source: network-game/server/server.cpp@ 45734ff

Last change on this file since 45734ff was 45734ff, checked in by dportnoy <dmp1488@…>, 11 years ago

The Game class stores a list of projectiles present in that game

  • Property mode set to 100644
File size: 43.8 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);
50Player *findPlayerByName(map<unsigned int, Player*> &m, string name);
51Player *findPlayerByAddr(map<unsigned int, Player*> &m, const sockaddr_in &addr);
[c76134b]52void damagePlayer(Player *p, int damage);
[8e540f4]53
[95ffe57]54void addObjectToMap(WorldMap::ObjectType objectType, int x, int y, WorldMap* gameMap, map<unsigned int, Player*>& mapPlayers, MessageProcessor &msgProcessor, int sock, ofstream& outputLog);
[411c1ae]55
[73f75c1]56// this should probably go somewhere in the common folder
[e3535b3]57void error(const char *msg)
58{
59 perror(msg);
60 exit(0);
61}
62
[d05086b]63void quit(int sig) {
64 done = true;
65}
66
[e3535b3]67int main(int argc, char *argv[])
68{
69 int sock, length, n;
70 struct sockaddr_in server;
[3b1efcc]71 struct sockaddr_in from; // info of client sending the message
[e084950]72 NETWORK_MSG clientMsg, serverMsg;
[9b5d30b]73 MessageProcessor msgProcessor;
[95ffe57]74 map<unsigned int, Player*> mapPlayers;
[8dad966]75 map<unsigned int, Projectile> mapProjectiles;
[f41a7f9]76 map<string, Game*> mapGames;
[8dad966]77 unsigned int unusedPlayerId = 1, unusedProjectileId = 1;
[b8601ee]78 int scoreBlue, scoreRed;
[d05086b]79 ofstream outputLog;
80
81 done = false;
[b8601ee]82
83 scoreBlue = 0;
84 scoreRed = 0;
[e084950]85
[d05086b]86 signal(SIGINT, quit);
87
[edfd1d0]88 //SSL_load_error_strings();
89 //ERR_load_BIO_strings();
90 //OpenSSL_add_all_algorithms();
[e3535b3]91
[95ffe57]92 if (argc != 2)
93 {
94 cerr << "ERROR, expected server [domain] [port]" << endl;
[73f75c1]95 exit(1);
[e3535b3]96 }
[60017fc]97
[d05086b]98 outputLog.open("server.log", ios::app);
99 outputLog << "Started server on " << getCurrentDateTimeString() << endl;
100
[7b43385]101 WorldMap* gameMap = WorldMap::loadMapFromFile("../data/map.txt");
[6e66ffd]102
103 // add some items to the map. They will be sent out
104 // to players when they login
[95ffe57]105 for (int y=0; y<gameMap->height; y++)
106 {
107 for (int x=0; x<gameMap->width; x++)
108 {
109 switch (gameMap->getStructure(x, y))
110 {
[5f868c0]111 case WorldMap::STRUCTURE_BLUE_FLAG:
112 gameMap->addObject(WorldMap::OBJECT_BLUE_FLAG, x*25+12, y*25+12);
113 break;
114 case WorldMap::STRUCTURE_RED_FLAG:
115 gameMap->addObject(WorldMap::OBJECT_RED_FLAG, x*25+12, y*25+12);
116 break;
117 }
118 }
119 }
[6e66ffd]120
[371ce29]121 sock = socket(AF_INET, SOCK_DGRAM, 0);
[5b1e31e]122 if (sock < 0)
123 error("Opening socket");
[e3535b3]124 length = sizeof(server);
125 bzero(&server,length);
126 server.sin_family=AF_INET;
127 server.sin_port=htons(atoi(argv[1]));
[2488852]128 server.sin_addr.s_addr=INADDR_ANY;
129 if ( bind(sock, (struct sockaddr *)&server, length) < 0 )
[e084950]130 error("binding");
[73f75c1]131
[371ce29]132 set_nonblock(sock);
133
[da692b9]134 bool broadcastResponse;
[d211210]135 timespec ts;
[430c80e]136 int timeLastUpdated = 0, curTime = 0, timeLastBroadcast = 0;
[95ffe57]137 while (!done)
138 {
[371ce29]139 usleep(5000);
140
[d211210]141 clock_gettime(CLOCK_REALTIME, &ts);
[430c80e]142 // make the number smaller so millis can fit in an int
[d69eb32]143 ts.tv_sec -= 1368000000;
[430c80e]144 curTime = ts.tv_sec*1000 + ts.tv_nsec/1000000;
[d211210]145
[95ffe57]146 if (timeLastUpdated == 0 || (curTime-timeLastUpdated) >= 50)
147 {
[d211210]148 timeLastUpdated = curTime;
149
[d05086b]150 msgProcessor.cleanAckedMessages(&outputLog);
151 msgProcessor.resendUnackedMessages(sock, &outputLog);
[9b5d30b]152
[95ffe57]153 map<unsigned int, Player*>::iterator it;
[11d21ee]154
[ce2bb87]155 cout << "Updating player targets and respawning dead players" << endl;
156
[11d21ee]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 {
[ffadc8e]160 Player* p = it->second;
161
[c76134b]162 // check if it's time to revive dead players
[ffadc8e]163 if (p->isDead)
[95ffe57]164 {
[ffadc8e]165 if (getCurrentMillis() - p->timeDied >= 10000)
[95ffe57]166 {
[ffadc8e]167 p->isDead = false;
[c76134b]168
169 POSITION spawnPos;
170
[ffadc8e]171 switch (p->team)
[95ffe57]172 {
[c76134b]173 case 0:// blue team
174 spawnPos = gameMap->getStructureLocation(WorldMap::STRUCTURE_BLUE_FLAG);
175 break;
176 case 1:// red team
177 spawnPos = gameMap->getStructureLocation(WorldMap::STRUCTURE_RED_FLAG);
178 break;
179 default:
180 // should never go here
181 cout << "Error: Invalid team" << endl;
182 break;
183 }
184
185 // spawn the player to the right of their flag location
186 spawnPos.x = (spawnPos.x+1) * 25 + 12;
187 spawnPos.y = spawnPos.y * 25 + 12;
188
[ffadc8e]189 p->pos = spawnPos.toFloat();
190 p->target = spawnPos;
191 p->health = p->maxHealth;
[c76134b]192
193 serverMsg.type = MSG_TYPE_PLAYER;
[ffadc8e]194 p->serialize(serverMsg.buffer);
[c76134b]195
[95ffe57]196 map<unsigned int, Player*>::iterator it2;
[c76134b]197 for (it2 = mapPlayers.begin(); it2 != mapPlayers.end(); it2++)
198 {
[ffadc8e]199 if ( msgProcessor.sendMessage(&serverMsg, sock, &(p->addr), &outputLog) < 0 )
[c76134b]200 error("sendMessage");
