1 | #include "../common/compiler.h"
|
---|
2 |
|
---|
3 | #include <cstdlib>
|
---|
4 | #include <cstdio>
|
---|
5 | #include <unistd.h>
|
---|
6 | #include <string>
|
---|
7 | #include <iostream>
|
---|
8 | #include <vector>
|
---|
9 | #include <algorithm>
|
---|
10 |
|
---|
11 | #include <fcntl.h>
|
---|
12 | #include <assert.h>
|
---|
13 |
|
---|
14 | #include <sys/socket.h>
|
---|
15 | #include <netdb.h>
|
---|
16 | #include <netinet/in.h>
|
---|
17 | #include <arpa/inet.h>
|
---|
18 |
|
---|
19 | #include <openssl/bio.h>
|
---|
20 | #include <openssl/ssl.h>
|
---|
21 | #include <openssl/err.h>
|
---|
22 |
|
---|
23 | #include "Player.h"
|
---|
24 | #include "DataAccess.h"
|
---|
25 | #include "../common/message.h"
|
---|
26 |
|
---|
27 | /*
|
---|
28 | Protocol Design
|
---|
29 |
|
---|
30 | Client sends a login message
|
---|
31 | Server replies with client's position in the world and positions of
|
---|
32 | oall other logged in players
|
---|
33 | Merver sends player ids along with locations
|
---|
34 | This means a newly logged in client will need to know which id is
|
---|
35 | assigned to it
|
---|
36 | So server needs to send an id message, wait for an ack, and then send
|
---|
37 | the location messages
|
---|
38 | When a client shuts down, it sends a message to indicate this so the
|
---|
39 | server can remove it from the list of connected clients
|
---|
40 | Eventually, there'll need to be a way to detect timeouts from clients
|
---|
41 | (if they crashed or otherwise failed to send the logout message)
|
---|
42 | */
|
---|
43 |
|
---|
44 | using namespace std;
|
---|
45 |
|
---|
46 | void processMessage(const NETWORK_MSG &clientMsg, const struct sockaddr_in &from, vector<Player> &vctPlayers, int &num, NETWORK_MSG &serverMsg);
|
---|
47 |
|
---|
48 | // this should probably go somewhere in the common folder
|
---|
49 | void error(const char *msg)
|
---|
50 | {
|
---|
51 | perror(msg);
|
---|
52 | exit(0);
|
---|
53 | }
|
---|
54 |
|
---|
55 | Player *findPlayerByName(vector<Player> &vec, string name)
|
---|
56 | {
|
---|
57 | vector<Player>::iterator it;
|
---|
58 |
|
---|
59 | for (it = vec.begin(); it != vec.end(); it++)
|
---|
60 | {
|
---|
61 | if ( it->name.compare(name) == 0 )
|
---|
62 | return &(*it);
|
---|
63 | }
|
---|
64 |
|
---|
65 | return NULL;
|
---|
66 | }
|
---|
67 |
|
---|
68 | Player *findPlayerByAddr(vector<Player> &vec, const sockaddr_in &addr)
|
---|
69 | {
|
---|
70 | vector<Player>::iterator it;
|
---|
71 |
|
---|
72 | for (it = vec.begin(); it != vec.end(); it++)
|
---|
73 | {
|
---|
74 | if ( it->addr.sin_addr.s_addr == addr.sin_addr.s_addr &&
|
---|
75 | it->addr.sin_port == addr.sin_port )
|
---|
76 | return &(*it);
|
---|
77 | }
|
---|
78 |
|
---|
79 | return NULL;
|
---|
80 | }
|
---|
81 |
|
---|
82 | void set_nonblock(int sock)
|
---|
83 | {
|
---|
84 | int flags;
|
---|
85 | flags = fcntl(sock, F_GETFL,0);
|
---|
86 | assert(flags != -1);
|
---|
87 | fcntl(sock, F_SETFL, flags | O_NONBLOCK);
|
---|
88 | }
|
---|
89 |
|
---|
90 | int main(int argc, char *argv[])
|
---|
91 | {
|
---|
92 | int sock, length, n;
|
---|
93 | struct sockaddr_in server;
|
---|
94 | struct sockaddr_in from; // holds the info on the connected client
|
---|
