source: network-game/server/server.cpp@ e1f78f5

Last change on this file since e1f78f5 was 46fa35a, checked in by dportnoy <dmp1488@…>, 11 years ago

The server randomly chooses a player's class when they log on

  • Property mode set to 100644
File size: 23.6 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, int &scoreBlue, int &scoreRed);
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 int scoreBlue, scoreRed;
87
88 scoreBlue = 0;
89 scoreRed = 0;
90
91 //SSL_load_error_strings();
92 //ERR_load_BIO_strings();
93 //OpenSSL_add_all_algorithms();
94
95 if (argc < 2) {
96 cerr << "ERROR, no port provided" << endl;
97 exit(1);
98 }
99
100 WorldMap* gameMap = WorldMap::loadMapFromFile("../data/map.txt");
101
102 // add some items to the map. They will be sent out
103 // to players when they login
104 for (int y=0; y<gameMap->height; y++) {
105 for (int x=0; x<gameMap->width; x++) {
106 switch (gameMap->getStructure(x, y)) {
107 case WorldMap::STRUCTURE_BLUE_FLAG:
108 gameMap->addObject(WorldMap::OBJECT_BLUE_FLAG, x*25+12, y*25+12);
109 break;
110 case WorldMap::STRUCTURE_RED_FLAG:
111 gameMap->addObject(WorldMap::OBJECT_RED_FLAG, x*25+12, y*25+12);
112 break;
113 }
114 }
115 }
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 int timeLastUpdated = 0, curTime = 0, timeLastBroadcast = 0;
132 while (true) {
133
134 usleep(5000);
135
136 clock_gettime(CLOCK_REALTIME, &ts);
137 // make the number smaller so millis can fit in an int
138 ts.tv_sec -= 1368000000;
139 curTime = ts.tv_sec*1000 + ts.tv_nsec/1000000;
140
141 if (timeLastUpdated == 0 || (curTime-timeLastUpdated) >= 50) {
142 timeLastUpdated = curTime;
143
144 // maybe put this in a separate method
145 map<unsigned int, Player>::iterator it;
146 FLOAT_POSITION oldPos;
147 bool broadcastMove = false;
148 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++) {
149 oldPos = it->second.pos;
150 if (it->second.move(gameMap)) {
151
152 // check if the move needs to be canceled
153 switch(gameMap->getElement(it->second.pos.x/25, it->second.pos.y/25)) {
154 case WorldMap::TERRAIN_NONE:
155 case WorldMap::TERRAIN_OCEAN:
156 case WorldMap::TERRAIN_ROCK:
157 {
158 it->second.pos = oldPos;
159 it->second.target.x = it->second.pos.x;
160 it->second.target.y = it->second.pos.y;
161 broadcastMove = true;
162 break;
163 }
164 default:
165 // if there are no obstacles, do nothing
166 break;
167 }
168
169 WorldMap::ObjectType flagType;
170 POSITION pos;
171 bool flagTurnedIn = false;
172 bool flagReturned = false;
173 bool ownFlagAtBase = false;
174
175 switch(gameMap->getStructure(it->second.pos.x/25, it->second.pos.y/25)) {
176 case WorldMap::STRUCTURE_BLUE_FLAG:
177 {
178 if (it->second.team == 0 && it->second.hasRedFlag)
179 {
180 // check that your flag is at your base
181 pos = gameMap->getStructureLocation(WorldMap::STRUCTURE_BLUE_FLAG);
182
183 vector<WorldMap::Object>* vctObjects = gameMap->getObjects();
184 vector<WorldMap::Object>::iterator itObjects;
185
186 for (itObjects = vctObjects->begin(); itObjects != vctObjects->end(); itObjects++) {
187 if (itObjects->type == WorldMap::OBJECT_BLUE_FLAG) {
188 if (itObjects->pos.x == pos.x*25+12 && itObjects->pos.y == pos.y*25+12) {
189 ownFlagAtBase = true;
190 break;
191 }
192 }
193 }
194
195 if (ownFlagAtBase) {
196 it->second.hasRedFlag = false;
197 flagType = WorldMap::OBJECT_RED_FLAG;
198 pos = gameMap->getStructureLocation(WorldMap::STRUCTURE_RED_FLAG);
199 flagTurnedIn = true;
200 scoreBlue++;
201 }
202 }
203
204 break;
205 }
206 case WorldMap::STRUCTURE_RED_FLAG:
207 {