201 }
202 }
203
204 continue;
205 }
206
[ffadc8e]207 if (p->currentGame != NULL) {
208 map<unsigned int, Player*> playersInGame = p->currentGame->getPlayers();
209 if (p->updateTarget(playersInGame))
[5b1e31e]210 {
[ffadc8e]211 serverMsg.type = MSG_TYPE_PLAYER;
212 p->serialize(serverMsg.buffer);
213
214 map<unsigned int, Player*>::iterator it2;
215 for (it2 = playersInGame.begin(); it2 != playersInGame.end(); it2++)
216 {
217 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it2->second->addr), &outputLog) < 0 )
218 error("sendMessage");
219 }
[11d21ee]220 }
221 }
222 }
223
[ce2bb87]224 cout << "Processing players in a game" << endl;
225
[402cf86]226 // process players currently in a game
[23559e7]227 FLOAT_POSITION oldPos;
[95ffe57]228 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
229 {
[b73bc28]230 Player* p = it->second;
231 if (p->currentGame == NULL)
[ce2bb87]232 continue;
233
234 cout << "moving player" << endl;
[402cf86]235 bool broadcastMove = false;
236
[483a2cb]237 // xompute playersInGame here
238
[402cf86]239 // move player and perform associated tasks
[b73bc28]240 oldPos = p->pos;
241 if (p->move(p->currentGame->getMap())) {
[23559e7]242
[ce2bb87]243 cout << "player moved" << endl;
[b73bc28]244 if (p->currentGame->processPlayerMovement(p, oldPos))
[402cf86]245 broadcastMove = true;
[ce2bb87]246 cout << "player move processed" << endl;
[23559e7]247
[b73bc28]248 map<unsigned int, Player*>& playersInGame = p->currentGame->getPlayers();
249
[e4c60ba]250 WorldMap::ObjectType flagType;
251 POSITION pos;
[7553db9]252 bool flagTurnedIn = false;
[446dc65]253 bool flagReturned = false;
254 bool ownFlagAtBase = false;
[b73bc28]255
256 // need to figure out how to move this to a different file
257 // while still sending back flag type and position
258 WorldMap* playerMap = p->currentGame->getMap();
259 switch(playerMap->getStructure(p->pos.x/25, p->pos.y/25))
[95ffe57]260 {
[e4c60ba]261 case WorldMap::STRUCTURE_BLUE_FLAG:
262 {
[b73bc28]263 if (p->team == 0 && p->hasRedFlag)
[7553db9]264 {
[446dc65]265 // check that your flag is at your base
[b73bc28]266 pos = playerMap->getStructureLocation(WorldMap::STRUCTURE_BLUE_FLAG);
[446dc65]267
[b73bc28]268 vector<WorldMap::Object>* vctObjects = playerMap->getObjects();
[446dc65]269 vector<WorldMap::Object>::iterator itObjects;
270
[95ffe57]271 for (itObjects = vctObjects->begin(); itObjects != vctObjects->end(); itObjects++)
272 {
273 if (itObjects->type == WorldMap::OBJECT_BLUE_FLAG)
274 {
275 if (itObjects->pos.x == pos.x*25+12 && itObjects->pos.y == pos.y*25+12)
276 {
[446dc65]277 ownFlagAtBase = true;
278 break;
279 }
280 }
281 }
282
[95ffe57]283 if (ownFlagAtBase)
284 {
[b73bc28]285 p->hasRedFlag = false;
[446dc65]286 flagType = WorldMap::OBJECT_RED_FLAG;
[b73bc28]287 pos = playerMap->getStructureLocation(WorldMap::STRUCTURE_RED_FLAG);
[446dc65]288 flagTurnedIn = true;
289 scoreBlue++;
290 }
[e4c60ba]291 }
[7553db9]292
293 break;
[e4c60ba]294 }
295 case WorldMap::STRUCTURE_RED_FLAG:
296 {
[b73bc28]297 if (p->team == 1 && p->hasBlueFlag)
[7553db9]298 {
[446dc65]299 // check that your flag is at your base
[b73bc28]300 pos = playerMap->getStructureLocation(WorldMap::STRUCTURE_RED_FLAG);
[446dc65]301
[b73bc28]302 vector<WorldMap::Object>* vctObjects = playerMap->getObjects();
[446dc65]303 vector<WorldMap::Object>::iterator itObjects;
304
[95ffe57]305 for (itObjects = vctObjects->begin(); itObjects != vctObjects->end(); itObjects++)
306 {
307 if (itObjects->type == WorldMap::OBJECT_RED_FLAG)
308 {
309 if (itObjects->pos.x == pos.x*25+12 && itObjects->pos.y == pos.y*25+12)
310 {
[446dc65]311 ownFlagAtBase = true;
312 break;
313 }
314 }
315 }
316
[95ffe57]317 if (ownFlagAtBase)
318 {
[b73bc28]319 p->hasBlueFlag = false;
[446dc65]320 flagType = WorldMap::OBJECT_BLUE_FLAG;
[b73bc28]321 pos = playerMap->getStructureLocation(WorldMap::STRUCTURE_BLUE_FLAG);
[446dc65]322 flagTurnedIn = true;
323 scoreRed++;
324 }
[e4c60ba]325 }
326
[7553db9]327 break;
328 }
329 }
[e4c60ba]330
[95ffe57]331 if (flagTurnedIn)
332 {
[7553db9]333 // send an OBJECT message to add the flag back to its spawn point
334 pos.x = pos.x*25+12;
335 pos.y = pos.y*25+12;
[b73bc28]336 playerMap->addObject(flagType, pos.x, pos.y);
[e4c60ba]337
[7553db9]338 serverMsg.type = MSG_TYPE_OBJECT;
[b73bc28]339 playerMap->getObjects()->back().serialize(serverMsg.buffer);
[e4c60ba]340
[95ffe57]341 map<unsigned int, Player*>::iterator it2;
[b73bc28]342
343 for (it2 = playersInGame.begin(); it2 != playersInGame.end(); it2++)
[7553db9]344 {
[95ffe57]345 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it2->second->addr), &outputLog) < 0 )
[7553db9]346 error("sendMessage");
[e4c60ba]347 }
[7553db9]348
[b8601ee]349 serverMsg.type = MSG_TYPE_SCORE;
350 memcpy(serverMsg.buffer, &scoreBlue, 4);
351 memcpy(serverMsg.buffer+4, &scoreRed, 4);
352
[b73bc28]353 for (it2 = playersInGame.begin(); it2 != playersInGame.end(); it2++)
[b8601ee]354 {
[95ffe57]355 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it2->second->addr), &outputLog) < 0 )
[b8601ee]356 error("sendMessage");
357 }
358
[7553db9]359 // this means a PLAYER message will be sent
360 broadcastMove = true;
[e4c60ba]361 }
362
[446dc65]363 // go through all objects and check if the player is close to one and if its their flag
