source: network-game/server/server.cpp@ e1af80c

Last change on this file since e1af80c was e1af80c, checked in by dportnoy <dmp1488@…>, 11 years ago

When a game ends, the server sets currentGame to NULL for all participants

  • Property mode set to 100644
File size: 46.9 KB
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1#include <cstdlib>
2#include <cstdio>
3#include <unistd.h>
4#include <string>
5#include <iostream>
6#include <sstream>
7#include <fstream>
8#include <cstring>
9#include <cmath>
10
11#include <vector>
12#include <map>
13
14#include <csignal>
15
16#include <sys/time.h>
17
18#include <sys/socket.h>
19#include <netdb.h>
20#include <netinet/in.h>
21#include <arpa/inet.h>
22
23#include <crypt.h>
24
25/*
26#include <openssl/bio.h>
27#include <openssl/ssl.h>
28#include <openssl/err.h>
29*/
30
31#include "../common/Compiler.h"
32#include "../common/Common.h"
33#include "../common/MessageProcessor.h"
34#include "../common/WorldMap.h"
35#include "../common/Player.h"
36#include "../common/Projectile.h"
37#include "../common/Game.h"
38#include "../common/GameSummary.h"
39
40#include "DataAccess.h"
41
42using namespace std;
43
44bool done;
45
46// from used to be const. Removed that so I could take a reference
47// and use it to send messages
48bool 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);
49
50void updateUnusedPlayerId(unsigned int& id, map<unsigned int, Player*>& mapPlayers);
51Player *findPlayerByName(map<unsigned int, Player*> &m, string name);
52Player *findPlayerByAddr(map<unsigned int, Player*> &m, const sockaddr_in &addr);
53void damagePlayer(Player *p, int damage);
54
55void addObjectToMap(WorldMap::ObjectType objectType, int x, int y, WorldMap* gameMap, map<unsigned int, Player*>& mapPlayers, MessageProcessor &msgProcessor, int sock, ofstream& outputLog);
56
57// this should probably go somewhere in the common folder
58void error(const char *msg)
59{
60 perror(msg);
61 exit(0);
62}
63
64void quit(int sig) {
65 done = true;
66}
67
68int main(int argc, char *argv[])
69{
70 int sock, length, n;
71 struct sockaddr_in server;
72 struct sockaddr_in from; // info of client sending the message
73 NETWORK_MSG clientMsg, serverMsg;
74 MessageProcessor msgProcessor;
75 map<unsigned int, Player*> mapPlayers;
76 map<unsigned int, Projectile> mapProjectiles;
77 map<string, Game*> mapGames;
78 unsigned int unusedPlayerId = 1, unusedProjectileId = 1;
79 int scoreBlue, scoreRed;
80 ofstream outputLog;
81
82 done = false;
83
84 scoreBlue = 0;
85 scoreRed = 0;
86
87 signal(SIGINT, quit);
88
89 //SSL_load_error_strings();
90 //ERR_load_BIO_strings();
91 //OpenSSL_add_all_algorithms();
92
93 if (argc != 2)
94 {
95 cerr << "ERROR, expected server [domain] [port]" << endl;
96 exit(1);
97 }
98
99 outputLog.open("server.log", ios::app);
100 outputLog << "Started server on " << getCurrentDateTimeString() << endl;
101
102 WorldMap* gameMap = WorldMap::loadMapFromFile("../data/map.txt");
103
104 // add some items to the map. They will be sent out
105 // to players when they login
106 for (int y=0; y<gameMap->height; y++)
107 {
108 for (int x=0; x<gameMap->width; x++)
109 {
110 switch (gameMap->getStructure(x, y))
111 {
112 case WorldMap::STRUCTURE_BLUE_FLAG:
113 gameMap->addObject(WorldMap::OBJECT_BLUE_FLAG, x*25+12, y*25+12);
114 break;
115 case WorldMap::STRUCTURE_RED_FLAG:
116 gameMap->addObject(WorldMap::OBJECT_RED_FLAG, x*25+12, y*25+12);