208 if (it->second.team == 1 && it->second.hasBlueFlag)
209 {
210 // check that your flag is at your base
211 pos = gameMap->getStructureLocation(WorldMap::STRUCTURE_RED_FLAG);
212
213 vector<WorldMap::Object>* vctObjects = gameMap->getObjects();
214 vector<WorldMap::Object>::iterator itObjects;
215
216 for (itObjects = vctObjects->begin(); itObjects != vctObjects->end(); itObjects++) {
217 if (itObjects->type == WorldMap::OBJECT_RED_FLAG) {
218 if (itObjects->pos.x == pos.x*25+12 && itObjects->pos.y == pos.y*25+12) {
219 ownFlagAtBase = true;
220 break;
221 }
222 }
223 }
224
225 if (ownFlagAtBase) {
226 it->second.hasBlueFlag = false;
227 flagType = WorldMap::OBJECT_BLUE_FLAG;
228 pos = gameMap->getStructureLocation(WorldMap::STRUCTURE_BLUE_FLAG);
229 flagTurnedIn = true;
230 scoreRed++;
231 }
232 }
233
234 break;
235 }
236 }
237
238 if (flagTurnedIn) {
239 // send an OBJECT message to add the flag back to its spawn point
240 pos.x = pos.x*25+12;
241 pos.y = pos.y*25+12;
242 gameMap->addObject(flagType, pos.x, pos.y);
243
244 serverMsg.type = MSG_TYPE_OBJECT;
245 gameMap->getObjects()->back().serialize(serverMsg.buffer);
246
247 map<unsigned int, Player>::iterator it2;
248 for (it2 = mapPlayers.begin(); it2 != mapPlayers.end(); it2++)
249 {
250 if ( sendMessage(&serverMsg, sock, &(it2->second.addr)) < 0 )
251 error("sendMessage");
252 }
253
254 serverMsg.type = MSG_TYPE_SCORE;
255 memcpy(serverMsg.buffer, &scoreBlue, 4);
256 memcpy(serverMsg.buffer+4, &scoreRed, 4);
257
258 for (it2 = mapPlayers.begin(); it2 != mapPlayers.end(); it2++)
259 {
260 if ( sendMessage(&serverMsg, sock, &(it2->second.addr)) < 0 )
261 error("sendMessage");
262 }
263
264 // this means a PLAYER message will be sent
265 broadcastMove = true;
266 }
267
268 // go through all objects and check if the player is close to one and if its their flag
269 vector<WorldMap::Object>* vctObjects = gameMap->getObjects();
270 vector<WorldMap::Object>::iterator itObjects;
271 POSITION structPos;
272
273 for (itObjects = vctObjects->begin(); itObjects != vctObjects->end(); itObjects++) {
274 POSITION pos = itObjects->pos;
275
276 if (posDistance(it->second.pos, pos.toFloat()) < 10) {
277 if (it->second.team == 0 &&
278 itObjects->type == WorldMap::OBJECT_BLUE_FLAG) {
279 structPos = gameMap->getStructureLocation(WorldMap::STRUCTURE_BLUE_FLAG);
280 flagReturned = true;
281 break;
282 } else if (it->second.team == 1 &&
283 itObjects->type == WorldMap::OBJECT_RED_FLAG) {
284 structPos = gameMap->getStructureLocation(WorldMap::STRUCTURE_RED_FLAG);
285 flagReturned = true;
286 break;
287 }
288 }
289 }
290
291 if (flagReturned) {
292 itObjects->pos.x = structPos.x*25+12;
293 itObjects->pos.y = structPos.y*25+12;
294
295 serverMsg.type = MSG_TYPE_OBJECT;
296 itObjects->serialize(serverMsg.buffer);
297
298 map<unsigned int, Player>::iterator it2;
299 for (it2 = mapPlayers.begin(); it2 != mapPlayers.end(); it2++)
300 {
301 if ( sendMessage(&serverMsg, sock, &(it2->second.addr)) < 0 )
302 error("sendMessage");
303 }
304 }
305
306 if (broadcastMove) {
307 serverMsg.type = MSG_TYPE_PLAYER;
308 it->second.serialize(serverMsg.buffer);
309
310 cout << "about to broadcast move" << endl;
311 map<unsigned int, Player>::iterator it2;
312 for (it2 = mapPlayers.begin(); it2 != mapPlayers.end(); it2++)
313 {
314 if ( sendMessage(&serverMsg, sock, &(it2->second.addr)) < 0 )
315 error("sendMessage");
316 }
317 }
318 }
319 }
320 }
321
322 n = receiveMessage(&clientMsg, sock, &from);
323
324 if (n >= 0) {