[b73bc28]364 vector<WorldMap::Object>* vctObjects = playerMap->getObjects();
[446dc65]365 vector<WorldMap::Object>::iterator itObjects;
366 POSITION structPos;
367
[95ffe57]368 for (itObjects = vctObjects->begin(); itObjects != vctObjects->end(); itObjects++)
369 {
[446dc65]370 POSITION pos = itObjects->pos;
371
[b73bc28]372 if (posDistance(p->pos, pos.toFloat()) < 10)
[95ffe57]373 {
[b73bc28]374 if (p->team == 0 &&
[95ffe57]375 itObjects->type == WorldMap::OBJECT_BLUE_FLAG)
376 {
[b73bc28]377 structPos = playerMap->getStructureLocation(WorldMap::STRUCTURE_BLUE_FLAG);
[446dc65]378 flagReturned = true;
379 break;
[95ffe57]380 }
[b73bc28]381 else if (p->team == 1 &&
[95ffe57]382 itObjects->type == WorldMap::OBJECT_RED_FLAG)
383 {
[b73bc28]384 structPos = playerMap->getStructureLocation(WorldMap::STRUCTURE_RED_FLAG);
[446dc65]385 flagReturned = true;
386 break;
387 }
388 }
389 }
390
[95ffe57]391 if (flagReturned)
392 {
[446dc65]393 itObjects->pos.x = structPos.x*25+12;
394 itObjects->pos.y = structPos.y*25+12;
395
396 serverMsg.type = MSG_TYPE_OBJECT;
397 itObjects->serialize(serverMsg.buffer);
398
[95ffe57]399 map<unsigned int, Player*>::iterator it2;
[b73bc28]400 for (it2 = playersInGame.begin(); it2 != playersInGame.end(); it2++)
[446dc65]401 {
[95ffe57]402 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it2->second->addr), &outputLog) < 0 )
[446dc65]403 error("sendMessage");
404 }
405 }
406
[95ffe57]407 if (broadcastMove)
408 {
[ce2bb87]409 cout << "broadcasting player move" << endl;
[23559e7]410 serverMsg.type = MSG_TYPE_PLAYER;
[b73bc28]411 p->serialize(serverMsg.buffer);
[23559e7]412
[402cf86]413 // only broadcast message to other players in the same game
[23559e7]414 cout << "about to broadcast move" << endl;
[402cf86]415
[95ffe57]416 map<unsigned int, Player*>::iterator it2;
[ce2bb87]417 for (it2 = playersInGame.begin(); it2 != playersInGame.end(); it2++)
[23559e7]418 {
[95ffe57]419 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it2->second->addr), &outputLog) < 0 )
[23559e7]420 error("sendMessage");
421 }
[ce2bb87]422 cout << "done broadcasting player move" << endl;
[d211210]423 }
424 }
[8dad966]425
[ce2bb87]426 cout << "processing player attack" << endl;
427
[8dad966]428 // check if the player's attack animation is complete
[483a2cb]429 if (p->isAttacking && p->timeAttackStarted+p->attackCooldown <= getCurrentMillis())
[95ffe57]430 {
[483a2cb]431 p->isAttacking = false;
[8795a38]432 cout << "Attack animation is complete" << endl;
[8dad966]433
434 //send everyone an ATTACK message
435 cout << "about to broadcast attack" << endl;
436
437 serverMsg.type = MSG_TYPE_ATTACK;
[483a2cb]438 memcpy(serverMsg.buffer, &p->id, 4);
439 memcpy(serverMsg.buffer+4, &p->targetPlayer, 4);
[8dad966]440
[483a2cb]441 map<unsigned int, Player*>& playersInGame = p->currentGame->getPlayers();
[95ffe57]442 map<unsigned int, Player*>::iterator it2;
[483a2cb]443 for (it2 = playersInGame.begin(); it2 != playersInGame.end(); it2++)
[8dad966]444 {
[95ffe57]445 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it2->second->addr), &outputLog) < 0 )
[8dad966]446 error("sendMessage");
447 }
448
[483a2cb]449 if (p->attackType == Player::ATTACK_MELEE)
[95ffe57]450 {
[ff2133a]451 cout << "Melee attack" << endl;
452
[483a2cb]453 Player* target = playersInGame[p->targetPlayer];
454 damagePlayer(target, p->damage);
[8dad966]455
[95ffe57]456 if (target->isDead)
457 {
[411c1ae]458 WorldMap::ObjectType flagType = WorldMap::OBJECT_NONE;
459 if (target->hasBlueFlag)
460 flagType = WorldMap::OBJECT_BLUE_FLAG;
461 else if (target->hasRedFlag)
462 flagType = WorldMap::OBJECT_RED_FLAG;
463
464 if (flagType != WorldMap::OBJECT_NONE) {
[483a2cb]465 addObjectToMap(flagType, target->pos.x, target->pos.y, p->currentGame->getMap(), playersInGame, msgProcessor, sock, outputLog);
[411c1ae]466 }
467 }
468
[8dad966]469 serverMsg.type = MSG_TYPE_PLAYER;
470 target->serialize(serverMsg.buffer);
[95ffe57]471 }
[483a2cb]472 else if (p->attackType == Player::ATTACK_RANGED)
[95ffe57]473 {
[ff2133a]474 cout << "Ranged attack" << endl;
475
[483a2cb]476 Projectile proj(p->pos.x, p->pos.y, p->targetPlayer, p->damage);
[45734ff]477 p->currentGame->assignProjectileId(&proj);
478
479 p->currentGame->addProjectile(proj);
[8dad966]480
[45734ff]481 int x = p->pos.x;
482 int y = p->pos.y;
[8795a38]483
[8dad966]484 serverMsg.type = MSG_TYPE_PROJECTILE;
[8795a38]485 memcpy(serverMsg.buffer, &proj.id, 4);
486 memcpy(serverMsg.buffer+4, &x, 4);
487 memcpy(serverMsg.buffer+8, &y, 4);
[45734ff]488 memcpy(serverMsg.buffer+12, &p->targetPlayer, 4);
[8dad966]489 }
[95ffe57]490 else
491 cout << "Invalid attack type: " << it->second->attackType << endl;
[8dad966]492
493 // broadcast either a PLAYER or PROJECTILE message
[ff2133a]494 cout << "Broadcasting player or projectile message" << endl;
[483a2cb]495 for (it2 = playersInGame.begin(); it2 != playersInGame.end(); it2++)
[8dad966]496 {
[95ffe57]497 if (msgProcessor.sendMessage(&serverMsg, sock, &(it2->second->addr), &outputLog) < 0 )
[8dad966]498 error("sendMessage");
499 }
[ff2133a]500 cout << "Done broadcasting" << endl;
[8dad966]501 }
502 }
503
[ce2bb87]504 cout << "Processing projectiles" << endl;
505
[8dad966]506 // move all projectiles