117 break;
118 }
119 }
120 }
121
122 sock = socket(AF_INET, SOCK_DGRAM, 0);
123 if (sock < 0)
124 error("Opening socket");
125 length = sizeof(server);
126 bzero(&server,length);
127 server.sin_family=AF_INET;
128 server.sin_port=htons(atoi(argv[1]));
129 server.sin_addr.s_addr=INADDR_ANY;
130 if ( bind(sock, (struct sockaddr *)&server, length) < 0 )
131 error("binding");
132
133 set_nonblock(sock);
134
135 bool broadcastResponse;
136 timespec ts;
137 int timeLastUpdated = 0, curTime = 0, timeLastBroadcast = 0;
138 while (!done)
139 {
140 usleep(5000);
141
142 clock_gettime(CLOCK_REALTIME, &ts);
143 // make the number smaller so millis can fit in an int
144 ts.tv_sec -= 1368000000;
145 curTime = ts.tv_sec*1000 + ts.tv_nsec/1000000;
146
147 if (timeLastUpdated == 0 || (curTime-timeLastUpdated) >= 50)
148 {
149 timeLastUpdated = curTime;
150
151 msgProcessor.cleanAckedMessages(&outputLog);
152 msgProcessor.resendUnackedMessages(sock, &outputLog);
153
154 map<unsigned int, Player*>::iterator it;
155
156 cout << "Updating player targets and respawning dead players" << endl;
157
158 // set targets for all chasing players (or make them attack if they're close enough)
159 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
160 {
161 Player* p = it->second;
162
163 // check if it's time to revive dead players
164 if (p->isDead)
165 {
166 cout << "Player is dead" << endl;
167
168 if (getCurrentMillis() - p->timeDied >= 10000)
169 {
170 p->isDead = false;
171
172 POSITION spawnPos;
173
174 switch (p->team)
175 {
176 case 0:// blue team
177 spawnPos = p->currentGame->getMap()->getStructureLocation(WorldMap::STRUCTURE_BLUE_FLAG);
178 break;
179 case 1:// red team
180 spawnPos = p->currentGame->getMap()->getStructureLocation(WorldMap::STRUCTURE_RED_FLAG);
181 break;
182 default:
183 // should never go here
184 cout << "Error: Invalid team" << endl;
185 break;
186 }
187
188 // spawn the player to the right of their flag location
189 spawnPos.x = (spawnPos.x+1) * 25 + 12;
190 spawnPos.y = spawnPos.y * 25 + 12;
191
192 p->pos = spawnPos.toFloat();
193 p->target = spawnPos;
194 p->health = p->maxHealth;
195
196 serverMsg.type = MSG_TYPE_PLAYER;
197 p->serialize(serverMsg.buffer);
198
199 map<unsigned int, Player*>::iterator it2;
200 for (it2 = p->currentGame->getPlayers().begin(); it2 != p->currentGame->getPlayers().end(); it2++)
201 {
202 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it2->second->addr), &outputLog) < 0 )
203 error("sendMessage");
204 }
205 }
206
207 continue;
208 }
209
210 if (p->currentGame != NULL) {
211 map<unsigned int, Player*> playersInGame = p->currentGame->getPlayers();
212 if (p->updateTarget(playersInGame))
213 {
214 serverMsg.type = MSG_TYPE_PLAYER;
215 p->serialize(serverMsg.buffer);
216
217 map<unsigned int, Player*>::iterator it2;
218 for (it2 = playersInGame.begin(); it2 != playersInGame.end(); it2++)
219 {
220 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it2->second->addr), &outputLog) < 0 )
221 error("sendMessage");
222 }
223 }
224 }
225 }
226
227 cout << "Processing players in a game" << endl;
228
229 // process players currently in a game
230 FLOAT_POSITION oldPos;
231 map<string, Game*>::iterator itGames;
232 Game* game = NULL;
233 WorldMap* gameMap = NULL;
234 bool gameFinished;
235
236 for (itGames = mapGames.begin(); itGames != mapGames.end();) {
237 game = itGames->second;
