source: network-game/server/server.cpp@ c4c2a3c

Last change on this file since c4c2a3c was c4c2a3c, checked in by dportnoy <dmp1488@…>, 11 years ago

The player must select a class when registering

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File size: 34.5 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/MessageProcessor.h"
31#include "../common/WorldMap.h"
32#include "../common/Player.h"
33#include "../common/Projectile.h"
34
35#include "DataAccess.h"
36
37using namespace std;
38
39// from used to be const. Removed that so I could take a reference
40// and use it to send messages
41bool processMessage(const NETWORK_MSG &clientMsg, struct sockaddr_in &from, MessageProcessor &msgProcessor, map<unsigned int, Player>& mapPlayers, WorldMap* gameMap, unsigned int& unusedPlayerId, NETWORK_MSG &serverMsg, int sock, int &scoreBlue, int &scoreRed);
42
43void updateUnusedPlayerId(unsigned int& id, map<unsigned int, Player>& mapPlayers);
44void updateUnusedProjectileId(unsigned int& id, map<unsigned int, Projectile>& mapProjectiles);
45void damagePlayer(Player *p, int damage);
46
47void addObjectToMap(WorldMap::ObjectType objectType, int x, int y, WorldMap* gameMap, map<unsigned int, Player>& mapPlayers, MessageProcessor &msgProcessor, int sock);
48
49// this should probably go somewhere in the common folder
50void error(const char *msg)
51{
52 perror(msg);
53 exit(0);
54}
55
56Player *findPlayerByName(map<unsigned int, Player> &m, string name)
57{
58 map<unsigned int, Player>::iterator it;
59
60 for (it = m.begin(); it != m.end(); it++)
61 {
62 if ( it->second.name.compare(name) == 0 )
63 return &(it->second);
64 }
65
66 return NULL;
67}
68
69Player *findPlayerByAddr(map<unsigned int, Player> &m, const sockaddr_in &addr)
70{
71 map<unsigned int, Player>::iterator it;
72
73 for (it = m.begin(); it != m.end(); it++)
74 {
75 if ( it->second.addr.sin_addr.s_addr == addr.sin_addr.s_addr &&
76 it->second.addr.sin_port == addr.sin_port )
77 return &(it->second);
78 }
79
80 return NULL;
81}
82
83int main(int argc, char *argv[])
84{
85 int sock, length, n;
86 struct sockaddr_in server;
87 struct sockaddr_in from; // info of client sending the message
88 NETWORK_MSG clientMsg, serverMsg;
89 MessageProcessor msgProcessor;
90 map<unsigned int, Player> mapPlayers;
91 map<unsigned int, Projectile> mapProjectiles;
92 unsigned int unusedPlayerId = 1, unusedProjectileId = 1;
93 int scoreBlue, scoreRed;
94
95 scoreBlue = 0;
96 scoreRed = 0;
97
98 //SSL_load_error_strings();
99 //ERR_load_BIO_strings();
100 //OpenSSL_add_all_algorithms();
101
102 if (argc < 2) {
103 cerr << "ERROR, no port provided" << endl;
104 exit(1);
105 }
106
107 WorldMap* gameMap = WorldMap::loadMapFromFile("../data/map.txt");
108
109 // add some items to the map. They will be sent out
110 // to players when they login
111 for (int y=0; y<gameMap->height; y++) {
112 for (int x=0; x<gameMap->width; x++) {
113 switch (gameMap->getStructure(x, y)) {
114 case WorldMap::STRUCTURE_BLUE_FLAG:
115 gameMap->addObject(WorldMap::OBJECT_BLUE_FLAG, x*25+12, y*25+12);
116 break;
117 case WorldMap::STRUCTURE_RED_FLAG:
118 gameMap->addObject(WorldMap::OBJECT_RED_FLAG, x*25+12, y*25+12);
119 break;
120 }
121 }
122 }
123
124 sock = socket(AF_INET, SOCK_DGRAM, 0);
125 if (sock < 0)
126 error("Opening socket");
127 length = sizeof(server);
128 bzero(&server,length);
129 server.sin_family=AF_INET;
130 server.sin_port=htons(atoi(argv[1]));
131 server.sin_addr.s_addr=INADDR_ANY;
132 if ( bind(sock, (struct sockaddr *)&server, length) < 0 )
133 error("binding");
134
135 set_nonblock(sock);
136
137 bool broadcastResponse;