[483a2cb]507 // see if this can be moved inside the game class
[45734ff]508 // this method can be moved when I add a MessageProcessor to the Game class
[8dad966]509 map<unsigned int, Projectile>::iterator itProj;
[95ffe57]510 for (itProj = mapProjectiles.begin(); itProj != mapProjectiles.end(); itProj++)
511 {
[c76134b]512 cout << "About to call projectile move" << endl;
[95ffe57]513 if (itProj->second.move(mapPlayers))
514 {
[8dad966]515 // send a REMOVE_PROJECTILE message
[ff2133a]516 cout << "send a REMOVE_PROJECTILE message" << endl;
[8dad966]517 serverMsg.type = MSG_TYPE_REMOVE_PROJECTILE;
518 memcpy(serverMsg.buffer, &itProj->second.id, 4);
519 mapProjectiles.erase(itProj->second.id);
520
[95ffe57]521 map<unsigned int, Player*>::iterator it2;
[ff2133a]522 cout << "Broadcasting REMOVE_PROJECTILE" << endl;
[8dad966]523 for (it2 = mapPlayers.begin(); it2 != mapPlayers.end(); it2++)
524 {
[95ffe57]525 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it2->second->addr), &outputLog) < 0 )
[8dad966]526 error("sendMessage");
527 }
528
[ff2133a]529 cout << "send a PLAYER message after dealing damage" << endl;
[8dad966]530 // send a PLAYER message after dealing damage
[95ffe57]531 Player* target = mapPlayers[itProj->second.target];
[8dad966]532
[c76134b]533 damagePlayer(target, itProj->second.damage);
[8dad966]534
[95ffe57]535 if (target->isDead)
536 {
[411c1ae]537 WorldMap::ObjectType flagType = WorldMap::OBJECT_NONE;
538 if (target->hasBlueFlag)
539 flagType = WorldMap::OBJECT_BLUE_FLAG;
540 else if (target->hasRedFlag)
541 flagType = WorldMap::OBJECT_RED_FLAG;
542
[95ffe57]543 if (flagType != WorldMap::OBJECT_NONE)
[d05086b]544 addObjectToMap(flagType, target->pos.x, target->pos.y, gameMap, mapPlayers, msgProcessor, sock, outputLog);
[411c1ae]545 }
546
[8dad966]547 serverMsg.type = MSG_TYPE_PLAYER;
548 target->serialize(serverMsg.buffer);
549
[ff2133a]550 cout << "Sending a PLAYER message" << endl;
[8dad966]551 for (it2 = mapPlayers.begin(); it2 != mapPlayers.end(); it2++)
552 {
[95ffe57]553 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it2->second->addr), &outputLog) < 0 )
[8dad966]554 error("sendMessage");
555 }
556 }
[c76134b]557 cout << "Projectile was not moved" << endl;
[d211210]558 }
559 }
560
[d05086b]561 n = msgProcessor.receiveMessage(&clientMsg, sock, &from, &outputLog);
[8e540f4]562
[95ffe57]563 if (n >= 0)
564 {
[99afbb8]565 broadcastResponse = processMessage(clientMsg, from, msgProcessor, mapPlayers, mapGames, gameMap, unusedPlayerId, serverMsg, sock, scoreBlue, scoreRed, outputLog);
[371ce29]566
[da692b9]567 if (broadcastResponse)
[3b1efcc]568 {
[da692b9]569 cout << "Should be broadcasting the message" << endl;
570
[ce2bb87]571 // needs to be updated to use the players from the game
[95ffe57]572 map<unsigned int, Player*>::iterator it;
[01d0d00]573 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
[3b1efcc]574 {
[95ffe57]575 cout << "Sent message back to " << it->second->name << endl;
576 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it->second->addr), &outputLog) < 0 )
[3b1efcc]577 error("sendMessage");
578 }
579 }
580 else
581 {
[da692b9]582 cout << "Should be sending back the message" << endl;
583
[d05086b]584 if ( msgProcessor.sendMessage(&serverMsg, sock, &from, &outputLog) < 0 )
[3b1efcc]585 error("sendMessage");
586 }
[ce2bb87]587
588 cout << "Finished processing the message" << endl;
[7b43385]589 }
[8e540f4]590 }
[371ce29]591
[d05086b]592 outputLog << "Stopped server on " << getCurrentDateTimeString() << endl;
593 outputLog.close();
594
[f41a7f9]595 // delete all games
596 map<string, Game*>::iterator itGames;
[95ffe57]597 for (itGames = mapGames.begin(); itGames != mapGames.end(); itGames++)
598 {
[f41a7f9]599 delete itGames->second;
600 }
601
[95ffe57]602 map<unsigned int, Player*>::iterator itPlayers;
603 for (itPlayers = mapPlayers.begin(); itPlayers != mapPlayers.end(); itPlayers++)
604 {
605 delete itPlayers->second;
606 }
607
[8e540f4]608 return 0;
609}
610
[95ffe57]611bool 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]612{
[41ad8ed]613 DataAccess da;
614
[9a4fa04]615 cout << "Inside processMessage" << endl;
616
[b8cb03f]617 cout << "Received message" << endl;
[8e540f4]618 cout << "MSG: type: " << clientMsg.type << endl;
619 cout << "MSG contents: " << clientMsg.buffer << endl;
620
[da692b9]621 // maybe we should make a message class and have this be a member
[3b1efcc]622 bool broadcastResponse = false;
623
[8e540f4]624 // Check that if an invalid message is sent, the client will correctly
625 // receive and display the response. Maybe make a special error msg type
626 switch(clientMsg.type)
627 {
628 case MSG_TYPE_REGISTER:
[d2b411a]629 {
[8e540f4]630 string username(clientMsg.buffer);
631 string password(strchr(clientMsg.buffer, '\0')+1);
[521c88b]632 Player::PlayerClass playerClass;
633
[c4c2a3c]634 serverMsg.type = MSG_TYPE_REGISTER;
[4509648]635 memcpy(&playerClass, clientMsg.buffer+username.length()+password.length()+2, 4);
[c4c2a3c]636
[8e540f4]637 cout << "username: " << username << endl;
638 cout << "password: " << password << endl;
[d2b411a]639
[521c88b]640 if (playerClass == Player::CLASS_WARRIOR)
641 cout << "class: WARRIOR" << endl;
642 else if (playerClass == Player::CLASS_RANGER)
