source: network-game/server/server.cpp@ bcfd99a

Last change on this file since bcfd99a was bcfd99a, checked in by dportnoy <dmp1488@…>, 11 years ago

When a player leaves a game, any flag they were carrying is dropped

  • Property mode set to 100644
File size: 37.7 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#include <cmath>
10
11#include <vector>
12#include <map>
13
14#include <csignal>
15
16#include <sys/time.h>
17
18#include <sys/socket.h>
19#include <netdb.h>
20#include <netinet/in.h>
21#include <arpa/inet.h>
22
23#include <crypt.h>
24
25/*
26#include <openssl/bio.h>
27#include <openssl/ssl.h>
28#include <openssl/err.h>
29*/
30
31#include "../common/Compiler.h"
32#include "../common/Common.h"
33#include "../common/MessageProcessor.h"
34#include "../common/WorldMap.h"
35#include "../common/Player.h"
36#include "../common/Projectile.h"
37#include "../common/Game.h"
38#include "../common/GameSummary.h"
39
40#include "DataAccess.h"
41
42using namespace std;
43
44// from used to be const. Removed that so I could take a reference
45// and use it to send messages
46void processMessage(const NETWORK_MSG& clientMsg, struct sockaddr_in& from, MessageProcessor& msgProcessor, map<unsigned int, Player*>& mapPlayers, map<string, Game*>& mapGames, WorldMap* gameMap, unsigned int& unusedPlayerId);
47
48bool handleGameEvents(Game* game, map<unsigned int, Player*>& mapPlayers, MessageProcessor& msgPocessor);
49bool handlePlayerEvents(Player* p, Game* game, MessageProcessor& msgProcessor);
50
51void broadcastMessage(MessageProcessor &msgProcessor, NETWORK_MSG &serverMsg, map<unsigned int, Player*>& players);
52void updateUnusedPlayerId(unsigned int& id, map<unsigned int, Player*>& mapPlayers);
53Player *findPlayerByName(map<unsigned int, Player*> &m, string name);
54Player *findPlayerByAddr(map<unsigned int, Player*> &m, const sockaddr_in &addr);
55void damagePlayer(Player *p, int damage);
56
57void addObjectToMap(WorldMap::ObjectType objectType, int x, int y, WorldMap* gameMap, map<unsigned int, Player*>& mapPlayers, MessageProcessor &msgProcessor);
58
59void quit(int sig);
60
61bool done;
62
63int main(int argc, char *argv[])
64{
65 int sock, length;
66 struct sockaddr_in server;
67 struct sockaddr_in from; // info of client sending the message
68 NETWORK_MSG clientMsg, serverMsg;
69 MessageProcessor msgProcessor;
70 map<unsigned int, Player*> mapPlayers;
71 map<unsigned int, Projectile> mapProjectiles;
72 map<string, Game*> mapGames;
73 unsigned int unusedPlayerId = 1, unusedProjectileId = 1;
74 ofstream outputLog;
75
76 done = false;
77
78 signal(SIGINT, quit);
79
80 //SSL_load_error_strings();
81 //ERR_load_BIO_strings();
82 //OpenSSL_add_all_algorithms();
83
84 if (argc != 2)
85 {
86 cerr << "ERROR, expected server [domain] [port]" << endl;
87 exit(1);
88 }
89
90 outputLog.open("server.log", ios::app);
91 outputLog << "Started server on " << getCurrentDateTimeString() << endl;
92
93 WorldMap* gameMap = WorldMap::loadMapFromFile("../data/map.txt");
94
95 // add some items to the map. They will be sent out
96 // to players when they login
97 for (int y=0; y<gameMap->height; y++)
98 {
99 for (int x=0; x<gameMap->width; x++)
100 {
101 switch (gameMap->getStructure(x, y))
102 {
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)
115 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 msgProcessor = MessageProcessor(sock, &outputLog);
127
128 timespec ts;
129 int timeLastUpdated = 0, curTime = 0, timeLastBroadcast = 0;
130 while (!done)
131 {
132 usleep(5000);
133
134 clock_gettime(CLOCK_REALTIME, &ts);
135 // make the number smaller so millis can fit in an int
136 ts.tv_sec -= 1368000000;
137 curTime = ts.tv_sec*1000 + ts.tv_nsec/1000000;
138
139 if (timeLastUpdated == 0 || (curTime-timeLastUpdated) >= 50)
140 {
141 timeLastUpdated = curTime;
142
143 msgProcessor.cleanAckedMessages();
144 msgProcessor.resendUnackedMessages();
145
146 map<unsigned int, Player*>::iterator it;
147
148 cout << "Updating player targets and respawning dead players" << endl;
149
150 // set targets for all chasing players (or make them attack if they're close enough)
151 // this should be moved into the games loop
152 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
153 {