138 timespec ts;
139 int timeLastUpdated = 0, curTime = 0, timeLastBroadcast = 0;
140 while (true) {
141
142 usleep(5000);
143
144 clock_gettime(CLOCK_REALTIME, &ts);
145 // make the number smaller so millis can fit in an int
146 ts.tv_sec -= 1368000000;
147 curTime = ts.tv_sec*1000 + ts.tv_nsec/1000000;
148
149 if (timeLastUpdated == 0 || (curTime-timeLastUpdated) >= 50) {
150 timeLastUpdated = curTime;
151
152 msgProcessor.cleanAckedMessages();
153 msgProcessor.resendUnackedMessages(sock);
154
155 map<unsigned int, Player>::iterator it;
156
157 // set targets for all chasing players (or make them attack if they're close enough)
158 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++) {
159 // check if it's time to revive dead players
160 if (it->second.isDead) {
161 if (getCurrentMillis() - it->second.timeDied >= 10000) {
162 it->second.isDead = false;
163
164 POSITION spawnPos;
165
166 switch (it->second.team) {
167 case 0:// blue team
168 spawnPos = gameMap->getStructureLocation(WorldMap::STRUCTURE_BLUE_FLAG);
169 break;
170 case 1:// red team
171 spawnPos = gameMap->getStructureLocation(WorldMap::STRUCTURE_RED_FLAG);
172 break;
173 default:
174 // should never go here
175 cout << "Error: Invalid team" << endl;
176 break;
177 }
178
179 // spawn the player to the right of their flag location
180 spawnPos.x = (spawnPos.x+1) * 25 + 12;
181 spawnPos.y = spawnPos.y * 25 + 12;
182
183 it->second.pos = spawnPos.toFloat();
184 it->second.target = spawnPos;
185 it->second.health = it->second.maxHealth;
186
187 serverMsg.type = MSG_TYPE_PLAYER;
188 it->second.serialize(serverMsg.buffer);
189
190 map<unsigned int, Player>::iterator it2;
191 for (it2 = mapPlayers.begin(); it2 != mapPlayers.end(); it2++)
192 {
193 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it2->second.addr)) < 0 )
194 error("sendMessage");
195 }
196 }
197
198 continue;
199 }
200
201 if (it->second.updateTarget(mapPlayers)) {
202 serverMsg.type = MSG_TYPE_PLAYER;
203 it->second.serialize(serverMsg.buffer);
204
205 map<unsigned int, Player>::iterator it2;
206 for (it2 = mapPlayers.begin(); it2 != mapPlayers.end(); it2++)
207 {
208 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it2->second.addr)) < 0 )
209 error("sendMessage");
210 }
211 }
212 }
213
214 // move all players
215 // maybe put this in a separate method
216 FLOAT_POSITION oldPos;
217 bool broadcastMove = false;
218 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++) {
219 oldPos = it->second.pos;
220 if (it->second.move(gameMap)) {
221
222 // check if the move needs to be canceled
223 switch(gameMap->getElement(it->second.pos.x/25, it->second.pos.y/25)) {
224 case WorldMap::TERRAIN_NONE:
225 case WorldMap::TERRAIN_OCEAN:
226 case WorldMap::TERRAIN_ROCK:
227 {
228 it->second.pos = oldPos;
229 it->second.target.x = it->second.pos.x;
230 it->second.target.y = it->second.pos.y;
231 it->second.isChasing = false;
232 broadcastMove = true;
233 break;
234 }
235 default:
236 // if there are no obstacles, do nothing
237 break;
238 }
239
240 WorldMap::ObjectType flagType;
241 POSITION pos;
242 bool flagTurnedIn = false;
243 bool flagReturned = false;
244 bool ownFlagAtBase = false;
245
246 switch(gameMap->getStructure(it->second.pos.x/25, it->second.pos.y/25)) {
247 case WorldMap::STRUCTURE_BLUE_FLAG:
248 {
249 if (it->second.team == 0 && it->second.hasRedFlag)
250 {
251 // check that your flag is at your base
252 pos = gameMap->getStructureLocation(WorldMap::STRUCTURE_BLUE_FLAG);
253
254 vector<WorldMap::Object>* vctObjects = gameMap->getObjects();
255 vector<WorldMap::Object>::iterator itObjects;
256