643 cout << "class: RANGER" << endl;
[c4c2a3c]644 else {
[521c88b]645 cout << "Unknown player class detected" << endl;
[c4c2a3c]646 strcpy(serverMsg.buffer, "You didn't select a class");
647 break;
648 }
[521c88b]649
650 int error = da.insertPlayer(username, password, playerClass);
[41ad8ed]651
[c4c2a3c]652 if (error)
[3b1efcc]653 strcpy(serverMsg.buffer, "Registration failed. Please try again.");
[c4c2a3c]654 else
655 strcpy(serverMsg.buffer, "Registration successful.");
[d2b411a]656
[8e540f4]657 break;
658 }
659 case MSG_TYPE_LOGIN:
660 {
[60017fc]661 cout << "Got login message" << endl;
662
[8e540f4]663 string username(clientMsg.buffer);
[41ad8ed]664 string password(strchr(clientMsg.buffer, '\0')+1);
[8e540f4]665
[41ad8ed]666 Player* p = da.getPlayer(username);
[d2b411a]667
[b128109]668 if (p == NULL || !da.verifyPassword(password, p->password))
[41ad8ed]669 {
670 strcpy(serverMsg.buffer, "Incorrect username or password");
[95ffe57]671 if (p != NULL)
672 delete(p);
[41ad8ed]673 }
[01d0d00]674 else if(findPlayerByName(mapPlayers, username) != NULL)
[41ad8ed]675 {
676 strcpy(serverMsg.buffer, "Player has already logged in.");
[95ffe57]677 delete(p);
[41ad8ed]678 }
679 else
[8e540f4]680 {
[8dad966]681 updateUnusedPlayerId(unusedPlayerId, mapPlayers);
682 p->id = unusedPlayerId;
[d211210]683 cout << "new player id: " << p->id << endl;
[df79cfd]684 p->setAddr(from);
[ce2bb87]685 p->currentGame = NULL;
[df79cfd]686
687 // choose a random team (either 0 or 1)
688 p->team = rand() % 2;
[d211210]689
[f203c5c]690 serverMsg.type = MSG_TYPE_PLAYER;
691
[d211210]692 // tell the new player about all the existing players
693 cout << "Sending other players to new player" << endl;
694
[95ffe57]695 map<unsigned int, Player*>::iterator it;
[d211210]696 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
697 {
[95ffe57]698 it->second->serialize(serverMsg.buffer);
[d211210]699
[95ffe57]700 cout << "sending info about " << it->second->name << endl;
701 cout << "sending id " << it->second->id << endl;
[d05086b]702 if ( msgProcessor.sendMessage(&serverMsg, sock, &from, &outputLog) < 0 )
[5f868c0]703 error("sendMessage");
704 }
705
706 // tell the new player about all map objects
707 // (currently just the flags)
708 serverMsg.type = MSG_TYPE_OBJECT;
[e487381]709 vector<WorldMap::Object>* vctObjects = gameMap->getObjects();
[5f868c0]710 vector<WorldMap::Object>::iterator itObjects;
711 cout << "sending items" << endl;
[e487381]712 for (itObjects = vctObjects->begin(); itObjects != vctObjects->end(); itObjects++) {
[5f868c0]713 itObjects->serialize(serverMsg.buffer);
714 cout << "sending item id " << itObjects->id << endl;
[d05086b]715 if ( msgProcessor.sendMessage(&serverMsg, sock, &from, &outputLog) < 0 )
[d211210]716 error("sendMessage");
[d3efa1a]717 }
718
719 // send info about existing games to new player
720 map<string, Game*>::iterator itGames;
721 Game* g;
722 int numPlayers;
723 serverMsg.type = MSG_TYPE_GAME_INFO;
724
725 for (itGames = mapGames.begin(); itGames != mapGames.end(); itGames++)
726 {
727 g = itGames->second;
728 numPlayers = g->getNumPlayers();
729 memcpy(serverMsg.buffer, &numPlayers, 4);
730 strcpy(serverMsg.buffer+4, g->getName().c_str());
731 if ( msgProcessor.sendMessage(&serverMsg, sock, &from, &outputLog) < 0 )
732 error("sendMessage");
[d211210]733 }
[59061f6]734
[b8601ee]735 // send the current score
736 serverMsg.type = MSG_TYPE_SCORE;
737 memcpy(serverMsg.buffer, &scoreBlue, 4);
738 memcpy(serverMsg.buffer+4, &scoreRed, 4);
[d05086b]739 if ( msgProcessor.sendMessage(&serverMsg, sock, &from, &outputLog) < 0 )
[b8601ee]740 error("sendMessage");
741
742 serverMsg.type = MSG_TYPE_PLAYER;
[594d2e9]743 p->serialize(serverMsg.buffer);
[d211210]744 cout << "Should be broadcasting the message" << endl;
745
746 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
747 {
[95ffe57]748 cout << "Sent message back to " << it->second->name << endl;
749 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it->second->addr), &outputLog) < 0 )
[d211210]750 error("sendMessage");
751 }
752
[95ffe57]753 mapPlayers[unusedPlayerId] = p;
[07028b9]754 }
755
[f203c5c]756 serverMsg.type = MSG_TYPE_LOGIN;
[07028b9]757
[8e540f4]758 break;
759 }
760 case MSG_TYPE_LOGOUT:
761 {
762 string name(clientMsg.buffer);
763 cout << "Player logging out: " << name << endl;
764
[01d0d00]765 Player *p = findPlayerByName(mapPlayers, name);
[633f42a]766
[8e540f4]767 if (p == NULL)
768 {
[90eaad2]769 strcpy(serverMsg.buffer+4, "That player is not logged in. This is either a bug, or you're trying to hack the server.");
[8a3ef42]770 cout << "Player not logged in" << endl;
[07028b9]771 }
[01d0d00]772 else if ( p->addr.sin_addr.s_addr != from.sin_addr.s_addr ||
773 p->addr.sin_port != from.sin_port )
[07028b9]774 {
[90eaad2]775 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]776 cout << "Player logged in using a different connection" << endl;
[2488852]777 }
[8e540f4]778 else
[2488852]779 {
[411c1ae]780 if (!p->isDead) {
781 WorldMap::ObjectType flagType = WorldMap::OBJECT_NONE;
782 if (p->hasBlueFlag)
783 flagType = WorldMap::OBJECT_BLUE_FLAG;
784 else if (p->hasRedFlag)
785 flagType = WorldMap::OBJECT_RED_FLAG;
786
787 if (flagType != WorldMap::OBJECT_NONE) {
