source: network-game/server/server.cpp@ 66906aa

Last change on this file since 66906aa was 66906aa, checked in by dportnoy <dmp1488@…>, 12 years ago

The server should now smoothly move players to their targets

  • Property mode set to 100644
File size: 11.4 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>
9#include <sys/time.h>
[371ce29]10
[01d0d00]11#include <vector>
12#include <map>
13
[73f75c1]14#include <sys/socket.h>
[371ce29]15#include <netdb.h>
[73f75c1]16#include <netinet/in.h>
17#include <arpa/inet.h>
18
[b128109]19#include <crypt.h>
20
[edfd1d0]21/*
[e3535b3]22#include <openssl/bio.h>
23#include <openssl/ssl.h>
24#include <openssl/err.h>
[edfd1d0]25*/
[e3535b3]26
[b53c6b3]27#include "../common/Compiler.h"
[3b1efcc]28#include "../common/Common.h"
[edfd1d0]29#include "../common/Message.h"
[60017fc]30#include "../common/WorldMap.h"
[edfd1d0]31#include "../common/Player.h"
[b53c6b3]32
[36082e8]33#include "DataAccess.h"
[d2b411a]34
[e3535b3]35using namespace std;
36
[60017fc]37bool processMessage(const NETWORK_MSG &clientMsg, const struct sockaddr_in &from, map<unsigned int, Player>& mapPlayers, WorldMap* gameMap, unsigned int& unusedId, NETWORK_MSG &serverMsg);
[01d0d00]38
[1106210]39void updateUnusedId(unsigned int& id, map<unsigned int, Player>& mapPlayers);
[8e540f4]40
[73f75c1]41// this should probably go somewhere in the common folder
[e3535b3]42void error(const char *msg)
43{
44 perror(msg);
45 exit(0);
46}
47
[01d0d00]48Player *findPlayerByName(map<unsigned int, Player> &m, string name)
[2488852]49{
[01d0d00]50 map<unsigned int, Player>::iterator it;
[2488852]51
[01d0d00]52 for (it = m.begin(); it != m.end(); it++)
[2488852]53 {
[01d0d00]54 if ( it->second.name.compare(name) == 0 )
55 return &(it->second);
[2488852]56 }
57
58 return NULL;
59}
60
[01d0d00]61Player *findPlayerByAddr(map<unsigned int, Player> &m, const sockaddr_in &addr)
[73f75c1]62{
[01d0d00]63 map<unsigned int, Player>::iterator it;
[73f75c1]64
[01d0d00]65 for (it = m.begin(); it != m.end(); it++)
[73f75c1]66 {
[01d0d00]67 if ( it->second.addr.sin_addr.s_addr == addr.sin_addr.s_addr &&
68 it->second.addr.sin_port == addr.sin_port )
69 return &(it->second);
[73f75c1]70 }
71
72 return NULL;
73}
74
[01d0d00]75void broadcastPlayerPositions(map<unsigned int, Player> &m, int sock)
[edfd1d0]76{
[01d0d00]77 map<unsigned int, Player>::iterator it, it2;
[edfd1d0]78 NETWORK_MSG serverMsg;
79
80 serverMsg.type = MSG_TYPE_PLAYER;
81
[01d0d00]82 for (it = m.begin(); it != m.end(); it++)
[edfd1d0]83 {
[01d0d00]84 it->second.serialize(serverMsg.buffer);
[edfd1d0]85
[01d0d00]86 for (it2 = m.begin(); it2 != m.end(); it2++)
[edfd1d0]87 {
[01d0d00]88 if ( sendMessage(&serverMsg, sock, &(it2->second.addr)) < 0 )
[edfd1d0]89 error("sendMessage");
90 }
91 }
92}
93
[e3535b3]94int main(int argc, char *argv[])
95{
96 int sock, length, n;
97 struct sockaddr_in server;
[3b1efcc]98 struct sockaddr_in from; // info of client sending the message
[e084950]99 NETWORK_MSG clientMsg, serverMsg;
[01d0d00]100 map<unsigned int, Player> mapPlayers;
[1106210]101 unsigned int unusedId = 1;
[e084950]102
[edfd1d0]103 //SSL_load_error_strings();