238 gameMap = game->getMap();
239 map<unsigned int, Player*>& playersInGame = game->getPlayers();
240 gameFinished = false;
241
242 for (it = game->getPlayers().begin(); it != game->getPlayers().end(); it++)
243 {
244 Player* p = it->second;
245
246 cout << "moving player" << endl;
247 bool broadcastMove = false;
248
249 // xompute playersInGame here
250
251 // move player and perform associated tasks
252 oldPos = p->pos;
253 if (p->move(gameMap)) {
254
255 cout << "player moved" << endl;
256 if (game->processPlayerMovement(p, oldPos))
257 broadcastMove = true;
258 cout << "player move processed" << endl;
259
260
261 WorldMap::ObjectType flagType;
262 POSITION pos;
263 bool flagTurnedIn = false;
264 bool flagReturned = false;
265 bool ownFlagAtBase = false;
266
267 // need to figure out how to move this to a different file
268 // while still sending back flag type and position
269 switch(gameMap->getStructure(p->pos.x/25, p->pos.y/25))
270 {
271 case WorldMap::STRUCTURE_BLUE_FLAG:
272 {
273 if (p->team == 0 && p->hasRedFlag)
274 {
275 // check that your flag is at your base
276 pos = gameMap->getStructureLocation(WorldMap::STRUCTURE_BLUE_FLAG);
277
278 vector<WorldMap::Object>* vctObjects = gameMap->getObjects();
279 vector<WorldMap::Object>::iterator itObjects;
280
281 for (itObjects = vctObjects->begin(); itObjects != vctObjects->end(); itObjects++)
282 {
283 if (itObjects->type == WorldMap::OBJECT_BLUE_FLAG)
284 {
285 if (itObjects->pos.x == pos.x*25+12 && itObjects->pos.y == pos.y*25+12)
286 {
287 ownFlagAtBase = true;
288 break;
289 }
290 }
291 }
292
293 if (ownFlagAtBase)
294 {
295 p->hasRedFlag = false;
296 flagType = WorldMap::OBJECT_RED_FLAG;
297 pos = gameMap->getStructureLocation(WorldMap::STRUCTURE_RED_FLAG);
298 flagTurnedIn = true;
299 scoreBlue++;
300 }
301 }
302
303 break;
304 }
305 case WorldMap::STRUCTURE_RED_FLAG:
306 {
307 if (p->team == 1 && p->hasBlueFlag)
308 {
309 // check that your flag is at your base
310 pos = gameMap->getStructureLocation(WorldMap::STRUCTURE_RED_FLAG);
311
312 vector<WorldMap::Object>* vctObjects = gameMap->getObjects();
313 vector<WorldMap::Object>::iterator itObjects;
314
315 for (itObjects = vctObjects->begin(); itObjects != vctObjects->end(); itObjects++)
316 {
317 if (itObjects->type == WorldMap::OBJECT_RED_FLAG)
318 {
319 if (itObjects->pos.x == pos.x*25+12 && itObjects->pos.y == pos.y*25+12)
320 {
321 ownFlagAtBase = true;
322 break;
323 }
324 }
325 }
326
327 if (ownFlagAtBase)
328 {
329 p->hasBlueFlag = false;
330 flagType = WorldMap::OBJECT_BLUE_FLAG;
331 pos = gameMap->getStructureLocation(WorldMap::STRUCTURE_BLUE_FLAG);
332 flagTurnedIn = true;
333 scoreRed++;
334 }
335 }
336
337 break;
338 }
339 }
340
341 if (flagTurnedIn)
342 {
343 // send an OBJECT message to add the flag back to its spawn point
344 pos.x = pos.x*25+12;
345 pos.y = pos.y*25+12;
346 gameMap->addObject(flagType, pos.x, pos.y);
347
348 serverMsg.type = MSG_TYPE_OBJECT;
349 gameMap->getObjects()->back().serialize(serverMsg.buffer);
350
351 map<unsigned int, Player*>::iterator it2;
352
353 for (it2 = playersInGame.begin(); it2 != playersInGame.end(); it2++)
354 {
355 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it2->second->addr), &outputLog) < 0 )
356 error("sendMessage");
357 }
358
359 serverMsg.type = MSG_TYPE_SCORE;
360 memcpy(serverMsg.buffer, &scoreBlue, 4);
361 memcpy(serverMsg.buffer+4, &scoreRed, 4);