154 Player* p = it->second;
155
156 // check if it's time to revive dead players
157 if (p->isDead)
158 {
159 cout << "Player is dead" << endl;
160
161 if (getCurrentMillis() - p->timeDied >= 10000)
162 {
163 p->isDead = false;
164
165 POSITION spawnPos;
166
167 switch (p->team)
168 {
169 case 0:// blue team
170 spawnPos = p->currentGame->getMap()->getStructureLocation(WorldMap::STRUCTURE_BLUE_FLAG);
171 break;
172 case 1:// red team
173 spawnPos = p->currentGame->getMap()->getStructureLocation(WorldMap::STRUCTURE_RED_FLAG);
174 break;
175 default:
176 // should never go here
177 cout << "Error: Invalid team" << endl;
178 break;
179 }
180
181 // spawn the player to the right of their flag location
182 spawnPos.x = (spawnPos.x+1) * 25 + 12;
183 spawnPos.y = spawnPos.y * 25 + 12;
184
185 p->pos = spawnPos.toFloat();
186 p->target = spawnPos;
187 p->health = p->maxHealth;
188
189 serverMsg.type = MSG_TYPE_PLAYER;
190 p->serialize(serverMsg.buffer);
191
192 broadcastMessage(msgProcessor, serverMsg, p->currentGame->getPlayers());
193 }
194
195 continue;
196 }
197
198 if (p->currentGame != NULL) {
199 map<unsigned int, Player*> playersInGame = p->currentGame->getPlayers();
200 if (p->updateTarget(playersInGame))
201 {
202 serverMsg.type = MSG_TYPE_PLAYER;
203 p->serialize(serverMsg.buffer);
204 broadcastMessage(msgProcessor, serverMsg, playersInGame);
205 }
206 }
207 }
208
209 cout << "Processing players in a game" << endl;
210
211 // process players currently in a game
212 map<string, Game*>::iterator itGames;
213 Game* game = NULL;
214 WorldMap* gameMap = NULL;
215
216 for (itGames = mapGames.begin(); itGames != mapGames.end();) {
217 if (handleGameEvents(itGames->second, mapPlayers, msgProcessor)) {
218 delete itGames->second;
219 mapGames.erase(itGames++);
220 }else
221 itGames++;
222 }
223
224 cout << "Processing projectiles" << endl;
225
226 // move all projectiles
227 // see if this can be moved inside the game class
228 // this method can be moved when I add a MessageProcessor to the Game class
229 map<unsigned int, Projectile>::iterator itProj;
230 for (itGames = mapGames.begin(); itGames != mapGames.end(); itGames++) {
231 game = itGames->second;
232 for (itProj = game->getProjectiles().begin(); itProj != game->getProjectiles().end(); itProj++)
233 {
234 cout << "About to call projectile move" << endl;
235 if (itProj->second.move(game->getPlayers()))
236 {
237 // send a REMOVE_PROJECTILE message
238 cout << "send a REMOVE_PROJECTILE message" << endl;
239 serverMsg.type = MSG_TYPE_REMOVE_PROJECTILE;
240 memcpy(serverMsg.buffer, &itProj->second.id, 4);
241 game->removeProjectile(itProj->second.id);
242 broadcastMessage(msgProcessor, serverMsg, game->getPlayers());
243
244 Player* target = game->getPlayers()[itProj->second.target];
245 damagePlayer(target, itProj->second.damage);
246
247 if (target->isDead)
248 {
249 WorldMap::ObjectType flagType = WorldMap::OBJECT_NONE;
250 if (target->hasBlueFlag)
251 flagType = WorldMap::OBJECT_BLUE_FLAG;
252 else if (target->hasRedFlag)
253 flagType = WorldMap::OBJECT_RED_FLAG;
254
255 if (flagType != WorldMap::OBJECT_NONE)
256 addObjectToMap(flagType, target->pos.x, target->pos.y, game->getMap(), game->getPlayers(), msgProcessor);
257 }
258
259 // send a PLAYER message after dealing damage
260 serverMsg.type = MSG_TYPE_PLAYER;
261 target->serialize(serverMsg.buffer);
262 broadcastMessage(msgProcessor, serverMsg, game->getPlayers());
263 }
264 }
265 }
266 }
267
268 if (msgProcessor.receiveMessage(&clientMsg, &from) >= 0)
269 {
270 processMessage(clientMsg, from, msgProcessor, mapPlayers, mapGames, gameMap, unusedPlayerId);
271
272 cout << "Finished processing the message" << endl;
273 }
274 }
275
276 outputLog << "Stopped server on " << getCurrentDateTimeString() << endl;
277 outputLog.close();
278
279 // delete all games
280 map<string, Game*>::iterator itGames;
281 for (itGames = mapGames.begin(); itGames != mapGames.end(); itGames++)
282 {
283 delete itGames->second;
284 }
285
286 map<unsigned int, Player*>::iterator itPlayers;
287 for (itPlayers = mapPlayers.begin(); itPlayers != mapPlayers.end(); itPlayers++)
288 {
289 delete itPlayers->second;
290 }
291
292 return 0;
293}
294
