source: network-game/server/server.cpp@ c76134b

Last change on this file since c76134b was c76134b, checked in by dportnoy <dmp1488@…>, 12 years ago

A player respawns at their flag 10 seconds after dying

  • Property mode set to 100644
File size: 31.9 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"
[8dad966]33#include "../common/Projectile.h"
[b53c6b3]34
[36082e8]35#include "DataAccess.h"
[d2b411a]36
[e3535b3]37using namespace std;
38
[d211210]39// from used to be const. Removed that so I could take a reference
40// and use it to send messages
[8dad966]41bool processMessage(const NETWORK_MSG &clientMsg, struct sockaddr_in &from, map<unsigned int, Player>& mapPlayers, WorldMap* gameMap, unsigned int& unusedPlayerId, NETWORK_MSG &serverMsg, int sock, int &scoreBlue, int &scoreRed);
[01d0d00]42
[8dad966]43void updateUnusedPlayerId(unsigned int& id, map<unsigned int, Player>& mapPlayers);
44void updateUnusedProjectileId(unsigned int& id, map<unsigned int, Projectile>& mapProjectiles);
[c76134b]45void damagePlayer(Player *p, int damage);
[8e540f4]46
[73f75c1]47// this should probably go somewhere in the common folder
[e3535b3]48void error(const char *msg)
49{
50 perror(msg);
51 exit(0);
52}
53
[01d0d00]54Player *findPlayerByName(map<unsigned int, Player> &m, string name)
[2488852]55{
[01d0d00]56 map<unsigned int, Player>::iterator it;
[2488852]57
[01d0d00]58 for (it = m.begin(); it != m.end(); it++)
[2488852]59 {
[01d0d00]60 if ( it->second.name.compare(name) == 0 )
61 return &(it->second);
[2488852]62 }
63
64 return NULL;
65}
66
[01d0d00]67Player *findPlayerByAddr(map<unsigned int, Player> &m, const sockaddr_in &addr)
[73f75c1]68{
[01d0d00]69 map<unsigned int, Player>::iterator it;
[73f75c1]70
[01d0d00]71 for (it = m.begin(); it != m.end(); it++)
[73f75c1]72 {
[01d0d00]73 if ( it->second.addr.sin_addr.s_addr == addr.sin_addr.s_addr &&
74 it->second.addr.sin_port == addr.sin_port )
75 return &(it->second);
[73f75c1]76 }
77
78 return NULL;
79}
80
[e3535b3]81int main(int argc, char *argv[])
82{
83 int sock, length, n;
84 struct sockaddr_in server;
[3b1efcc]85 struct sockaddr_in from; // info of client sending the message
[e084950]86 NETWORK_MSG clientMsg, serverMsg;
[01d0d00]87 map<unsigned int, Player> mapPlayers;
[8dad966]88 map<unsigned int, Projectile> mapProjectiles;
89 unsigned int unusedPlayerId = 1, unusedProjectileId = 1;
[b8601ee]90 int scoreBlue, scoreRed;
91
92 scoreBlue = 0;
93 scoreRed = 0;
[e084950]94
[edfd1d0]95 //SSL_load_error_strings();
96 //ERR_load_BIO_strings();
97 //OpenSSL_add_all_algorithms();
[e3535b3]98
99 if (argc < 2) {
[73f75c1]100 cerr << "ERROR, no port provided" << endl;
101 exit(1);
[e3535b3]102 }
[60017fc]103
[7b43385]104 WorldMap* gameMap = WorldMap::loadMapFromFile("../data/map.txt");
[6e66ffd]105
106 // add some items to the map. They will be sent out
107 // to players when they login
[5f868c0]108 for (int y=0; y<gameMap->height; y++) {
109 for (int x=0; x<gameMap->width; x++) {
110 switch (gameMap->getStructure(x, y)) {
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;
[cb1f288]137 while (true) {
[371ce29]138
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
[430c80e]146 if (timeLastUpdated == 0 || (curTime-timeLastUpdated) >= 50) {
[d211210]147 timeLastUpdated = curTime;
148
[11d21ee]149 map<unsigned int, Player>::iterator it;
150
151 // set targets for all chasing players (or make them attack if they're close enough)
152 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++) {