104 //ERR_load_BIO_strings();
105 //OpenSSL_add_all_algorithms();
[e3535b3]106
107 if (argc < 2) {
[73f75c1]108 cerr << "ERROR, no port provided" << endl;
109 exit(1);
[e3535b3]110 }
[60017fc]111
[f401cac]112 WorldMap* gameMap = NULL; //WorldMap::createDefaultMap();
[41ad8ed]113
[371ce29]114 sock = socket(AF_INET, SOCK_DGRAM, 0);
[e3535b3]115 if (sock < 0) error("Opening socket");
116 length = sizeof(server);
117 bzero(&server,length);
118 server.sin_family=AF_INET;
119 server.sin_port=htons(atoi(argv[1]));
[2488852]120 server.sin_addr.s_addr=INADDR_ANY;
121 if ( bind(sock, (struct sockaddr *)&server, length) < 0 )
[e084950]122 error("binding");
[73f75c1]123
[371ce29]124 set_nonblock(sock);
125
[66906aa]126 /*
[60017fc]127 Player testP;
128 clock_gettime(CLOCK_REALTIME, &testP.timeLastUpdated);
129
130 cout << "Before sleep" << endl;
131 // wait some time
132 sleep(3);
133 cout << "After sleep" << endl;
134
[f401cac]135 cout << "Loc before: (" << testP.pos.x << ", " << testP.pos.y << ")" << endl;
136
[60017fc]137 testP.move();
138
[f401cac]139 cout << "Loc after: (" << testP.pos.x << ", " << testP.pos.y << ")" << endl;
[66906aa]140 */
[f401cac]141
[da692b9]142 bool broadcastResponse;
[cb1f288]143 while (true) {
[371ce29]144
145 usleep(5000);
146
[e084950]147 n = receiveMessage(&clientMsg, sock, &from);
[8e540f4]148
[371ce29]149 if (n >= 0) {
150 cout << "Got a message" << endl;
[8e540f4]151
[60017fc]152 broadcastResponse = processMessage(clientMsg, from, mapPlayers, gameMap, unusedId, serverMsg);
[371ce29]153
[b128109]154 // probably replace this with a function that prints based on the
155 // message type
[371ce29]156 cout << "msg: " << serverMsg.buffer << endl;
[b128109]157 cout << "broadcastResponse: " << broadcastResponse << endl;
[da692b9]158 if (broadcastResponse)
[3b1efcc]159 {
[da692b9]160 cout << "Should be broadcasting the message" << endl;
161
[01d0d00]162 map<unsigned int, Player>::iterator it;
163 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
[3b1efcc]164 {
[01d0d00]165 if ( sendMessage(&serverMsg, sock, &(it->second.addr)) < 0 )
[3b1efcc]166 error("sendMessage");
167 }
168 }
169 else
170 {
[da692b9]171 cout << "Should be sending back the message" << endl;
172
[3b1efcc]173 if ( sendMessage(&serverMsg, sock, &from) < 0 )
174 error("sendMessage");
175 }
[8e540f4]176
[66906aa]177 // update player positions
178 map<unsigned int, Player>::iterator it;
179 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
180 {
181 it->second.move();
182 }
183
[01d0d00]184 broadcastPlayerPositions(mapPlayers, sock);
[edfd1d0]185 }
[8e540f4]186 }
[371ce29]187
[8e540f4]188 return 0;
189}
190
[60017fc]191bool processMessage(const NETWORK_MSG& clientMsg, const struct sockaddr_in& from, map<unsigned int, Player>& mapPlayers, WorldMap* gameMap, unsigned int& unusedId, NETWORK_MSG& serverMsg)
[8e540f4]192{
[41ad8ed]193 DataAccess da;
194
[8e540f4]195 cout << "ip address: " << inet_ntoa(from.sin_addr) << endl;
196 cout << "port: " << from.sin_port << endl;
197 cout << "MSG: type: " << clientMsg.type << endl;
198 cout << "MSG contents: " << clientMsg.buffer << endl;