362
363 for (it2 = playersInGame.begin(); it2 != playersInGame.end(); it2++)
364 {
365 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it2->second->addr), &outputLog) < 0 )
366 error("sendMessage");
367 }
368
369 // check to see if the game should end
370 // move to its own method
371 if (scoreBlue == 3 || scoreRed == 3) {
372 gameFinished = true;
373
374 unsigned int winningTeam;
375 if (scoreBlue == 3)
376 winningTeam = 0;
377 else if (scoreRed == 3)
378 winningTeam = 1;
379
380 serverMsg.type = MSG_TYPE_FINISH_GAME;
381
382 // I should create an instance of the GameSummary object here and just serialize it into this message
383 memcpy(serverMsg.buffer, &winningTeam, 4);
384 memcpy(serverMsg.buffer+4, &scoreBlue, 4);
385 memcpy(serverMsg.buffer+8, &scoreRed, 4);
386 strcpy(serverMsg.buffer+12, game->getName().c_str());
387
388 for (it2 = playersInGame.begin(); it2 != playersInGame.end(); it2++)
389 {
390 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it2->second->addr), &outputLog) < 0 )
391 error("sendMessage");
392 }
393 }
394
395 // this means a PLAYER message will be sent
396 broadcastMove = true;
397 }
398
399 // go through all objects and check if the player is close to one and if its their flag
400 vector<WorldMap::Object>* vctObjects = gameMap->getObjects();
401 vector<WorldMap::Object>::iterator itObjects;
402 POSITION structPos;
403
404 for (itObjects = vctObjects->begin(); itObjects != vctObjects->end(); itObjects++)
405 {
406 POSITION pos = itObjects->pos;
407
408 if (posDistance(p->pos, pos.toFloat()) < 10)
409 {
410 if (p->team == 0 &&
411 itObjects->type == WorldMap::OBJECT_BLUE_FLAG)
412 {
413 structPos = gameMap->getStructureLocation(WorldMap::STRUCTURE_BLUE_FLAG);
414 flagReturned = true;
415 break;
416 }
417 else if (p->team == 1 &&
418 itObjects->type == WorldMap::OBJECT_RED_FLAG)
419 {
420 structPos = gameMap->getStructureLocation(WorldMap::STRUCTURE_RED_FLAG);
421 flagReturned = true;
422 break;
423 }
424 }
425 }
426
427 if (flagReturned)
428 {
429 itObjects->pos.x = structPos.x*25+12;
430 itObjects->pos.y = structPos.y*25+12;
431
432 serverMsg.type = MSG_TYPE_OBJECT;
433 itObjects->serialize(serverMsg.buffer);
434
435 map<unsigned int, Player*>::iterator it2;
436 for (it2 = playersInGame.begin(); it2 != playersInGame.end(); it2++)
437 {
438 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it2->second->addr), &outputLog) < 0 )
439 error("sendMessage");
440 }
441 }
442
443 if (broadcastMove)
444 {
445 cout << "broadcasting player move" << endl;
446 serverMsg.type = MSG_TYPE_PLAYER;
447 p->serialize(serverMsg.buffer);
448
449 // only broadcast message to other players in the same game
450 cout << "about to broadcast move" << endl;
451
452 map<unsigned int, Player*>::iterator it2;
453 for (it2 = playersInGame.begin(); it2 != playersInGame.end(); it2++)
454 {
455 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it2->second->addr), &outputLog) < 0 )
456 error("sendMessage");
457 }
458 cout << "done broadcasting player move" << endl;
459 }
460 }
461
462 cout << "processing player attack" << endl;
463
464 // check if the player's attack animation is complete
465 if (p->isAttacking && p->timeAttackStarted+p->attackCooldown <= getCurrentMillis())
466 {
467 p->isAttacking = false;
468 cout << "Attack animation is complete" << endl;
469
470 //send everyone an ATTACK message
471 cout << "about to broadcast attack" << endl;
