source: network-game/server/server.cpp@ 4926168

Last change on this file since 4926168 was e330873, checked in by dportnoy <dmp1488@…>, 12 years ago

Fixed a segfault related to incrementing an iterator past the end of a list

  • Property mode set to 100644
File size: 18.9 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>
[edfd1d0]7#include <cstring>
[60017fc]8#include <cmath>
[371ce29]9
[01d0d00]10#include <vector>
11#include <map>
12
[d211210]13#include <sys/time.h>
14
[73f75c1]15#include <sys/socket.h>
[371ce29]16#include <netdb.h>
[73f75c1]17#include <netinet/in.h>
18#include <arpa/inet.h>
19
[b128109]20#include <crypt.h>
21
[edfd1d0]22/*
[e3535b3]23#include <openssl/bio.h>
24#include <openssl/ssl.h>
25#include <openssl/err.h>
[edfd1d0]26*/
[e3535b3]27
[b53c6b3]28#include "../common/Compiler.h"
[3b1efcc]29#include "../common/Common.h"
[edfd1d0]30#include "../common/Message.h"
[60017fc]31#include "../common/WorldMap.h"
[edfd1d0]32#include "../common/Player.h"
[b53c6b3]33
[36082e8]34#include "DataAccess.h"
[d2b411a]35
[e3535b3]36using namespace std;
37
[d211210]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);
[01d0d00]41
[1106210]42void updateUnusedId(unsigned int& id, map<unsigned int, Player>& mapPlayers);
[8e540f4]43
[73f75c1]44// this should probably go somewhere in the common folder
[e3535b3]45void error(const char *msg)
46{
47 perror(msg);
48 exit(0);
49}
50
[01d0d00]51Player *findPlayerByName(map<unsigned int, Player> &m, string name)
[2488852]52{
[01d0d00]53 map<unsigned int, Player>::iterator it;
[2488852]54
[01d0d00]55 for (it = m.begin(); it != m.end(); it++)
[2488852]56 {
[01d0d00]57 if ( it->second.name.compare(name) == 0 )
58 return &(it->second);
[2488852]59 }
60
61 return NULL;
62}
63
[01d0d00]64Player *findPlayerByAddr(map<unsigned int, Player> &m, const sockaddr_in &addr)
[73f75c1]65{
[01d0d00]66 map<unsigned int, Player>::iterator it;
[73f75c1]67
[01d0d00]68 for (it = m.begin(); it != m.end(); it++)
[73f75c1]69 {
[01d0d00]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);
[73f75c1]73 }
74
75 return NULL;
76}
77
[e3535b3]78int main(int argc, char *argv[])
79{
80 int sock, length, n;
81 struct sockaddr_in server;
[3b1efcc]82 struct sockaddr_in from; // info of client sending the message
[e084950]83 NETWORK_MSG clientMsg, serverMsg;
[01d0d00]84 map<unsigned int, Player> mapPlayers;
[1106210]85 unsigned int unusedId = 1;
[e084950]86
[edfd1d0]87 //SSL_load_error_strings();
88 //ERR_load_BIO_strings();
89 //OpenSSL_add_all_algorithms();
[e3535b3]90
91 if (argc < 2) {
[73f75c1]92 cerr << "ERROR, no port provided" << endl;
93 exit(1);
[e3535b3]94 }
[60017fc]95
[7b43385]96 WorldMap* gameMap = WorldMap::loadMapFromFile("../data/map.txt");
[6e66ffd]97
98 // add some items to the map. They will be sent out
99 // to players when they login
[5f868c0]100 for (int y=0; y<gameMap->height; y++) {
101 for (int x=0; x<gameMap->width; x++) {
102 switch (gameMap->getStructure(x, y)) {
103 case WorldMap::STRUCTURE_BLUE_FLAG:
104 gameMap->addObject(WorldMap::OBJECT_BLUE_FLAG, x*25+12, y*25+12);