257 for (itObjects = vctObjects->begin(); itObjects != vctObjects->end(); itObjects++) {
258 if (itObjects->type == WorldMap::OBJECT_BLUE_FLAG) {
259 if (itObjects->pos.x == pos.x*25+12 && itObjects->pos.y == pos.y*25+12) {
260 ownFlagAtBase = true;
261 break;
262 }
263 }
264 }
265
266 if (ownFlagAtBase) {
267 it->second.hasRedFlag = false;
268 flagType = WorldMap::OBJECT_RED_FLAG;
269 pos = gameMap->getStructureLocation(WorldMap::STRUCTURE_RED_FLAG);
270 flagTurnedIn = true;
271 scoreBlue++;
272 }
273 }
274
275 break;
276 }
277 case WorldMap::STRUCTURE_RED_FLAG:
278 {
279 if (it->second.team == 1 && it->second.hasBlueFlag)
280 {
281 // check that your flag is at your base
282 pos = gameMap->getStructureLocation(WorldMap::STRUCTURE_RED_FLAG);
283
284 vector<WorldMap::Object>* vctObjects = gameMap->getObjects();
285 vector<WorldMap::Object>::iterator itObjects;
286
287 for (itObjects = vctObjects->begin(); itObjects != vctObjects->end(); itObjects++) {
288 if (itObjects->type == WorldMap::OBJECT_RED_FLAG) {
289 if (itObjects->pos.x == pos.x*25+12 && itObjects->pos.y == pos.y*25+12) {
290 ownFlagAtBase = true;
291 break;
292 }
293 }
294 }
295
296 if (ownFlagAtBase) {
297 it->second.hasBlueFlag = false;
298 flagType = WorldMap::OBJECT_BLUE_FLAG;
299 pos = gameMap->getStructureLocation(WorldMap::STRUCTURE_BLUE_FLAG);
300 flagTurnedIn = true;
301 scoreRed++;
302 }
303 }
304
305 break;
306 }
307 }
308
309 if (flagTurnedIn) {
310 // send an OBJECT message to add the flag back to its spawn point
311 pos.x = pos.x*25+12;
312 pos.y = pos.y*25+12;
313 gameMap->addObject(flagType, pos.x, pos.y);
314
315 serverMsg.type = MSG_TYPE_OBJECT;
316 gameMap->getObjects()->back().serialize(serverMsg.buffer);
317
318 map<unsigned int, Player>::iterator it2;
319 for (it2 = mapPlayers.begin(); it2 != mapPlayers.end(); it2++)
320 {
321 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it2->second.addr)) < 0 )
322 error("sendMessage");
323 }
324
325 serverMsg.type = MSG_TYPE_SCORE;
326 memcpy(serverMsg.buffer, &scoreBlue, 4);
327 memcpy(serverMsg.buffer+4, &scoreRed, 4);
328
329 for (it2 = mapPlayers.begin(); it2 != mapPlayers.end(); it2++)
330 {
331 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it2->second.addr)) < 0 )
332 error("sendMessage");
333 }
334
335 // this means a PLAYER message will be sent
336 broadcastMove = true;
337 }
338
339 // go through all objects and check if the player is close to one and if its their flag
340 vector<WorldMap::Object>* vctObjects = gameMap->getObjects();
341 vector<WorldMap::Object>::iterator itObjects;
342 POSITION structPos;
343
344 for (itObjects = vctObjects->begin(); itObjects != vctObjects->end(); itObjects++) {
345 POSITION pos = itObjects->pos;
346
347 if (posDistance(it->second.pos, pos.toFloat()) < 10) {
348 if (it->second.team == 0 &&
349 itObjects->type == WorldMap::OBJECT_BLUE_FLAG) {
350 structPos = gameMap->getStructureLocation(WorldMap::STRUCTURE_BLUE_FLAG);
351 flagReturned = true;
352 break;
353 } else if (it->second.team == 1 &&
354 itObjects->type == WorldMap::OBJECT_RED_FLAG) {
355 structPos = gameMap->getStructureLocation(WorldMap::STRUCTURE_RED_FLAG);
356 flagReturned = true;
357 break;
358 }
359 }
360 }
361
362 if (flagReturned) {
363 itObjects->pos.x = structPos.x*25+12;
364 itObjects->pos.y = structPos.y*25+12;
365
366 serverMsg.type = MSG_TYPE_OBJECT;
367 itObjects->serialize(serverMsg.buffer);
368
369 map<unsigned int, Player>::iterator it2;
370 for (it2 = mapPlayers.begin(); it2 != mapPlayers.end(); it2++)
371 {
372 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it2->second.addr)) < 0 )
373 error("sendMessage");