472
473 serverMsg.type = MSG_TYPE_ATTACK;
474 memcpy(serverMsg.buffer, &p->id, 4);
475 memcpy(serverMsg.buffer+4, &p->targetPlayer, 4);
476
477 map<unsigned int, Player*>::iterator it2;
478 for (it2 = playersInGame.begin(); it2 != playersInGame.end(); it2++)
479 {
480 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it2->second->addr), &outputLog) < 0 )
481 error("sendMessage");
482 }
483
484 if (p->attackType == Player::ATTACK_MELEE)
485 {
486 cout << "Melee attack" << endl;
487
488 Player* target = playersInGame[p->targetPlayer];
489 damagePlayer(target, p->damage);
490
491 if (target->isDead)
492 {
493 WorldMap::ObjectType flagType = WorldMap::OBJECT_NONE;
494 if (target->hasBlueFlag)
495 flagType = WorldMap::OBJECT_BLUE_FLAG;
496 else if (target->hasRedFlag)
497 flagType = WorldMap::OBJECT_RED_FLAG;
498
499 if (flagType != WorldMap::OBJECT_NONE) {
500 addObjectToMap(flagType, target->pos.x, target->pos.y, gameMap, playersInGame, msgProcessor, sock, outputLog);
501 }
502 }
503
504 serverMsg.type = MSG_TYPE_PLAYER;
505 target->serialize(serverMsg.buffer);
506 }
507 else if (p->attackType == Player::ATTACK_RANGED)
508 {
509 cout << "Ranged attack" << endl;
510
511 Projectile proj(p->pos.x, p->pos.y, p->targetPlayer, p->damage);
512 game->assignProjectileId(&proj);
513 game->addProjectile(proj);
514
515 int x = p->pos.x;
516 int y = p->pos.y;
517
518 serverMsg.type = MSG_TYPE_PROJECTILE;
519 memcpy(serverMsg.buffer, &proj.id, 4);
520 memcpy(serverMsg.buffer+4, &x, 4);
521 memcpy(serverMsg.buffer+8, &y, 4);
522 memcpy(serverMsg.buffer+12, &p->targetPlayer, 4);
523 }
524 else
525 cout << "Invalid attack type: " << p->attackType << endl;
526
527 // broadcast either a PLAYER or PROJECTILE message
528 cout << "Broadcasting player or projectile message" << endl;
529 for (it2 = playersInGame.begin(); it2 != playersInGame.end(); it2++)
530 {
531 if (msgProcessor.sendMessage(&serverMsg, sock, &(it2->second->addr), &outputLog) < 0 )
532 error("sendMessage");
533 }
534 cout << "Done broadcasting" << endl;
535 }
536 }
537
538 if (gameFinished) {
539 // send a GAME_INFO message with 0 players to force clients to delete the game
540 int numPlayers = 0;
541 serverMsg.type = MSG_TYPE_GAME_INFO;
542 memcpy(serverMsg.buffer, &numPlayers, 4);
543
544 map<unsigned int, Player*>::iterator it2;
545 for (it2 = mapPlayers.begin(); it2 != mapPlayers.end(); it2++)
546 {
547 if (it2->second->currentGame == game)
548 it2->second->currentGame = NULL;
549 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it2->second->addr), &outputLog) < 0 )
550 error("sendMessage");
551 }
552
553 // erase game from server
554 mapGames.erase(itGames++);
555 delete game;
556 }else
557 itGames++;
558 }
559
560 cout << "Processing projectiles" << endl;
561
562 // move all projectiles
563 // see if this can be moved inside the game class
564 // this method can be moved when I add a MessageProcessor to the Game class
565 map<unsigned int, Projectile>::iterator itProj;
566 for (itGames = mapGames.begin(); itGames != mapGames.end(); itGames++) {
567 game = itGames->second;
568 for (itProj = game->getProjectiles().begin(); itProj != game->getProjectiles().end(); itProj++)
569 {
570 cout << "About to call projectile move" << endl;
571 if (itProj->second.move(game->getPlayers()))
572 {
573 // send a REMOVE_PROJECTILE message
574 cout << "send a REMOVE_PROJECTILE message" << endl;
