source: network-game/server/server.cpp@ 66906aa

Last change on this file since 66906aa was 66906aa, checked in by dportnoy <dmp1488@…>, 12 years ago

The server should now smoothly move players to their targets

  • Property mode set to 100644
File size: 11.4 KB
Line 
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#include <sys/time.h>
10
11#include <vector>
12#include <map>
13
14#include <sys/socket.h>
15#include <netdb.h>
16#include <netinet/in.h>
17#include <arpa/inet.h>
18
19#include <crypt.h>
20
21/*
22#include <openssl/bio.h>
23#include <openssl/ssl.h>
24#include <openssl/err.h>
25*/
26
27#include "../common/Compiler.h"
28#include "../common/Common.h"
29#include "../common/Message.h"
30#include "../common/WorldMap.h"
31#include "../common/Player.h"
32
33#include "DataAccess.h"
34
35using namespace std;
36
37bool processMessage(const NETWORK_MSG &clientMsg, const struct sockaddr_in &from, map<unsigned int, Player>& mapPlayers, WorldMap* gameMap, unsigned int& unusedId, NETWORK_MSG &serverMsg);
38
39void updateUnusedId(unsigned int& id, map<unsigned int, Player>& mapPlayers);
40
41// this should probably go somewhere in the common folder
42void error(const char *msg)
43{
44 perror(msg);
45 exit(0);
46}
47
48Player *findPlayerByName(map<unsigned int, Player> &m, string name)
49{
50 map<unsigned int, Player>::iterator it;
51
52 for (it = m.begin(); it != m.end(); it++)
53 {
54 if ( it->second.name.compare(name) == 0 )
55 return &(it->second);
56 }
57
58 return NULL;
59}
60
61Player *findPlayerByAddr(map<unsigned int, Player> &m, const sockaddr_in &addr)
62{
63 map<unsigned int, Player>::iterator it;
64
65 for (it = m.begin(); it != m.end(); it++)
66 {
67 if ( it->second.addr.sin_addr.s_addr == addr.sin_addr.s_addr &&
68 it->second.addr.sin_port == addr.sin_port )
69 return &(it->second);
70 }
71
72 return NULL;
73}
74
75void broadcastPlayerPositions(map<unsigned int, Player> &m, int sock)
76{
77 map<unsigned int, Player>::iterator it, it2;
78 NETWORK_MSG serverMsg;
79
80 serverMsg.type = MSG_TYPE_PLAYER;
81
82 for (it = m.begin(); it != m.end(); it++)
83 {
84 it->second.serialize(serverMsg.buffer);
85
86 for (it2 = m.begin(); it2 != m.end(); it2++)
87 {
88 if ( sendMessage(&serverMsg, sock, &(it2->second.addr)) < 0 )
89 error("sendMessage");
90 }
91 }
92}
93
94int main(int argc, char *argv[])
95{
96 int sock, length, n;
97 struct sockaddr_in server;
98 struct sockaddr_in from; // info of client sending the message
99 NETWORK_MSG clientMsg, serverMsg;
100 map<unsigned int, Player> mapPlayers;
101 unsigned int unusedId = 1;
102
103 //SSL_load_error_strings();
104 //ERR_load_BIO_strings();
105 //OpenSSL_add_all_algorithms();
106
107 if (argc < 2) {
108 cerr << "ERROR, no port provided" << endl;
109 exit(1);
110 }
111
112 WorldMap* gameMap = NULL; //WorldMap::createDefaultMap();
113
114 sock = socket(AF_INET, SOCK_DGRAM, 0);
115 if (sock < 0) error("Opening socket");
116 length = sizeof(server);
117 bzero(&server,length);
118 server.sin_family=AF_INET;
119 server.sin_port=htons(atoi(argv[1]));
120 server.sin_addr.s_addr=INADDR_ANY;
121 if ( bind(sock, (struct sockaddr *)&server, length) < 0 )
122 error("binding");
123
124 set_nonblock(sock);
125
126 /*
127 Player testP;
128 clock_gettime(CLOCK_REALTIME, &testP.timeLastUpdated);
129
130 cout << "Before sleep" << endl;
131 // wait some time
132 sleep(3);
133 cout << "After sleep" << endl;
134
135 cout << "Loc before: (" << testP.pos.x << ", " << testP.pos.y << ")" << endl;
136
137 testP.move();
138
139 cout << "Loc after: (" << testP.pos.x << ", " << testP.pos.y << ")" << endl;
140 */
141
