source: network-game/server/server.cpp@ 1248984

Last change on this file since 1248984 was 1248984, checked in by dportnoy <dmp1488@…>, 11 years ago

Server deletes games with no players remaining

  • Property mode set to 100644
File size: 43.7 KB
RevLine 
[2488852]1#include <cstdlib>
[371ce29]2#include <cstdio>
[e3535b3]3#include <unistd.h>
[2488852]4#include <string>
[e3535b3]5#include <iostream>
[3b1efcc]6#include <sstream>
[d05086b]7#include <fstream>
[edfd1d0]8#include <cstring>
[60017fc]9#include <cmath>
[371ce29]10
[01d0d00]11#include <vector>
12#include <map>
13
[d05086b]14#include <csignal>
15
[d211210]16#include <sys/time.h>
17
[73f75c1]18#include <sys/socket.h>
[371ce29]19#include <netdb.h>
[73f75c1]20#include <netinet/in.h>
21#include <arpa/inet.h>
22
[b128109]23#include <crypt.h>
24
[edfd1d0]25/*
[e3535b3]26#include <openssl/bio.h>
27#include <openssl/ssl.h>
28#include <openssl/err.h>
[edfd1d0]29*/
[e3535b3]30
[b53c6b3]31#include "../common/Compiler.h"
[3b1efcc]32#include "../common/Common.h"
[9b5d30b]33#include "../common/MessageProcessor.h"
[60017fc]34#include "../common/WorldMap.h"
[edfd1d0]35#include "../common/Player.h"
[8dad966]36#include "../common/Projectile.h"
[99afbb8]37#include "../common/Game.h"
[b53c6b3]38
[36082e8]39#include "DataAccess.h"
[d2b411a]40
[e3535b3]41using namespace std;
42
[d05086b]43bool done;
44
[d211210]45// from used to be const. Removed that so I could take a reference
46// and use it to send messages
[95ffe57]47bool 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, NETWORK_MSG &serverMsg, int sock, int &scoreBlue, int &scoreRed, ofstream& outputLog);
[01d0d00]48
[95ffe57]49void updateUnusedPlayerId(unsigned int& id, map<unsigned int, Player*>& mapPlayers);
[8dad966]50void updateUnusedProjectileId(unsigned int& id, map<unsigned int, Projectile>& mapProjectiles);
[95ffe57]51Player *findPlayerByName(map<unsigned int, Player*> &m, string name);
52Player *findPlayerByAddr(map<unsigned int, Player*> &m, const sockaddr_in &addr);
[c76134b]53void damagePlayer(Player *p, int damage);
[8e540f4]54
[95ffe57]55void addObjectToMap(WorldMap::ObjectType objectType, int x, int y, WorldMap* gameMap, map<unsigned int, Player*>& mapPlayers, MessageProcessor &msgProcessor, int sock, ofstream& outputLog);
[411c1ae]56
[73f75c1]57// this should probably go somewhere in the common folder
[e3535b3]58void error(const char *msg)
59{
60 perror(msg);
61 exit(0);
62}
63
[d05086b]64void quit(int sig) {
65 done = true;
66}
67
[e3535b3]68int main(int argc, char *argv[])
69{
70 int sock, length, n;
71 struct sockaddr_in server;
[3b1efcc]72 struct sockaddr_in from; // info of client sending the message
[e084950]73 NETWORK_MSG clientMsg, serverMsg;
[9b5d30b]74 MessageProcessor msgProcessor;
[95ffe57]75 map<unsigned int, Player*> mapPlayers;
[8dad966]76 map<unsigned int, Projectile> mapProjectiles;
[f41a7f9]77 map<string, Game*> mapGames;
[8dad966]78 unsigned int unusedPlayerId = 1, unusedProjectileId = 1;
[b8601ee]79 int scoreBlue, scoreRed;
[d05086b]80 ofstream outputLog;
81
82 done = false;
[b8601ee]83
84 scoreBlue = 0;
85 scoreRed = 0;
[e084950]86
[d05086b]87 signal(SIGINT, quit);
88
[edfd1d0]89 //SSL_load_error_strings();
90 //ERR_load_BIO_strings();
91 //OpenSSL_add_all_algorithms();
[e3535b3]92
[95ffe57]93 if (argc != 2)
94 {
95 cerr << "ERROR, expected server [domain] [port]" << endl;
[73f75c1]96 exit(1);
[e3535b3]97 }
[60017fc]98
[d05086b]99 outputLog.open("server.log", ios::app);
100 outputLog << "Started server on " << getCurrentDateTimeString() << endl;
101
[7b43385]102 WorldMap* gameMap = WorldMap::loadMapFromFile("../data/map.txt");
[6e66ffd]103
104 // add some items to the map. They will be sent out
105 // to players when they login
[95ffe57]106 for (int y=0; y<gameMap->height; y++)
107 {
108 for (int x=0; x<gameMap->width; x++)
109 {
110 switch (gameMap->getStructure(x, y))
111 {
[5f868c0]112 case WorldMap::STRUCTURE_BLUE_FLAG:
113 gameMap->addObject(WorldMap::OBJECT_BLUE_FLAG, x*25+12, y*25+12);
114 break;
115 case WorldMap::STRUCTURE_RED_FLAG:
116 gameMap->addObject(WorldMap::OBJECT_RED_FLAG, x*25+12, y*25+12);
117 break;
118 }
119 }
120 }
[6e66ffd]121
[371ce29]122 sock = socket(AF_INET, SOCK_DGRAM, 0);
[5b1e31e]123 if (sock < 0)
124 error("Opening socket");
[e3535b3]125 length = sizeof(server);
126 bzero(&server,length);
127 server.sin_family=AF_INET;
128 server.sin_port=htons(atoi(argv[1]));
[2488852]129 server.sin_addr.s_addr=INADDR_ANY;
130 if ( bind(sock, (struct sockaddr *)&server, length) < 0 )
[e084950]131 error("binding");
[73f75c1]132
[371ce29]133 set_nonblock(sock);
134
[da692b9]135 bool broadcastResponse;
[d211210]136 timespec ts;
[430c80e]137 int timeLastUpdated = 0, curTime = 0, timeLastBroadcast = 0;
[95ffe57]138 while (!done)
139 {
[371ce29]140
141 usleep(5000);
142
[d211210]143 clock_gettime(CLOCK_REALTIME, &ts);
[430c80e]144 // make the number smaller so millis can fit in an int
[d69eb32]145 ts.tv_sec -= 1368000000;
[430c80e]146 curTime = ts.tv_sec*1000 + ts.tv_nsec/1000000;
[d211210]147
[95ffe57]148 if (timeLastUpdated == 0 || (curTime-timeLastUpdated) >= 50)
149 {
[d211210]150 timeLastUpdated = curTime;
151
[d05086b]152 msgProcessor.cleanAckedMessages(&outputLog);
153 msgProcessor.resendUnackedMessages(sock, &outputLog);
[9b5d30b]154
[95ffe57]155 map<unsigned int, Player*>::iterator it;
[11d21ee]156
157 // set targets for all chasing players (or make them attack if they're close enough)