[d05086b]788 addObjectToMap(flagType, p->pos.x, p->pos.y, gameMap, mapPlayers, msgProcessor, sock, outputLog);
[411c1ae]789 }
790 }
791
[1a47469]792 // broadcast to all players before deleting p from the map
[4509648]793 serverMsg.type = MSG_TYPE_LOGOUT;
794 memcpy(serverMsg.buffer, &p->id, 4);
795
[1a47469]796 map<unsigned int, Player*>::iterator it;
797 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
798 {
799 cout << "Sent message back to " << it->second->name << endl;
800 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it->second->addr), &outputLog) < 0 )
801 error("sendMessage");
802 }
803
[8dad966]804 if (p->id < unusedPlayerId)
805 unusedPlayerId = p->id;
[01d0d00]806 mapPlayers.erase(p->id);
[95ffe57]807 delete p;
[90eaad2]808 strcpy(serverMsg.buffer+4, "You have successfully logged out.");
[8e540f4]809 }
[07028b9]810
[d211210]811 serverMsg.type = MSG_TYPE_LOGOUT;
[8a3ef42]812
[8e540f4]813 break;
814 }
815 case MSG_TYPE_CHAT:
816 {
[da692b9]817 cout << "Got a chat message" << endl;
818
[01d0d00]819 Player *p = findPlayerByAddr(mapPlayers, from);
[07028b9]820
[8e540f4]821 if (p == NULL)
822 {
823 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]824 }
[8e540f4]825 else
826 {
[3b1efcc]827 broadcastResponse = true;
828
[b128109]829 ostringstream oss;
830 oss << p->name << ": " << clientMsg.buffer;
[3b1efcc]831
[b128109]832 strcpy(serverMsg.buffer, oss.str().c_str());
[8e540f4]833 }
834
835 serverMsg.type = MSG_TYPE_CHAT;
836
837 break;
[e084950]838 }
[b128109]839 case MSG_TYPE_PLAYER_MOVE:
840 {
841 cout << "PLAYER_MOVE" << endl;
842
843 int id, x, y;
844
845 memcpy(&id, clientMsg.buffer, 4);
846 memcpy(&x, clientMsg.buffer+4, 4);
847 memcpy(&y, clientMsg.buffer+8, 4);
[7b43385]848
[b128109]849 cout << "x: " << x << endl;
850 cout << "y: " << y << endl;
851 cout << "id: " << id << endl;
[7b43385]852
[95ffe57]853 Player* p = mapPlayers[id];
854
855 if ( p->addr.sin_addr.s_addr == from.sin_addr.s_addr &&
856 p->addr.sin_port == from.sin_port )
[b128109]857 {
[0129700]858 if (p->currentGame->startPlayerMovement(id, x, y)) {
[60017fc]859 serverMsg.type = MSG_TYPE_PLAYER_MOVE;
860
861 memcpy(serverMsg.buffer, &id, 4);
[95ffe57]862 memcpy(serverMsg.buffer+4, &p->target.x, 4);
863 memcpy(serverMsg.buffer+8, &p->target.y, 4);
[60017fc]864
865 broadcastResponse = true;
866 }
867 else
868 cout << "Bad terrain detected" << endl;
[b128109]869 }
870 else // nned to send back a message indicating failure
871 cout << "Player id (" << id << ") doesn't match sender" << endl;
872
873 break;
874 }
[5299436]875 case MSG_TYPE_PICKUP_FLAG:
876 {
877 // may want to check the id matches the sender, just like for PLAYER_NOVE
878 cout << "PICKUP_FLAG" << endl;
879
880 int id;
881
882 memcpy(&id, clientMsg.buffer, 4);
883 cout << "id: " << id << endl;
884
[95ffe57]885 Player* p = mapPlayers[id];
[ce2bb87]886 int objectId = p->currentGame->processFlagPickupRequest(p);
[95ffe57]887
[ce2bb87]888 if (objectId >= 0) {
889 serverMsg.type = MSG_TYPE_REMOVE_OBJECT;
890 memcpy(serverMsg.buffer, &objectId, 4);
[5c84d54]891
[ce2bb87]892 map<unsigned int, Player*> players = p->currentGame->getPlayers();
893 map<unsigned int, Player*>::iterator it;
894 for (it = players.begin(); it != players.end(); it++)
895 {
896 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it->second->addr), &outputLog) < 0 )
897 error("sendMessage");
[5c84d54]898 }
899
900 }
901
[ce2bb87]902 // if there was no flag to pickup, we really don't need to send a message
[5c84d54]903 serverMsg.type = MSG_TYPE_PLAYER;
[95ffe57]904 p->serialize(serverMsg.buffer);
[5c84d54]905
[5299436]906 break;
907 }
[e487381]908 case MSG_TYPE_DROP_FLAG:
909 {
910 // may want to check the id matches the sender, just like for PLAYER_NOVE
911 cout << "DROP_FLAG" << endl;
912
913 int id;
914
915 memcpy(&id, clientMsg.buffer, 4);
916 cout << "id: " << id << endl;
917
[95ffe57]918 Player* p = mapPlayers[id];
919
[e487381]920 WorldMap::ObjectType flagType = WorldMap::OBJECT_NONE;
[95ffe57]921 if (p->hasBlueFlag)
[e487381]922 flagType = WorldMap::OBJECT_BLUE_FLAG;
[95ffe57]923 else if (p->hasRedFlag)
[e487381]924 flagType = WorldMap::OBJECT_RED_FLAG;
925
[b73bc28]926 addObjectToMap(flagType, p->pos.x, p->pos.y, p->currentGame->getMap(), p->currentGame->getPlayers(), msgProcessor, sock, outputLog);
[e487381]927
[95ffe57]928 p->hasBlueFlag = false;
929 p->hasRedFlag = false;
[e487381]930
931 serverMsg.type = MSG_TYPE_PLAYER;
[95ffe57]932 p->serialize(serverMsg.buffer);
[e487381]933
934 broadcastResponse = true;
935
936 break;
937 }
[4b4b153]938 case MSG_TYPE_START_ATTACK:
939 {
940 cout << "Received a START_ATTACK message" << endl;
941
[8a4ed74]942 int id, targetId;
943
944 memcpy(&id, clientMsg.buffer, 4);
945 memcpy(&targetId, clientMsg.buffer+4, 4);
946
[ffadc8e]947 // need to make sure the target is in the sender's game
948
[95ffe57]949 Player* source = mapPlayers[id];
[8dad966]950 source->targetPlayer = targetId;
[11d21ee]951 source->isChasing = true;
[8dad966]952
[11d21ee]953 // this is irrelevant since the client doesn't even listen for START_ATTACK messages
954 // actually, the client should not ignore this and should instead perform the same movement
955 // algorithm on its end (following the target player until in range) that the server does.
