source: network-game/server/server.cpp@ 876add0

Last change on this file since 876add0 was 876add0, checked in by dportnoy <dmp1488@…>, 11 years ago

Re-added server-side player movement/validation

  • Property mode set to 100644
File size: 12.4 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
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
78void broadcastPlayerPositions(map<unsigned int, Player> &m, int sock)
79{
80 map<unsigned int, Player>::iterator it, it2;
81 NETWORK_MSG serverMsg;
82
83 serverMsg.type = MSG_TYPE_PLAYER;
84
85 for (it = m.begin(); it != m.end(); it++)
86 {
87 it->second.serialize(serverMsg.buffer);
88
89 for (it2 = m.begin(); it2 != m.end(); it2++)
90 {
91 if ( sendMessage(&serverMsg, sock, &(it2->second.addr)) < 0 )
92 error("sendMessage");
93 }
94 }
95}
96
97int main(int argc, char *argv[])
98{
99 int sock, length, n;
100 struct sockaddr_in server;
101 struct sockaddr_in from; // info of client sending the message
102 NETWORK_MSG clientMsg, serverMsg;
103 map<unsigned int, Player> mapPlayers;
104 unsigned int unusedId = 1;
105
106 //SSL_load_error_strings();
107 //ERR_load_BIO_strings();
108 //OpenSSL_add_all_algorithms();
109
110 if (argc < 2) {
111 cerr << "ERROR, no port provided" << endl;
112 exit(1);
113 }
114
115 WorldMap* gameMap = WorldMap::loadMapFromFile("../data/map.txt");
116
117 sock = socket(AF_INET, SOCK_DGRAM, 0);
118 if (sock < 0) error("Opening socket");
119 length = sizeof(server);
120 bzero(&server,length);
121 server.sin_family=AF_INET;
122 server.sin_port=htons(atoi(argv[1]));
123 server.sin_addr.s_addr=INADDR_ANY;
124 if ( bind(sock, (struct sockaddr *)&server, length) < 0 )
125 error("binding");
126
127 set_nonblock(sock);
128
129 bool broadcastResponse;
130 timespec ts;
131 long timeLastUpdated = 0, curTime = 0;
132 while (true) {
133
134 usleep(5000);
135
136 clock_gettime(CLOCK_REALTIME, &ts);
137 curTime = ts.tv_sec + ts.tv_nsec*1000000000;
138
139 if (timeLastUpdated == 0 || (curTime-timeLastUpdated) >= 50000) {
140 timeLastUpdated = curTime;
141
142 // maybe put this in a separate method
143 map<unsigned int, Player>::iterator it, it2;
144 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++) {
145 if (!it->second.move(gameMap)) {
146 cout << "Cenceling move" << endl;
147 //serverMsg.type = MSG_TYPE_PLAYER;
148 //it->second.serialize(serverMsg.buffer);
149
150 cout << "about to send move cencellation" << endl;
151 for (it2 = mapPlayers.begin(); it2 != mapPlayers.end(); it2++)
152 {
153 //if ( sendMessage(&serverMsg, sock, &(it2->second.addr)) < 0 )
154 // error("sendMessage");
155 }
156 }
157 }
158 }
159
160 n = receiveMessage(&clientMsg, sock, &from);
161
162 if (n >= 0) {
163 cout << "Got a message" << endl;
164
165 broadcastResponse = processMessage(clientMsg, from, mapPlayers, gameMap, unusedId, serverMsg, sock);
166
167 // probably replace this with a function that prints based on the
168 // message type
169 cout << "msg: " << serverMsg.buffer << endl;
170 cout << "broadcastResponse: " << broadcastResponse << endl;
171 if (broadcastResponse)
172 {
173 cout << "Should be broadcasting the message" << endl;
174
175 map<unsigned int, Player>::iterator it;
176 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
177 {
178 cout << "Sent message back to " << it->second.name << endl;
179 if ( sendMessage(&serverMsg, sock, &(it->second.addr)) < 0 )