[95ffe57]158 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
159 {
[c76134b]160 // check if it's time to revive dead players
[95ffe57]161 if (it->second->isDead)
162 {
163 if (getCurrentMillis() - it->second->timeDied >= 10000)
164 {
165 it->second->isDead = false;
[c76134b]166
167 POSITION spawnPos;
168
[95ffe57]169 switch (it->second->team)
170 {
[c76134b]171 case 0:// blue team
172 spawnPos = gameMap->getStructureLocation(WorldMap::STRUCTURE_BLUE_FLAG);
173 break;
174 case 1:// red team
175 spawnPos = gameMap->getStructureLocation(WorldMap::STRUCTURE_RED_FLAG);
176 break;
177 default:
178 // should never go here
179 cout << "Error: Invalid team" << endl;
180 break;
181 }
182
183 // spawn the player to the right of their flag location
184 spawnPos.x = (spawnPos.x+1) * 25 + 12;
185 spawnPos.y = spawnPos.y * 25 + 12;
186
[95ffe57]187 it->second->pos = spawnPos.toFloat();
188 it->second->target = spawnPos;
189 it->second->health = it->second->maxHealth;
[c76134b]190
191 serverMsg.type = MSG_TYPE_PLAYER;
[95ffe57]192 it->second->serialize(serverMsg.buffer);
[c76134b]193
[95ffe57]194 map<unsigned int, Player*>::iterator it2;
[c76134b]195 for (it2 = mapPlayers.begin(); it2 != mapPlayers.end(); it2++)
196 {
[95ffe57]197 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it2->second->addr), &outputLog) < 0 )
[c76134b]198 error("sendMessage");
199 }
200 }
201
202 continue;
203 }
204
[95ffe57]205 if (it->second->updateTarget(mapPlayers))
206 {
[5b1e31e]207 serverMsg.type = MSG_TYPE_PLAYER;
[95ffe57]208 it->second->serialize(serverMsg.buffer);
[11d21ee]209
[95ffe57]210 map<unsigned int, Player*>::iterator it2;
[5b1e31e]211 for (it2 = mapPlayers.begin(); it2 != mapPlayers.end(); it2++)
212 {
[95ffe57]213 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it2->second->addr), &outputLog) < 0 )
[5b1e31e]214 error("sendMessage");
[11d21ee]215 }
216 }
217 }
218
[8dad966]219 // move all players
[d211210]220 // maybe put this in a separate method
[23559e7]221 FLOAT_POSITION oldPos;
222 bool broadcastMove = false;
[95ffe57]223 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
224 {
225 oldPos = it->second->pos;
226 if (it->second->move(gameMap)) {
[23559e7]227
228 // check if the move needs to be canceled
[95ffe57]229 switch(gameMap->getElement(it->second->pos.x/25, it->second->pos.y/25))
230 {
[23559e7]231 case WorldMap::TERRAIN_NONE:
232 case WorldMap::TERRAIN_OCEAN:
233 case WorldMap::TERRAIN_ROCK:
[e4c60ba]234 {
[95ffe57]235 it->second->pos = oldPos;
236 it->second->target.x = it->second->pos.x;
237 it->second->target.y = it->second->pos.y;
238 it->second->isChasing = false;
[23559e7]239 broadcastMove = true;
240 break;
[e4c60ba]241 }
[23559e7]242 default:
243 // if there are no obstacles, do nothing
244 break;
245 }
246
[e4c60ba]247 WorldMap::ObjectType flagType;
248 POSITION pos;
[7553db9]249 bool flagTurnedIn = false;
[446dc65]250 bool flagReturned = false;
251 bool ownFlagAtBase = false;
252
[95ffe57]253 switch(gameMap->getStructure(it->second->pos.x/25, it->second->pos.y/25))
254 {
[e4c60ba]255 case WorldMap::STRUCTURE_BLUE_FLAG:
256 {
[95ffe57]257 if (it->second->team == 0 && it->second->hasRedFlag)
[7553db9]258 {
[446dc65]259 // check that your flag is at your base
260 pos = gameMap->getStructureLocation(WorldMap::STRUCTURE_BLUE_FLAG);
261
262 vector<WorldMap::Object>* vctObjects = gameMap->getObjects();
263 vector<WorldMap::Object>::iterator itObjects;
264
[95ffe57]265 for (itObjects = vctObjects->begin(); itObjects != vctObjects->end(); itObjects++)
266 {
267 if (itObjects->type == WorldMap::OBJECT_BLUE_FLAG)
268 {
269 if (itObjects->pos.x == pos.x*25+12 && itObjects->pos.y == pos.y*25+12)
270 {
[446dc65]271 ownFlagAtBase = true;
272 break;
273 }
274 }
275 }
276
[95ffe57]277 if (ownFlagAtBase)
278 {
279 it->second->hasRedFlag = false;
[446dc65]280 flagType = WorldMap::OBJECT_RED_FLAG;
281 pos = gameMap->getStructureLocation(WorldMap::STRUCTURE_RED_FLAG);
282 flagTurnedIn = true;
283 scoreBlue++;
284 }
[e4c60ba]285 }
[7553db9]286
287 break;
[e4c60ba]288 }
289 case WorldMap::STRUCTURE_RED_FLAG:
290 {
[95ffe57]291 if (it->second->team == 1 && it->second->hasBlueFlag)
[7553db9]292 {
[446dc65]293 // check that your flag is at your base
294 pos = gameMap->getStructureLocation(WorldMap::STRUCTURE_RED_FLAG);
295
296 vector<WorldMap::Object>* vctObjects = gameMap->getObjects();
297 vector<WorldMap::Object>::iterator itObjects;
298
[95ffe57]299 for (itObjects = vctObjects->begin(); itObjects != vctObjects->end(); itObjects++)
300 {
301 if (itObjects->type == WorldMap::OBJECT_RED_FLAG)
302 {
303 if (itObjects->pos.x == pos.x*25+12 && itObjects->pos.y == pos.y*25+12)
304 {
[446dc65]305 ownFlagAtBase = true;
306 break;
307 }
308 }
309 }
310
[95ffe57]311 if (ownFlagAtBase)
312 {
313 it->second->hasBlueFlag = false;
[446dc65]314 flagType = WorldMap::OBJECT_BLUE_FLAG;
315 pos = gameMap->getStructureLocation(WorldMap::STRUCTURE_BLUE_FLAG);
316 flagTurnedIn = true;
317 scoreRed++;
318 }
[e4c60ba]319 }
320
[7553db9]321 break;
322 }
323 }
[e4c60ba]324
[95ffe57]325 if (flagTurnedIn)
326 {
[7553db9]327 // send an OBJECT message to add the flag back to its spawn point
328 pos.x = pos.x*25+12;
329 pos.y = pos.y*25+12;
330 gameMap->addObject(flagType, pos.x, pos.y);
[e4c60ba]331
[7553db9]332 serverMsg.type = MSG_TYPE_OBJECT;
333 gameMap->getObjects()->back().serialize(serverMsg.buffer);
[e4c60ba]334