95 | NETWORK_MSG clientMsg, serverMsg;
|
---|
96 | vector<Player> vctPlayers;
|
---|
97 |
|
---|
98 | srand(time(NULL));
|
---|
99 | int num = 500;
|
---|
100 | //int num = (rand() % 0) + 1;
|
---|
101 |
|
---|
102 | cout << "num: " << num << endl;
|
---|
103 |
|
---|
104 | SSL_load_error_strings();
|
---|
105 | ERR_load_BIO_strings();
|
---|
106 | OpenSSL_add_all_algorithms();
|
---|
107 |
|
---|
108 | if (argc < 2) {
|
---|
109 | cerr << "ERROR, no port provided" << endl;
|
---|
110 | exit(1);
|
---|
111 | }
|
---|
112 |
|
---|
113 | /*
|
---|
114 | DataAccess da;
|
---|
115 |
|
---|
116 | da.printPlayers();
|
---|
117 |
|
---|
118 | da.insertPlayer("playerName3", "playerPass");
|
---|
119 | cout << endl << "Inserted player" << endl << endl;
|
---|
120 |
|
---|
121 | Player* p = da.getPlayer("playerName");
|
---|
122 | cout << "player name: " << p->name << endl;
|
---|
123 | delete(p);
|
---|
124 |
|
---|
125 | p = da.getPlayer("playerName3");
|
---|
126 | cout << "player name: " << p->name << endl;
|
---|
127 | delete(p);
|
---|
128 |
|
---|
129 | da.printPlayers();
|
---|
130 | cout << endl;
|
---|
131 | */
|
---|
132 |
|
---|
133 | sock = socket(AF_INET, SOCK_DGRAM, 0);
|
---|
134 | if (sock < 0) error("Opening socket");
|
---|
135 | length = sizeof(server);
|
---|
136 | bzero(&server,length);
|
---|
137 | server.sin_family=AF_INET;
|
---|
138 | server.sin_port=htons(atoi(argv[1]));
|
---|
139 | server.sin_addr.s_addr=INADDR_ANY;
|
---|
140 | if ( bind(sock, (struct sockaddr *)&server, length) < 0 )
|
---|
141 | error("binding");
|
---|
142 |
|
---|
143 | set_nonblock(sock);
|
---|
144 |
|
---|
145 | while (true) {
|
---|
146 |
|
---|
147 | usleep(5000);
|
---|
148 |
|
---|
149 | n = receiveMessage(&clientMsg, sock, &from);
|
---|
150 |
|
---|
151 | if (n >= 0) {
|
---|
152 | cout << "Got a message" << endl;
|
---|
153 |
|
---|
154 | processMessage(clientMsg, from, vctPlayers, num, serverMsg);
|
---|
155 |
|
---|
156 | cout << "msg: " << serverMsg.buffer << endl;
|
---|
157 |
|
---|
158 | n = sendMessage(&serverMsg, sock, &from);
|
---|
159 | if (n < 0)
|
---|
160 | error("sendMessage");
|
---|
161 | }
|
---|
162 |
|
---|
163 | }
|
---|
164 |
|
---|
165 | return 0;
|
---|
166 | }
|
---|
167 |
|
---|
168 | void processMessage(const NETWORK_MSG &clientMsg, const struct sockaddr_in &from, vector<Player> &vctPlayers, int &num, NETWORK_MSG &serverMsg)
|
---|
169 | {
|
---|
170 | cout << "ip address: " << inet_ntoa(from.sin_addr) << endl;
|
---|
171 | cout << "port: " << from.sin_port << endl;
|
---|
172 | cout << "MSG: type: " << clientMsg.type << endl;
|
---|
173 | cout << "MSG contents: " << clientMsg.buffer << endl;
|
---|
174 |
|
---|
175 | // Check that if an invalid message is sent, the client will correctly
|
---|
176 | // receive and display the response. Maybe make a special error msg type
|
---|
177 | switch(clientMsg.type)
|
---|
178 | {
|
---|
179 | case MSG_TYPE_REGISTER:
|
---|
180 | {
|
---|
181 | string username(clientMsg.buffer);
|
---|
182 | string password(strchr(clientMsg.buffer, '\0')+1);
|
---|
183 |
|
---|
184 | cout << "username: " << username << endl;
|
---|
185 | cout << "password: " << password << endl;
|
---|
186 |
|
---|
187 | strcpy(serverMsg.buffer, "Registration test");