325 broadcastResponse = processMessage(clientMsg, from, mapPlayers, gameMap, unusedId, serverMsg, sock, scoreBlue, scoreRed);
326
327 // probably replace this with a function that prints based on the
328 // message type
329 cout << "msg: " << serverMsg.buffer << endl;
330 if (broadcastResponse)
331 {
332 cout << "Should be broadcasting the message" << endl;
333
334 map<unsigned int, Player>::iterator it;
335 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
336 {
337 cout << "Sent message back to " << it->second.name << endl;
338 if ( sendMessage(&serverMsg, sock, &(it->second.addr)) < 0 )
339 error("sendMessage");
340 }
341 }
342 else
343 {
344 cout << "Should be sending back the message" << endl;
345
346 if ( sendMessage(&serverMsg, sock, &from) < 0 )
347 error("sendMessage");
348 }
349 }
350 }
351
352 return 0;
353}
354
355bool processMessage(const NETWORK_MSG& clientMsg, struct sockaddr_in& from, map<unsigned int, Player>& mapPlayers, WorldMap* gameMap, unsigned int& unusedId, NETWORK_MSG& serverMsg, int sock, int &scoreBlue, int &scoreRed)
356{
357 DataAccess da;
358
359 cout << "Received message" << endl;
360 cout << "MSG: type: " << clientMsg.type << endl;
361 cout << "MSG contents: " << clientMsg.buffer << endl;
362
363 // maybe we should make a message class and have this be a member
364 bool broadcastResponse = false;
365
366 // Check that if an invalid message is sent, the client will correctly
367 // receive and display the response. Maybe make a special error msg type
368 switch(clientMsg.type)
369 {
370 case MSG_TYPE_REGISTER:
371 {
372 string username(clientMsg.buffer);
373 string password(strchr(clientMsg.buffer, '\0')+1);
374
375 cout << "username: " << username << endl;
376 cout << "password: " << password << endl;
377
378 int error = da.insertPlayer(username, password);
379
380 if (!error)
381 strcpy(serverMsg.buffer, "Registration successful.");
382 else
383 strcpy(serverMsg.buffer, "Registration failed. Please try again.");
384
385 serverMsg.type = MSG_TYPE_REGISTER;
386
387 break;
388 }
389 case MSG_TYPE_LOGIN:
390 {
391 cout << "Got login message" << endl;
392
393 serverMsg.type = MSG_TYPE_LOGIN;
394
395 string username(clientMsg.buffer);
396 string password(strchr(clientMsg.buffer, '\0')+1);
397
398 Player* p = da.getPlayer(username);
399
400 if (p == NULL || !da.verifyPassword(password, p->password))
401 {
402 strcpy(serverMsg.buffer, "Incorrect username or password");
403 }
404 else if(findPlayerByName(mapPlayers, username) != NULL)
405 {
406 strcpy(serverMsg.buffer, "Player has already logged in.");
407 }
408 else
409 {
410 serverMsg.type = MSG_TYPE_PLAYER;
411
412 updateUnusedId(unusedId, mapPlayers);
413 p->id = unusedId;
414 cout << "new player id: " << p->id << endl;
415 p->setAddr(from);
416
417 // choose a random team (either 0 or 1)
418 p->team = rand() % 2;
419
420 // choose a random class
421 int intClass = rand() % 2;
422 switch (intClass) {
423 case 0:
424 p->setClass(Player::CLASS_WARRIOR);
425 break;
426 case 1:
427 p->setClass(Player::CLASS_RANGER);
428 break;
429 }
430
431 // tell the new player about all the existing players
432 cout << "Sending other players to new player" << endl;
433
434 map<unsigned int, Player>::iterator it;
435 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
436 {
437 it->second.serialize(serverMsg.buffer);
438
439 cout << "sending info about " << it->second.name << endl;
440 cout << "sending id " << it->second.id << endl;
441 if ( sendMessage(&serverMsg, sock, &from) < 0 )
442 error("sendMessage");
443 }
444
445 // tell the new player about all map objects