[95ffe57]335 map<unsigned int, Player*>::iterator it2;
[7553db9]336 for (it2 = mapPlayers.begin(); it2 != mapPlayers.end(); it2++)
337 {
[95ffe57]338 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it2->second->addr), &outputLog) < 0 )
[7553db9]339 error("sendMessage");
[e4c60ba]340 }
[7553db9]341
[b8601ee]342 serverMsg.type = MSG_TYPE_SCORE;
343 memcpy(serverMsg.buffer, &scoreBlue, 4);
344 memcpy(serverMsg.buffer+4, &scoreRed, 4);
345
346 for (it2 = mapPlayers.begin(); it2 != mapPlayers.end(); it2++)
347 {
[95ffe57]348 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it2->second->addr), &outputLog) < 0 )
[b8601ee]349 error("sendMessage");
350 }
351
[7553db9]352 // this means a PLAYER message will be sent
353 broadcastMove = true;
[e4c60ba]354 }
355
[446dc65]356 // go through all objects and check if the player is close to one and if its their flag
357 vector<WorldMap::Object>* vctObjects = gameMap->getObjects();
358 vector<WorldMap::Object>::iterator itObjects;
359 POSITION structPos;
360
[95ffe57]361 for (itObjects = vctObjects->begin(); itObjects != vctObjects->end(); itObjects++)
362 {
[446dc65]363 POSITION pos = itObjects->pos;
364
[95ffe57]365 if (posDistance(it->second->pos, pos.toFloat()) < 10)
366 {
367 if (it->second->team == 0 &&
368 itObjects->type == WorldMap::OBJECT_BLUE_FLAG)
369 {
[446dc65]370 structPos = gameMap->getStructureLocation(WorldMap::STRUCTURE_BLUE_FLAG);
371 flagReturned = true;
372 break;
[95ffe57]373 }
374 else if (it->second->team == 1 &&
375 itObjects->type == WorldMap::OBJECT_RED_FLAG)
376 {
[446dc65]377 structPos = gameMap->getStructureLocation(WorldMap::STRUCTURE_RED_FLAG);
378 flagReturned = true;
379 break;
380 }
381 }
382 }
383
[95ffe57]384 if (flagReturned)
385 {
[446dc65]386 itObjects->pos.x = structPos.x*25+12;
387 itObjects->pos.y = structPos.y*25+12;
388
389 serverMsg.type = MSG_TYPE_OBJECT;
390 itObjects->serialize(serverMsg.buffer);
391
[95ffe57]392 map<unsigned int, Player*>::iterator it2;
[446dc65]393 for (it2 = mapPlayers.begin(); it2 != mapPlayers.end(); it2++)
394 {
[95ffe57]395 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it2->second->addr), &outputLog) < 0 )
[446dc65]396 error("sendMessage");
397 }
398 }
399
[95ffe57]400 if (broadcastMove)
401 {
[23559e7]402 serverMsg.type = MSG_TYPE_PLAYER;
[95ffe57]403 it->second->serialize(serverMsg.buffer);
[23559e7]404
405 cout << "about to broadcast move" << endl;
[95ffe57]406 map<unsigned int, Player*>::iterator it2;
[23559e7]407 for (it2 = mapPlayers.begin(); it2 != mapPlayers.end(); it2++)
408 {
[95ffe57]409 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it2->second->addr), &outputLog) < 0 )
[23559e7]410 error("sendMessage");
411 }
[d211210]412 }
413 }
[8dad966]414
415 // check if the player's attack animation is complete
[95ffe57]416 if (it->second->isAttacking && it->second->timeAttackStarted+it->second->attackCooldown <= getCurrentMillis())
417 {
418 it->second->isAttacking = false;
[8795a38]419 cout << "Attack animation is complete" << endl;
[8dad966]420
421 //send everyone an ATTACK message
422 cout << "about to broadcast attack" << endl;
423
424 serverMsg.type = MSG_TYPE_ATTACK;
[95ffe57]425 memcpy(serverMsg.buffer, &it->second->id, 4);
426 memcpy(serverMsg.buffer+4, &it->second->targetPlayer, 4);
[8dad966]427
[95ffe57]428 map<unsigned int, Player*>::iterator it2;
[8dad966]429 for (it2 = mapPlayers.begin(); it2 != mapPlayers.end(); it2++)
430 {
[95ffe57]431 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it2->second->addr), &outputLog) < 0 )
[8dad966]432 error("sendMessage");
433 }
434
[95ffe57]435 if (it->second->attackType == Player::ATTACK_MELEE)
436 {
[ff2133a]437 cout << "Melee attack" << endl;
438
[95ffe57]439 Player* target = mapPlayers[it->second->targetPlayer];
440 damagePlayer(target, it->second->damage);
[8dad966]441
[95ffe57]442 if (target->isDead)
443 {
[411c1ae]444 WorldMap::ObjectType flagType = WorldMap::OBJECT_NONE;
445 if (target->hasBlueFlag)
446 flagType = WorldMap::OBJECT_BLUE_FLAG;
447 else if (target->hasRedFlag)
448 flagType = WorldMap::OBJECT_RED_FLAG;
449
450 if (flagType != WorldMap::OBJECT_NONE) {
[d05086b]451 addObjectToMap(flagType, target->pos.x, target->pos.y, gameMap, mapPlayers, msgProcessor, sock, outputLog);
[411c1ae]452 }
453 }
454
[8dad966]455 serverMsg.type = MSG_TYPE_PLAYER;
456 target->serialize(serverMsg.buffer);
[95ffe57]457 }
458 else if (it->second->attackType == Player::ATTACK_RANGED)
459 {
[ff2133a]460 cout << "Ranged attack" << endl;
461
[95ffe57]462 Projectile proj(it->second->pos.x, it->second->pos.y, it->second->targetPlayer, it->second->damage);
[8dad966]463 proj.id = unusedProjectileId;
464 updateUnusedProjectileId(unusedProjectileId, mapProjectiles);
465 mapProjectiles[proj.id] = proj;
466
[95ffe57]467 int x = it->second->pos.x;
468 int y = it->second->pos.y;
[8795a38]469
[8dad966]470 serverMsg.type = MSG_TYPE_PROJECTILE;
[8795a38]471 memcpy(serverMsg.buffer, &proj.id, 4);
472 memcpy(serverMsg.buffer+4, &x, 4);
473 memcpy(serverMsg.buffer+8, &y, 4);
[95ffe57]474 memcpy(serverMsg.buffer+12, &it->second->targetPlayer, 4);
[8dad966]475 }
[95ffe57]476 else
477 cout << "Invalid attack type: " << it->second->attackType << endl;
[8dad966]478
479 // broadcast either a PLAYER or PROJECTILE message
[ff2133a]480 cout << "Broadcasting player or projectile message" << endl;
[8dad966]481 for (it2 = mapPlayers.begin(); it2 != mapPlayers.end(); it2++)
482 {