[c76134b]153 // check if it's time to revive dead players
154 if (it->second.isDead) {
155 if (getCurrentMillis() - it->second.timeDied >= 10000) {
156 it->second.isDead = false;
157
158 POSITION spawnPos;
159
160 switch (it->second.team) {
161 case 0:// blue team
162 spawnPos = gameMap->getStructureLocation(WorldMap::STRUCTURE_BLUE_FLAG);
163 break;
164 case 1:// red team
165 spawnPos = gameMap->getStructureLocation(WorldMap::STRUCTURE_RED_FLAG);
166 break;
167 default:
168 // should never go here
169 cout << "Error: Invalid team" << endl;
170 break;
171 }
172
173 // spawn the player to the right of their flag location
174 spawnPos.x = (spawnPos.x+1) * 25 + 12;
175 spawnPos.y = spawnPos.y * 25 + 12;
176
177 it->second.pos = spawnPos.toFloat();
178
179 serverMsg.type = MSG_TYPE_PLAYER;
180 it->second.serialize(serverMsg.buffer);
181
182 map<unsigned int, Player>::iterator it2;
183 for (it2 = mapPlayers.begin(); it2 != mapPlayers.end(); it2++)
184 {
185 if ( sendMessage(&serverMsg, sock, &(it2->second.addr)) < 0 )
186 error("sendMessage");
187 }
188 }
189
190 continue;
191 }
192
[5b1e31e]193 if (it->second.updateTarget(mapPlayers)) {
194 serverMsg.type = MSG_TYPE_PLAYER;
195 it->second.serialize(serverMsg.buffer);
[11d21ee]196
[5b1e31e]197 map<unsigned int, Player>::iterator it2;
198 for (it2 = mapPlayers.begin(); it2 != mapPlayers.end(); it2++)
199 {
200 if ( sendMessage(&serverMsg, sock, &(it2->second.addr)) < 0 )
201 error("sendMessage");
[11d21ee]202 }
203 }
204 }
205
[8dad966]206 // move all players
[d211210]207 // maybe put this in a separate method
[23559e7]208 FLOAT_POSITION oldPos;
209 bool broadcastMove = false;
[d211210]210 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++) {
[ff2133a]211 cout << "Starting new for loop iteration" << endl;
[23559e7]212 oldPos = it->second.pos;
213 if (it->second.move(gameMap)) {
214
215 // check if the move needs to be canceled
216 switch(gameMap->getElement(it->second.pos.x/25, it->second.pos.y/25)) {
217 case WorldMap::TERRAIN_NONE:
218 case WorldMap::TERRAIN_OCEAN:
219 case WorldMap::TERRAIN_ROCK:
[e4c60ba]220 {
[23559e7]221 it->second.pos = oldPos;
222 it->second.target.x = it->second.pos.x;
223 it->second.target.y = it->second.pos.y;
[5b1e31e]224 it->second.isChasing = false;
[23559e7]225 broadcastMove = true;
226 break;
[e4c60ba]227 }
[23559e7]228 default:
229 // if there are no obstacles, do nothing
230 break;
231 }
232
[e4c60ba]233 WorldMap::ObjectType flagType;
234 POSITION pos;
[7553db9]235 bool flagTurnedIn = false;
[446dc65]236 bool flagReturned = false;
237 bool ownFlagAtBase = false;
238
[e4c60ba]239 switch(gameMap->getStructure(it->second.pos.x/25, it->second.pos.y/25)) {
240 case WorldMap::STRUCTURE_BLUE_FLAG:
241 {
[7553db9]242 if (it->second.team == 0 && it->second.hasRedFlag)
243 {
[446dc65]244 // check that your flag is at your base
245 pos = gameMap->getStructureLocation(WorldMap::STRUCTURE_BLUE_FLAG);
246
247 vector<WorldMap::Object>* vctObjects = gameMap->getObjects();
248 vector<WorldMap::Object>::iterator itObjects;
249
250 for (itObjects = vctObjects->begin(); itObjects != vctObjects->end(); itObjects++) {
251 if (itObjects->type == WorldMap::OBJECT_BLUE_FLAG) {
252 if (itObjects->pos.x == pos.x*25+12 && itObjects->pos.y == pos.y*25+12) {
253 ownFlagAtBase = true;
254 break;
255 }
256 }
257 }
258
259 if (ownFlagAtBase) {
260 it->second.hasRedFlag = false;
261 flagType = WorldMap::OBJECT_RED_FLAG;
262 pos = gameMap->getStructureLocation(WorldMap::STRUCTURE_RED_FLAG);
263 flagTurnedIn = true;
264 scoreBlue++;