105 break;
106 case WorldMap::STRUCTURE_RED_FLAG:
107 gameMap->addObject(WorldMap::OBJECT_RED_FLAG, x*25+12, y*25+12);
108 break;
109 }
110 }
111 }
[6e66ffd]112
[371ce29]113 sock = socket(AF_INET, SOCK_DGRAM, 0);
[e3535b3]114 if (sock < 0) error("Opening socket");
115 length = sizeof(server);
116 bzero(&server,length);
117 server.sin_family=AF_INET;
118 server.sin_port=htons(atoi(argv[1]));
[2488852]119 server.sin_addr.s_addr=INADDR_ANY;
120 if ( bind(sock, (struct sockaddr *)&server, length) < 0 )
[e084950]121 error("binding");
[73f75c1]122
[371ce29]123 set_nonblock(sock);
124
[da692b9]125 bool broadcastResponse;
[d211210]126 timespec ts;
[430c80e]127 int timeLastUpdated = 0, curTime = 0, timeLastBroadcast = 0;
[cb1f288]128 while (true) {
[371ce29]129
130 usleep(5000);
131
[d211210]132 clock_gettime(CLOCK_REALTIME, &ts);
[430c80e]133 // make the number smaller so millis can fit in an int
[d69eb32]134 ts.tv_sec -= 1368000000;
[430c80e]135 curTime = ts.tv_sec*1000 + ts.tv_nsec/1000000;
[d211210]136
[430c80e]137 if (timeLastUpdated == 0 || (curTime-timeLastUpdated) >= 50) {
[d211210]138 timeLastUpdated = curTime;
139
140 // maybe put this in a separate method
[23559e7]141 map<unsigned int, Player>::iterator it;
142 FLOAT_POSITION oldPos;
143 bool broadcastMove = false;
[d211210]144 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++) {
[23559e7]145 oldPos = it->second.pos;
146 if (it->second.move(gameMap)) {
147
148 // check if the move needs to be canceled
149 switch(gameMap->getElement(it->second.pos.x/25, it->second.pos.y/25)) {
150 case WorldMap::TERRAIN_NONE:
151 case WorldMap::TERRAIN_OCEAN:
152 case WorldMap::TERRAIN_ROCK:
[e4c60ba]153 {
[23559e7]154 it->second.pos = oldPos;
155 it->second.target.x = it->second.pos.x;
156 it->second.target.y = it->second.pos.y;
157 broadcastMove = true;
158 break;
[e4c60ba]159 }
[23559e7]160 default:
161 // if there are no obstacles, do nothing
162 break;
163 }
164
[e4c60ba]165 WorldMap::ObjectType flagType;
166 POSITION pos;
[7553db9]167 bool flagTurnedIn = false;
168
[e4c60ba]169 switch(gameMap->getStructure(it->second.pos.x/25, it->second.pos.y/25)) {
170 case WorldMap::STRUCTURE_BLUE_FLAG:
171 {
[7553db9]172 if (it->second.team == 0 && it->second.hasRedFlag)
173 {
[e4c60ba]174 it->second.hasRedFlag = false;
175 flagType = WorldMap::OBJECT_RED_FLAG;
176 pos = gameMap->getStructureLocation(WorldMap::STRUCTURE_RED_FLAG);
[7553db9]177 flagTurnedIn = true;
[e4c60ba]178 }
[7553db9]179
180 break;
[e4c60ba]181 }
182 case WorldMap::STRUCTURE_RED_FLAG:
183 {
[7553db9]184 if (it->second.team == 1 && it->second.hasBlueFlag)
185 {
[e4c60ba]186 it->second.hasBlueFlag = false;
187 flagType = WorldMap::OBJECT_BLUE_FLAG;
188 pos = gameMap->getStructureLocation(WorldMap::STRUCTURE_BLUE_FLAG);
[7553db9]189 flagTurnedIn = true;
[e4c60ba]190 }
191
[7553db9]192 break;
193 }
194 }
[e4c60ba]195
[7553db9]196 if (flagTurnedIn) {
197 // send an OBJECT message to add the flag back to its spawn point
198 pos.x = pos.x*25+12;
199 pos.y = pos.y*25+12;