[95ffe57]483 if (msgProcessor.sendMessage(&serverMsg, sock, &(it2->second->addr), &outputLog) < 0 )
[8dad966]484 error("sendMessage");
485 }
[ff2133a]486 cout << "Done broadcasting" << endl;
[8dad966]487 }
488 }
489
490 // move all projectiles
491 map<unsigned int, Projectile>::iterator itProj;
[95ffe57]492 for (itProj = mapProjectiles.begin(); itProj != mapProjectiles.end(); itProj++)
493 {
[c76134b]494 cout << "About to call projectile move" << endl;
[95ffe57]495 if (itProj->second.move(mapPlayers))
496 {
[8dad966]497 // send a REMOVE_PROJECTILE message
[ff2133a]498 cout << "send a REMOVE_PROJECTILE message" << endl;
[8dad966]499 serverMsg.type = MSG_TYPE_REMOVE_PROJECTILE;
500 memcpy(serverMsg.buffer, &itProj->second.id, 4);
501 mapProjectiles.erase(itProj->second.id);
502
[95ffe57]503 map<unsigned int, Player*>::iterator it2;
[ff2133a]504 cout << "Broadcasting REMOVE_PROJECTILE" << endl;
[8dad966]505 for (it2 = mapPlayers.begin(); it2 != mapPlayers.end(); it2++)
506 {
[95ffe57]507 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it2->second->addr), &outputLog) < 0 )
[8dad966]508 error("sendMessage");
509 }
510
[ff2133a]511 cout << "send a PLAYER message after dealing damage" << endl;
[8dad966]512 // send a PLAYER message after dealing damage
[95ffe57]513 Player* target = mapPlayers[itProj->second.target];
[8dad966]514
[c76134b]515 damagePlayer(target, itProj->second.damage);
[8dad966]516
[95ffe57]517 if (target->isDead)
518 {
[411c1ae]519 WorldMap::ObjectType flagType = WorldMap::OBJECT_NONE;
520 if (target->hasBlueFlag)
521 flagType = WorldMap::OBJECT_BLUE_FLAG;
522 else if (target->hasRedFlag)
523 flagType = WorldMap::OBJECT_RED_FLAG;
524
[95ffe57]525 if (flagType != WorldMap::OBJECT_NONE)
[d05086b]526 addObjectToMap(flagType, target->pos.x, target->pos.y, gameMap, mapPlayers, msgProcessor, sock, outputLog);
[411c1ae]527 }
528
[8dad966]529 serverMsg.type = MSG_TYPE_PLAYER;
530 target->serialize(serverMsg.buffer);
531
[ff2133a]532 cout << "Sending a PLAYER message" << endl;
[8dad966]533 for (it2 = mapPlayers.begin(); it2 != mapPlayers.end(); it2++)
534 {
[95ffe57]535 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it2->second->addr), &outputLog) < 0 )
[8dad966]536 error("sendMessage");
537 }
538 }
[c76134b]539 cout << "Projectile was not moved" << endl;
[d211210]540 }
541 }
542
[d05086b]543 n = msgProcessor.receiveMessage(&clientMsg, sock, &from, &outputLog);
[8e540f4]544
[95ffe57]545 if (n >= 0)
546 {
[99afbb8]547 broadcastResponse = processMessage(clientMsg, from, msgProcessor, mapPlayers, mapGames, gameMap, unusedPlayerId, serverMsg, sock, scoreBlue, scoreRed, outputLog);
[371ce29]548
[da692b9]549 if (broadcastResponse)
[3b1efcc]550 {
[da692b9]551 cout << "Should be broadcasting the message" << endl;
552
[95ffe57]553 map<unsigned int, Player*>::iterator it;
[01d0d00]554 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
[3b1efcc]555 {
[95ffe57]556 cout << "Sent message back to " << it->second->name << endl;
557 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it->second->addr), &outputLog) < 0 )
[3b1efcc]558 error("sendMessage");
559 }
560 }
561 else
562 {
[da692b9]563 cout << "Should be sending back the message" << endl;
564
[d05086b]565 if ( msgProcessor.sendMessage(&serverMsg, sock, &from, &outputLog) < 0 )
[3b1efcc]566 error("sendMessage");
567 }
[7b43385]568 }
[8e540f4]569 }
[371ce29]570
[d05086b]571 outputLog << "Stopped server on " << getCurrentDateTimeString() << endl;
572 outputLog.close();
573
[f41a7f9]574 // delete all games
575 map<string, Game*>::iterator itGames;
[95ffe57]576 for (itGames = mapGames.begin(); itGames != mapGames.end(); itGames++)
577 {
[f41a7f9]578 delete itGames->second;
579 }
580
[95ffe57]581 map<unsigned int, Player*>::iterator itPlayers;
582 for (itPlayers = mapPlayers.begin(); itPlayers != mapPlayers.end(); itPlayers++)
583 {
584 delete itPlayers->second;
585 }
586
[8e540f4]587 return 0;
588}
589
[95ffe57]590bool 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, NETWORK_MSG &serverMsg, int sock, int &scoreBlue, int &scoreRed, ofstream& outputLog)
[8e540f4]591{
[41ad8ed]592 DataAccess da;
593
[9a4fa04]594 cout << "Inside processMessage" << endl;
595
[b8cb03f]596 cout << "Received message" << endl;
[8e540f4]597 cout << "MSG: type: " << clientMsg.type << endl;
598 cout << "MSG contents: " << clientMsg.buffer << endl;
599
[da692b9]600 // maybe we should make a message class and have this be a member
[3b1efcc]601 bool broadcastResponse = false;
602
[8e540f4]603 // Check that if an invalid message is sent, the client will correctly
604 // receive and display the response. Maybe make a special error msg type
605 switch(clientMsg.type)
606 {
607 case MSG_TYPE_REGISTER:
[d2b411a]608 {
[8e540f4]609 string username(clientMsg.buffer);
610 string password(strchr(clientMsg.buffer, '\0')+1);
[521c88b]611 Player::PlayerClass playerClass;
612
613 memcpy(&playerClass, clientMsg.buffer+username.length()+password.length()+2, 4);
[c4c2a3c]614 serverMsg.type = MSG_TYPE_REGISTER;
615
[8e540f4]616 cout << "username: " << username << endl;
617 cout << "password: " << password << endl;
[d2b411a]618
[521c88b]619 if (playerClass == Player::CLASS_WARRIOR)
620 cout << "class: WARRIOR" << endl;
621 else if (playerClass == Player::CLASS_RANGER)
622 cout << "class: RANGER" << endl;
[c4c2a3c]623 else {
[521c88b]624 cout << "Unknown player class detected" << endl;
[c4c2a3c]625 strcpy(serverMsg.buffer, "You didn't select a class");