265 }
[e4c60ba]266 }
[7553db9]267
268 break;
[e4c60ba]269 }
270 case WorldMap::STRUCTURE_RED_FLAG:
271 {
[7553db9]272 if (it->second.team == 1 && it->second.hasBlueFlag)
273 {
[446dc65]274 // check that your flag is at your base
275 pos = gameMap->getStructureLocation(WorldMap::STRUCTURE_RED_FLAG);
276
277 vector<WorldMap::Object>* vctObjects = gameMap->getObjects();
278 vector<WorldMap::Object>::iterator itObjects;
279
280 for (itObjects = vctObjects->begin(); itObjects != vctObjects->end(); itObjects++) {
281 if (itObjects->type == WorldMap::OBJECT_RED_FLAG) {
282 if (itObjects->pos.x == pos.x*25+12 && itObjects->pos.y == pos.y*25+12) {
283 ownFlagAtBase = true;
284 break;
285 }
286 }
287 }
288
289 if (ownFlagAtBase) {
290 it->second.hasBlueFlag = false;
291 flagType = WorldMap::OBJECT_BLUE_FLAG;
292 pos = gameMap->getStructureLocation(WorldMap::STRUCTURE_BLUE_FLAG);
293 flagTurnedIn = true;
294 scoreRed++;
295 }
[e4c60ba]296 }
297
[7553db9]298 break;
299 }
300 }
[e4c60ba]301
[7553db9]302 if (flagTurnedIn) {
303 // send an OBJECT message to add the flag back to its spawn point
304 pos.x = pos.x*25+12;
305 pos.y = pos.y*25+12;
306 gameMap->addObject(flagType, pos.x, pos.y);
[e4c60ba]307
[7553db9]308 serverMsg.type = MSG_TYPE_OBJECT;
309 gameMap->getObjects()->back().serialize(serverMsg.buffer);
[e4c60ba]310
[7553db9]311 map<unsigned int, Player>::iterator it2;
312 for (it2 = mapPlayers.begin(); it2 != mapPlayers.end(); it2++)
313 {
314 if ( sendMessage(&serverMsg, sock, &(it2->second.addr)) < 0 )
315 error("sendMessage");
[e4c60ba]316 }
[7553db9]317
[b8601ee]318 serverMsg.type = MSG_TYPE_SCORE;
319 memcpy(serverMsg.buffer, &scoreBlue, 4);
320 memcpy(serverMsg.buffer+4, &scoreRed, 4);
321
322 for (it2 = mapPlayers.begin(); it2 != mapPlayers.end(); it2++)
323 {
324 if ( sendMessage(&serverMsg, sock, &(it2->second.addr)) < 0 )
325 error("sendMessage");
326 }
327
[7553db9]328 // this means a PLAYER message will be sent
329 broadcastMove = true;
[e4c60ba]330 }
331
[446dc65]332 // go through all objects and check if the player is close to one and if its their flag
333 vector<WorldMap::Object>* vctObjects = gameMap->getObjects();
334 vector<WorldMap::Object>::iterator itObjects;
335 POSITION structPos;
336
337 for (itObjects = vctObjects->begin(); itObjects != vctObjects->end(); itObjects++) {
338 POSITION pos = itObjects->pos;
339
340 if (posDistance(it->second.pos, pos.toFloat()) < 10) {
341 if (it->second.team == 0 &&
342 itObjects->type == WorldMap::OBJECT_BLUE_FLAG) {
343 structPos = gameMap->getStructureLocation(WorldMap::STRUCTURE_BLUE_FLAG);
344 flagReturned = true;
345 break;
346 } else if (it->second.team == 1 &&
347 itObjects->type == WorldMap::OBJECT_RED_FLAG) {
348 structPos = gameMap->getStructureLocation(WorldMap::STRUCTURE_RED_FLAG);
349 flagReturned = true;
350 break;
351 }
352 }
353 }
354
355 if (flagReturned) {
356 itObjects->pos.x = structPos.x*25+12;
357 itObjects->pos.y = structPos.y*25+12;
358
359 serverMsg.type = MSG_TYPE_OBJECT;
360 itObjects->serialize(serverMsg.buffer);
361
362 map<unsigned int, Player>::iterator it2;
363 for (it2 = mapPlayers.begin(); it2 != mapPlayers.end(); it2++)
364 {
365 if ( sendMessage(&serverMsg, sock, &(it2->second.addr)) < 0 )
366 error("sendMessage");
367 }
368 }
369
[23559e7]370 if (broadcastMove) {
371 serverMsg.type = MSG_TYPE_PLAYER;
372 it->second.serialize(serverMsg.buffer);
373
374 cout << "about to broadcast move" << endl;
[b07eeac]375 map<unsigned int, Player>::iterator it2;