199
[da692b9]200 // maybe we should make a message class and have this be a member
[3b1efcc]201 bool broadcastResponse = false;
202
[8e540f4]203 // Check that if an invalid message is sent, the client will correctly
204 // receive and display the response. Maybe make a special error msg type
205 switch(clientMsg.type)
206 {
207 case MSG_TYPE_REGISTER:
[d2b411a]208 {
[8e540f4]209 string username(clientMsg.buffer);
210 string password(strchr(clientMsg.buffer, '\0')+1);
[d2b411a]211
[8e540f4]212 cout << "username: " << username << endl;
213 cout << "password: " << password << endl;
[d2b411a]214
[3b1efcc]215 int error = da.insertPlayer(username, password);
[41ad8ed]216
[3b1efcc]217 if (!error)
218 strcpy(serverMsg.buffer, "Registration successful.");
219 else
220 strcpy(serverMsg.buffer, "Registration failed. Please try again.");
[8e540f4]221
222 serverMsg.type = MSG_TYPE_REGISTER;
[d2b411a]223
[8e540f4]224 break;
225 }
226 case MSG_TYPE_LOGIN:
227 {
[60017fc]228 cout << "Got login message" << endl;
229
[8e540f4]230 string username(clientMsg.buffer);
[41ad8ed]231 string password(strchr(clientMsg.buffer, '\0')+1);
[8e540f4]232
[41ad8ed]233 Player* p = da.getPlayer(username);
[d2b411a]234
[b128109]235 if (p == NULL || !da.verifyPassword(password, p->password))
[41ad8ed]236 {
237 strcpy(serverMsg.buffer, "Incorrect username or password");
238 }
[01d0d00]239 else if(findPlayerByName(mapPlayers, username) != NULL)
[41ad8ed]240 {
241 strcpy(serverMsg.buffer, "Player has already logged in.");
242 }
243 else
[8e540f4]244 {
[01d0d00]245 p->setAddr(from);
[1106210]246 updateUnusedId(unusedId, mapPlayers);
[01d0d00]247 p->id = unusedId;
248 mapPlayers[unusedId] = *p;
[59061f6]249
[594d2e9]250 // sendd back the new player info to the user
251 p->serialize(serverMsg.buffer);
[07028b9]252 }
253
[8e540f4]254 serverMsg.type = MSG_TYPE_LOGIN;
[41ad8ed]255
256 delete(p);
[07028b9]257
[8e540f4]258 break;
259 }
260 case MSG_TYPE_LOGOUT:
261 {
262 string name(clientMsg.buffer);
263 cout << "Player logging out: " << name << endl;
264
[01d0d00]265 Player *p = findPlayerByName(mapPlayers, name);
[633f42a]266
[8e540f4]267 if (p == NULL)
268 {
269 strcpy(serverMsg.buffer, "That player is not logged in. This is either a bug, or you're trying to hack the server.");
[8a3ef42]270 cout << "Player not logged in" << endl;
[07028b9]271 }
[01d0d00]272 else if ( p->addr.sin_addr.s_addr != from.sin_addr.s_addr ||
273 p->addr.sin_port != from.sin_port )
[07028b9]274 {
[8e540f4]275 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]276 cout << "Player logged in using a different connection" << endl;
[2488852]277 }
[8e540f4]278 else
[2488852]279 {
[01d0d00]280 if (p->id < unusedId)
281 unusedId = p->id;
282 mapPlayers.erase(p->id);
[41ad8ed]283 strcpy(serverMsg.buffer, "You have successfully logged out.");
[8a3ef42]284 cout << "Player logged out successfuly" << endl;
[8e540f4]285 }
[07028b9]286
[8a3ef42]287 // should really be serverMsg.type = MSG_TYPE_LOGOUT;
288 serverMsg.type = MSG_TYPE_LOGIN;
289
[8e540f4]290 break;
291 }
292 case MSG_TYPE_CHAT:
293 {
[da692b9]294 cout << "Got a chat message" << endl;
295