626 break;
627 }
[521c88b]628
629 int error = da.insertPlayer(username, password, playerClass);
[41ad8ed]630
[c4c2a3c]631 if (error)
[3b1efcc]632 strcpy(serverMsg.buffer, "Registration failed. Please try again.");
[c4c2a3c]633 else
634 strcpy(serverMsg.buffer, "Registration successful.");
[d2b411a]635
[8e540f4]636 break;
637 }
638 case MSG_TYPE_LOGIN:
639 {
[60017fc]640 cout << "Got login message" << endl;
641
[8e540f4]642 string username(clientMsg.buffer);
[41ad8ed]643 string password(strchr(clientMsg.buffer, '\0')+1);
[8e540f4]644
[41ad8ed]645 Player* p = da.getPlayer(username);
[d2b411a]646
[b128109]647 if (p == NULL || !da.verifyPassword(password, p->password))
[41ad8ed]648 {
649 strcpy(serverMsg.buffer, "Incorrect username or password");
[95ffe57]650 if (p != NULL)
651 delete(p);
[41ad8ed]652 }
[01d0d00]653 else if(findPlayerByName(mapPlayers, username) != NULL)
[41ad8ed]654 {
655 strcpy(serverMsg.buffer, "Player has already logged in.");
[95ffe57]656 delete(p);
[41ad8ed]657 }
658 else
[8e540f4]659 {
[8dad966]660 updateUnusedPlayerId(unusedPlayerId, mapPlayers);
661 p->id = unusedPlayerId;
[d211210]662 cout << "new player id: " << p->id << endl;
[df79cfd]663 p->setAddr(from);
664
665 // choose a random team (either 0 or 1)
666 p->team = rand() % 2;
[d211210]667
[f203c5c]668 serverMsg.type = MSG_TYPE_PLAYER;
669
[d211210]670 // tell the new player about all the existing players
671 cout << "Sending other players to new player" << endl;
672
[95ffe57]673 map<unsigned int, Player*>::iterator it;
[d211210]674 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
675 {
[95ffe57]676 it->second->serialize(serverMsg.buffer);
[d211210]677
[95ffe57]678 cout << "sending info about " << it->second->name << endl;
679 cout << "sending id " << it->second->id << endl;
[d05086b]680 if ( msgProcessor.sendMessage(&serverMsg, sock, &from, &outputLog) < 0 )
[5f868c0]681 error("sendMessage");
682 }
683
684 // tell the new player about all map objects
685 // (currently just the flags)
686 serverMsg.type = MSG_TYPE_OBJECT;
[e487381]687 vector<WorldMap::Object>* vctObjects = gameMap->getObjects();
[5f868c0]688 vector<WorldMap::Object>::iterator itObjects;
689 cout << "sending items" << endl;
[e487381]690 for (itObjects = vctObjects->begin(); itObjects != vctObjects->end(); itObjects++) {
[5f868c0]691 itObjects->serialize(serverMsg.buffer);
692 cout << "sending item id " << itObjects->id << endl;
[d05086b]693 if ( msgProcessor.sendMessage(&serverMsg, sock, &from, &outputLog) < 0 )
[d211210]694 error("sendMessage");
695 }
[59061f6]696
[b8601ee]697 // send the current score
698 serverMsg.type = MSG_TYPE_SCORE;
699 memcpy(serverMsg.buffer, &scoreBlue, 4);
700 memcpy(serverMsg.buffer+4, &scoreRed, 4);
[d05086b]701 if ( msgProcessor.sendMessage(&serverMsg, sock, &from, &outputLog) < 0 )
[b8601ee]702 error("sendMessage");
703
704 serverMsg.type = MSG_TYPE_PLAYER;
[594d2e9]705 p->serialize(serverMsg.buffer);
[d211210]706 cout << "Should be broadcasting the message" << endl;
707
708 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
709 {
[95ffe57]710 cout << "Sent message back to " << it->second->name << endl;
711 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it->second->addr), &outputLog) < 0 )
[d211210]712 error("sendMessage");
713 }
714
[95ffe57]715 mapPlayers[unusedPlayerId] = p;
[07028b9]716 }
717
[f203c5c]718 serverMsg.type = MSG_TYPE_LOGIN;
[07028b9]719
[8e540f4]720 break;
721 }
722 case MSG_TYPE_LOGOUT:
723 {
724 string name(clientMsg.buffer);
725 cout << "Player logging out: " << name << endl;
726
[01d0d00]727 Player *p = findPlayerByName(mapPlayers, name);
[633f42a]728
[90eaad2]729 memcpy(serverMsg.buffer, &p->id, 4);
730
[8e540f4]731 if (p == NULL)
732 {
[90eaad2]733 strcpy(serverMsg.buffer+4, "That player is not logged in. This is either a bug, or you're trying to hack the server.");
[8a3ef42]734 cout << "Player not logged in" << endl;
[07028b9]735 }
[01d0d00]736 else if ( p->addr.sin_addr.s_addr != from.sin_addr.s_addr ||
737 p->addr.sin_port != from.sin_port )
[07028b9]738 {
[90eaad2]739 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.");
[8a3ef42]740 cout << "Player logged in using a different connection" << endl;
[2488852]741 }
[8e540f4]742 else
[2488852]743 {
[411c1ae]744 if (!p->isDead) {
745 WorldMap::ObjectType flagType = WorldMap::OBJECT_NONE;
746 if (p->hasBlueFlag)
747 flagType = WorldMap::OBJECT_BLUE_FLAG;
748 else if (p->hasRedFlag)
749 flagType = WorldMap::OBJECT_RED_FLAG;
750
751 if (flagType != WorldMap::OBJECT_NONE) {
[d05086b]752 addObjectToMap(flagType, p->pos.x, p->pos.y, gameMap, mapPlayers, msgProcessor, sock, outputLog);
[411c1ae]753 }
754 }
755
[1a47469]756 // broadcast to all players before deleting p from the map
757 map<unsigned int, Player*>::iterator it;
758 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
759 {
760 cout << "Sent message back to " << it->second->name << endl;
761 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it->second->addr), &outputLog) < 0 )
762 error("sendMessage");
763 }
764
[8dad966]765 if (p->id < unusedPlayerId)
766 unusedPlayerId = p->id;
[01d0d00]767 mapPlayers.erase(p->id);
[95ffe57]768 delete p;
[90eaad2]769 strcpy(serverMsg.buffer+4, "You have successfully logged out.");
[8e540f4]770 }
[07028b9]771
[d211210]772 serverMsg.type = MSG_TYPE_LOGOUT;
[8a3ef42]773
[8e540f4]774 break;
775 }
776 case MSG_TYPE_CHAT:
777 {