[23559e7]376 for (it2 = mapPlayers.begin(); it2 != mapPlayers.end(); it2++)
377 {
378 if ( sendMessage(&serverMsg, sock, &(it2->second.addr)) < 0 )
379 error("sendMessage");
380 }
[d211210]381 }
382 }
[8dad966]383
384 // check if the player's attack animation is complete
385 if (it->second.isAttacking && it->second.timeAttackStarted+it->second.attackCooldown <= getCurrentMillis()) {
386 it->second.isAttacking = false;
[8795a38]387 cout << "Attack animation is complete" << endl;
[8dad966]388
389 //send everyone an ATTACK message
390 cout << "about to broadcast attack" << endl;
391
392 serverMsg.type = MSG_TYPE_ATTACK;
393 memcpy(serverMsg.buffer, &it->second.id, 4);
394 memcpy(serverMsg.buffer+4, &it->second.targetPlayer, 4);
395
396 map<unsigned int, Player>::iterator it2;
397 for (it2 = mapPlayers.begin(); it2 != mapPlayers.end(); it2++)
398 {
399 if ( sendMessage(&serverMsg, sock, &(it2->second.addr)) < 0 )
400 error("sendMessage");
401 }
402
403 if (it->second.attackType == Player::ATTACK_MELEE) {
[ff2133a]404 cout << "Melee attack" << endl;
405
[8dad966]406 Player* target = &mapPlayers[it->second.targetPlayer];
[c76134b]407 damagePlayer(target, it->second.damage);
[8dad966]408
409 serverMsg.type = MSG_TYPE_PLAYER;
410 target->serialize(serverMsg.buffer);
411 }else if (it->second.attackType == Player::ATTACK_RANGED) {
[ff2133a]412 cout << "Ranged attack" << endl;
413
[8dad966]414 Projectile proj(it->second.pos.x, it->second.pos.y, it->second.targetPlayer, it->second.damage);
415 proj.id = unusedProjectileId;
416 updateUnusedProjectileId(unusedProjectileId, mapProjectiles);
417 mapProjectiles[proj.id] = proj;
418
[8795a38]419 int x = it->second.pos.x;
420 int y = it->second.pos.y;
421
[8dad966]422 serverMsg.type = MSG_TYPE_PROJECTILE;
[8795a38]423 memcpy(serverMsg.buffer, &proj.id, 4);
424 memcpy(serverMsg.buffer+4, &x, 4);
425 memcpy(serverMsg.buffer+8, &y, 4);
426 memcpy(serverMsg.buffer+12, &it->second.targetPlayer, 4);
[8dad966]427 }else {
428 cout << "Invalid attack type: " << it->second.attackType << endl;
429 }
430
431 // broadcast either a PLAYER or PROJECTILE message
[ff2133a]432 cout << "Broadcasting player or projectile message" << endl;
[8dad966]433 for (it2 = mapPlayers.begin(); it2 != mapPlayers.end(); it2++)
434 {
[ff2133a]435 if (sendMessage(&serverMsg, sock, &(it2->second.addr)) < 0 )
[8dad966]436 error("sendMessage");
437 }
[ff2133a]438 cout << "Done broadcasting" << endl;
[8dad966]439 }
440 }
441
[ff2133a]442 cout << "Done with the for loop" << endl;
443
[8dad966]444 // move all projectiles
[ff2133a]445 cout << "Moving projectiles" << endl;
[8dad966]446 map<unsigned int, Projectile>::iterator itProj;
447 for (itProj = mapProjectiles.begin(); itProj != mapProjectiles.end(); itProj++) {
[c76134b]448 cout << "About to call projectile move" << endl;
[8dad966]449 if (itProj->second.move(mapPlayers)) {
450 // send a REMOVE_PROJECTILE message
[ff2133a]451 cout << "send a REMOVE_PROJECTILE message" << endl;
[8dad966]452 serverMsg.type = MSG_TYPE_REMOVE_PROJECTILE;
453 memcpy(serverMsg.buffer, &itProj->second.id, 4);
454 mapProjectiles.erase(itProj->second.id);
455
456 map<unsigned int, Player>::iterator it2;
[ff2133a]457 cout << "Broadcasting REMOVE_PROJECTILE" << endl;
[8dad966]458 for (it2 = mapPlayers.begin(); it2 != mapPlayers.end(); it2++)
459 {
460 if ( sendMessage(&serverMsg, sock, &(it2->second.addr)) < 0 )
461 error("sendMessage");
462 }
463
[ff2133a]464 cout << "send a PLAYER message after dealing damage" << endl;