295void processMessage(const NETWORK_MSG &clientMsg, struct sockaddr_in &from, MessageProcessor &msgProcessor, map<unsigned int, Player*>& mapPlayers, map<string, Game*>& mapGames, WorldMap* gameMap, unsigned int& unusedPlayerId)
296{
297 NETWORK_MSG serverMsg;
298 DataAccess da;
299
300 cout << "Inside processMessage" << endl;
301
302 cout << "Received message" << endl;
303 cout << "MSG: type: " << clientMsg.type << endl;
304 cout << "MSG contents: " << clientMsg.buffer << endl;
305
306 // Check that if an invalid message is sent, the client will correctly
307 // receive and display the response. Maybe make a special error msg type
308 switch(clientMsg.type)
309 {
310 case MSG_TYPE_REGISTER:
311 {
312 string username(clientMsg.buffer);
313 string password(strchr(clientMsg.buffer, '\0')+1);
314 Player::PlayerClass playerClass;
315
316 memcpy(&playerClass, clientMsg.buffer+username.length()+password.length()+2, 4);
317
318 cout << "username: " << username << endl;
319 cout << "password: " << password << endl;
320
321 bool validClass = false;
322
323 switch(playerClass) {
324 case Player::CLASS_WARRIOR:
325 case Player::CLASS_RANGER:
326 validClass = true;
327 break;
328 default:
329 validClass = false;
330 break;
331 }
332
333 serverMsg.type = MSG_TYPE_REGISTER;
334
335 if (validClass) {
336 int error = da.insertPlayer(username, password, playerClass);
337
338 if (error)
339 strcpy(serverMsg.buffer, "Registration failed. Please try again.");
340 else
341 strcpy(serverMsg.buffer, "Registration successful.");
342 }else
343 strcpy(serverMsg.buffer, "You didn't select a class");
344
345 msgProcessor.sendMessage(&serverMsg, &from);
346
347 break;
348 }
349 case MSG_TYPE_LOGIN:
350 {
351 cout << "Got login message" << endl;
352
353 string username(clientMsg.buffer);
354 string password(strchr(clientMsg.buffer, '\0')+1);
355
356 Player* p = da.getPlayer(username);
357
358 if (p == NULL || !da.verifyPassword(password, p->password))
359 {
360 strcpy(serverMsg.buffer, "Incorrect username or password");
361 if (p != NULL)
362 delete(p);
363 }
364 else if(findPlayerByName(mapPlayers, username) != NULL)
365 {
366 strcpy(serverMsg.buffer, "Player has already logged in.");
367 delete(p);
368 }
369 else
370 {
371 updateUnusedPlayerId(unusedPlayerId, mapPlayers);
372 p->id = unusedPlayerId;
373 cout << "new player id: " << p->id << endl;
374 p->setAddr(from);
375 p->currentGame = NULL;
376
377 // choose a random team (either 0 or 1)
378 p->team = rand() % 2;
379
380 serverMsg.type = MSG_TYPE_PLAYER;
381 // tell the new player about all the existing players
382 cout << "Sending other players to new player" << endl;
383
384 map<unsigned int, Player*>::iterator it;
385 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
386 {
387 it->second->serialize(serverMsg.buffer);
388
389 cout << "sending info about " << it->second->name << endl;
390 cout << "sending id " << it->second->id << endl;
391 msgProcessor.sendMessage(&serverMsg, &from);
392 }
393
394 // send info about existing games to new player
395 map<string, Game*>::iterator itGames;
396 Game* g;
397 int numPlayers;
398 serverMsg.type = MSG_TYPE_GAME_INFO;
399
400 for (itGames = mapGames.begin(); itGames != mapGames.end(); itGames++)
401 {
402 g = itGames->second;
403 numPlayers = g->getNumPlayers();
404 memcpy(serverMsg.buffer, &numPlayers, 4);
405 strcpy(serverMsg.buffer+4, g->getName().c_str());
406 msgProcessor.sendMessage(&serverMsg, &from);
407 }
408
409 serverMsg.type = MSG_TYPE_PLAYER;
410 p->serialize(serverMsg.buffer);
411 broadcastMessage(msgProcessor, serverMsg, mapPlayers);
412
413 mapPlayers[unusedPlayerId] = p;
414 }
415
416 serverMsg.type = MSG_TYPE_LOGIN;
417 msgProcessor.sendMessage(&serverMsg, &from);
418
419 break;
420 }
421 case MSG_TYPE_LOGOUT:
422 {
423 string name(clientMsg.buffer);
424 cout << "Player logging out: " << name << endl;
425
426 Player *p = findPlayerByName(mapPlayers, name);
427
428 if (p == NULL)
429 {
430 strcpy(serverMsg.buffer+4, "That player is not logged in. This is either a bug, or you're trying to hack the server.");
431 cout << "Player not logged in" << endl;
432 }
433 else if ( p->addr.sin_addr.s_addr != from.sin_addr.s_addr ||
434 p->addr.sin_port != from.sin_port )
435 {
436 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.");