374 }
375 }
376
377 if (broadcastMove) {
378 serverMsg.type = MSG_TYPE_PLAYER;
379 it->second.serialize(serverMsg.buffer);
380
381 cout << "about to broadcast move" << endl;
382 map<unsigned int, Player>::iterator it2;
383 for (it2 = mapPlayers.begin(); it2 != mapPlayers.end(); it2++)
384 {
385 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it2->second.addr)) < 0 )
386 error("sendMessage");
387 }
388 }
389 }
390
391 // check if the player's attack animation is complete
392 if (it->second.isAttacking && it->second.timeAttackStarted+it->second.attackCooldown <= getCurrentMillis()) {
393 it->second.isAttacking = false;
394 cout << "Attack animation is complete" << endl;
395
396 //send everyone an ATTACK message
397 cout << "about to broadcast attack" << endl;
398
399 serverMsg.type = MSG_TYPE_ATTACK;
400 memcpy(serverMsg.buffer, &it->second.id, 4);
401 memcpy(serverMsg.buffer+4, &it->second.targetPlayer, 4);
402
403 map<unsigned int, Player>::iterator it2;
404 for (it2 = mapPlayers.begin(); it2 != mapPlayers.end(); it2++)
405 {
406 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it2->second.addr)) < 0 )
407 error("sendMessage");
408 }
409
410 if (it->second.attackType == Player::ATTACK_MELEE) {
411 cout << "Melee attack" << endl;
412
413 Player* target = &mapPlayers[it->second.targetPlayer];
414 damagePlayer(target, it->second.damage);
415
416 if (target->isDead) {
417 WorldMap::ObjectType flagType = WorldMap::OBJECT_NONE;
418 if (target->hasBlueFlag)
419 flagType = WorldMap::OBJECT_BLUE_FLAG;
420 else if (target->hasRedFlag)
421 flagType = WorldMap::OBJECT_RED_FLAG;
422
423 if (flagType != WorldMap::OBJECT_NONE) {
424 addObjectToMap(flagType, target->pos.x, target->pos.y, gameMap, mapPlayers, msgProcessor, sock);
425 }
426 }
427
428 serverMsg.type = MSG_TYPE_PLAYER;
429 target->serialize(serverMsg.buffer);
430 }else if (it->second.attackType == Player::ATTACK_RANGED) {
431 cout << "Ranged attack" << endl;
432
433 Projectile proj(it->second.pos.x, it->second.pos.y, it->second.targetPlayer, it->second.damage);
434 proj.id = unusedProjectileId;
435 updateUnusedProjectileId(unusedProjectileId, mapProjectiles);
436 mapProjectiles[proj.id] = proj;
437
438 int x = it->second.pos.x;
439 int y = it->second.pos.y;
440
441 serverMsg.type = MSG_TYPE_PROJECTILE;
442 memcpy(serverMsg.buffer, &proj.id, 4);
443 memcpy(serverMsg.buffer+4, &x, 4);
444 memcpy(serverMsg.buffer+8, &y, 4);
445 memcpy(serverMsg.buffer+12, &it->second.targetPlayer, 4);
446 }else {
447 cout << "Invalid attack type: " << it->second.attackType << endl;
448 }
449
450 // broadcast either a PLAYER or PROJECTILE message
451 cout << "Broadcasting player or projectile message" << endl;
452 for (it2 = mapPlayers.begin(); it2 != mapPlayers.end(); it2++)
453 {
454 if (msgProcessor.sendMessage(&serverMsg, sock, &(it2->second.addr)) < 0 )
455 error("sendMessage");
456 }
457 cout << "Done broadcasting" << endl;
458 }
459 }
460
461 // move all projectiles
462 map<unsigned int, Projectile>::iterator itProj;
463 for (itProj = mapProjectiles.begin(); itProj != mapProjectiles.end(); itProj++) {
464 cout << "About to call projectile move" << endl;
465 if (itProj->second.move(mapPlayers)) {
466 // send a REMOVE_PROJECTILE message
467 cout << "send a REMOVE_PROJECTILE message" << endl;
468 serverMsg.type = MSG_TYPE_REMOVE_PROJECTILE;
469 memcpy(serverMsg.buffer, &itProj->second.id, 4);
470 mapProjectiles.erase(itProj->second.id);
471
472 map<unsigned int, Player>::iterator it2;
473 cout << "Broadcasting REMOVE_PROJECTILE" << endl;
474 for (it2 = mapPlayers.begin(); it2 != mapPlayers.end(); it2++)
475 {