446 // (currently just the flags)
447 serverMsg.type = MSG_TYPE_OBJECT;
448 vector<WorldMap::Object>* vctObjects = gameMap->getObjects();
449 vector<WorldMap::Object>::iterator itObjects;
450 cout << "sending items" << endl;
451 for (itObjects = vctObjects->begin(); itObjects != vctObjects->end(); itObjects++) {
452 itObjects->serialize(serverMsg.buffer);
453 cout << "sending item id " << itObjects->id << endl;
454 if ( sendMessage(&serverMsg, sock, &from) < 0 )
455 error("sendMessage");
456 }
457
458 // send the current score
459 serverMsg.type = MSG_TYPE_SCORE;
460 memcpy(serverMsg.buffer, &scoreBlue, 4);
461 memcpy(serverMsg.buffer+4, &scoreRed, 4);
462 if ( sendMessage(&serverMsg, sock, &from) < 0 )
463 error("sendMessage");
464
465 serverMsg.type = MSG_TYPE_PLAYER;
466 p->serialize(serverMsg.buffer);
467 cout << "Should be broadcasting the message" << endl;
468
469 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
470 {
471 cout << "Sent message back to " << it->second.name << endl;
472 if ( sendMessage(&serverMsg, sock, &(it->second.addr)) < 0 )
473 error("sendMessage");
474 }
475
476 serverMsg.type = MSG_TYPE_LOGIN;
477 mapPlayers[unusedId] = *p;
478 }
479
480 delete(p);
481
482 break;
483 }
484 case MSG_TYPE_LOGOUT:
485 {
486 string name(clientMsg.buffer);
487 cout << "Player logging out: " << name << endl;
488
489 Player *p = findPlayerByName(mapPlayers, name);
490
491 if (p == NULL)
492 {
493 strcpy(serverMsg.buffer, "That player is not logged in. This is either a bug, or you're trying to hack the server.");
494 cout << "Player not logged in" << endl;
495 }
496 else if ( p->addr.sin_addr.s_addr != from.sin_addr.s_addr ||
497 p->addr.sin_port != from.sin_port )
498 {
499 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.");
500 cout << "Player logged in using a different connection" << endl;
501 }
502 else
503 {
504 if (p->id < unusedId)
505 unusedId = p->id;
506 mapPlayers.erase(p->id);
507 strcpy(serverMsg.buffer, "You have successfully logged out.");
508 }
509
510 serverMsg.type = MSG_TYPE_LOGOUT;
511
512 break;
513 }
514 case MSG_TYPE_CHAT:
515 {
516 cout << "Got a chat message" << endl;
517
518 Player *p = findPlayerByAddr(mapPlayers, from);
519
520 if (p == NULL)
521 {
522 strcpy(serverMsg.buffer, "No player is logged in using this connection. This is either a bug, or you're trying to hack the server.");
523 }
524 else
525 {
526 broadcastResponse = true;
527
528 ostringstream oss;
529 oss << p->name << ": " << clientMsg.buffer;
530
531 strcpy(serverMsg.buffer, oss.str().c_str());
532 }
533
534 serverMsg.type = MSG_TYPE_CHAT;
535
536 break;
537 }
538 case MSG_TYPE_PLAYER_MOVE:
539 {
540 cout << "PLAYER_MOVE" << endl;
541
542 int id, x, y;
543
544 memcpy(&id, clientMsg.buffer, 4);
545 memcpy(&x, clientMsg.buffer+4, 4);
546 memcpy(&y, clientMsg.buffer+8, 4);
547
548 cout << "x: " << x << endl;
549 cout << "y: " << y << endl;
550 cout << "id: " << id << endl;
551
552 if ( mapPlayers[id].addr.sin_addr.s_addr == from.sin_addr.s_addr &&
553 mapPlayers[id].addr.sin_port == from.sin_port )
554 {
555 // we need to make sure the player can move here
556 if (0 <= x && x < 300 && 0 <= y && y < 300 &&
557 gameMap->getElement(x/25, y/25) == WorldMap::TERRAIN_GRASS)
558 {
559 cout << "valid terrain" << endl;
560
561 mapPlayers[id].target.x = x;
562 mapPlayers[id].target.y = y;
563
564 serverMsg.type = MSG_TYPE_PLAYER_MOVE;
565
566 memcpy(serverMsg.buffer, &id, 4);
567 memcpy(serverMsg.buffer+4, &mapPlayers[id].target.x, 4);
568 memcpy(serverMsg.buffer+8, &mapPlayers[id].target.y, 4);
