source: network-game/server/server.cpp@ b07eeac

Last change on this file since b07eeac was b07eeac, checked in by dportnoy <dmp1488@…>, 11 years ago

Players pick up flags when they get close to the flag objects, not the structres. When a flag is picked up, a REMOVE_OBJECT message is sent

  • Property mode set to 100644
File size: 14.9 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 it->second.pos = oldPos;
154 it->second.target.x = it->second.pos.x;
155 it->second.target.y = it->second.pos.y;
156 broadcastMove = true;
157 break;
158 default:
159 // if there are no obstacles, do nothing
160 break;
161 }
162
163 vector<WorldMap::Object> vctObjects = gameMap->getObjects();
164 vector<WorldMap::Object>::iterator itObjects;
165
166 for (itObjects = vctObjects.begin(); itObjects != vctObjects.end(); itObjects++) {
167 POSITION pos = itObjects->pos;
168 if (posDistance(it->second.pos, pos.toFloat()) < 10) {
169 switch (itObjects->type) {
170 case WorldMap::OBJECT_BLUE_FLAG:
171 cout << "Got blue flag" << endl;
172 it->second.hasBlueFlag = true;
173 broadcastMove = true;
174 break;
175 case WorldMap::OBJECT_RED_FLAG:
176 cout << "Got red flag" << endl;
177 it->second.hasRedFlag = true;
178 broadcastMove = true;
179 break;
180 }
181
182 // send a MSG_TYPE_REMOVE_OBJECT message
183 serverMsg.type = MSG_TYPE_REMOVE_OBJECT;
184 memcpy(serverMsg.buffer, &itObjects->id, 4);
185
186 map<unsigned int, Player>::iterator it2;
187 for (it2 = mapPlayers.begin(); it2 != mapPlayers.end(); it2++)
188 {
189 if ( sendMessage(&serverMsg, sock, &(it2->second.addr)) < 0 )
190 error("sendMessage");
191 }
192 }
193 }
194
195 if (broadcastMove) {
196 serverMsg.type = MSG_TYPE_PLAYER;
197 it->second.serialize(serverMsg.buffer);
198
199 cout << "about to broadcast move" << endl;
200 map<unsigned int, Player>::iterator it2;
201 for (it2 = mapPlayers.begin(); it2 != mapPlayers.end(); it2++)
202 {
203 if ( sendMessage(&serverMsg, sock, &(it2->second.addr)) < 0 )
204 error("sendMessage");
205 }
206 }
207 }
208 }
209 }
210
211 n = receiveMessage(&clientMsg, sock, &from);
212
213 if (n >= 0) {
214 cout << "Got a message" << endl;
215
216 broadcastResponse = processMessage(clientMsg, from, mapPlayers, gameMap, unusedId, serverMsg, sock);
217
218 // probably replace this with a function that prints based on the
219 // message type
220 cout << "msg: " << serverMsg.buffer << endl;
221 cout << "broadcastResponse: " << broadcastResponse << endl;
222 if (broadcastResponse)
223 {
224 cout << "Should be broadcasting the message" << endl;
225
226 map<unsigned int, Player>::iterator it;
227 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
228 {
229 cout << "Sent message back to " << it->second.name << endl;
230 if ( sendMessage(&serverMsg, sock, &(it->second.addr)) < 0 )
231 error("sendMessage");
232 }
233 }
234 else
235 {
236 cout << "Should be sending back the message" << endl;
237
238 if ( sendMessage(&serverMsg, sock, &from) < 0 )
239 error("sendMessage");
240 }
241 }
242 }
243
244 return 0;
245}
246
247bool processMessage(const NETWORK_MSG& clientMsg, struct sockaddr_in& from, map<unsigned int, Player>& mapPlayers, WorldMap* gameMap, unsigned int& unusedId, NETWORK_MSG& serverMsg, int sock)
248{
249 DataAccess da;
250
251 cout << "MSG: type: " << clientMsg.type << endl;
252 cout << "MSG contents: " << clientMsg.buffer << endl;
253
254 // maybe we should make a message class and have this be a member
255 bool broadcastResponse = false;
256
257 // Check that if an invalid message is sent, the client will correctly
258 // receive and display the response. Maybe make a special error msg type
259 switch(clientMsg.type)
260 {
261 case MSG_TYPE_REGISTER:
262 {
263 string username(clientMsg.buffer);
264 string password(strchr(clientMsg.buffer, '\0')+1);
265
266 cout << "username: " << username << endl;
267 cout << "password: " << password << endl;
268
269 int error = da.insertPlayer(username, password);
270
271 if (!error)
272 strcpy(serverMsg.buffer, "Registration successful.");
273 else
274 strcpy(serverMsg.buffer, "Registration failed. Please try again.");
275
276 serverMsg.type = MSG_TYPE_REGISTER;
277
278 break;
279 }
280 case MSG_TYPE_LOGIN:
281 {
282 cout << "Got login message" << endl;
283
284 serverMsg.type = MSG_TYPE_LOGIN;
285
286 string username(clientMsg.buffer);
287 string password(strchr(clientMsg.buffer, '\0')+1);
288
289 Player* p = da.getPlayer(username);
290
291 if (p == NULL || !da.verifyPassword(password, p->password))
292 {
293 strcpy(serverMsg.buffer, "Incorrect username or password");
294 }
295 else if(findPlayerByName(mapPlayers, username) != NULL)
296 {
297 strcpy(serverMsg.buffer, "Player has already logged in.");
298 }
299 else
300 {
301 serverMsg.type = MSG_TYPE_PLAYER;
302