476 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it2->second.addr)) < 0 )
477 error("sendMessage");
478 }
479
480 cout << "send a PLAYER message after dealing damage" << endl;
481 // send a PLAYER message after dealing damage
482 Player* target = &mapPlayers[itProj->second.target];
483
484 damagePlayer(target, itProj->second.damage);
485
486 if (target->isDead) {
487 WorldMap::ObjectType flagType = WorldMap::OBJECT_NONE;
488 if (target->hasBlueFlag)
489 flagType = WorldMap::OBJECT_BLUE_FLAG;
490 else if (target->hasRedFlag)
491 flagType = WorldMap::OBJECT_RED_FLAG;
492
493 if (flagType != WorldMap::OBJECT_NONE) {
494 addObjectToMap(flagType, target->pos.x, target->pos.y, gameMap, mapPlayers, msgProcessor, sock);
495 }
496 }
497
498 serverMsg.type = MSG_TYPE_PLAYER;
499 target->serialize(serverMsg.buffer);
500
501 cout << "Sending a PLAYER message" << endl;
502 for (it2 = mapPlayers.begin(); it2 != mapPlayers.end(); it2++)
503 {
504 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it2->second.addr)) < 0 )
505 error("sendMessage");
506 }
507 }
508 cout << "Projectile was not moved" << endl;
509 }
510 }
511
512 n = msgProcessor.receiveMessage(&clientMsg, sock, &from);
513
514 if (n >= 0) {
515 broadcastResponse = processMessage(clientMsg, from, msgProcessor, mapPlayers, gameMap, unusedPlayerId, serverMsg, sock, scoreBlue, scoreRed);
516
517 if (broadcastResponse)
518 {
519 cout << "Should be broadcasting the message" << endl;
520
521 map<unsigned int, Player>::iterator it;
522 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
523 {
524 cout << "Sent message back to " << it->second.name << endl;
525 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it->second.addr)) < 0 )
526 error("sendMessage");
527 }
528 }
529 else
530 {
531 cout << "Should be sending back the message" << endl;
532
533 if ( msgProcessor.sendMessage(&serverMsg, sock, &from) < 0 )
534 error("sendMessage");
535 }
536 }
537 }
538
539 return 0;
540}
541
542bool processMessage(const NETWORK_MSG &clientMsg, struct sockaddr_in &from, MessageProcessor &msgProcessor, map<unsigned int, Player>& mapPlayers, WorldMap* gameMap, unsigned int& unusedPlayerId, NETWORK_MSG &serverMsg, int sock, int &scoreBlue, int &scoreRed)
543{
544 DataAccess da;
545
546 cout << "Inside processMessage" << endl;
547
548 cout << "Received message" << endl;
549 cout << "MSG: type: " << clientMsg.type << endl;
550 cout << "MSG contents: " << clientMsg.buffer << endl;
551
552 // maybe we should make a message class and have this be a member
553 bool broadcastResponse = false;
554
555 // Check that if an invalid message is sent, the client will correctly
556 // receive and display the response. Maybe make a special error msg type
557 switch(clientMsg.type)
558 {
559 case MSG_TYPE_REGISTER:
560 {
561 string username(clientMsg.buffer);
562 string password(strchr(clientMsg.buffer, '\0')+1);
563 Player::PlayerClass playerClass;
564
565 memcpy(&playerClass, clientMsg.buffer+username.length()+password.length()+2, 4);
566 serverMsg.type = MSG_TYPE_REGISTER;
567
568
569 cout << "username: " << username << endl;
570 cout << "password: " << password << endl;
571
572 if (playerClass == Player::CLASS_WARRIOR)
573 cout << "class: WARRIOR" << endl;
574 else if (playerClass == Player::CLASS_RANGER)
575 cout << "class: RANGER" << endl;
576 else {
577 cout << "Unknown player class detected" << endl;
578 strcpy(serverMsg.buffer, "You didn't select a class");
579 break;
580 }
581
582 int error = da.insertPlayer(username, password, playerClass);
583
584 if (error)
585 strcpy(serverMsg.buffer, "Registration failed. Please try again.");