569
570 broadcastResponse = true;
571 }
572 else
573 cout << "Bad terrain detected" << endl;
574 }
575 else // nned to send back a message indicating failure
576 cout << "Player id (" << id << ") doesn't match sender" << endl;
577
578 break;
579 }
580 case MSG_TYPE_PICKUP_FLAG:
581 {
582 // may want to check the id matches the sender, just like for PLAYER_NOVE
583 cout << "PICKUP_FLAG" << endl;
584
585 int id;
586
587 memcpy(&id, clientMsg.buffer, 4);
588 cout << "id: " << id << endl;
589
590 vector<WorldMap::Object>* vctObjects = gameMap->getObjects();
591 vector<WorldMap::Object>::iterator itObjects;
592
593 for (itObjects = vctObjects->begin(); itObjects != vctObjects->end();) {
594 POSITION pos = itObjects->pos;
595 bool gotFlag = false;
596
597 if (posDistance(mapPlayers[id].pos, pos.toFloat()) < 10) {
598 switch (itObjects->type) {
599 case WorldMap::OBJECT_BLUE_FLAG:
600 if (mapPlayers[id].team == 1) {
601 gotFlag = true;
602 mapPlayers[id].hasBlueFlag = true;
603 broadcastResponse = true;
604 }
605 break;
606 case WorldMap::OBJECT_RED_FLAG:
607 if (mapPlayers[id].team == 0) {
608 gotFlag = true;
609 mapPlayers[id].hasRedFlag = true;
610 broadcastResponse = true;
611 }
612 break;
613 }
614
615 if (gotFlag) {
616 serverMsg.type = MSG_TYPE_REMOVE_OBJECT;
617 memcpy(serverMsg.buffer, &itObjects->id, 4);
618
619 map<unsigned int, Player>::iterator it;
620 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
621 {
622 if ( sendMessage(&serverMsg, sock, &(it->second.addr)) < 0 )
623 error("sendMessage");
624 }
625
626 // remove the object from the server-side map
627 cout << "size before: " << gameMap->getObjects()->size() << endl;
628 itObjects = vctObjects->erase(itObjects);
629 cout << "size after: " << gameMap->getObjects()->size() << endl;
630 }
631 }
632
633 if (!gotFlag)
634 itObjects++;
635 }
636
637 serverMsg.type = MSG_TYPE_PLAYER;
638 mapPlayers[id].serialize(serverMsg.buffer);
639
640 break;
641 }
642 case MSG_TYPE_DROP_FLAG:
643 {
644 // may want to check the id matches the sender, just like for PLAYER_NOVE
645 cout << "DROP_FLAG" << endl;
646
647 int id;
648
649 memcpy(&id, clientMsg.buffer, 4);
650 cout << "id: " << id << endl;
651
652 WorldMap::ObjectType flagType = WorldMap::OBJECT_NONE;
653 if (mapPlayers[id].hasBlueFlag)
654 flagType = WorldMap::OBJECT_BLUE_FLAG;
655 else if (mapPlayers[id].hasRedFlag)
656 flagType = WorldMap::OBJECT_RED_FLAG;
657
658 gameMap->addObject(flagType, mapPlayers[id].pos.x, mapPlayers[id].pos.y);
659
660 // need to send the OBJECT message too
661 serverMsg.type = MSG_TYPE_OBJECT;
662 gameMap->getObjects()->back().serialize(serverMsg.buffer);
663
664 map<unsigned int, Player>::iterator it;
665 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
666 {
667 if ( sendMessage(&serverMsg, sock, &(it->second.addr)) < 0 )
668 error("sendMessage");
669 }
670
671 mapPlayers[id].hasBlueFlag = false;
672 mapPlayers[id].hasRedFlag = false;
673
674 serverMsg.type = MSG_TYPE_PLAYER;
675 mapPlayers[id].serialize(serverMsg.buffer);
676
677 map<unsigned int, Player>::iterator it2;
678 broadcastResponse = true;
679
680 break;
681 }
682 default:
683 {
684 strcpy(serverMsg.buffer, "Server error occured. Report this please.");
685
686 serverMsg.type = MSG_TYPE_CHAT;
687
688 break;
689 }
690 }
691
692 return broadcastResponse;
693}
694
695void updateUnusedId(unsigned int& id, map<unsigned int, Player>& mapPlayers)
696{
697 while (mapPlayers.find(id) != mapPlayers.end())
698 id++;
699}
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