303 p->setAddr(from);
304 updateUnusedId(unusedId, mapPlayers);
305 p->id = unusedId;
306 cout << "new player id: " << p->id << endl;
307
308 // tell the new player about all the existing players
309 cout << "Sending other players to new player" << endl;
310
311 map<unsigned int, Player>::iterator it;
312 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
313 {
314 it->second.serialize(serverMsg.buffer);
315
316 cout << "sending info about " << it->second.name << endl;
317 cout << "sending id " << it->second.id << endl;
318 if ( sendMessage(&serverMsg, sock, &from) < 0 )
319 error("sendMessage");
320 }
321
322 // tell the new player about all map objects
323 // (currently just the flags)
324 serverMsg.type = MSG_TYPE_OBJECT;
325 vector<WorldMap::Object> vctObjects = gameMap->getObjects();
326 vector<WorldMap::Object>::iterator itObjects;
327 cout << "sending items" << endl;
328 for (itObjects = vctObjects.begin(); itObjects != vctObjects.end(); itObjects++) {
329 itObjects->serialize(serverMsg.buffer);
330 cout << "sending item id " << itObjects->id << endl;
331 if ( sendMessage(&serverMsg, sock, &from) < 0 )
332 error("sendMessage");
333 }
334
335 p->serialize(serverMsg.buffer);
336 cout << "Should be broadcasting the message" << endl;
337
338 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
339 {
340 cout << "Sent message back to " << it->second.name << endl;
341 if ( sendMessage(&serverMsg, sock, &(it->second.addr)) < 0 )
342 error("sendMessage");
343 }
344
345 serverMsg.type = MSG_TYPE_LOGIN;
346 mapPlayers[unusedId] = *p;
347 }
348
349 delete(p);
350
351 break;
352 }
353 case MSG_TYPE_LOGOUT:
354 {
355 string name(clientMsg.buffer);
356 cout << "Player logging out: " << name << endl;
357
358 Player *p = findPlayerByName(mapPlayers, name);
359
360 if (p == NULL)
361 {
362 strcpy(serverMsg.buffer, "That player is not logged in. This is either a bug, or you're trying to hack the server.");
363 cout << "Player not logged in" << endl;
364 }
365 else if ( p->addr.sin_addr.s_addr != from.sin_addr.s_addr ||
366 p->addr.sin_port != from.sin_port )
367 {
368 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.");
369 cout << "Player logged in using a different connection" << endl;
370 }
371 else
372 {
373 if (p->id < unusedId)
374 unusedId = p->id;
375 mapPlayers.erase(p->id);
376 strcpy(serverMsg.buffer, "You have successfully logged out.");
377 cout << "Player logged out successfuly" << endl;
378 }
379
380 serverMsg.type = MSG_TYPE_LOGOUT;
381
382 break;
383 }
384 case MSG_TYPE_CHAT:
385 {
386 cout << "Got a chat message" << endl;
387
388 Player *p = findPlayerByAddr(mapPlayers, from);
389
390 if (p == NULL)
391 {
392 strcpy(serverMsg.buffer, "No player is logged in using this connection. This is either a bug, or you're trying to hack the server.");
393 }
394 else
395 {
396 broadcastResponse = true;
397
398 ostringstream oss;
399 oss << p->name << ": " << clientMsg.buffer;
400
401 strcpy(serverMsg.buffer, oss.str().c_str());
402 }
403
404 serverMsg.type = MSG_TYPE_CHAT;
405
406 break;
407 }
408 case MSG_TYPE_PLAYER_MOVE:
409 {
410 istringstream iss;
411 iss.str(clientMsg.buffer);
412
413 cout << "PLAYER_MOVE" << endl;
414
415 int id, x, y;
416
417 memcpy(&id, clientMsg.buffer, 4);
418 memcpy(&x, clientMsg.buffer+4, 4);
419 memcpy(&y, clientMsg.buffer+8, 4);
420
421 cout << "x: " << x << endl;
422 cout << "y: " << y << endl;
423 cout << "id: " << id << endl;
424
425 if ( mapPlayers[id].addr.sin_addr.s_addr == from.sin_addr.s_addr &&
426 mapPlayers[id].addr.sin_port == from.sin_port )
427 {
428 // we need to make sure the player can move here
429 if (0 <= x && x < 300 && 0 <= y && y < 300 &&
430 gameMap->getElement(x/25, y/25) == WorldMap::TERRAIN_GRASS)
431 {
432 cout << "valid terrain" << endl;
433
434 mapPlayers[id].target.x = x;
435 mapPlayers[id].target.y = y;
436
437 serverMsg.type = MSG_TYPE_PLAYER_MOVE;
438
439 memcpy(serverMsg.buffer, &id, 4);
440 memcpy(serverMsg.buffer+4, &mapPlayers[id].target.x, 4);
441 memcpy(serverMsg.buffer+8, &mapPlayers[id].target.y, 4);
442
443 broadcastResponse = true;
444 }
445 else
446 cout << "Bad terrain detected" << endl;
447 }
448 else // nned to send back a message indicating failure
449 cout << "Player id (" << id << ") doesn't match sender" << endl;
450
451 break;
452 }
453 default:
454 {
455 strcpy(serverMsg.buffer, "Server error occured. Report this please.");
456
457 serverMsg.type = MSG_TYPE_CHAT;
458
459 break;
460 }
461 }
462
463 cout << "Got to the end of the switch" << endl;
464
465 return broadcastResponse;
466}
467
468void updateUnusedId(unsigned int& id, map<unsigned int, Player>& mapPlayers)
469{
470 while (mapPlayers.find(id) != mapPlayers.end())
471 id++;
472}
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