437 cout << "Player logged in using a different connection" << endl;
438 }
439 else
440 {
441 // broadcast to all players before deleting p from the map
442 serverMsg.type = MSG_TYPE_LOGOUT;
443 memcpy(serverMsg.buffer, &p->id, 4);
444
445 broadcastMessage(msgProcessor, serverMsg, mapPlayers);
446
447 if (p->id < unusedPlayerId)
448 unusedPlayerId = p->id;
449
450 mapPlayers.erase(p->id);
451 delete p;
452
453 strcpy(serverMsg.buffer+4, "You have successfully logged out.");
454 }
455
456 serverMsg.type = MSG_TYPE_LOGOUT;
457 msgProcessor.sendMessage(&serverMsg, &from);
458
459 break;
460 }
461 case MSG_TYPE_CHAT:
462 {
463 cout << "Got a chat message" << endl;
464
465 serverMsg.type = MSG_TYPE_CHAT;
466
467 Player *p = findPlayerByAddr(mapPlayers, from);
468
469 if (p == NULL)
470 {
471 strcpy(serverMsg.buffer, "No player is logged in using this connection. This is either a bug, or you're trying to hack the server.");
472 msgProcessor.sendMessage(&serverMsg, &from);
473 }
474 else
475 {
476 ostringstream oss;
477 oss << p->name << ": " << clientMsg.buffer;
478
479 strcpy(serverMsg.buffer, oss.str().c_str());
480 broadcastMessage(msgProcessor, serverMsg, mapPlayers);
481 }
482
483 break;
484 }
485 case MSG_TYPE_PLAYER_MOVE:
486 {
487 cout << "PLAYER_MOVE" << endl;
488
489 int id, x, y;
490
491 memcpy(&id, clientMsg.buffer, 4);
492 memcpy(&x, clientMsg.buffer+4, 4);
493 memcpy(&y, clientMsg.buffer+8, 4);
494
495 cout << "x: " << x << endl;
496 cout << "y: " << y << endl;
497 cout << "id: " << id << endl;
498
499 Player* p = mapPlayers[id];
500 bool validMessage = false;
501
502 if ( p->addr.sin_addr.s_addr == from.sin_addr.s_addr &&
503 p->addr.sin_port == from.sin_port )
504 {
505 if (p->currentGame->startPlayerMovement(id, x, y)) {
506 serverMsg.type = MSG_TYPE_PLAYER_MOVE;
507
508 memcpy(serverMsg.buffer, &id, 4);
509 memcpy(serverMsg.buffer+4, &p->target.x, 4);
510 memcpy(serverMsg.buffer+8, &p->target.y, 4);
511
512 broadcastMessage(msgProcessor, serverMsg, mapPlayers);
513
514 validMessage = true;
515 }
516 else
517 cout << "Bad terrain detected" << endl;
518 }
519 else
520 cout << "Player id (" << id << ") doesn't match sender" << endl;
521
522 if (!validMessage)
523 msgProcessor.sendMessage(&serverMsg, &from);
524
525 break;
526 }
527 case MSG_TYPE_PICKUP_FLAG:
528 {
529 // may want to check the id matches the sender, just like for PLAYER_NOVE
530 cout << "PICKUP_FLAG" << endl;
531
532 int id;
533
534 memcpy(&id, clientMsg.buffer, 4);
535 cout << "id: " << id << endl;
536
537 Player* p = mapPlayers[id];
538 int objectId = p->currentGame->processFlagPickupRequest(p);
539
540 if (objectId >= 0) {
541 map<unsigned int, Player*> players = p->currentGame->getPlayers();
542
543 serverMsg.type = MSG_TYPE_REMOVE_OBJECT;
544 memcpy(serverMsg.buffer, &objectId, 4);
545 broadcastMessage(msgProcessor, serverMsg, players);
546
547 serverMsg.type = MSG_TYPE_PLAYER;
548 p->serialize(serverMsg.buffer);
549 broadcastMessage(msgProcessor, serverMsg, players);
550 }
551
552 break;
553 }
554 case MSG_TYPE_DROP_FLAG:
555 {
556 // may want to check the id matches the sender, just like for PLAYER_NOVE
557 cout << "DROP_FLAG" << endl;
558
559 int id;
560
561 memcpy(&id, clientMsg.buffer, 4);
562 cout << "id: " << id << endl;
563
564 Player* p = mapPlayers[id];
565
566 WorldMap::ObjectType flagType = WorldMap::OBJECT_NONE;
567 if (p->hasBlueFlag)
568 flagType = WorldMap::OBJECT_BLUE_FLAG;
569 else if (p->hasRedFlag)
570 flagType = WorldMap::OBJECT_RED_FLAG;
571
572 map<unsigned int, Player*> players = p->currentGame->getPlayers();
573
574 addObjectToMap(flagType, p->pos.x, p->pos.y, p->currentGame->getMap(), players, msgProcessor);
575
576 p->hasBlueFlag = false;
577 p->hasRedFlag = false;
578
579 serverMsg.type = MSG_TYPE_PLAYER;
580 p->serialize(serverMsg.buffer);
581 broadcastMessage(msgProcessor, serverMsg, players);
582
583 break;
584 }
585 case MSG_TYPE_ATTACK:
586 {
587 cout << "Received a START_ATTACK message" << endl;
588
589 int id, targetId;
590
591 memcpy(&id, clientMsg.buffer, 4);
592 memcpy(&targetId, clientMsg.buffer+4, 4);
593
594 // need to make sure the target is in the sender's game
595
596 Player* p = mapPlayers[id];
597 p->targetPlayer = targetId;