[da692b9]778 cout << "Got a chat message" << endl;
779
[01d0d00]780 Player *p = findPlayerByAddr(mapPlayers, from);
[07028b9]781
[8e540f4]782 if (p == NULL)
783 {
784 strcpy(serverMsg.buffer, "No player is logged in using this connection. This is either a bug, or you're trying to hack the server.");
[2488852]785 }
[8e540f4]786 else
787 {
[3b1efcc]788 broadcastResponse = true;
789
[b128109]790 ostringstream oss;
791 oss << p->name << ": " << clientMsg.buffer;
[3b1efcc]792
[b128109]793 strcpy(serverMsg.buffer, oss.str().c_str());
[8e540f4]794 }
795
796 serverMsg.type = MSG_TYPE_CHAT;
797
798 break;
[e084950]799 }
[b128109]800 case MSG_TYPE_PLAYER_MOVE:
801 {
802 cout << "PLAYER_MOVE" << endl;
803
804 int id, x, y;
805
806 memcpy(&id, clientMsg.buffer, 4);
807 memcpy(&x, clientMsg.buffer+4, 4);
808 memcpy(&y, clientMsg.buffer+8, 4);
[7b43385]809
[b128109]810 cout << "x: " << x << endl;
811 cout << "y: " << y << endl;
812 cout << "id: " << id << endl;
[7b43385]813
[95ffe57]814 Player* p = mapPlayers[id];
815
816 if ( p->addr.sin_addr.s_addr == from.sin_addr.s_addr &&
817 p->addr.sin_port == from.sin_port )
[b128109]818 {
[60017fc]819 // we need to make sure the player can move here
[694c3d2]820 if (0 <= x && x < gameMap->width*25 && 0 <= y && y < gameMap->height*25 &&
[60017fc]821 gameMap->getElement(x/25, y/25) == WorldMap::TERRAIN_GRASS)
822 {
[7b43385]823 cout << "valid terrain" << endl;
824
[95ffe57]825 p->target.x = x;
826 p->target.y = y;
[60017fc]827
[95ffe57]828 p->isChasing = false;
829 p->isAttacking = false;
[5b1e31e]830
[60017fc]831 serverMsg.type = MSG_TYPE_PLAYER_MOVE;
832
833 memcpy(serverMsg.buffer, &id, 4);
[95ffe57]834 memcpy(serverMsg.buffer+4, &p->target.x, 4);
835 memcpy(serverMsg.buffer+8, &p->target.y, 4);
[60017fc]836
837 broadcastResponse = true;
838 }
839 else
840 cout << "Bad terrain detected" << endl;
[b128109]841 }
842 else // nned to send back a message indicating failure
843 cout << "Player id (" << id << ") doesn't match sender" << endl;
844
845 break;
846 }
[5299436]847 case MSG_TYPE_PICKUP_FLAG:
848 {
849 // may want to check the id matches the sender, just like for PLAYER_NOVE
850 cout << "PICKUP_FLAG" << endl;
851
852 int id;
853
854 memcpy(&id, clientMsg.buffer, 4);
855 cout << "id: " << id << endl;
856
[95ffe57]857 Player* p = mapPlayers[id];
858
[5c84d54]859 vector<WorldMap::Object>* vctObjects = gameMap->getObjects();
860 vector<WorldMap::Object>::iterator itObjects;
861
862 for (itObjects = vctObjects->begin(); itObjects != vctObjects->end();) {
863 POSITION pos = itObjects->pos;
864 bool gotFlag = false;
865
[95ffe57]866 if (posDistance(p->pos, pos.toFloat()) < 10) {
[5c84d54]867 switch (itObjects->type) {
868 case WorldMap::OBJECT_BLUE_FLAG:
[95ffe57]869 if (p->team == 1) {
[5c84d54]870 gotFlag = true;
[95ffe57]871 p->hasBlueFlag = true;
[5c84d54]872 broadcastResponse = true;
873 }
874 break;
875 case WorldMap::OBJECT_RED_FLAG:
[95ffe57]876 if (p->team == 0) {
[5c84d54]877 gotFlag = true;
[95ffe57]878 p->hasRedFlag = true;
[5c84d54]879 broadcastResponse = true;
880 }
881 break;
882 }
883
884 if (gotFlag) {
885 serverMsg.type = MSG_TYPE_REMOVE_OBJECT;
886 memcpy(serverMsg.buffer, &itObjects->id, 4);
887
[95ffe57]888 map<unsigned int, Player*>::iterator it;
[5c84d54]889 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
890 {
[95ffe57]891 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it->second->addr), &outputLog) < 0 )
[5c84d54]892 error("sendMessage");
893 }
894
895 // remove the object from the server-side map
896 cout << "size before: " << gameMap->getObjects()->size() << endl;
897 itObjects = vctObjects->erase(itObjects);
898 cout << "size after: " << gameMap->getObjects()->size() << endl;
899 }
900 }
901
902 if (!gotFlag)
903 itObjects++;
904 }
905
906 serverMsg.type = MSG_TYPE_PLAYER;
[95ffe57]907 p->serialize(serverMsg.buffer);
[5c84d54]908
[5299436]909 break;
910 }
[e487381]911 case MSG_TYPE_DROP_FLAG:
912 {
913 // may want to check the id matches the sender, just like for PLAYER_NOVE
914 cout << "DROP_FLAG" << endl;
915
916 int id;
917
918 memcpy(&id, clientMsg.buffer, 4);
919 cout << "id: " << id << endl;
920
[95ffe57]921 Player* p = mapPlayers[id];
922
[e487381]923 WorldMap::ObjectType flagType = WorldMap::OBJECT_NONE;
[95ffe57]924 if (p->hasBlueFlag)
[e487381]925 flagType = WorldMap::OBJECT_BLUE_FLAG;
[95ffe57]926 else if (p->hasRedFlag)
[e487381]927 flagType = WorldMap::OBJECT_RED_FLAG;
928
[95ffe57]929 addObjectToMap(flagType, p->pos.x, p->pos.y, gameMap, mapPlayers, msgProcessor, sock, outputLog);
[e487381]930
[95ffe57]931 p->hasBlueFlag = false;
932 p->hasRedFlag = false;
[e487381]933
934 serverMsg.type = MSG_TYPE_PLAYER;
[95ffe57]935 p->serialize(serverMsg.buffer);
[e487381]936
937 broadcastResponse = true;
938
939 break;
940 }
[4b4b153]941 case MSG_TYPE_START_ATTACK:
942 {
943 cout << "Received a START_ATTACK message" << endl;
944
[8a4ed74]945 int id, targetId;
946
947 memcpy(&id, clientMsg.buffer, 4);
948 memcpy(&targetId, clientMsg.buffer+4, 4);
949
[95ffe57]950 Player* source = mapPlayers[id];
[8dad966]951 source->targetPlayer = targetId;
[11d21ee]952 source->isChasing = true;
[8dad966]953
[11d21ee]954 // this is irrelevant since the client doesn't even listen for START_ATTACK messages
955 // actually, the client should not ignore this and should instead perform the same movement
956 // algorithm on its end (following the target player until in range) that the server does.