200 gameMap->addObject(flagType, pos.x, pos.y);
[e4c60ba]201
[7553db9]202 serverMsg.type = MSG_TYPE_OBJECT;
203 gameMap->getObjects()->back().serialize(serverMsg.buffer);
[e4c60ba]204
[7553db9]205 map<unsigned int, Player>::iterator it2;
206 for (it2 = mapPlayers.begin(); it2 != mapPlayers.end(); it2++)
207 {
208 if ( sendMessage(&serverMsg, sock, &(it2->second.addr)) < 0 )
209 error("sendMessage");
[e4c60ba]210 }
[7553db9]211
212 // this means a PLAYER message will be sent
213 broadcastMove = true;
[e4c60ba]214 }
215
[e487381]216 vector<WorldMap::Object>* vctObjects = gameMap->getObjects();
[b07eeac]217 vector<WorldMap::Object>::iterator itObjects;
218
[e487381]219 for (itObjects = vctObjects->begin(); itObjects != vctObjects->end();) {
[b07eeac]220 POSITION pos = itObjects->pos;
[7553db9]221 bool gotFlag = false;
222
[b07eeac]223 if (posDistance(it->second.pos, pos.toFloat()) < 10) {
224 switch (itObjects->type) {
225 case WorldMap::OBJECT_BLUE_FLAG:
[7553db9]226 if (it->second.team == 1) {
227 gotFlag = true;
228 it->second.hasBlueFlag = true;
229 broadcastMove = true;
230 }
[b07eeac]231 break;
232 case WorldMap::OBJECT_RED_FLAG:
[7553db9]233 if (it->second.team == 0) {
234 gotFlag = true;
235 it->second.hasRedFlag = true;
236 broadcastMove = true;
237 }
[b07eeac]238 break;
239 }
240
[7553db9]241 if (gotFlag) {
242 serverMsg.type = MSG_TYPE_REMOVE_OBJECT;
243 memcpy(serverMsg.buffer, &itObjects->id, 4);
244
245 map<unsigned int, Player>::iterator it2;
246 for (it2 = mapPlayers.begin(); it2 != mapPlayers.end(); it2++)
247 {
248 if ( sendMessage(&serverMsg, sock, &(it2->second.addr)) < 0 )
249 error("sendMessage");
250 }
251
252 // remove the object from the server-side map
253 cout << "size before: " << gameMap->getObjects()->size() << endl;
254 itObjects = vctObjects->erase(itObjects);
255 cout << "size after: " << gameMap->getObjects()->size() << endl;
[b07eeac]256 }
257 }
[7553db9]258
[e330873]259 if (!gotFlag)
260 itObjects++;
[23559e7]261 }
262
263 if (broadcastMove) {
264 serverMsg.type = MSG_TYPE_PLAYER;
265 it->second.serialize(serverMsg.buffer);
266
267 cout << "about to broadcast move" << endl;
[b07eeac]268 map<unsigned int, Player>::iterator it2;
[23559e7]269 for (it2 = mapPlayers.begin(); it2 != mapPlayers.end(); it2++)
270 {
271 if ( sendMessage(&serverMsg, sock, &(it2->second.addr)) < 0 )
272 error("sendMessage");
273 }
[d211210]274 }
275 }
276 }
277 }
278
[e084950]279 n = receiveMessage(&clientMsg, sock, &from);
[8e540f4]280
[371ce29]281 if (n >= 0) {
[d211210]282 broadcastResponse = processMessage(clientMsg, from, mapPlayers, gameMap, unusedId, serverMsg, sock);
[371ce29]283
[b128109]284 // probably replace this with a function that prints based on the
285 // message type
[371ce29]286 cout << "msg: " << serverMsg.buffer << endl;
[da692b9]287 if (broadcastResponse)
[3b1efcc]288 {
[da692b9]289 cout << "Should be broadcasting the message" << endl;
290
[01d0d00]291 map<unsigned int, Player>::iterator it;
292 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
[3b1efcc]293 {