575 serverMsg.type = MSG_TYPE_REMOVE_PROJECTILE;
576 memcpy(serverMsg.buffer, &itProj->second.id, 4);
577 game->removeProjectile(itProj->second.id);
578
579 map<unsigned int, Player*>::iterator it2;
580 cout << "Broadcasting REMOVE_PROJECTILE" << endl;
581 for (it2 = game->getPlayers().begin(); it2 != game->getPlayers().end(); it2++)
582 {
583 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it2->second->addr), &outputLog) < 0 )
584 error("sendMessage");
585 }
586
587 cout << "send a PLAYER message after dealing damage" << endl;
588 // send a PLAYER message after dealing damage
589 Player* target = game->getPlayers()[itProj->second.target];
590
591 damagePlayer(target, itProj->second.damage);
592
593 if (target->isDead)
594 {
595 WorldMap::ObjectType flagType = WorldMap::OBJECT_NONE;
596 if (target->hasBlueFlag)
597 flagType = WorldMap::OBJECT_BLUE_FLAG;
598 else if (target->hasRedFlag)
599 flagType = WorldMap::OBJECT_RED_FLAG;
600
601 if (flagType != WorldMap::OBJECT_NONE)
602 addObjectToMap(flagType, target->pos.x, target->pos.y, game->getMap(), game->getPlayers(), msgProcessor, sock, outputLog);
603 }
604
605 serverMsg.type = MSG_TYPE_PLAYER;
606 target->serialize(serverMsg.buffer);
607
608 cout << "Sending a PLAYER message" << endl;
609 for (it2 = game->getPlayers().begin(); it2 != game->getPlayers().end(); it2++)
610 {
611 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it2->second->addr), &outputLog) < 0 )
612 error("sendMessage");
613 }
614 }
615 cout << "Projectile was not moved" << endl;
616 }
617 }
618 }
619
620 n = msgProcessor.receiveMessage(&clientMsg, sock, &from, &outputLog);
621
622 if (n >= 0)
623 {
624 broadcastResponse = processMessage(clientMsg, from, msgProcessor, mapPlayers, mapGames, gameMap, unusedPlayerId, serverMsg, sock, scoreBlue, scoreRed, outputLog);
625
626 if (broadcastResponse)
627 {
628 cout << "Should be broadcasting the message" << endl;
629
630 // needs to be updated to use the players from the game
631 map<unsigned int, Player*>::iterator it;
632 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
633 {
634 cout << "Sent message back to " << it->second->name << endl;
635 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it->second->addr), &outputLog) < 0 )
636 error("sendMessage");
637 }
638 }
639 else
640 {
641 cout << "Should be sending back the message" << endl;
642
643 if ( msgProcessor.sendMessage(&serverMsg, sock, &from, &outputLog) < 0 )
644 error("sendMessage");
645 }
646
647 cout << "Finished processing the message" << endl;
648 }
649 }
650
651 outputLog << "Stopped server on " << getCurrentDateTimeString() << endl;
652 outputLog.close();
653
654 // delete all games
655 map<string, Game*>::iterator itGames;
656 for (itGames = mapGames.begin(); itGames != mapGames.end(); itGames++)
657 {
658 delete itGames->second;
659 }
660
661 map<unsigned int, Player*>::iterator itPlayers;
662 for (itPlayers = mapPlayers.begin(); itPlayers != mapPlayers.end(); itPlayers++)
663 {
664 delete itPlayers->second;
665 }
666
667 return 0;
668}
669
670bool 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)
671{
672 DataAccess da;
673
674 cout << "Inside processMessage" << endl;
675
676 cout << "Received message" << endl;
677 cout << "MSG: type: " << clientMsg.type << endl;
678 cout << "MSG contents: " << clientMsg.buffer << endl;
679
680 // maybe we should make a message class and have this be a member