[8dad966]465 // send a PLAYER message after dealing damage
[8795a38]466 Player* target = &mapPlayers[itProj->second.target];
[8dad966]467
[c76134b]468 damagePlayer(target, itProj->second.damage);
[8dad966]469
470 serverMsg.type = MSG_TYPE_PLAYER;
471 target->serialize(serverMsg.buffer);
472
[ff2133a]473 cout << "Sending a PLAYER message" << endl;
[8dad966]474 for (it2 = mapPlayers.begin(); it2 != mapPlayers.end(); it2++)
475 {
476 if ( sendMessage(&serverMsg, sock, &(it2->second.addr)) < 0 )
477 error("sendMessage");
478 }
479 }
[c76134b]480 cout << "Projectile was not moved" << endl;
[d211210]481 }
482 }
[ff2133a]483 cout << "Done moving projectiles" << endl;
[d211210]484
[e084950]485 n = receiveMessage(&clientMsg, sock, &from);
[8e540f4]486
[371ce29]487 if (n >= 0) {
[8dad966]488 broadcastResponse = processMessage(clientMsg, from, mapPlayers, gameMap, unusedPlayerId, serverMsg, sock, scoreBlue, scoreRed);
[371ce29]489
[da692b9]490 if (broadcastResponse)
[3b1efcc]491 {
[da692b9]492 cout << "Should be broadcasting the message" << endl;
493
[01d0d00]494 map<unsigned int, Player>::iterator it;
495 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
[3b1efcc]496 {
[d211210]497 cout << "Sent message back to " << it->second.name << endl;
[01d0d00]498 if ( sendMessage(&serverMsg, sock, &(it->second.addr)) < 0 )
[3b1efcc]499 error("sendMessage");
500 }
501 }
502 else
503 {
[da692b9]504 cout << "Should be sending back the message" << endl;
505
[3b1efcc]506 if ( sendMessage(&serverMsg, sock, &from) < 0 )
507 error("sendMessage");
508 }
[7b43385]509 }
[8e540f4]510 }
[371ce29]511
[8e540f4]512 return 0;
513}
514
[8dad966]515bool processMessage(const NETWORK_MSG& clientMsg, struct sockaddr_in& from, map<unsigned int, Player>& mapPlayers, WorldMap* gameMap, unsigned int& unusedPlayerId, NETWORK_MSG& serverMsg, int sock, int &scoreBlue, int &scoreRed)
[8e540f4]516{
[41ad8ed]517 DataAccess da;
518
[b8cb03f]519 cout << "Received message" << endl;
[8e540f4]520 cout << "MSG: type: " << clientMsg.type << endl;
521 cout << "MSG contents: " << clientMsg.buffer << endl;
522
[da692b9]523 // maybe we should make a message class and have this be a member
[3b1efcc]524 bool broadcastResponse = false;
525
[8e540f4]526 // Check that if an invalid message is sent, the client will correctly
527 // receive and display the response. Maybe make a special error msg type
528 switch(clientMsg.type)
529 {
530 case MSG_TYPE_REGISTER:
[d2b411a]531 {
[8e540f4]532 string username(clientMsg.buffer);
533 string password(strchr(clientMsg.buffer, '\0')+1);
[d2b411a]534
[8e540f4]535 cout << "username: " << username << endl;
536 cout << "password: " << password << endl;
[d2b411a]537
[3b1efcc]538 int error = da.insertPlayer(username, password);
[41ad8ed]539
[3b1efcc]540 if (!error)
541 strcpy(serverMsg.buffer, "Registration successful.");
542 else
543 strcpy(serverMsg.buffer, "Registration failed. Please try again.");
[8e540f4]544
545 serverMsg.type = MSG_TYPE_REGISTER;
[d2b411a]546
[8e540f4]547 break;
548 }
549 case MSG_TYPE_LOGIN:
550 {
[60017fc]551 cout << "Got login message" << endl;
552
[d211210]553 serverMsg.type = MSG_TYPE_LOGIN;
554
[8e540f4]555 string username(clientMsg.buffer);
[41ad8ed]556 string password(strchr(clientMsg.buffer, '\0')+1);
[8e540f4]557
[41ad8ed]558 Player* p = da.getPlayer(username);
[d2b411a]559
[b128109]560 if (p == NULL || !da.verifyPassword(password, p->password))
[41ad8ed]561 {
562 strcpy(serverMsg.buffer, "Incorrect username or password");
563 }
[01d0d00]564 else if(findPlayerByName(mapPlayers, username) != NULL)