586 else
587 strcpy(serverMsg.buffer, "Registration successful.");
588
589 break;
590 }
591 case MSG_TYPE_LOGIN:
592 {
593 cout << "Got login message" << endl;
594
595 serverMsg.type = MSG_TYPE_LOGIN;
596
597 string username(clientMsg.buffer);
598 string password(strchr(clientMsg.buffer, '\0')+1);
599
600 Player* p = da.getPlayer(username);
601
602 if (p == NULL || !da.verifyPassword(password, p->password))
603 {
604 strcpy(serverMsg.buffer, "Incorrect username or password");
605 }
606 else if(findPlayerByName(mapPlayers, username) != NULL)
607 {
608 strcpy(serverMsg.buffer, "Player has already logged in.");
609 }
610 else
611 {
612 serverMsg.type = MSG_TYPE_PLAYER;
613
614 updateUnusedPlayerId(unusedPlayerId, mapPlayers);
615 p->id = unusedPlayerId;
616 cout << "new player id: " << p->id << endl;
617 p->setAddr(from);
618
619 // choose a random team (either 0 or 1)
620 p->team = rand() % 2;
621
622 // tell the new player about all the existing players
623 cout << "Sending other players to new player" << endl;
624
625 map<unsigned int, Player>::iterator it;
626 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
627 {
628 it->second.serialize(serverMsg.buffer);
629
630 cout << "sending info about " << it->second.name << endl;
631 cout << "sending id " << it->second.id << endl;
632 if ( msgProcessor.sendMessage(&serverMsg, sock, &from) < 0 )
633 error("sendMessage");
634 }
635
636 // tell the new player about all map objects
637 // (currently just the flags)
638 serverMsg.type = MSG_TYPE_OBJECT;
639 vector<WorldMap::Object>* vctObjects = gameMap->getObjects();
640 vector<WorldMap::Object>::iterator itObjects;
641 cout << "sending items" << endl;
642 for (itObjects = vctObjects->begin(); itObjects != vctObjects->end(); itObjects++) {
643 itObjects->serialize(serverMsg.buffer);
644 cout << "sending item id " << itObjects->id << endl;
645 if ( msgProcessor.sendMessage(&serverMsg, sock, &from) < 0 )
646 error("sendMessage");
647 }
648
649 // send the current score
650 serverMsg.type = MSG_TYPE_SCORE;
651 memcpy(serverMsg.buffer, &scoreBlue, 4);
652 memcpy(serverMsg.buffer+4, &scoreRed, 4);
653 if ( msgProcessor.sendMessage(&serverMsg, sock, &from) < 0 )
654 error("sendMessage");
655
656 serverMsg.type = MSG_TYPE_PLAYER;
657 p->serialize(serverMsg.buffer);
658 cout << "Should be broadcasting the message" << endl;
659
660 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
661 {
662 cout << "Sent message back to " << it->second.name << endl;
663 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it->second.addr)) < 0 )
664 error("sendMessage");
665 }
666
667 serverMsg.type = MSG_TYPE_LOGIN;
668 mapPlayers[unusedPlayerId] = *p;
669 }
670
671 delete(p);
672
673 break;
674 }
675 case MSG_TYPE_LOGOUT:
676 {
677 string name(clientMsg.buffer);
678 cout << "Player logging out: " << name << endl;
679
680 Player *p = findPlayerByName(mapPlayers, name);
681
682 if (p == NULL)
683 {
684 strcpy(serverMsg.buffer, "That player is not logged in. This is either a bug, or you're trying to hack the server.");
685 cout << "Player not logged in" << endl;
686 }
687 else if ( p->addr.sin_addr.s_addr != from.sin_addr.s_addr ||
688 p->addr.sin_port != from.sin_port )
689 {
690 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.");
691 cout << "Player logged in using a different connection" << endl;
692 }
693 else
694 {
695 if (!p->isDead) {
696 WorldMap::ObjectType flagType = WorldMap::OBJECT_NONE;
697 if (p->hasBlueFlag)
698 flagType = WorldMap::OBJECT_BLUE_FLAG;
699 else if (p->hasRedFlag)
700 flagType = WorldMap::OBJECT_RED_FLAG;
701
702 if (flagType != WorldMap::OBJECT_NONE) {