681 bool broadcastResponse = false;
682
683 // Check that if an invalid message is sent, the client will correctly
684 // receive and display the response. Maybe make a special error msg type
685 switch(clientMsg.type)
686 {
687 case MSG_TYPE_REGISTER:
688 {
689 string username(clientMsg.buffer);
690 string password(strchr(clientMsg.buffer, '\0')+1);
691 Player::PlayerClass playerClass;
692
693 serverMsg.type = MSG_TYPE_REGISTER;
694 memcpy(&playerClass, clientMsg.buffer+username.length()+password.length()+2, 4);
695
696 cout << "username: " << username << endl;
697 cout << "password: " << password << endl;
698
699 if (playerClass == Player::CLASS_WARRIOR)
700 cout << "class: WARRIOR" << endl;
701 else if (playerClass == Player::CLASS_RANGER)
702 cout << "class: RANGER" << endl;
703 else {
704 cout << "Unknown player class detected" << endl;
705 strcpy(serverMsg.buffer, "You didn't select a class");
706 break;
707 }
708
709 int error = da.insertPlayer(username, password, playerClass);
710
711 if (error)
712 strcpy(serverMsg.buffer, "Registration failed. Please try again.");
713 else
714 strcpy(serverMsg.buffer, "Registration successful.");
715
716 break;
717 }
718 case MSG_TYPE_LOGIN:
719 {
720 cout << "Got login message" << endl;
721
722 string username(clientMsg.buffer);
723 string password(strchr(clientMsg.buffer, '\0')+1);
724
725 Player* p = da.getPlayer(username);
726
727 if (p == NULL || !da.verifyPassword(password, p->password))
728 {
729 strcpy(serverMsg.buffer, "Incorrect username or password");
730 if (p != NULL)
731 delete(p);
732 }
733 else if(findPlayerByName(mapPlayers, username) != NULL)
734 {
735 strcpy(serverMsg.buffer, "Player has already logged in.");
736 delete(p);
737 }
738 else
739 {
740 updateUnusedPlayerId(unusedPlayerId, mapPlayers);
741 p->id = unusedPlayerId;
742 cout << "new player id: " << p->id << endl;
743 p->setAddr(from);
744 p->currentGame = NULL;
745
746 // choose a random team (either 0 or 1)
747 p->team = rand() % 2;
748
749 serverMsg.type = MSG_TYPE_PLAYER;
750
751 // tell the new player about all the existing players
752 cout << "Sending other players to new player" << endl;
753
754 map<unsigned int, Player*>::iterator it;
755 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
756 {
757 it->second->serialize(serverMsg.buffer);
758
759 cout << "sending info about " << it->second->name << endl;
760 cout << "sending id " << it->second->id << endl;
761 if ( msgProcessor.sendMessage(&serverMsg, sock, &from, &outputLog) < 0 )
762 error("sendMessage");
763 }
764
765 // tell the new player about all map objects
766 // (currently just the flags)
767 serverMsg.type = MSG_TYPE_OBJECT;
768 vector<WorldMap::Object>* vctObjects = gameMap->getObjects();
769 vector<WorldMap::Object>::iterator itObjects;
770 cout << "sending items" << endl;
771 for (itObjects = vctObjects->begin(); itObjects != vctObjects->end(); itObjects++) {
772 itObjects->serialize(serverMsg.buffer);
773 cout << "sending item id " << itObjects->id << endl;
774 if ( msgProcessor.sendMessage(&serverMsg, sock, &from, &outputLog) < 0 )
775 error("sendMessage");
776 }
777
778 // send info about existing games to new player
779 map<string, Game*>::iterator itGames;
780 Game* g;
781 int numPlayers;
782 serverMsg.type = MSG_TYPE_GAME_INFO;
783
784 for (itGames = mapGames.begin(); itGames != mapGames.end(); itGames++)
785 {