956 // Once the attacker is in range, the client should stop movement and wait for messages
957 // from the server
[4b4b153]958 serverMsg.type = MSG_TYPE_START_ATTACK;
[8dad966]959 memcpy(serverMsg.buffer, &id, 4);
960 memcpy(serverMsg.buffer+4, &targetId, 4);
[4b4b153]961 broadcastResponse = true;
[8a4ed74]962
963 break;
[4b4b153]964 }
965 case MSG_TYPE_ATTACK:
966 {
967 cout << "Received am ATTACK message" << endl;
[8dad966]968 cout << "ERROR: Clients should not send ATTACK messages" << endl;
[8a4ed74]969
970 break;
[4b4b153]971 }
[b8f789d]972 case MSG_TYPE_CREATE_GAME:
[8e540f4]973 {
[b8f789d]974 cout << "Received a CREATE_GAME message" << endl;
975
976 string gameName(clientMsg.buffer);
977 cout << "Game name: " << gameName << endl;
978
[b48ef09]979 // check if this game already exists
980 if (mapGames.find(gameName) != mapGames.end()) {
[3ef8cf4]981 cout << "Error: Game already exists" << endl;
[b48ef09]982 serverMsg.type = MSG_TYPE_JOIN_GAME_FAILURE;
983 broadcastResponse = false;
984 return broadcastResponse;
985 }
[b92e6a7]986
[a6fe73d]987 Game* g = new Game(gameName, "../data/map.txt");
[f41a7f9]988 mapGames[gameName] = g;
[b92e6a7]989
[70fc3e8]990 // add flag objects to the map
991 WorldMap* m = g->getMap();
992 for (int y=0; y<m->height; y++) {
993 for (int x=0; x<m->width; x++) {
994 switch (m->getStructure(x, y)) {
995 case WorldMap::STRUCTURE_BLUE_FLAG:
996 m->addObject(WorldMap::OBJECT_BLUE_FLAG, x*25+12, y*25+12);
997 break;
998 case WorldMap::STRUCTURE_RED_FLAG:
999 m->addObject(WorldMap::OBJECT_RED_FLAG, x*25+12, y*25+12);
1000 break;
1001 }
1002 }
1003 }
1004
[b48ef09]1005 Player* p = findPlayerByAddr(mapPlayers, from);
[f41a7f9]1006 p->currentGame = g;
[b92e6a7]1007
[7d8d5d3]1008 serverMsg.type = MSG_TYPE_JOIN_GAME_SUCCESS;
[b48ef09]1009 strcpy(serverMsg.buffer, gameName.c_str());
1010 broadcastResponse = false;
[b92e6a7]1011
[b48ef09]1012 break;
1013 }
1014 case MSG_TYPE_JOIN_GAME:
1015 {
1016 cout << "Received a JOIN_GAME message" << endl;
[b92e6a7]1017
[b48ef09]1018 string gameName(clientMsg.buffer);
1019 cout << "Game name: " << gameName << endl;
[b92e6a7]1020
[b48ef09]1021 // check if this game already exists
1022 if (mapGames.find(gameName) == mapGames.end()) {
[3ef8cf4]1023 cout << "Error: Game does not exist" << endl;
[b48ef09]1024 serverMsg.type = MSG_TYPE_JOIN_GAME_FAILURE;
1025 broadcastResponse = false;
1026 return broadcastResponse;
[b92e6a7]1027 }
1028
[b48ef09]1029 Game* g = mapGames[gameName];
1030 map<unsigned int, Player*>& players = g->getPlayers();
1031 Player* p = findPlayerByAddr(mapPlayers, from);
[f41a7f9]1032
[b48ef09]1033 if (players.find(p->id) != players.end()) {
1034 cout << "Player " << p->name << " trying to join a game he's already in" << endl;
1035 serverMsg.type = MSG_TYPE_JOIN_GAME_FAILURE;
1036 broadcastResponse = false;
1037 return broadcastResponse;
[b92e6a7]1038 }
1039
[b48ef09]1040 p->currentGame = g;
[b8f789d]1041
[7d8d5d3]1042 serverMsg.type = MSG_TYPE_JOIN_GAME_SUCCESS;
[b48ef09]1043 strcpy(serverMsg.buffer, gameName.c_str());
1044 broadcastResponse = false;
[b8f789d]1045
1046 break;
1047 }
[ab8fd40]1048 case MSG_TYPE_LEAVE_GAME:
1049 {
1050 cout << "Received a LEAVE_GAME message" << endl;
1051
1052 Player* p = findPlayerByAddr(mapPlayers, from);
1053 Game* g = p->currentGame;
1054
1055 if (g == NULL) {
1056 cout << "Player " << p->name << " is trying to leave a game, but is not currently in a game." << endl;
1057
1058 /// should send a response back, maybe a new message type is needed
1059
1060 break;
1061 }
1062
1063 cout << "Game name: " << g->getName() << endl;
[3ef8cf4]1064 p->currentGame = NULL;
[95ffe57]1065
1066 serverMsg.type = MSG_TYPE_LEAVE_GAME;
1067 memcpy(serverMsg.buffer, &p->id, 4);
1068 strcpy(serverMsg.buffer+4, g->getName().c_str());
1069
1070 map<unsigned int, Player*>& players = g->getPlayers();
1071
1072 map<unsigned int, Player*>::iterator it;
1073 for (it = players.begin(); it != players.end(); it++)
1074 {
1075 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it->second->addr), &outputLog) < 0 )
1076 error("sendMessage");
1077 }
1078
[3ef8cf4]1079 g->removePlayer(p->id);
[ab8fd40]1080
1081 int numPlayers = g->getNumPlayers();
1082
1083 serverMsg.type = MSG_TYPE_GAME_INFO;
1084 memcpy(serverMsg.buffer, &numPlayers, 4);
1085 strcpy(serverMsg.buffer+4, g->getName().c_str());
1086 broadcastResponse = true;
1087
[1248984]1088 // if there are no more players in the game, remove it
1089 if (numPlayers == 0) {
1090 mapGames.erase(g->getName());
1091 delete g;
1092 }
1093
[ab8fd40]1094 break;
1095 }
[b48ef09]1096 case MSG_TYPE_JOIN_GAME_ACK:
[b8f789d]1097 {
[b48ef09]1098 cout << "Received a JOIN_GAME_ACK message" << endl;
[e084950]1099
[b8f789d]1100 string gameName(clientMsg.buffer);
1101 cout << "Game name: " << gameName << endl;
1102
[b48ef09]1103 // check if this game already exists
1104 if (mapGames.find(gameName) == mapGames.end()) {
1105 serverMsg.type = MSG_TYPE_JOIN_GAME_FAILURE;
1106 broadcastResponse = false;
1107 return broadcastResponse;
1108 }
[b92e6a7]1109
[f41a7f9]1110 Game* g = mapGames[gameName];