180 error("sendMessage");
181 }
182 }
183 else
184 {
185 cout << "Should be sending back the message" << endl;
186
187 if ( sendMessage(&serverMsg, sock, &from) < 0 )
188 error("sendMessage");
189 }
190 }
191
192 // we don't want to update and broadcast player positions here
193 // when a player sends a position update, we want to check if
194 // it's reasonable and send it out to all other players
195
196 // update player positions
197 map<unsigned int, Player>::iterator it;
198 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
199 {
200 it->second.move(gameMap);
201 }
202
203 broadcastPlayerPositions(mapPlayers, sock);
204 }
205
206 return 0;
207}
208
209bool processMessage(const NETWORK_MSG& clientMsg, struct sockaddr_in& from, map<unsigned int, Player>& mapPlayers, WorldMap* gameMap, unsigned int& unusedId, NETWORK_MSG& serverMsg, int sock)
210{
211 DataAccess da;
212
213 cout << "MSG: type: " << clientMsg.type << endl;
214 cout << "MSG contents: " << clientMsg.buffer << endl;
215
216 // maybe we should make a message class and have this be a member
217 bool broadcastResponse = false;
218
219 // Check that if an invalid message is sent, the client will correctly
220 // receive and display the response. Maybe make a special error msg type
221 switch(clientMsg.type)
222 {
223 case MSG_TYPE_REGISTER:
224 {
225 string username(clientMsg.buffer);
226 string password(strchr(clientMsg.buffer, '\0')+1);
227
228 cout << "username: " << username << endl;
229 cout << "password: " << password << endl;
230
231 int error = da.insertPlayer(username, password);
232
233 if (!error)
234 strcpy(serverMsg.buffer, "Registration successful.");
235 else
236 strcpy(serverMsg.buffer, "Registration failed. Please try again.");
237
238 serverMsg.type = MSG_TYPE_REGISTER;
239
240 break;
241 }
242 case MSG_TYPE_LOGIN:
243 {
244 cout << "Got login message" << endl;
245
246 serverMsg.type = MSG_TYPE_LOGIN;
247
248 string username(clientMsg.buffer);
249 string password(strchr(clientMsg.buffer, '\0')+1);
250
251 Player* p = da.getPlayer(username);
252
253 if (p == NULL || !da.verifyPassword(password, p->password))
254 {
255 strcpy(serverMsg.buffer, "Incorrect username or password");
256 }
257 else if(findPlayerByName(mapPlayers, username) != NULL)
258 {
259 strcpy(serverMsg.buffer, "Player has already logged in.");
260 }
261 else
262 {
263 serverMsg.type = MSG_TYPE_PLAYER;
264
265 p->setAddr(from);
266 updateUnusedId(unusedId, mapPlayers);
267 p->id = unusedId;
268 cout << "new player id: " << p->id << endl;
269
270 // tell the new player about all the existing players
271 cout << "Sending other players to new player" << endl;
272
273 map<unsigned int, Player>::iterator it;
274 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
275 {
276 it->second.serialize(serverMsg.buffer);
277
278 cout << "sending info about " << it->second.name << endl;
279 cout << "sending ind " << it->second.id << endl;
280 if ( sendMessage(&serverMsg, sock, &from) < 0 )
281 error("sendMessage");
282 }
283
284 p->serialize(serverMsg.buffer);
285 cout << "Should be broadcasting the message" << endl;
286
287 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
288 {
289 cout << "Sent message back to " << it->second.name << endl;
290 if ( sendMessage(&serverMsg, sock, &(it->second.addr)) < 0 )
291 error("sendMessage");
292 }
293
294 serverMsg.type = MSG_TYPE_LOGIN;