[d211210]294 cout << "Sent message back to " << it->second.name << endl;
[01d0d00]295 if ( sendMessage(&serverMsg, sock, &(it->second.addr)) < 0 )
[3b1efcc]296 error("sendMessage");
297 }
298 }
299 else
300 {
[da692b9]301 cout << "Should be sending back the message" << endl;
302
[3b1efcc]303 if ( sendMessage(&serverMsg, sock, &from) < 0 )
304 error("sendMessage");
305 }
[7b43385]306 }
[8e540f4]307 }
[371ce29]308
[8e540f4]309 return 0;
310}
311
[d211210]312bool processMessage(const NETWORK_MSG& clientMsg, struct sockaddr_in& from, map<unsigned int, Player>& mapPlayers, WorldMap* gameMap, unsigned int& unusedId, NETWORK_MSG& serverMsg, int sock)
[8e540f4]313{
[41ad8ed]314 DataAccess da;
315
[b8cb03f]316 cout << "Received message" << endl;
[8e540f4]317 cout << "MSG: type: " << clientMsg.type << endl;
318 cout << "MSG contents: " << clientMsg.buffer << endl;
319
[da692b9]320 // maybe we should make a message class and have this be a member
[3b1efcc]321 bool broadcastResponse = false;
322
[8e540f4]323 // Check that if an invalid message is sent, the client will correctly
324 // receive and display the response. Maybe make a special error msg type
325 switch(clientMsg.type)
326 {
327 case MSG_TYPE_REGISTER:
[d2b411a]328 {
[8e540f4]329 string username(clientMsg.buffer);
330 string password(strchr(clientMsg.buffer, '\0')+1);
[d2b411a]331
[8e540f4]332 cout << "username: " << username << endl;
333 cout << "password: " << password << endl;
[d2b411a]334
[3b1efcc]335 int error = da.insertPlayer(username, password);
[41ad8ed]336
[3b1efcc]337 if (!error)
338 strcpy(serverMsg.buffer, "Registration successful.");
339 else
340 strcpy(serverMsg.buffer, "Registration failed. Please try again.");
[8e540f4]341
342 serverMsg.type = MSG_TYPE_REGISTER;
[d2b411a]343
[8e540f4]344 break;
345 }
346 case MSG_TYPE_LOGIN:
347 {
[60017fc]348 cout << "Got login message" << endl;
349
[d211210]350 serverMsg.type = MSG_TYPE_LOGIN;
351
[8e540f4]352 string username(clientMsg.buffer);
[41ad8ed]353 string password(strchr(clientMsg.buffer, '\0')+1);
[8e540f4]354
[41ad8ed]355 Player* p = da.getPlayer(username);
[d2b411a]356
[b128109]357 if (p == NULL || !da.verifyPassword(password, p->password))
[41ad8ed]358 {
359 strcpy(serverMsg.buffer, "Incorrect username or password");
360 }
[01d0d00]361 else if(findPlayerByName(mapPlayers, username) != NULL)
[41ad8ed]362 {
363 strcpy(serverMsg.buffer, "Player has already logged in.");
364 }
365 else
[8e540f4]366 {
[d211210]367 serverMsg.type = MSG_TYPE_PLAYER;
368
[1106210]369 updateUnusedId(unusedId, mapPlayers);
[01d0d00]370 p->id = unusedId;
[d211210]371 cout << "new player id: " << p->id << endl;
[df79cfd]372 p->setAddr(from);
373
374 // choose a random team (either 0 or 1)
375 p->team = rand() % 2;
[d211210]376
377 // tell the new player about all the existing players
378 cout << "Sending other players to new player" << endl;
379
380 map<unsigned int, Player>::iterator it;
381 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
382 {
383 it->second.serialize(serverMsg.buffer);
384
385 cout << "sending info about " << it->second.name << endl;