[01d0d00]296 Player *p = findPlayerByAddr(mapPlayers, from);
[07028b9]297
[8e540f4]298 if (p == NULL)
299 {
300 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]301 }
[8e540f4]302 else
303 {
[3b1efcc]304 broadcastResponse = true;
305
[b128109]306 ostringstream oss;
307 oss << p->name << ": " << clientMsg.buffer;
[3b1efcc]308
[b128109]309 strcpy(serverMsg.buffer, oss.str().c_str());
[8e540f4]310 }
311
312 serverMsg.type = MSG_TYPE_CHAT;
313
314 break;
[e084950]315 }
[b128109]316 case MSG_TYPE_PLAYER_MOVE:
317 {
[60017fc]318 cout << "Got a move message" << endl;
319
[b128109]320 istringstream iss;
321 iss.str(clientMsg.buffer);
322
323 cout << "PLAYER_MOVE" << endl;
324
325 int id, x, y;
326
327 memcpy(&id, clientMsg.buffer, 4);
328 memcpy(&x, clientMsg.buffer+4, 4);
329 memcpy(&y, clientMsg.buffer+8, 4);
330
331 cout << "x: " << x << endl;
332 cout << "y: " << y << endl;
333 cout << "id: " << id << endl;
334
335 if ( mapPlayers[id].addr.sin_addr.s_addr == from.sin_addr.s_addr &&
336 mapPlayers[id].addr.sin_port == from.sin_port )
337 {
[60017fc]338 // we need to make sure the player can move here
339 if (0 <= x && x < 300 && 0 <= y && y < 300 &&
340 gameMap->getElement(x/25, y/25) == WorldMap::TERRAIN_GRASS)
341 {
342 // first we get the correct vector
343 mapPlayers[id].target.x = x;
344 mapPlayers[id].target.y = y;
345 int xDiff = mapPlayers[id].target.x - mapPlayers[id].pos.x;
346 int yDiff = mapPlayers[id].target.y - mapPlayers[id].pos.y;
347 cout << "xDiff: " << xDiff << endl;
348 cout << "yDiff: " << yDiff << endl;
349
350 // then we get the correct angle
351 double angle = atan2(yDiff, xDiff);
352 cout << "angle: " << angle << endl;
353
354 // finally we use the angle to determine
355 // how much the player moves
356 // the player will move 50 pixels in the correct direction
357 mapPlayers[id].pos.x += cos(angle)*50;
358 mapPlayers[id].pos.y += sin(angle)*50;
359 cout << "new x: " << mapPlayers[id].pos.x << endl;
360 cout << "new y: " << mapPlayers[id].pos.y << endl;
361
362 serverMsg.type = MSG_TYPE_PLAYER_MOVE;
363
364 memcpy(serverMsg.buffer, &id, 4);
365 memcpy(serverMsg.buffer+4, &mapPlayers[id].pos.x, 4);
366 memcpy(serverMsg.buffer+8, &mapPlayers[id].pos.y, 4);
367 //memcpy(serverMsg.buffer, clientMsg.buffer, 12);
368
369 broadcastResponse = true;
370 }
371 else
372 cout << "Bad terrain detected" << endl;
[b128109]373 }
374 else // nned to send back a message indicating failure
375 cout << "Player id (" << id << ") doesn't match sender" << endl;
376
377 break;
378 }
[8e540f4]379 default:
380 {
381 strcpy(serverMsg.buffer, "Server error occured. Report this please.");
[e084950]382
[8e540f4]383 serverMsg.type = MSG_TYPE_CHAT;
[e084950]384
[8e540f4]385 break;
386 }
[e3535b3]387 }
[da692b9]388
[60017fc]389 cout << "Got to the end of the switch" << endl;
390
[da692b9]391 return broadcastResponse;
[e3535b3]392}
[da692b9]393
[1106210]394void updateUnusedId(unsigned int& id, map<unsigned int, Player>& mapPlayers)
[01d0d00]395{
[1106210]396 while (mapPlayers.find(id) != mapPlayers.end())
397 id++;
[01d0d00]398}
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