598 p->isChasing = true;
599
600 map<unsigned int, Player*> players = p->currentGame->getPlayers();
601
602 serverMsg.type = MSG_TYPE_ATTACK;
603 memcpy(serverMsg.buffer, &id, 4);
604 memcpy(serverMsg.buffer+4, &targetId, 4);
605 broadcastMessage(msgProcessor, serverMsg, players);
606
607 break;
608 }
609 case MSG_TYPE_CREATE_GAME:
610 {
611 cout << "Received a CREATE_GAME message" << endl;
612
613 string gameName(clientMsg.buffer);
614 cout << "Game name: " << gameName << endl;
615
616 // check if this game already exists
617 if (mapGames.find(gameName) != mapGames.end()) {
618 cout << "Error: Game already exists" << endl;
619 serverMsg.type = MSG_TYPE_JOIN_GAME_FAILURE;
620 }else {
621 Game* g = new Game(gameName, "../data/map.txt");
622 mapGames[gameName] = g;
623
624 // add flag objects to the map
625 WorldMap* m = g->getMap();
626 for (int y=0; y<m->height; y++) {
627 for (int x=0; x<m->width; x++) {
628 switch (m->getStructure(x, y)) {
629 case WorldMap::STRUCTURE_BLUE_FLAG:
630 m->addObject(WorldMap::OBJECT_BLUE_FLAG, x*25+12, y*25+12);
631 break;
632 case WorldMap::STRUCTURE_RED_FLAG:
633 m->addObject(WorldMap::OBJECT_RED_FLAG, x*25+12, y*25+12);
634 break;
635 }
636 }
637 }
638
639 serverMsg.type = MSG_TYPE_JOIN_GAME_SUCCESS;
640 strcpy(serverMsg.buffer, gameName.c_str());
641 }
642
643 msgProcessor.sendMessage(&serverMsg, &from);
644
645 break;
646 }
647 case MSG_TYPE_JOIN_GAME:
648 {
649 cout << "Received a JOIN_GAME message" << endl;
650
651 string gameName(clientMsg.buffer);
652 cout << "Game name: " << gameName << endl;
653
654 // check if this game already exists
655 if (mapGames.find(gameName) == mapGames.end()) {
656 cout << "Error: Game does not exist" << endl;
657 serverMsg.type = MSG_TYPE_JOIN_GAME_FAILURE;
658 }else {
659 Game* g = mapGames[gameName];
660 map<unsigned int, Player*>& players = g->getPlayers();
661 Player* p = findPlayerByAddr(mapPlayers, from);
662
663 if (players.find(p->id) != players.end()) {
664 cout << "Player " << p->name << " trying to join a game he's already in" << endl;
665 serverMsg.type = MSG_TYPE_JOIN_GAME_FAILURE;
666 }else {
667 serverMsg.type = MSG_TYPE_JOIN_GAME_SUCCESS;
668 strcpy(serverMsg.buffer, gameName.c_str());
669 }
670 }
671
672 msgProcessor.sendMessage(&serverMsg, &from);
673
674 break;
675 }
676 case MSG_TYPE_LEAVE_GAME:
677 {
678 cout << "Received a LEAVE_GAME message" << endl;
679
680 Player* p = findPlayerByAddr(mapPlayers, from);
681 Game* g = p->currentGame;
682
683 if (g == NULL) {
684 cout << "Player " << p->name << " is trying to leave a game, but is not currently in a game." << endl;
685
686 /// should send a response back, maybe a new message type is needed
687 // not sure what to do here
688 }else {
689 cout << "Game name: " << g->getName() << endl;
690
691 if (!p->isDead) {
692 WorldMap::ObjectType flagType = WorldMap::OBJECT_NONE;
693 if (p->hasBlueFlag)
694 flagType = WorldMap::OBJECT_BLUE_FLAG;
695 else if (p->hasRedFlag)
696 flagType = WorldMap::OBJECT_RED_FLAG;
697
698 if (flagType != WorldMap::OBJECT_NONE) {
699 addObjectToMap(flagType, p->pos.x, p->pos.y, g->getMap(), g->getPlayers(), msgProcessor);
700 }
701 }
702
703 p->currentGame = NULL;
704 g->removePlayer(p->id);
705
706 serverMsg.type = MSG_TYPE_LEAVE_GAME;
707 memcpy(serverMsg.buffer, &p->id, 4);
708 strcpy(serverMsg.buffer+4, g->getName().c_str());
709 broadcastMessage(msgProcessor, serverMsg, g->getPlayers());
710
711 int numPlayers = g->getNumPlayers();
712
713 serverMsg.type = MSG_TYPE_GAME_INFO;
714 memcpy(serverMsg.buffer, &numPlayers, 4);
715 strcpy(serverMsg.buffer+4, g->getName().c_str());
716 broadcastMessage(msgProcessor, serverMsg, mapPlayers);
717
718 // if there are no more players in the game, remove it
719 if (numPlayers == 0) {
720 mapGames.erase(g->getName());
721 delete g;
722 }
723 }
724
725 break;
726 }
727 case MSG_TYPE_JOIN_GAME_ACK:
728 {
729 cout << "Received a JOIN_GAME_ACK message" << endl;
730
731 string gameName(clientMsg.buffer);
732 cout << "Game name: " << gameName << endl;
733
734 // check if this game already exists
735 if (mapGames.find(gameName) == mapGames.end()) {
736 serverMsg.type = MSG_TYPE_JOIN_GAME_FAILURE;
737
738 msgProcessor.sendMessage(&serverMsg, &from);
739 }
740
741 Game* g = mapGames[gameName];