[b92e6a7]1111
[b48ef09]1112 Player* p = findPlayerByAddr(mapPlayers, from);
[f41a7f9]1113 p->team = rand() % 2; // choose a random team (either 0 or 1)
[3d6f78f]1114 p->currentGame = g; // should have been done in JOIN_GAME, so not necessary
[b92e6a7]1115
1116 // tell the new player about all map objects
1117 // (currently just the flags)
1118
1119 serverMsg.type = MSG_TYPE_OBJECT;
[f41a7f9]1120 vector<WorldMap::Object>* vctObjects = g->getMap()->getObjects();
[b92e6a7]1121 vector<WorldMap::Object>::iterator itObjects;
1122 cout << "sending items" << endl;
1123 for (itObjects = vctObjects->begin(); itObjects != vctObjects->end(); itObjects++) {
1124 itObjects->serialize(serverMsg.buffer);
1125 cout << "sending item id " << itObjects->id << endl;
1126 if ( msgProcessor.sendMessage(&serverMsg, sock, &from, &outputLog) < 0 )
1127 error("sendMessage");
1128 }
1129
1130
1131 // send the current score
1132 serverMsg.type = MSG_TYPE_SCORE;
1133
[f41a7f9]1134 int game_blueScore = g->getBlueScore();
1135 int game_redScore = g->getRedScore();
[b92e6a7]1136 memcpy(serverMsg.buffer, &game_blueScore, 4);
1137 memcpy(serverMsg.buffer+4, &game_redScore, 4);
1138
1139 if ( msgProcessor.sendMessage(&serverMsg, sock, &from, &outputLog) < 0 )
1140 error("sendMessage");
1141
[453087e]1142 serverMsg.type = MSG_TYPE_PLAYER_JOIN_GAME;
[b92e6a7]1143 p->serialize(serverMsg.buffer);
1144 cout << "Should be broadcasting the message" << endl;
1145
[453087e]1146 map<unsigned int, Player*>& otherPlayers = g->getPlayers();
[2d78e03]1147 map<unsigned int, Player*>::iterator it;
[b92e6a7]1148 for (it = otherPlayers.begin(); it != otherPlayers.end(); it++)
1149 {
1150 cout << "Sent message back to " << it->second->name << endl;
1151 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it->second->addr), &outputLog) < 0 )
1152 error("sendMessage");
1153 }
[b8f789d]1154
[b48ef09]1155 g->addPlayer(p);
[453087e]1156
1157 map<unsigned int, Player*>& allPlayers = g->getPlayers();
1158
1159 // tell the new player about all the players in the game (including himself)
1160 cout << "Sending other players to new player" << endl;
1161 serverMsg.type = MSG_TYPE_PLAYER_JOIN_GAME;
1162
1163 for (it = allPlayers.begin(); it != allPlayers.end(); it++)
1164 {
1165 it->second->serialize(serverMsg.buffer);
1166
1167 cout << "sending info about " << it->second->name << endl;
1168 cout << "sending id " << it->second->id << endl;
1169 if ( msgProcessor.sendMessage(&serverMsg, sock, &from, &outputLog) < 0 )
1170 error("sendMessage");
1171 }
1172
[b48ef09]1173 int numPlayers = g->getNumPlayers();
1174
[b8f789d]1175 serverMsg.type = MSG_TYPE_GAME_INFO;
1176 memcpy(serverMsg.buffer, &numPlayers, 4);
1177 strcpy(serverMsg.buffer+4, gameName.c_str());
1178 broadcastResponse = true;
[ab8fd40]1179
[b8f789d]1180 break;
1181 }
1182 default:
1183 {
[8e540f4]1184 serverMsg.type = MSG_TYPE_CHAT;
[b8f789d]1185 strcpy(serverMsg.buffer, "Server error occured. Report this please.");
[e084950]1186
[8e540f4]1187 break;
1188 }
[e3535b3]1189 }
[da692b9]1190
1191 return broadcastResponse;
[e3535b3]1192}
[da692b9]1193
[95ffe57]1194void updateUnusedPlayerId(unsigned int& id, map<unsigned int, Player*>& mapPlayers)
[01d0d00]1195{
[1106210]1196 while (mapPlayers.find(id) != mapPlayers.end())
1197 id++;
[01d0d00]1198}
[8dad966]1199
[95ffe57]1200Player *findPlayerByName(map<unsigned int, Player*> &m, string name)
1201{
1202 map<unsigned int, Player*>::iterator it;
1203
1204 for (it = m.begin(); it != m.end(); it++)
1205 {
1206 if ( it->second->name.compare(name) == 0 )
1207 return it->second;
1208 }
1209
1210 return NULL;
1211}
1212
1213Player *findPlayerByAddr(map<unsigned int, Player*> &m, const sockaddr_in &addr)
1214{
1215 map<unsigned int, Player*>::iterator it;
1216
1217 for (it = m.begin(); it != m.end(); it++)
1218 {
1219 if ( it->second->addr.sin_addr.s_addr == addr.sin_addr.s_addr &&
1220 it->second->addr.sin_port == addr.sin_port )
1221 return it->second;
1222 }
1223
1224 return NULL;
1225}
1226
[c76134b]1227void damagePlayer(Player *p, int damage) {
1228 p->health -= damage;
1229 if (p->health < 0)
1230 p->health = 0;
1231 if (p->health == 0) {
[66c4ec4]1232 cout << "Player died" << endl;
[c76134b]1233 p->isDead = true;
1234 p->timeDied = getCurrentMillis();
1235 }
1236}
[411c1ae]1237
[95ffe57]1238void addObjectToMap(WorldMap::ObjectType objectType, int x, int y, WorldMap* gameMap, map<unsigned int, Player*>& mapPlayers, MessageProcessor &msgProcessor, int sock, ofstream& outputLog) {
[411c1ae]1239 NETWORK_MSG serverMsg;
1240
1241 gameMap->addObject(objectType, x, y);
1242
1243 // need to send the OBJECT message too
1244 serverMsg.type = MSG_TYPE_OBJECT;
1245 gameMap->getObjects()->back().serialize(serverMsg.buffer);
1246
[95ffe57]1247 map<unsigned int, Player*>::iterator it;
[411c1ae]1248 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
1249 {
[95ffe57]1250 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it->second->addr), &outputLog) < 0 )
[411c1ae]1251 error("sendMessage");
1252 }
1253}
Note: See TracBrowser for help on using the repository browser.