295 mapPlayers[unusedId] = *p;
296 }
297
298 delete(p);
299
300 break;
301 }
302 case MSG_TYPE_LOGOUT:
303 {
304 string name(clientMsg.buffer);
305 cout << "Player logging out: " << name << endl;
306
307 Player *p = findPlayerByName(mapPlayers, name);
308
309 if (p == NULL)
310 {
311 strcpy(serverMsg.buffer, "That player is not logged in. This is either a bug, or you're trying to hack the server.");
312 cout << "Player not logged in" << endl;
313 }
314 else if ( p->addr.sin_addr.s_addr != from.sin_addr.s_addr ||
315 p->addr.sin_port != from.sin_port )
316 {
317 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.");
318 cout << "Player logged in using a different connection" << endl;
319 }
320 else
321 {
322 if (p->id < unusedId)
323 unusedId = p->id;
324 mapPlayers.erase(p->id);
325 strcpy(serverMsg.buffer, "You have successfully logged out.");
326 cout << "Player logged out successfuly" << endl;
327 }
328
329 serverMsg.type = MSG_TYPE_LOGOUT;
330
331 break;
332 }
333 case MSG_TYPE_CHAT:
334 {
335 cout << "Got a chat message" << endl;
336
337 Player *p = findPlayerByAddr(mapPlayers, from);
338
339 if (p == NULL)
340 {
341 strcpy(serverMsg.buffer, "No player is logged in using this connection. This is either a bug, or you're trying to hack the server.");
342 }
343 else
344 {
345 broadcastResponse = true;
346
347 ostringstream oss;
348 oss << p->name << ": " << clientMsg.buffer;
349
350 strcpy(serverMsg.buffer, oss.str().c_str());
351 }
352
353 serverMsg.type = MSG_TYPE_CHAT;
354
355 break;
356 }
357 case MSG_TYPE_PLAYER_MOVE:
358 {
359 istringstream iss;
360 iss.str(clientMsg.buffer);
361
362 cout << "PLAYER_MOVE" << endl;
363
364 int id, x, y;
365
366 memcpy(&id, clientMsg.buffer, 4);
367 memcpy(&x, clientMsg.buffer+4, 4);
368 memcpy(&y, clientMsg.buffer+8, 4);
369
370 cout << "x: " << x << endl;
371 cout << "y: " << y << endl;
372 cout << "id: " << id << endl;
373
374 if ( mapPlayers[id].addr.sin_addr.s_addr == from.sin_addr.s_addr &&
375 mapPlayers[id].addr.sin_port == from.sin_port )
376 {
377 // we need to make sure the player can move here
378 if (0 <= x && x < 300 && 0 <= y && y < 300 &&
379 gameMap->getElement(x/25, y/25) == WorldMap::TERRAIN_GRASS)
380 {
381 cout << "valid terrain" << endl;
382
383 mapPlayers[id].target.x = x;
384 mapPlayers[id].target.y = y;
385 int xDiff = mapPlayers[id].target.x - mapPlayers[id].pos.x;
386 int yDiff = mapPlayers[id].target.y - mapPlayers[id].pos.y;
387
388 serverMsg.type = MSG_TYPE_PLAYER_MOVE;
389
390 memcpy(serverMsg.buffer, &id, 4);
391 memcpy(serverMsg.buffer+4, &mapPlayers[id].target.x, 4);
392 memcpy(serverMsg.buffer+8, &mapPlayers[id].target.y, 4);
393
394 broadcastResponse = true;
395 }
396 else
397 cout << "Bad terrain detected" << endl;
398 }
399 else // nned to send back a message indicating failure
400 cout << "Player id (" << id << ") doesn't match sender" << endl;
401
402 break;
403 }
404 default:
405 {
406 strcpy(serverMsg.buffer, "Server error occured. Report this please.");
407
408 serverMsg.type = MSG_TYPE_CHAT;
409
410 break;
411 }
412 }
413
414 cout << "Got to the end of the switch" << endl;
415
416 return broadcastResponse;
417}
418
419void updateUnusedId(unsigned int& id, map<unsigned int, Player>& mapPlayers)
420{
421 while (mapPlayers.find(id) != mapPlayers.end())
422 id++;
423}
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