742
743 Player* p = findPlayerByAddr(mapPlayers, from);
744 p->team = rand() % 2; // choose a random team (either 0 or 1)
745 p->currentGame = g;
746
747 // tell the new player about all map objects
748 // (currently just the flags)
749
750 serverMsg.type = MSG_TYPE_OBJECT;
751 vector<WorldMap::Object>* vctObjects = g->getMap()->getObjects();
752 vector<WorldMap::Object>::iterator itObjects;
753 cout << "sending items" << endl;
754 for (itObjects = vctObjects->begin(); itObjects != vctObjects->end(); itObjects++) {
755 itObjects->serialize(serverMsg.buffer);
756 cout << "sending item id " << itObjects->id << endl;
757 msgProcessor.sendMessage(&serverMsg, &from);
758 }
759
760
761 // send the current score
762 serverMsg.type = MSG_TYPE_SCORE;
763
764 int blueScore = g->getBlueScore();
765 int redScore = g->getRedScore();
766 memcpy(serverMsg.buffer, &blueScore, 4);
767 memcpy(serverMsg.buffer+4, &redScore, 4);
768
769 msgProcessor.sendMessage(&serverMsg, &from);
770
771 // send info to other players
772 serverMsg.type = MSG_TYPE_PLAYER_JOIN_GAME;
773 p->serialize(serverMsg.buffer);
774 cout << "Should be broadcasting the message" << endl;
775 broadcastMessage(msgProcessor, serverMsg, g->getPlayers());
776
777 g->addPlayer(p);
778
779
780 // tell the new player about all the players in the game (including himself)
781 cout << "Sending other players to new player" << endl;
782 serverMsg.type = MSG_TYPE_PLAYER_JOIN_GAME;
783
784
785 map<unsigned int, Player*>& allPlayers = g->getPlayers();
786 map<unsigned int, Player*>::iterator it;
787 for (it = allPlayers.begin(); it != allPlayers.end(); it++)
788 {
789 it->second->serialize(serverMsg.buffer);
790
791 cout << "sending info about " << it->second->name << endl;
792 cout << "sending id " << it->second->id << endl;
793 msgProcessor.sendMessage(&serverMsg, &from);
794 }
795
796 int numPlayers = g->getNumPlayers();
797
798 serverMsg.type = MSG_TYPE_GAME_INFO;
799 memcpy(serverMsg.buffer, &numPlayers, 4);
800 strcpy(serverMsg.buffer+4, gameName.c_str());
801 broadcastMessage(msgProcessor, serverMsg, mapPlayers);
802
803 break;
804 }
805 default:
806 {
807 // probably want to log the error rather than sending a chat message,
808 // especially since chat isn't currently visible on all screens
809
810 serverMsg.type = MSG_TYPE_CHAT;
811 strcpy(serverMsg.buffer, "Server error occured. Report this please.");
812
813 break;
814 }
815 }
816}
817
818bool handleGameEvents(Game* game, map<unsigned int, Player*>& mapPlayers, MessageProcessor& msgProcessor) {
819 NETWORK_MSG serverMsg;
820 map<unsigned int, Player*>::iterator it;
821 bool gameFinished = false;
822
823 for (it = game->getPlayers().begin(); it != game->getPlayers().end(); it++)
824 {
825 gameFinished = gameFinished ||
826 handlePlayerEvents(it->second, game, msgProcessor);
827 }
828
829 // set each player's current game to null
830 if (gameFinished) {
831 // send a GAME_INFO message with 0 players to force clients to delete the game
832 int numPlayers = 0;
833 serverMsg.type = MSG_TYPE_GAME_INFO;
834 memcpy(serverMsg.buffer, &numPlayers, 4);
835 strcpy(serverMsg.buffer+4, game->getName().c_str());
836 broadcastMessage(msgProcessor, serverMsg, mapPlayers);
837
838 for (it = game->getPlayers().begin(); it != game->getPlayers().end(); it++)
839 {
840 it->second->currentGame = NULL;
841 }
842 }
843
844 return gameFinished;
845}
846
847bool handlePlayerEvents(Player* p, Game* game, MessageProcessor& msgProcessor) {
848 NETWORK_MSG serverMsg;
849 WorldMap* gameMap = game->getMap();
850 map<unsigned int, Player*>& playersInGame = game->getPlayers();
851 bool gameFinished = false;
852 FLOAT_POSITION oldPos;
853
854 cout << "moving player" << endl;
855 bool broadcastMove = false;
856
857 // move player and perform associated tasks
858 oldPos = p->pos;
859 if (p->move(gameMap)) {
860
861 cout << "player moved" << endl;
862 if (game->processPlayerMovement(p, oldPos))
863 broadcastMove = true;
864 cout << "player move processed" << endl;
865
866 WorldMap::ObjectType flagType;
867 POSITION pos;
868 bool flagTurnedIn = false;
869 bool flagReturned = false;
870 bool ownFlagAtBase = false;
871
872 // need to figure out how to move this to a different file