957 // Once the attacker is in range, the client should stop movement and wait for messages
958 // from the server
[4b4b153]959 serverMsg.type = MSG_TYPE_START_ATTACK;
[8dad966]960 memcpy(serverMsg.buffer, &id, 4);
961 memcpy(serverMsg.buffer+4, &targetId, 4);
[4b4b153]962 broadcastResponse = true;
[8a4ed74]963
964 break;
[4b4b153]965 }
966 case MSG_TYPE_ATTACK:
967 {
968 cout << "Received am ATTACK message" << endl;
[8dad966]969 cout << "ERROR: Clients should not send ATTACK messages" << endl;
[8a4ed74]970
971 break;
[4b4b153]972 }
[b8f789d]973 case MSG_TYPE_CREATE_GAME:
[8e540f4]974 {
[b8f789d]975 cout << "Received a CREATE_GAME message" << endl;
976
977 string gameName(clientMsg.buffer);
978 cout << "Game name: " << gameName << endl;
979
[b48ef09]980 // check if this game already exists
981 if (mapGames.find(gameName) != mapGames.end()) {
[3ef8cf4]982 cout << "Error: Game already exists" << endl;
[b48ef09]983 serverMsg.type = MSG_TYPE_JOIN_GAME_FAILURE;
984 broadcastResponse = false;
985 return broadcastResponse;
986 }
[b92e6a7]987
[a6fe73d]988 Game* g = new Game(gameName, "../data/map.txt");
[f41a7f9]989 mapGames[gameName] = g;
[b92e6a7]990
[b48ef09]991 Player* p = findPlayerByAddr(mapPlayers, from);
[f41a7f9]992 p->currentGame = g;
[b92e6a7]993
[7d8d5d3]994 serverMsg.type = MSG_TYPE_JOIN_GAME_SUCCESS;
[b48ef09]995 strcpy(serverMsg.buffer, gameName.c_str());
996 broadcastResponse = false;
[b92e6a7]997
[b48ef09]998 break;
999 }
1000 case MSG_TYPE_JOIN_GAME:
1001 {
1002 cout << "Received a JOIN_GAME message" << endl;
[b92e6a7]1003
[b48ef09]1004 string gameName(clientMsg.buffer);
1005 cout << "Game name: " << gameName << endl;
[b92e6a7]1006
[b48ef09]1007 // check if this game already exists
1008 if (mapGames.find(gameName) == mapGames.end()) {
[3ef8cf4]1009 cout << "Error: Game does not exist" << endl;
[b48ef09]1010 serverMsg.type = MSG_TYPE_JOIN_GAME_FAILURE;
1011 broadcastResponse = false;
1012 return broadcastResponse;
[b92e6a7]1013 }
1014
[b48ef09]1015 Game* g = mapGames[gameName];
1016 map<unsigned int, Player*>& players = g->getPlayers();
1017 Player* p = findPlayerByAddr(mapPlayers, from);
[f41a7f9]1018
[b48ef09]1019 if (players.find(p->id) != players.end()) {
1020 cout << "Player " << p->name << " trying to join a game he's already in" << endl;
1021 serverMsg.type = MSG_TYPE_JOIN_GAME_FAILURE;
1022 broadcastResponse = false;
1023 return broadcastResponse;
[b92e6a7]1024 }
1025
[b48ef09]1026 p->currentGame = g;
[b8f789d]1027
[7d8d5d3]1028 serverMsg.type = MSG_TYPE_JOIN_GAME_SUCCESS;
[b48ef09]1029 strcpy(serverMsg.buffer, gameName.c_str());
1030 broadcastResponse = false;
[b8f789d]1031
1032 break;
1033 }
[ab8fd40]1034 case MSG_TYPE_LEAVE_GAME:
1035 {
1036 cout << "Received a LEAVE_GAME message" << endl;
1037
1038 Player* p = findPlayerByAddr(mapPlayers, from);
1039 Game* g = p->currentGame;
1040
1041 if (g == NULL) {
1042 cout << "Player " << p->name << " is trying to leave a game, but is not currently in a game." << endl;
1043
1044 /// should send a response back, maybe a new message type is needed
1045
1046 break;
1047 }
1048
1049 cout << "Game name: " << g->getName() << endl;
[3ef8cf4]1050 p->currentGame = NULL;
[95ffe57]1051
1052 serverMsg.type = MSG_TYPE_LEAVE_GAME;
1053 memcpy(serverMsg.buffer, &p->id, 4);
1054 strcpy(serverMsg.buffer+4, g->getName().c_str());
1055
1056 map<unsigned int, Player*>& players = g->getPlayers();
1057
1058 map<unsigned int, Player*>::iterator it;
1059 for (it = players.begin(); it != players.end(); it++)
1060 {
1061 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it->second->addr), &outputLog) < 0 )
1062 error("sendMessage");
1063 }
1064
[3ef8cf4]1065 g->removePlayer(p->id);
[ab8fd40]1066
1067 // broadcast a messsage to other players so they know someone left the game
1068 // also, check if the game has any players left. If not, remove it and send everyone a message so the game is gone from their lobby list
1069
1070 int numPlayers = g->getNumPlayers();
1071
1072 serverMsg.type = MSG_TYPE_GAME_INFO;
1073 memcpy(serverMsg.buffer, &numPlayers, 4);
1074 strcpy(serverMsg.buffer+4, g->getName().c_str());
1075 broadcastResponse = true;
1076
[1248984]1077 // if there are no more players in the game, remove it
1078 if (numPlayers == 0) {
1079 mapGames.erase(g->getName());
1080 delete g;
1081 }
1082
[ab8fd40]1083 break;
1084 }
[b48ef09]1085 case MSG_TYPE_JOIN_GAME_ACK:
[b8f789d]1086 {
[b48ef09]1087 cout << "Received a JOIN_GAME_ACK message" << endl;
[e084950]1088
[b8f789d]1089 string gameName(clientMsg.buffer);
1090 cout << "Game name: " << gameName << endl;
1091
[b48ef09]1092 // check if this game already exists
1093 if (mapGames.find(gameName) == mapGames.end()) {
1094 serverMsg.type = MSG_TYPE_JOIN_GAME_FAILURE;
1095 broadcastResponse = false;
1096 return broadcastResponse;
1097 }
[b92e6a7]1098
[f41a7f9]1099 Game* g = mapGames[gameName];
[b92e6a7]1100
[b48ef09]1101 Player* p = findPlayerByAddr(mapPlayers, from);
[f41a7f9]1102 p->team = rand() % 2; // choose a random team (either 0 or 1)