142 bool broadcastResponse;
143 while (true) {
144
145 usleep(5000);
146
147 n = receiveMessage(&clientMsg, sock, &from);
148
149 if (n >= 0) {
150 cout << "Got a message" << endl;
151
152 broadcastResponse = processMessage(clientMsg, from, mapPlayers, gameMap, unusedId, serverMsg);
153
154 // probably replace this with a function that prints based on the
155 // message type
156 cout << "msg: " << serverMsg.buffer << endl;
157 cout << "broadcastResponse: " << broadcastResponse << endl;
158 if (broadcastResponse)
159 {
160 cout << "Should be broadcasting the message" << endl;
161
162 map<unsigned int, Player>::iterator it;
163 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
164 {
165 if ( sendMessage(&serverMsg, sock, &(it->second.addr)) < 0 )
166 error("sendMessage");
167 }
168 }
169 else
170 {
171 cout << "Should be sending back the message" << endl;
172
173 if ( sendMessage(&serverMsg, sock, &from) < 0 )
174 error("sendMessage");
175 }
176
177 // update player positions
178 map<unsigned int, Player>::iterator it;
179 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
180 {
181 it->second.move();
182 }
183
184 broadcastPlayerPositions(mapPlayers, sock);
185 }
186 }
187
188 return 0;
189}
190
191bool processMessage(const NETWORK_MSG& clientMsg, const struct sockaddr_in& from, map<unsigned int, Player>& mapPlayers, WorldMap* gameMap, unsigned int& unusedId, NETWORK_MSG& serverMsg)
192{
193 DataAccess da;
194
195 cout << "ip address: " << inet_ntoa(from.sin_addr) << endl;
196 cout << "port: " << from.sin_port << endl;
197 cout << "MSG: type: " << clientMsg.type << endl;
198 cout << "MSG contents: " << clientMsg.buffer << endl;
199
200 // maybe we should make a message class and have this be a member
201 bool broadcastResponse = false;
202
203 // Check that if an invalid message is sent, the client will correctly
204 // receive and display the response. Maybe make a special error msg type
205 switch(clientMsg.type)
206 {
207 case MSG_TYPE_REGISTER:
208 {
209 string username(clientMsg.buffer);
210 string password(strchr(clientMsg.buffer, '\0')+1);
211
212 cout << "username: " << username << endl;
213 cout << "password: " << password << endl;
214
215 int error = da.insertPlayer(username, password);
216
217 if (!error)
218 strcpy(serverMsg.buffer, "Registration successful.");
219 else
220 strcpy(serverMsg.buffer, "Registration failed. Please try again.");
221
222 serverMsg.type = MSG_TYPE_REGISTER;
223
224 break;
225 }
226 case MSG_TYPE_LOGIN:
227 {
228 cout << "Got login message" << endl;
229
230 string username(clientMsg.buffer);
231 string password(strchr(clientMsg.buffer, '\0')+1);
232
233 Player* p = da.getPlayer(username);
234
235 if (p == NULL || !da.verifyPassword(password, p->password))
236 {
237 strcpy(serverMsg.buffer, "Incorrect username or password");
238 }
239 else if(findPlayerByName(mapPlayers, username) != NULL)
240 {
241 strcpy(serverMsg.buffer, "Player has already logged in.");
242 }
243 else
244 {
245 p->setAddr(from);
246 updateUnusedId(unusedId, mapPlayers);
247 p->id = unusedId;
248 mapPlayers[unusedId] = *p;
249
250 // sendd back the new player info to the user
251 p->serialize(serverMsg.buffer);
252 }
253
254 serverMsg.type = MSG_TYPE_LOGIN;
255
256 delete(p);
257
258 break;
259 }
260 case MSG_TYPE_LOGOUT:
261 {
262 string name(clientMsg.buffer);
263 cout << "Player logging out: " << name << endl;
264
265 Player *p = findPlayerByName(mapPlayers, name);
266
267 if (p == NULL)
268 {
269 strcpy(serverMsg.buffer, "That player is not logged in. This is either a bug, or you're trying to hack the server.");
270 cout << "Player not logged in" << endl;