873 // while still sending back flag type and position
874 switch(gameMap->getStructure(p->pos.x/25, p->pos.y/25))
875 {
876 case WorldMap::STRUCTURE_BLUE_FLAG:
877 {
878 if (p->team == 0 && p->hasRedFlag)
879 {
880 // check that your flag is at your base
881 pos = gameMap->getStructureLocation(WorldMap::STRUCTURE_BLUE_FLAG);
882
883 vector<WorldMap::Object>* vctObjects = gameMap->getObjects();
884 vector<WorldMap::Object>::iterator itObjects;
885
886 for (itObjects = vctObjects->begin(); itObjects != vctObjects->end(); itObjects++)
887 {
888 if (itObjects->type == WorldMap::OBJECT_BLUE_FLAG)
889 {
890 if (itObjects->pos.x == pos.x*25+12 && itObjects->pos.y == pos.y*25+12)
891 {
892 ownFlagAtBase = true;
893 break;
894 }
895 }
896 }
897
898 if (ownFlagAtBase)
899 {
900 p->hasRedFlag = false;
901 flagType = WorldMap::OBJECT_RED_FLAG;
902 pos = gameMap->getStructureLocation(WorldMap::STRUCTURE_RED_FLAG);
903 flagTurnedIn = true;
904 game->setBlueScore(game->getBlueScore()+1);
905 }
906 }
907
908 break;
909 }
910 case WorldMap::STRUCTURE_RED_FLAG:
911 {
912 if (p->team == 1 && p->hasBlueFlag)
913 {
914 // check that your flag is at your base
915 pos = gameMap->getStructureLocation(WorldMap::STRUCTURE_RED_FLAG);
916
917 vector<WorldMap::Object>* vctObjects = gameMap->getObjects();
918 vector<WorldMap::Object>::iterator itObjects;
919
920 for (itObjects = vctObjects->begin(); itObjects != vctObjects->end(); itObjects++)
921 {
922 if (itObjects->type == WorldMap::OBJECT_RED_FLAG)
923 {
924 if (itObjects->pos.x == pos.x*25+12 && itObjects->pos.y == pos.y*25+12)
925 {
926 ownFlagAtBase = true;
927 break;
928 }
929 }
930 }
931
932 if (ownFlagAtBase)
933 {
934 p->hasBlueFlag = false;
935 flagType = WorldMap::OBJECT_BLUE_FLAG;
936 pos = gameMap->getStructureLocation(WorldMap::STRUCTURE_BLUE_FLAG);
937 flagTurnedIn = true;
938 game->setRedScore(game->getRedScore()+1);
939 }
940 }
941
942 break;
943 }
944 }
945
946 if (flagTurnedIn)
947 {
948 unsigned int blueScore = game->getBlueScore();
949 unsigned int redScore = game->getRedScore();
950
951 // send an OBJECT message to add the flag back to its spawn point
952 pos.x = pos.x*25+12;
953 pos.y = pos.y*25+12;
954 gameMap->addObject(flagType, pos.x, pos.y);
955
956 serverMsg.type = MSG_TYPE_OBJECT;
957 gameMap->getObjects()->back().serialize(serverMsg.buffer);
958 broadcastMessage(msgProcessor, serverMsg, playersInGame);
959
960 serverMsg.type = MSG_TYPE_SCORE;
961 memcpy(serverMsg.buffer, &blueScore, 4);
962 memcpy(serverMsg.buffer+4, &redScore, 4);
963 broadcastMessage(msgProcessor, serverMsg, playersInGame);
964
965 // check to see if the game should end
966 // move to its own method
967 if (game->getBlueScore() == 3 || game->getRedScore() == 3) {
968 gameFinished = true;
969
970 unsigned int winningTeam;
971 if (game->getBlueScore() == 3)
972 winningTeam = 0;
973 else if (game->getRedScore() == 3)
974 winningTeam = 1;
975
976 serverMsg.type = MSG_TYPE_FINISH_GAME;
977
978 // I should create an instance of the GameSummary object here and just serialize it into this message
979 memcpy(serverMsg.buffer, &winningTeam, 4);
980 memcpy(serverMsg.buffer+4, &blueScore, 4);
981 memcpy(serverMsg.buffer+8, &redScore, 4);
982 strcpy(serverMsg.buffer+12, game->getName().c_str());
983 broadcastMessage(msgProcessor, serverMsg, playersInGame);
984 }
985
986 // this means a PLAYER message will be sent
987 broadcastMove = true;
988 }
989
990 // go through all objects and check if the player is close to one and if its their flag
991 vector<WorldMap::Object>* vctObjects = gameMap->getObjects();
992 vector<WorldMap::Object>::iterator itObjects;
993 POSITION structPos;
994
995 for (itObjects = vctObjects->begin(); itObjects != vctObjects->end(); itObjects++)
996 {
997 POSITION pos = itObjects->pos;
998
999 if (posDistance(p->pos, pos.toFloat()) < 10)
1000 {
1001 if (p->team == 0 &&
1002 itObjects->type == WorldMap::OBJECT_BLUE_FLAG)
1003 {
1004 structPos = gameMap->getStructureLocation(WorldMap::STRUCTURE_BLUE_FLAG);
1005 flagReturned = true;
1006 break;
1007 }
1008 else if (p->team == 1 &&
1009 itObjects->type == WorldMap::OBJECT_RED_FLAG)
1010 {
1011 structPos = gameMap->getStructureLocation(WorldMap::STRUCTURE_RED_FLAG);
1012 flagReturned = true;
1013 break;