[3d6f78f]1103 p->currentGame = g; // should have been done in JOIN_GAME, so not necessary
[b92e6a7]1104
[f41a7f9]1105 map<unsigned int, Player*>& otherPlayers = g->getPlayers();
[b92e6a7]1106
1107 // tell the new player about all the existing players
1108 cout << "Sending other players to new player" << endl;
[95ffe57]1109 serverMsg.type = MSG_TYPE_PLAYER;
[b92e6a7]1110
1111 map<unsigned int, Player*>::iterator it;
1112 for (it = otherPlayers.begin(); it != otherPlayers.end(); it++)
1113 {
1114 it->second->serialize(serverMsg.buffer);
1115
1116 cout << "sending info about " << it->second->name << endl;
1117 cout << "sending id " << it->second->id << endl;
1118 if ( msgProcessor.sendMessage(&serverMsg, sock, &from, &outputLog) < 0 )
1119 error("sendMessage");
1120 }
1121
1122 // tell the new player about all map objects
1123 // (currently just the flags)
1124
1125 serverMsg.type = MSG_TYPE_OBJECT;
[f41a7f9]1126 vector<WorldMap::Object>* vctObjects = g->getMap()->getObjects();
[b92e6a7]1127 vector<WorldMap::Object>::iterator itObjects;
1128 cout << "sending items" << endl;
1129 for (itObjects = vctObjects->begin(); itObjects != vctObjects->end(); itObjects++) {
1130 itObjects->serialize(serverMsg.buffer);
1131 cout << "sending item id " << itObjects->id << endl;
1132 if ( msgProcessor.sendMessage(&serverMsg, sock, &from, &outputLog) < 0 )
1133 error("sendMessage");
1134 }
1135
1136
1137 // send the current score
1138 serverMsg.type = MSG_TYPE_SCORE;
1139
[f41a7f9]1140 int game_blueScore = g->getBlueScore();
1141 int game_redScore = g->getRedScore();
[b92e6a7]1142 memcpy(serverMsg.buffer, &game_blueScore, 4);
1143 memcpy(serverMsg.buffer+4, &game_redScore, 4);
1144
1145 if ( msgProcessor.sendMessage(&serverMsg, sock, &from, &outputLog) < 0 )
1146 error("sendMessage");
1147
1148 serverMsg.type = MSG_TYPE_PLAYER;
1149 p->serialize(serverMsg.buffer);
1150 cout << "Should be broadcasting the message" << endl;
1151
1152 for (it = otherPlayers.begin(); it != otherPlayers.end(); it++)
1153 {
1154 cout << "Sent message back to " << it->second->name << endl;
1155 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it->second->addr), &outputLog) < 0 )
1156 error("sendMessage");
1157 }
[b8f789d]1158
[b48ef09]1159 g->addPlayer(p);
1160 int numPlayers = g->getNumPlayers();
1161
[b8f789d]1162 serverMsg.type = MSG_TYPE_GAME_INFO;
1163 memcpy(serverMsg.buffer, &numPlayers, 4);
1164 strcpy(serverMsg.buffer+4, gameName.c_str());
1165 broadcastResponse = true;
[ab8fd40]1166
[b8f789d]1167 break;
1168 }
1169 default:
1170 {
[8e540f4]1171 serverMsg.type = MSG_TYPE_CHAT;
[b8f789d]1172 strcpy(serverMsg.buffer, "Server error occured. Report this please.");
[e084950]1173
[8e540f4]1174 break;
1175 }
[e3535b3]1176 }
[da692b9]1177
1178 return broadcastResponse;
[e3535b3]1179}
[da692b9]1180
[95ffe57]1181void updateUnusedPlayerId(unsigned int& id, map<unsigned int, Player*>& mapPlayers)
[01d0d00]1182{
[1106210]1183 while (mapPlayers.find(id) != mapPlayers.end())
1184 id++;
[01d0d00]1185}
[8dad966]1186
1187void updateUnusedProjectileId(unsigned int& id, map<unsigned int, Projectile>& mapProjectiles)
1188{
1189 while (mapProjectiles.find(id) != mapProjectiles.end())
1190 id++;
1191}
[c76134b]1192
[95ffe57]1193Player *findPlayerByName(map<unsigned int, Player*> &m, string name)
1194{
1195 map<unsigned int, Player*>::iterator it;
1196
1197 for (it = m.begin(); it != m.end(); it++)
1198 {
1199 if ( it->second->name.compare(name) == 0 )
1200 return it->second;
1201 }
1202
1203 return NULL;
1204}
1205
1206Player *findPlayerByAddr(map<unsigned int, Player*> &m, const sockaddr_in &addr)
1207{
1208 map<unsigned int, Player*>::iterator it;
1209
1210 for (it = m.begin(); it != m.end(); it++)
1211 {
1212 if ( it->second->addr.sin_addr.s_addr == addr.sin_addr.s_addr &&
1213 it->second->addr.sin_port == addr.sin_port )
1214 return it->second;
1215 }
1216
1217 return NULL;
1218}
1219
[c76134b]1220void damagePlayer(Player *p, int damage) {
1221 p->health -= damage;
1222 if (p->health < 0)
1223 p->health = 0;
1224 if (p->health == 0) {
[66c4ec4]1225 cout << "Player died" << endl;
[c76134b]1226 p->isDead = true;
1227 p->timeDied = getCurrentMillis();
1228 }
1229}
[411c1ae]1230
[95ffe57]1231void addObjectToMap(WorldMap::ObjectType objectType, int x, int y, WorldMap* gameMap, map<unsigned int, Player*>& mapPlayers, MessageProcessor &msgProcessor, int sock, ofstream& outputLog) {
[411c1ae]1232 NETWORK_MSG serverMsg;
1233
1234 gameMap->addObject(objectType, x, y);
1235
1236 // need to send the OBJECT message too
1237 serverMsg.type = MSG_TYPE_OBJECT;
1238 gameMap->getObjects()->back().serialize(serverMsg.buffer);
1239
[95ffe57]1240 map<unsigned int, Player*>::iterator it;
[411c1ae]1241 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
1242 {
[95ffe57]1243 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it->second->addr), &outputLog) < 0 )
[411c1ae]1244 error("sendMessage");
1245 }
1246}
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