[41ad8ed]565 {
566 strcpy(serverMsg.buffer, "Player has already logged in.");
567 }
568 else
[8e540f4]569 {
[d211210]570 serverMsg.type = MSG_TYPE_PLAYER;
571
[8dad966]572 updateUnusedPlayerId(unusedPlayerId, mapPlayers);
573 p->id = unusedPlayerId;
[d211210]574 cout << "new player id: " << p->id << endl;
[df79cfd]575 p->setAddr(from);
576
577 // choose a random team (either 0 or 1)
578 p->team = rand() % 2;
[d211210]579
[46fa35a]580 // choose a random class
581 int intClass = rand() % 2;
582 switch (intClass) {
583 case 0:
584 p->setClass(Player::CLASS_WARRIOR);
585 break;
586 case 1:
587 p->setClass(Player::CLASS_RANGER);
588 break;
589 }
590
[d211210]591 // tell the new player about all the existing players
592 cout << "Sending other players to new player" << endl;
593
594 map<unsigned int, Player>::iterator it;
595 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
596 {
597 it->second.serialize(serverMsg.buffer);
598
599 cout << "sending info about " << it->second.name << endl;
[5f868c0]600 cout << "sending id " << it->second.id << endl;
601 if ( sendMessage(&serverMsg, sock, &from) < 0 )
602 error("sendMessage");
603 }
604
605 // tell the new player about all map objects
606 // (currently just the flags)
607 serverMsg.type = MSG_TYPE_OBJECT;
[e487381]608 vector<WorldMap::Object>* vctObjects = gameMap->getObjects();
[5f868c0]609 vector<WorldMap::Object>::iterator itObjects;
610 cout << "sending items" << endl;
[e487381]611 for (itObjects = vctObjects->begin(); itObjects != vctObjects->end(); itObjects++) {
[5f868c0]612 itObjects->serialize(serverMsg.buffer);
613 cout << "sending item id " << itObjects->id << endl;
[d211210]614 if ( sendMessage(&serverMsg, sock, &from) < 0 )
615 error("sendMessage");
616 }
[59061f6]617
[b8601ee]618 // send the current score
619 serverMsg.type = MSG_TYPE_SCORE;
620 memcpy(serverMsg.buffer, &scoreBlue, 4);
621 memcpy(serverMsg.buffer+4, &scoreRed, 4);
622 if ( sendMessage(&serverMsg, sock, &from) < 0 )
623 error("sendMessage");
624
625 serverMsg.type = MSG_TYPE_PLAYER;
[594d2e9]626 p->serialize(serverMsg.buffer);
[d211210]627 cout << "Should be broadcasting the message" << endl;
628
629 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
630 {
631 cout << "Sent message back to " << it->second.name << endl;
632 if ( sendMessage(&serverMsg, sock, &(it->second.addr)) < 0 )
633 error("sendMessage");
634 }
635
636 serverMsg.type = MSG_TYPE_LOGIN;
[8dad966]637 mapPlayers[unusedPlayerId] = *p;
[07028b9]638 }
639
[41ad8ed]640 delete(p);
[07028b9]641
[8e540f4]642 break;
643 }
644 case MSG_TYPE_LOGOUT:
645 {
646 string name(clientMsg.buffer);
647 cout << "Player logging out: " << name << endl;
648
[01d0d00]649 Player *p = findPlayerByName(mapPlayers, name);
[633f42a]650
[8e540f4]651 if (p == NULL)
652 {
653 strcpy(serverMsg.buffer, "That player is not logged in. This is either a bug, or you're trying to hack the server.");
[8a3ef42]654 cout << "Player not logged in" << endl;
[07028b9]655 }
[01d0d00]656 else if ( p->addr.sin_addr.s_addr != from.sin_addr.s_addr ||
657 p->addr.sin_port != from.sin_port )
[07028b9]658 {
[8e540f4]659 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]660 cout << "Player logged in using a different connection" << endl;
[2488852]661 }
[8e540f4]662 else
[2488852]663 {
[8dad966]664 if (p->id < unusedPlayerId)
665 unusedPlayerId = p->id;
[01d0d00]666 mapPlayers.erase(p->id);
[41ad8ed]667 strcpy(serverMsg.buffer, "You have successfully logged out.");
[8e540f4]668 }
[07028b9]669