|
---|
188 |
|
---|
189 | serverMsg.type = MSG_TYPE_REGISTER;
|
---|
190 |
|
---|
191 | break;
|
---|
192 | }
|
---|
193 | case MSG_TYPE_LOGIN:
|
---|
194 | {
|
---|
195 | string username(clientMsg.buffer);
|
---|
196 | cout << "Player logging in: " << username << endl;
|
---|
197 |
|
---|
198 | Player *p = findPlayerByName(vctPlayers, username);
|
---|
199 |
|
---|
200 | if (p == NULL)
|
---|
201 | {
|
---|
202 | Player newP(username, "");
|
---|
203 | newP.setAddr(from);
|
---|
204 |
|
---|
205 | vctPlayers.push_back(newP);
|
---|
206 | strcpy(serverMsg.buffer, "I'm thinking of a number between 1 and 1000. Guess what it is.");
|
---|
207 | }
|
---|
208 | else
|
---|
209 | {
|
---|
210 | strcpy(serverMsg.buffer, "Player has already logged in.");
|
---|
211 | }
|
---|
212 |
|
---|
213 | serverMsg.type = MSG_TYPE_LOGIN;
|
---|
214 |
|
---|
215 | break;
|
---|
216 | }
|
---|
217 | case MSG_TYPE_LOGOUT:
|
---|
218 | {
|
---|
219 | string name(clientMsg.buffer);
|
---|
220 | cout << "Player logging out: " << name << endl;
|
---|
221 |
|
---|
222 | Player *p = findPlayerByName(vctPlayers, name);
|
---|
223 |
|
---|
224 | if (p == NULL)
|
---|
225 | {
|
---|
226 | strcpy(serverMsg.buffer, "That player is not logged in. This is either a bug, or you're trying to hack the server.");
|
---|
227 | }
|
---|
228 | else if( p->addr.sin_addr.s_addr != from.sin_addr.s_addr ||
|
---|
229 | p->addr.sin_port != from.sin_port )
|
---|
230 | {
|
---|
231 | 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.");
|
---|
232 | }
|
---|
233 | else
|
---|
234 | {
|
---|
235 | vctPlayers.erase((vector<Player>::iterator)p);
|
---|
236 | strcpy(serverMsg.buffer, "You have successfully logged out. You may quit the game.");
|
---|
237 | }
|
---|
238 |
|
---|
239 | break;
|
---|
240 | }
|
---|
241 | case MSG_TYPE_CHAT:
|
---|
242 | {
|
---|
243 | Player *p = findPlayerByAddr(vctPlayers, from);
|
---|
244 |
|
---|
245 | if (p == NULL)
|
---|
246 | {
|
---|
247 | strcpy(serverMsg.buffer, "No player is logged in using this connection. This is either a bug, or you're trying to hack the server.");
|
---|
248 | }
|
---|
249 | else
|
---|
250 | {
|
---|
251 | int guess = atoi(clientMsg.buffer);
|
---|
252 |
|
---|
253 | cout << "guess: " << guess << endl;
|
---|
254 |
|
---|
255 | if (guess < 1 || guess > 1000) {
|
---|
256 | strcpy(serverMsg.buffer, "You must guess a number between 1 and 1000");
|
---|
257 | }else if(guess > num)
|
---|
258 | strcpy(serverMsg.buffer, "The number I'm thinking of is less than that.");
|
---|
259 | else if(guess < num)
|
---|
260 | strcpy(serverMsg.buffer, "The number I'm thinking of is greater than that.");
|
---|
261 | else if(guess == num) {
|
---|
262 | strcpy(serverMsg.buffer, "Congratulations! I will now think of a new number.");
|
---|
263 | num = (rand() % 1000) + 1;
|
---|
264 | }
|
---|
265 | }
|
---|
266 |
|
---|
267 | serverMsg.type = MSG_TYPE_CHAT;
|
---|
268 |
|
---|
269 | break;
|
---|
270 | }
|
---|
271 | default:
|
---|
272 | {
|
---|
273 | strcpy(serverMsg.buffer, "Server error occured. Report this please.");
|
---|
274 |
|
---|
275 | serverMsg.type = MSG_TYPE_CHAT;
|
---|
276 |
|
---|
277 | break;
|
---|
278 | }
|
---|
279 | }
|
---|
280 | }
|
---|