[5f868c0]386 cout << "sending id " << it->second.id << endl;
387 if ( sendMessage(&serverMsg, sock, &from) < 0 )
388 error("sendMessage");
389 }
390
391 // tell the new player about all map objects
392 // (currently just the flags)
393 serverMsg.type = MSG_TYPE_OBJECT;
[e487381]394 vector<WorldMap::Object>* vctObjects = gameMap->getObjects();
[5f868c0]395 vector<WorldMap::Object>::iterator itObjects;
396 cout << "sending items" << endl;
[e487381]397 for (itObjects = vctObjects->begin(); itObjects != vctObjects->end(); itObjects++) {
[5f868c0]398 itObjects->serialize(serverMsg.buffer);
399 cout << "sending item id " << itObjects->id << endl;
[d211210]400 if ( sendMessage(&serverMsg, sock, &from) < 0 )
401 error("sendMessage");
402 }
[59061f6]403
[594d2e9]404 p->serialize(serverMsg.buffer);
[d211210]405 cout << "Should be broadcasting the message" << endl;
406
407 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
408 {
409 cout << "Sent message back to " << it->second.name << endl;
410 if ( sendMessage(&serverMsg, sock, &(it->second.addr)) < 0 )
411 error("sendMessage");
412 }
413
414 serverMsg.type = MSG_TYPE_LOGIN;
415 mapPlayers[unusedId] = *p;
[07028b9]416 }
417
[41ad8ed]418 delete(p);
[07028b9]419
[8e540f4]420 break;
421 }
422 case MSG_TYPE_LOGOUT:
423 {
424 string name(clientMsg.buffer);
425 cout << "Player logging out: " << name << endl;
426
[01d0d00]427 Player *p = findPlayerByName(mapPlayers, name);
[633f42a]428
[8e540f4]429 if (p == NULL)
430 {
431 strcpy(serverMsg.buffer, "That player is not logged in. This is either a bug, or you're trying to hack the server.");
[8a3ef42]432 cout << "Player not logged in" << endl;
[07028b9]433 }
[01d0d00]434 else if ( p->addr.sin_addr.s_addr != from.sin_addr.s_addr ||
435 p->addr.sin_port != from.sin_port )
[07028b9]436 {
[8e540f4]437 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.");
[8a3ef42]438 cout << "Player logged in using a different connection" << endl;
[2488852]439 }
[8e540f4]440 else
[2488852]441 {
[01d0d00]442 if (p->id < unusedId)
443 unusedId = p->id;
444 mapPlayers.erase(p->id);
[41ad8ed]445 strcpy(serverMsg.buffer, "You have successfully logged out.");
[8e540f4]446 }
[07028b9]447
[d211210]448 serverMsg.type = MSG_TYPE_LOGOUT;
[8a3ef42]449
[8e540f4]450 break;
451 }
452 case MSG_TYPE_CHAT:
453 {
[da692b9]454 cout << "Got a chat message" << endl;
455
[01d0d00]456 Player *p = findPlayerByAddr(mapPlayers, from);
[07028b9]457
[8e540f4]458 if (p == NULL)
459 {
460 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]461 }
[8e540f4]462 else
463 {
[3b1efcc]464 broadcastResponse = true;
465
[b128109]466 ostringstream oss;
467 oss << p->name << ": " << clientMsg.buffer;
[3b1efcc]468
[b128109]469 strcpy(serverMsg.buffer, oss.str().c_str());
[8e540f4]470 }
471
472 serverMsg.type = MSG_TYPE_CHAT;
473
474 break;
[e084950]475 }
[b128109]476 case MSG_TYPE_PLAYER_MOVE:
477 {
478 cout << "PLAYER_MOVE" << endl;
479
480 int id, x, y;
481
482 memcpy(&id, clientMsg.buffer, 4);
483 memcpy(&x, clientMsg.buffer+4, 4);
484 memcpy(&y, clientMsg.buffer+8, 4);