1014 }
1015 }
1016 }
1017
1018 if (flagReturned)
1019 {
1020 itObjects->pos.x = structPos.x*25+12;
1021 itObjects->pos.y = structPos.y*25+12;
1022
1023 serverMsg.type = MSG_TYPE_OBJECT;
1024 itObjects->serialize(serverMsg.buffer);
1025 broadcastMessage(msgProcessor, serverMsg, playersInGame);
1026 }
1027
1028 if (broadcastMove)
1029 {
1030 serverMsg.type = MSG_TYPE_PLAYER;
1031 p->serialize(serverMsg.buffer);
1032 broadcastMessage(msgProcessor, serverMsg, playersInGame);
1033 }
1034 }
1035
1036 cout << "processing player attack" << endl;
1037
1038 // check if the player's attack animation is complete
1039 if (p->isAttacking && p->timeAttackStarted+p->attackCooldown <= getCurrentMillis())
1040 {
1041 p->isAttacking = false;
1042 cout << "Attack animation is complete" << endl;
1043
1044 //send everyone an ATTACK message
1045 cout << "about to broadcast attack" << endl;
1046
1047 if (p->attackType == Player::ATTACK_MELEE)
1048 {
1049 cout << "Melee attack" << endl;
1050
1051 Player* target = playersInGame[p->targetPlayer];
1052 damagePlayer(target, p->damage);
1053
1054 if (target->isDead)
1055 {
1056 WorldMap::ObjectType flagType = WorldMap::OBJECT_NONE;
1057 if (target->hasBlueFlag)
1058 flagType = WorldMap::OBJECT_BLUE_FLAG;
1059 else if (target->hasRedFlag)
1060 flagType = WorldMap::OBJECT_RED_FLAG;
1061
1062 if (flagType != WorldMap::OBJECT_NONE) {
1063 addObjectToMap(flagType, target->pos.x, target->pos.y, gameMap, playersInGame, msgProcessor);
1064 }
1065 }
1066
1067 serverMsg.type = MSG_TYPE_PLAYER;
1068 target->serialize(serverMsg.buffer);
1069 }
1070 else if (p->attackType == Player::ATTACK_RANGED)
1071 {
1072 cout << "Ranged attack" << endl;
1073
1074 Projectile proj(p->pos.x, p->pos.y, p->targetPlayer, p->damage);
1075 game->assignProjectileId(&proj);
1076 game->addProjectile(proj);
1077
1078 int x = p->pos.x;
1079 int y = p->pos.y;
1080
1081 serverMsg.type = MSG_TYPE_PROJECTILE;
1082 memcpy(serverMsg.buffer, &proj.id, 4);
1083 memcpy(serverMsg.buffer+4, &x, 4);
1084 memcpy(serverMsg.buffer+8, &y, 4);
1085 memcpy(serverMsg.buffer+12, &p->targetPlayer, 4);
1086 }
1087 else
1088 cout << "Invalid attack type: " << p->attackType << endl;
1089
1090 broadcastMessage(msgProcessor, serverMsg, playersInGame);
1091 }
1092
1093 return gameFinished;
1094}
1095
1096void broadcastMessage(MessageProcessor &msgProcessor, NETWORK_MSG &serverMsg, map<unsigned int, Player*>& players) {
1097 map<unsigned int, Player*>::iterator it;
1098 for (it = players.begin(); it != players.end(); it++) {
1099 msgProcessor.sendMessage(&serverMsg, &(it->second->addr));
1100 }
1101}
1102
1103void updateUnusedPlayerId(unsigned int& id, map<unsigned int, Player*>& mapPlayers)
1104{
1105 while (mapPlayers.find(id) != mapPlayers.end())
1106 id++;
1107}
1108
1109Player *findPlayerByName(map<unsigned int, Player*> &m, string name)
1110{
1111 map<unsigned int, Player*>::iterator it;
1112
1113 for (it = m.begin(); it != m.end(); it++)
1114 {
1115 if ( it->second->name.compare(name) == 0 )
1116 return it->second;
1117 }
1118
1119 return NULL;
1120}
1121
1122Player *findPlayerByAddr(map<unsigned int, Player*> &m, const sockaddr_in &addr)
1123{
1124 map<unsigned int, Player*>::iterator it;
1125
1126 for (it = m.begin(); it != m.end(); it++)
1127 {
1128 if ( it->second->addr.sin_addr.s_addr == addr.sin_addr.s_addr &&
1129 it->second->addr.sin_port == addr.sin_port )
1130 return it->second;
1131 }
1132
1133 return NULL;
1134}
1135
1136void damagePlayer(Player *p, int damage) {
1137 p->health -= damage;
1138 if (p->health < 0)
1139 p->health = 0;
1140 if (p->health == 0) {
1141 cout << "Player died" << endl;
1142 p->isDead = true;
1143 p->timeDied = getCurrentMillis();
1144 }
1145}
1146
1147void addObjectToMap(WorldMap::ObjectType objectType, int x, int y, WorldMap* gameMap, map<unsigned int, Player*>& mapPlayers, MessageProcessor &msgProcessor) {
1148 NETWORK_MSG serverMsg;
1149
1150 gameMap->addObject(objectType, x, y);
1151
1152 serverMsg.type = MSG_TYPE_OBJECT;
1153 gameMap->getObjects()->back().serialize(serverMsg.buffer);
1154
1155 broadcastMessage(msgProcessor, serverMsg, mapPlayers);
1156}
1157
1158void quit(int sig) {
1159 done = true;
1160}
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