703 addObjectToMap(flagType, p->pos.x, p->pos.y, gameMap, mapPlayers, msgProcessor, sock);
704 }
705 }
706
707 if (p->id < unusedPlayerId)
708 unusedPlayerId = p->id;
709 mapPlayers.erase(p->id);
710 strcpy(serverMsg.buffer, "You have successfully logged out.");
711 }
712
713 serverMsg.type = MSG_TYPE_LOGOUT;
714
715 break;
716 }
717 case MSG_TYPE_CHAT:
718 {
719 cout << "Got a chat message" << endl;
720
721 Player *p = findPlayerByAddr(mapPlayers, from);
722
723 if (p == NULL)
724 {
725 strcpy(serverMsg.buffer, "No player is logged in using this connection. This is either a bug, or you're trying to hack the server.");
726 }
727 else
728 {
729 broadcastResponse = true;
730
731 ostringstream oss;
732 oss << p->name << ": " << clientMsg.buffer;
733
734 strcpy(serverMsg.buffer, oss.str().c_str());
735 }
736
737 serverMsg.type = MSG_TYPE_CHAT;
738
739 break;
740 }
741 case MSG_TYPE_PLAYER_MOVE:
742 {
743 cout << "PLAYER_MOVE" << endl;
744
745 int id, x, y;
746
747 memcpy(&id, clientMsg.buffer, 4);
748 memcpy(&x, clientMsg.buffer+4, 4);
749 memcpy(&y, clientMsg.buffer+8, 4);
750
751 cout << "x: " << x << endl;
752 cout << "y: " << y << endl;
753 cout << "id: " << id << endl;
754
755 if ( mapPlayers[id].addr.sin_addr.s_addr == from.sin_addr.s_addr &&
756 mapPlayers[id].addr.sin_port == from.sin_port )
757 {
758 // we need to make sure the player can move here
759 if (0 <= x && x < gameMap->width*25 && 0 <= y && y < gameMap->height*25 &&
760 gameMap->getElement(x/25, y/25) == WorldMap::TERRAIN_GRASS)
761 {
762 cout << "valid terrain" << endl;
763
764 mapPlayers[id].target.x = x;
765 mapPlayers[id].target.y = y;
766
767 mapPlayers[id].isChasing = false;
768 mapPlayers[id].isAttacking = false;
769
770 serverMsg.type = MSG_TYPE_PLAYER_MOVE;
771
772 memcpy(serverMsg.buffer, &id, 4);
773 memcpy(serverMsg.buffer+4, &mapPlayers[id].target.x, 4);
774 memcpy(serverMsg.buffer+8, &mapPlayers[id].target.y, 4);
775
776 broadcastResponse = true;
777 }
778 else
779 cout << "Bad terrain detected" << endl;
780 }
781 else // nned to send back a message indicating failure
782 cout << "Player id (" << id << ") doesn't match sender" << endl;
783
784 break;
785 }
786 case MSG_TYPE_PICKUP_FLAG:
787 {
788 // may want to check the id matches the sender, just like for PLAYER_NOVE
789 cout << "PICKUP_FLAG" << endl;
790
791 int id;
792
793 memcpy(&id, clientMsg.buffer, 4);
794 cout << "id: " << id << endl;
795
796 vector<WorldMap::Object>* vctObjects = gameMap->getObjects();
797 vector<WorldMap::Object>::iterator itObjects;
798
799 for (itObjects = vctObjects->begin(); itObjects != vctObjects->end();) {
800 POSITION pos = itObjects->pos;
801 bool gotFlag = false;
802
803 if (posDistance(mapPlayers[id].pos, pos.toFloat()) < 10) {
804 switch (itObjects->type) {
805 case WorldMap::OBJECT_BLUE_FLAG:
806 if (mapPlayers[id].team == 1) {
807 gotFlag = true;
808 mapPlayers[id].hasBlueFlag = true;
809 broadcastResponse = true;
810 }
811 break;
812 case WorldMap::OBJECT_RED_FLAG:
813 if (mapPlayers[id].team == 0) {
814 gotFlag = true;
815 mapPlayers[id].hasRedFlag = true;
816 broadcastResponse = true;
817 }
818 break;
819 }
820
821 if (gotFlag) {
822 serverMsg.type = MSG_TYPE_REMOVE_OBJECT;
823 memcpy(serverMsg.buffer, &itObjects->id, 4);
824
825 map<unsigned int, Player>::iterator it;
826 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
827 {
828 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it->second.addr)) < 0 )
829 error("sendMessage");
830 }
831
832 // remove the object from the server-side map
833 cout << "size before: " << gameMap->getObjects()->size() << endl;