[d211210]670 serverMsg.type = MSG_TYPE_LOGOUT;
[8a3ef42]671
[8e540f4]672 break;
673 }
674 case MSG_TYPE_CHAT:
675 {
[da692b9]676 cout << "Got a chat message" << endl;
677
[01d0d00]678 Player *p = findPlayerByAddr(mapPlayers, from);
[07028b9]679
[8e540f4]680 if (p == NULL)
681 {
682 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]683 }
[8e540f4]684 else
685 {
[3b1efcc]686 broadcastResponse = true;
687
[b128109]688 ostringstream oss;
689 oss << p->name << ": " << clientMsg.buffer;
[3b1efcc]690
[b128109]691 strcpy(serverMsg.buffer, oss.str().c_str());
[8e540f4]692 }
693
694 serverMsg.type = MSG_TYPE_CHAT;
695
696 break;
[e084950]697 }
[b128109]698 case MSG_TYPE_PLAYER_MOVE:
699 {
700 cout << "PLAYER_MOVE" << endl;
701
702 int id, x, y;
703
704 memcpy(&id, clientMsg.buffer, 4);
705 memcpy(&x, clientMsg.buffer+4, 4);
706 memcpy(&y, clientMsg.buffer+8, 4);
[7b43385]707
[b128109]708 cout << "x: " << x << endl;
709 cout << "y: " << y << endl;
710 cout << "id: " << id << endl;
[7b43385]711
[b128109]712 if ( mapPlayers[id].addr.sin_addr.s_addr == from.sin_addr.s_addr &&
713 mapPlayers[id].addr.sin_port == from.sin_port )
714 {
[60017fc]715 // we need to make sure the player can move here
716 if (0 <= x && x < 300 && 0 <= y && y < 300 &&
717 gameMap->getElement(x/25, y/25) == WorldMap::TERRAIN_GRASS)
718 {
[7b43385]719 cout << "valid terrain" << endl;
720
[60017fc]721 mapPlayers[id].target.x = x;
722 mapPlayers[id].target.y = y;
723
[5b1e31e]724 mapPlayers[id].isChasing = false;
725 mapPlayers[id].isAttacking = false;
726
[60017fc]727 serverMsg.type = MSG_TYPE_PLAYER_MOVE;
728
729 memcpy(serverMsg.buffer, &id, 4);
[d211210]730 memcpy(serverMsg.buffer+4, &mapPlayers[id].target.x, 4);
731 memcpy(serverMsg.buffer+8, &mapPlayers[id].target.y, 4);
[60017fc]732
733 broadcastResponse = true;
734 }
735 else
736 cout << "Bad terrain detected" << endl;
[b128109]737 }
738 else // nned to send back a message indicating failure
739 cout << "Player id (" << id << ") doesn't match sender" << endl;
740
741 break;
742 }
[5299436]743 case MSG_TYPE_PICKUP_FLAG:
744 {
745 // may want to check the id matches the sender, just like for PLAYER_NOVE
746 cout << "PICKUP_FLAG" << endl;
747
748 int id;
749
750 memcpy(&id, clientMsg.buffer, 4);
751 cout << "id: " << id << endl;
752
[5c84d54]753 vector<WorldMap::Object>* vctObjects = gameMap->getObjects();
754 vector<WorldMap::Object>::iterator itObjects;
755
756 for (itObjects = vctObjects->begin(); itObjects != vctObjects->end();) {
757 POSITION pos = itObjects->pos;
758 bool gotFlag = false;
759
760 if (posDistance(mapPlayers[id].pos, pos.toFloat()) < 10) {
761 switch (itObjects->type) {
762 case WorldMap::OBJECT_BLUE_FLAG:
763 if (mapPlayers[id].team == 1) {
764 gotFlag = true;
765 mapPlayers[id].hasBlueFlag = true;
766 broadcastResponse = true;
767 }
768 break;
769 case WorldMap::OBJECT_RED_FLAG:
770 if (mapPlayers[id].team == 0) {
771 gotFlag = true;
772 mapPlayers[id].hasRedFlag = true;
773 broadcastResponse = true;
774 }
775 break;
776 }
777
778 if (gotFlag) {
779 serverMsg.type = MSG_TYPE_REMOVE_OBJECT;
780 memcpy(serverMsg.buffer, &itObjects->id, 4);
781
782 map<unsigned int, Player>::iterator it;
783 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
784 {
785 if ( sendMessage(&serverMsg, sock, &(it->second.addr)) < 0 )
786 error("sendMessage");
787 }
788
789 // remove the object from the server-side map
790 cout << "size before: " << gameMap->getObjects()->size() << endl;
791 itObjects = vctObjects->erase(itObjects);