271 }
272 else if ( p->addr.sin_addr.s_addr != from.sin_addr.s_addr ||
273 p->addr.sin_port != from.sin_port )
274 {
275 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.");
276 cout << "Player logged in using a different connection" << endl;
277 }
278 else
279 {
280 if (p->id < unusedId)
281 unusedId = p->id;
282 mapPlayers.erase(p->id);
283 strcpy(serverMsg.buffer, "You have successfully logged out.");
284 cout << "Player logged out successfuly" << endl;
285 }
286
287 // should really be serverMsg.type = MSG_TYPE_LOGOUT;
288 serverMsg.type = MSG_TYPE_LOGIN;
289
290 break;
291 }
292 case MSG_TYPE_CHAT:
293 {
294 cout << "Got a chat message" << endl;
295
296 Player *p = findPlayerByAddr(mapPlayers, from);
297
298 if (p == NULL)
299 {
300 strcpy(serverMsg.buffer, "No player is logged in using this connection. This is either a bug, or you're trying to hack the server.");
301 }
302 else
303 {
304 broadcastResponse = true;
305
306 ostringstream oss;
307 oss << p->name << ": " << clientMsg.buffer;
308
309 strcpy(serverMsg.buffer, oss.str().c_str());
310 }
311
312 serverMsg.type = MSG_TYPE_CHAT;
313
314 break;
315 }
316 case MSG_TYPE_PLAYER_MOVE:
317 {
318 cout << "Got a move message" << endl;
319
320 istringstream iss;
321 iss.str(clientMsg.buffer);
322
323 cout << "PLAYER_MOVE" << endl;
324
325 int id, x, y;
326
327 memcpy(&id, clientMsg.buffer, 4);
328 memcpy(&x, clientMsg.buffer+4, 4);
329 memcpy(&y, clientMsg.buffer+8, 4);
330
331 cout << "x: " << x << endl;
332 cout << "y: " << y << endl;
333 cout << "id: " << id << endl;
334
335 if ( mapPlayers[id].addr.sin_addr.s_addr == from.sin_addr.s_addr &&
336 mapPlayers[id].addr.sin_port == from.sin_port )
337 {
338 // we need to make sure the player can move here
339 if (0 <= x && x < 300 && 0 <= y && y < 300 &&
340 gameMap->getElement(x/25, y/25) == WorldMap::TERRAIN_GRASS)
341 {
342 // first we get the correct vector
343 mapPlayers[id].target.x = x;
344 mapPlayers[id].target.y = y;
345 int xDiff = mapPlayers[id].target.x - mapPlayers[id].pos.x;
346 int yDiff = mapPlayers[id].target.y - mapPlayers[id].pos.y;
347 cout << "xDiff: " << xDiff << endl;
348 cout << "yDiff: " << yDiff << endl;
349
350 // then we get the correct angle
351 double angle = atan2(yDiff, xDiff);
352 cout << "angle: " << angle << endl;
353
354 // finally we use the angle to determine
355 // how much the player moves
356 // the player will move 50 pixels in the correct direction
357 mapPlayers[id].pos.x += cos(angle)*50;
358 mapPlayers[id].pos.y += sin(angle)*50;
359 cout << "new x: " << mapPlayers[id].pos.x << endl;
360 cout << "new y: " << mapPlayers[id].pos.y << endl;
361
362 serverMsg.type = MSG_TYPE_PLAYER_MOVE;
363
364 memcpy(serverMsg.buffer, &id, 4);
365 memcpy(serverMsg.buffer+4, &mapPlayers[id].pos.x, 4);
366 memcpy(serverMsg.buffer+8, &mapPlayers[id].pos.y, 4);
367 //memcpy(serverMsg.buffer, clientMsg.buffer, 12);
368
369 broadcastResponse = true;
370 }
371 else
372 cout << "Bad terrain detected" << endl;
373 }
374 else // nned to send back a message indicating failure
375 cout << "Player id (" << id << ") doesn't match sender" << endl;
376
377 break;
378 }
379 default:
380 {
381 strcpy(serverMsg.buffer, "Server error occured. Report this please.");
382
383 serverMsg.type = MSG_TYPE_CHAT;
384
385 break;
386 }
387 }
388
389 cout << "Got to the end of the switch" << endl;
390
391 return broadcastResponse;
392}
393
394void updateUnusedId(unsigned int& id, map<unsigned int, Player>& mapPlayers)
395{
396 while (mapPlayers.find(id) != mapPlayers.end())
397 id++;
398}
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