834 itObjects = vctObjects->erase(itObjects);
835 cout << "size after: " << gameMap->getObjects()->size() << endl;
836 }
837 }
838
839 if (!gotFlag)
840 itObjects++;
841 }
842
843 serverMsg.type = MSG_TYPE_PLAYER;
844 mapPlayers[id].serialize(serverMsg.buffer);
845
846 break;
847 }
848 case MSG_TYPE_DROP_FLAG:
849 {
850 // may want to check the id matches the sender, just like for PLAYER_NOVE
851 cout << "DROP_FLAG" << endl;
852
853 int id;
854
855 memcpy(&id, clientMsg.buffer, 4);
856 cout << "id: " << id << endl;
857
858 WorldMap::ObjectType flagType = WorldMap::OBJECT_NONE;
859 if (mapPlayers[id].hasBlueFlag)
860 flagType = WorldMap::OBJECT_BLUE_FLAG;
861 else if (mapPlayers[id].hasRedFlag)
862 flagType = WorldMap::OBJECT_RED_FLAG;
863
864 addObjectToMap(flagType, mapPlayers[id].pos.x, mapPlayers[id].pos.y, gameMap, mapPlayers, msgProcessor, sock);
865
866 mapPlayers[id].hasBlueFlag = false;
867 mapPlayers[id].hasRedFlag = false;
868
869 serverMsg.type = MSG_TYPE_PLAYER;
870 mapPlayers[id].serialize(serverMsg.buffer);
871
872 broadcastResponse = true;
873
874 break;
875 }
876 case MSG_TYPE_START_ATTACK:
877 {
878 cout << "Received a START_ATTACK message" << endl;
879
880 int id, targetId;
881
882 memcpy(&id, clientMsg.buffer, 4);
883 memcpy(&targetId, clientMsg.buffer+4, 4);
884
885 Player* source = &mapPlayers[id];
886 source->targetPlayer = targetId;
887 source->isChasing = true;
888
889 // this is irrelevant since the client doesn't even listen for START_ATTACK messages
890 // actually, the client should not ignore this and should instead perform the same movement
891 // algorithm on its end (following the target player until in range) that the server does.
892 // Once the attacker is in range, the client should stop movement and wait for messages
893 // from the server
894 serverMsg.type = MSG_TYPE_START_ATTACK;
895 memcpy(serverMsg.buffer, &id, 4);
896 memcpy(serverMsg.buffer+4, &targetId, 4);
897 broadcastResponse = true;
898
899 break;
900 }
901 case MSG_TYPE_ATTACK:
902 {
903 cout << "Received am ATTACK message" << endl;
904 cout << "ERROR: Clients should not send ATTACK messages" << endl;
905
906 break;
907 }
908 default:
909 {
910 strcpy(serverMsg.buffer, "Server error occured. Report this please.");
911
912 serverMsg.type = MSG_TYPE_CHAT;
913
914 break;
915 }
916 }
917
918 return broadcastResponse;
919}
920
921void updateUnusedPlayerId(unsigned int& id, map<unsigned int, Player>& mapPlayers)
922{
923 while (mapPlayers.find(id) != mapPlayers.end())
924 id++;
925}
926
927void updateUnusedProjectileId(unsigned int& id, map<unsigned int, Projectile>& mapProjectiles)
928{
929 while (mapProjectiles.find(id) != mapProjectiles.end())
930 id++;
931}
932
933void damagePlayer(Player *p, int damage) {
934 p->health -= damage;
935 if (p->health < 0)
936 p->health = 0;
937 if (p->health == 0) {
938 cout << "Player died" << endl;
939 p->isDead = true;
940 p->timeDied = getCurrentMillis();
941 }
942}
943
944void addObjectToMap(WorldMap::ObjectType objectType, int x, int y, WorldMap* gameMap, map<unsigned int, Player>& mapPlayers, MessageProcessor &msgProcessor, int sock) {
945 NETWORK_MSG serverMsg;
946
947 gameMap->addObject(objectType, x, y);
948
949 // need to send the OBJECT message too
950 serverMsg.type = MSG_TYPE_OBJECT;
951 gameMap->getObjects()->back().serialize(serverMsg.buffer);
952
953 map<unsigned int, Player>::iterator it;
954 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
955 {
956 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it->second.addr)) < 0 )
957 error("sendMessage");
958 }
959}
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