792 cout << "size after: " << gameMap->getObjects()->size() << endl;
793 }
794 }
795
796 if (!gotFlag)
797 itObjects++;
798 }
799
800 serverMsg.type = MSG_TYPE_PLAYER;
801 mapPlayers[id].serialize(serverMsg.buffer);
802
[5299436]803 break;
804 }
[e487381]805 case MSG_TYPE_DROP_FLAG:
806 {
807 // may want to check the id matches the sender, just like for PLAYER_NOVE
808 cout << "DROP_FLAG" << endl;
809
810 int id;
811
812 memcpy(&id, clientMsg.buffer, 4);
813 cout << "id: " << id << endl;
814
815 WorldMap::ObjectType flagType = WorldMap::OBJECT_NONE;
816 if (mapPlayers[id].hasBlueFlag)
817 flagType = WorldMap::OBJECT_BLUE_FLAG;
818 else if (mapPlayers[id].hasRedFlag)
819 flagType = WorldMap::OBJECT_RED_FLAG;
820
821 gameMap->addObject(flagType, mapPlayers[id].pos.x, mapPlayers[id].pos.y);
822
823 // need to send the OBJECT message too
824 serverMsg.type = MSG_TYPE_OBJECT;
825 gameMap->getObjects()->back().serialize(serverMsg.buffer);
826
827 map<unsigned int, Player>::iterator it;
828 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
829 {
830 if ( sendMessage(&serverMsg, sock, &(it->second.addr)) < 0 )
831 error("sendMessage");
832 }
833
834 mapPlayers[id].hasBlueFlag = false;
835 mapPlayers[id].hasRedFlag = false;
836
837 serverMsg.type = MSG_TYPE_PLAYER;
838 mapPlayers[id].serialize(serverMsg.buffer);
839
840 broadcastResponse = true;
841
842 break;
843 }
[4b4b153]844 case MSG_TYPE_START_ATTACK:
845 {
846 cout << "Received a START_ATTACK message" << endl;
847
[8a4ed74]848 int id, targetId;
849
850 memcpy(&id, clientMsg.buffer, 4);
851 memcpy(&targetId, clientMsg.buffer+4, 4);
852
[8dad966]853 Player* source = &mapPlayers[id];
854 source->targetPlayer = targetId;
[11d21ee]855 source->isChasing = true;
[8dad966]856
[11d21ee]857 // this is irrelevant since the client doesn't even listen for START_ATTACK messages
858 // actually, the client should not ignore this and should instead perform the same movement
859 // algorithm on its end (following the target player until in range) that the server does.
860 // Once the attacker is in range, the client should stop movement and wait for messages
861 // from the server
[4b4b153]862 serverMsg.type = MSG_TYPE_START_ATTACK;
[8dad966]863 memcpy(serverMsg.buffer, &id, 4);
864 memcpy(serverMsg.buffer+4, &targetId, 4);
[4b4b153]865 broadcastResponse = true;
[8a4ed74]866
867 break;
[4b4b153]868 }
869 case MSG_TYPE_ATTACK:
870 {
871 cout << "Received am ATTACK message" << endl;
[8dad966]872 cout << "ERROR: Clients should not send ATTACK messages" << endl;
[8a4ed74]873
874 break;
[4b4b153]875 }
[8e540f4]876 default:
877 {
878 strcpy(serverMsg.buffer, "Server error occured. Report this please.");
[e084950]879
[8e540f4]880 serverMsg.type = MSG_TYPE_CHAT;
[e084950]881
[8e540f4]882 break;
883 }
[e3535b3]884 }
[da692b9]885
886 return broadcastResponse;
[e3535b3]887}
[da692b9]888
[8dad966]889void updateUnusedPlayerId(unsigned int& id, map<unsigned int, Player>& mapPlayers)
[01d0d00]890{
[1106210]891 while (mapPlayers.find(id) != mapPlayers.end())
892 id++;
[01d0d00]893}
[8dad966]894
895void updateUnusedProjectileId(unsigned int& id, map<unsigned int, Projectile>& mapProjectiles)
896{
897 while (mapProjectiles.find(id) != mapProjectiles.end())
898 id++;
899}
[c76134b]900
901void damagePlayer(Player *p, int damage) {
902 p->health -= damage;
903 if (p->health < 0)
904 p->health = 0;
905 if (p->health == 0) {
906 p->isDead = true;
907 p->timeDied = getCurrentMillis();
908 }
909}
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