg.buffer, "No player is logged in using this connection. This is either a bug, or you're trying to hack the server.");
414 }
415 else
416 {
417 broadcastResponse = true;
418
419 ostringstream oss;
420 oss << p->name << ": " << clientMsg.buffer;
421
422 strcpy(serverMsg.buffer, oss.str().c_str());
423 }
424
425 serverMsg.type = MSG_TYPE_CHAT;
426
427 break;
428 }
429 case MSG_TYPE_PLAYER_MOVE:
430 {
431 cout << "PLAYER_MOVE" << endl;
432
433 int id, x, y;
434
435 memcpy(&id, clientMsg.buffer, 4);
436 memcpy(&x, clientMsg.buffer+4, 4);
437 memcpy(&y, clientMsg.buffer+8, 4);
438
439 cout << "x: " << x << endl;
440 cout << "y: " << y << endl;
441 cout << "id: " << id << endl;
442
443 if ( mapPlayers[id].addr.sin_addr.s_addr == from.sin_addr.s_addr &&
444 mapPlayers[id].addr.sin_port == from.sin_port )
445 {
446 // we need to make sure the player can move here
447 if (0 <= x && x < 300 && 0 <= y && y < 300 &&
448 gameMap->getElement(x/25, y/25) == WorldMap::TERRAIN_GRASS)
449 {
450 cout << "valid terrain" << endl;
451
452 mapPlayers[id].target.x = x;
453 mapPlayers[id].target.y = y;
454
455 serverMsg.type = MSG_TYPE_PLAYER_MOVE;
456
457 memcpy(serverMsg.buffer, &id, 4);
458 memcpy(serverMsg.buffer+4, &mapPlayers[id].target.x, 4);
459 memcpy(serverMsg.buffer+8, &mapPlayers[id].target.y, 4);
460
461 broadcastResponse = true;
462 }
463 else
464 cout << "Bad terrain detected" << endl;
465 }
466 else // nned to send back a message indicating failure
467 cout << "Player id (" << id << ") doesn't match sender" << endl;
468
469 break;
470 }
471 case MSG_TYPE_PICKUP_FLAG:
472 {
473 // may want to check the id matches the sender, just like for PLAYER_NOVE
474 cout << "PICKUP_FLAG" << endl;
475
476 int id;
477
478 memcpy(&id, clientMsg.buffer, 4);
479 cout << "id: " << id << endl;
480
481 vector<WorldMap::Object>* vctObjects = gameMap->getObjects();
482 vector<WorldMap::Object>::iterator itObjects;
483
484 for (itObjects = vctObjects->begin(); itObjects != vctObjects->end();) {
485 POSITION pos = itObjects->pos;
486 bool gotFlag = false;
487
488 if (posDistance(mapPlayers[id].pos, pos.toFloat()) < 10) {
489 switch (itObjects->type) {
490 case WorldMap::OBJECT_BLUE_FLAG:
491 if (mapPlayers[id].team == 1) {
492 gotFlag = true;
493 mapPlayers[id].hasBlueFlag = true;
494 broadcastResponse = true;
495 }
496 break;
497 case WorldMap::OBJECT_RED_FLAG:
498 if (mapPlayers[id].team == 0) {
499 gotFlag = true;
500 mapPlayers[id].hasRedFlag = true;
501 broadcastResponse = true;
502 }
503 break;
504 }
505
506 if (gotFlag) {
507 serverMsg.type = MSG_TYPE_REMOVE_OBJECT;
508 memcpy(serverMsg.buffer, &itObjects->id, 4);
509
510 map<unsigned int, Player>::iterator it;
511 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
512 {
513 if ( sendMessage(&serverMsg, sock, &(it->second.addr)) < 0 )
514 error("sendMessage");
515 }
516
517 // remove the object from the server-side map
518 cout << "size before: " << gameMap->getObjects()->size() << endl;
519 itObjects = vctObjects->erase(itObjects);
520 cout << "size after: " << gameMap->getObjects()->size() << endl;
521 }
522 }
523
524 if (!gotFlag)
525 itObjects++;
526 }
527
528 serverMsg.type = MSG_TYPE_PLAYER;
529 mapPlayers[id].serialize(serverMsg.buffer);
530
531 break;
532 }
533 case MSG_TYPE_DROP_FLAG:
534 {
535 // may want to check the id matches the sender, just like for PLAYER_NOVE
536 cout << "DROP_FLAG" << endl;
537
538 int id;
539
540 memcpy(&id, clientMsg.buffer, 4);
541 cout << "id: " << id << endl;
542
543 WorldMap::ObjectType flagType = WorldMap::OBJECT_NONE;
544 if (mapPlayers[id].hasBlueFlag)
545 flagType = WorldMap::OBJECT_BLUE_FLAG;
546 else if (mapPlayers[id].hasRedFlag)
547 flagType = WorldMap::OBJECT_RED_FLAG;
548
549 gameMap->addObject(flagType, mapPlayers[id].pos.x, mapPlayers[id].pos.y);
550
551 // need to send the OBJECT message too
552 serverMsg.type = MSG_TYPE_OBJECT;
553 gameMap->getObjects()->back().serialize(serverMsg.buffer);
554
555 map<unsigned int, Player>::iterator it;
556 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
557 {
558 if ( sendMessage(&serverMsg, sock, &(it->second.addr)) < 0 )
559 error("sendMessage");
560 }
561
562 mapPlayers[id].hasBlueFlag = false;
563 mapPlayers[id].hasRedFlag = false;
564
565 serverMsg.type = MSG_TYPE_PLAYER;
566 mapPlayers[id].serialize(serverMsg.buffer);
567
568 map<unsigned int, Player>::iterator it2;
569 broadcastResponse = true;
570
571 break;
572 }
573 default:
574 {
575 strcpy(serverMsg.buffer, "Server error occured. Report this please.");
576
577 serverMsg.type = MSG_TYPE_CHAT;
578
579 break;
580 }
581 }
582
583 return broadcastResponse;
584}
585
586void updateUnusedId(unsigned int& id, map<unsigned int, Player>& mapPlayers)
587{
588 while (mapPlayers.find(id) != mapPlayers.end())
589 id++;
590}
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