[7b43385]485
[b128109]486 cout << "x: " << x << endl;
487 cout << "y: " << y << endl;
488 cout << "id: " << id << endl;
[7b43385]489
[b128109]490 if ( mapPlayers[id].addr.sin_addr.s_addr == from.sin_addr.s_addr &&
491 mapPlayers[id].addr.sin_port == from.sin_port )
492 {
[60017fc]493 // we need to make sure the player can move here
494 if (0 <= x && x < 300 && 0 <= y && y < 300 &&
495 gameMap->getElement(x/25, y/25) == WorldMap::TERRAIN_GRASS)
496 {
[7b43385]497 cout << "valid terrain" << endl;
498
[60017fc]499 mapPlayers[id].target.x = x;
500 mapPlayers[id].target.y = y;
501
502 serverMsg.type = MSG_TYPE_PLAYER_MOVE;
503
504 memcpy(serverMsg.buffer, &id, 4);
[d211210]505 memcpy(serverMsg.buffer+4, &mapPlayers[id].target.x, 4);
506 memcpy(serverMsg.buffer+8, &mapPlayers[id].target.y, 4);
[60017fc]507
508 broadcastResponse = true;
509 }
510 else
511 cout << "Bad terrain detected" << endl;
[b128109]512 }
513 else // nned to send back a message indicating failure
514 cout << "Player id (" << id << ") doesn't match sender" << endl;
515
516 break;
517 }
[5299436]518 case MSG_TYPE_PICKUP_FLAG:
519 {
520 // may want to check the id matches the sender, just like for PLAYER_NOVE
521 cout << "PICKUP_FLAG" << endl;
522
523 int id;
524
525 memcpy(&id, clientMsg.buffer, 4);
526 cout << "id: " << id << endl;
527
528 break;
529 }
[e487381]530 case MSG_TYPE_DROP_FLAG:
531 {
532 // may want to check the id matches the sender, just like for PLAYER_NOVE
533 cout << "DROP_FLAG" << endl;
534
535 int id;
536
537 memcpy(&id, clientMsg.buffer, 4);
538 cout << "id: " << id << endl;
539
540 WorldMap::ObjectType flagType = WorldMap::OBJECT_NONE;
541 if (mapPlayers[id].hasBlueFlag)
542 flagType = WorldMap::OBJECT_BLUE_FLAG;
543 else if (mapPlayers[id].hasRedFlag)
544 flagType = WorldMap::OBJECT_RED_FLAG;
545
546 gameMap->addObject(flagType, mapPlayers[id].pos.x, mapPlayers[id].pos.y);
547
548 // need to send the OBJECT message too
549 serverMsg.type = MSG_TYPE_OBJECT;
550 gameMap->getObjects()->back().serialize(serverMsg.buffer);
551
552 map<unsigned int, Player>::iterator it;
553 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
554 {
555 if ( sendMessage(&serverMsg, sock, &(it->second.addr)) < 0 )
556 error("sendMessage");
557 }
558
559 mapPlayers[id].hasBlueFlag = false;
560 mapPlayers[id].hasRedFlag = false;
561
562 serverMsg.type = MSG_TYPE_PLAYER;
563 mapPlayers[id].serialize(serverMsg.buffer);
564
565 map<unsigned int, Player>::iterator it2;
566 broadcastResponse = true;
567
568 break;
569 }
[8e540f4]570 default:
571 {
572 strcpy(serverMsg.buffer, "Server error occured. Report this please.");
[e084950]573
[8e540f4]574 serverMsg.type = MSG_TYPE_CHAT;
[e084950]575
[8e540f4]576 break;
577 }
[e3535b3]578 }
[da692b9]579
580 return broadcastResponse;
[e3535b3]581}
[da692b9]582
[1106210]583void updateUnusedId(unsigned int& id, map<unsigned int, Player>& mapPlayers)
[01d0d00]584{
[1106210]585 while (mapPlayers.find(id) != mapPlayers.end())
586 id++;
[01d0d00]587}
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