786 g = itGames->second;
787 numPlayers = g->getNumPlayers();
788 memcpy(serverMsg.buffer, &numPlayers, 4);
789 strcpy(serverMsg.buffer+4, g->getName().c_str());
790 if ( msgProcessor.sendMessage(&serverMsg, sock, &from, &outputLog) < 0 )
791 error("sendMessage");
792 }
793
794 // send the current score
795 serverMsg.type = MSG_TYPE_SCORE;
796 memcpy(serverMsg.buffer, &scoreBlue, 4);
797 memcpy(serverMsg.buffer+4, &scoreRed, 4);
798 if ( msgProcessor.sendMessage(&serverMsg, sock, &from, &outputLog) < 0 )
799 error("sendMessage");
800
801 serverMsg.type = MSG_TYPE_PLAYER;
802 p->serialize(serverMsg.buffer);
803 cout << "Should be broadcasting the message" << endl;
804
805 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
806 {
807 cout << "Sent message back to " << it->second->name << endl;
808 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it->second->addr), &outputLog) < 0 )
809 error("sendMessage");
810 }
811
812 mapPlayers[unusedPlayerId] = p;
813 }
814
815 serverMsg.type = MSG_TYPE_LOGIN;
816
817 break;
818 }
819 case MSG_TYPE_LOGOUT:
820 {
821 string name(clientMsg.buffer);
822 cout << "Player logging out: " << name << endl;
823
824 Player *p = findPlayerByName(mapPlayers, name);
825
826 if (p == NULL)
827 {
828 strcpy(serverMsg.buffer+4, "That player is not logged in. This is either a bug, or you're trying to hack the server.");
829 cout << "Player not logged in" << endl;
830 }
831 else if ( p->addr.sin_addr.s_addr != from.sin_addr.s_addr ||
832 p->addr.sin_port != from.sin_port )
833 {
834 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.");
835 cout << "Player logged in using a different connection" << endl;
836 }
837 else
838 {
839 if (!p->isDead) {
840 WorldMap::ObjectType flagType = WorldMap::OBJECT_NONE;
841 if (p->hasBlueFlag)
842 flagType = WorldMap::OBJECT_BLUE_FLAG;
843 else if (p->hasRedFlag)
844 flagType = WorldMap::OBJECT_RED_FLAG;
845
846 if (flagType != WorldMap::OBJECT_NONE) {
847 addObjectToMap(flagType, p->pos.x, p->pos.y, gameMap, mapPlayers, msgProcessor, sock, outputLog);
848 }
849 }
850
851 // broadcast to all players before deleting p from the map
852 serverMsg.type = MSG_TYPE_LOGOUT;
853 memcpy(serverMsg.buffer, &p->id, 4);
854
855 map<unsigned int, Player*>::iterator it;
856 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
857 {
858 cout << "Sent message back to " << it->second->name << endl;
859 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it->second->addr), &outputLog) < 0 )
860 error("sendMessage");
861 }
862
863 if (p->id < unusedPlayerId)
864 unusedPlayerId = p->id;
865 mapPlayers.erase(p->id);
866 delete p;
867 strcpy(serverMsg.buffer+4, "You have successfully logged out.");
868 }
869
870 serverMsg.type = MSG_TYPE_LOGOUT;
871
872 break;
873 }
874 case MSG_TYPE_CHAT:
875 {
876 cout << "Got a chat message" << endl;
877
878 Player *p = findPlayerByAddr(mapPlayers, from);
879
880 if (p == NULL)
881 {
882 strcpy(serverMsg.buffer, "No player is logged in using this connection. This is either a bug, or you're trying to hack the server.");
883 }
884 else
885 {
886 broadcastResponse = true;
887
888 ostringstream oss;
889 oss << p->name << ": " << clientMsg.buffer;
890
891 strcpy(serverMsg.buffer, oss.str().c_str());
892 }
893
894 serverMsg.type = MSG_TYPE_CHAT;
895
896 break;
897 }
898 case MSG_TYPE_PLAYER_MOVE:
899 {
900 cout << "PLAYER_MOVE" << endl;
901
902 int id, x, y;
903
904 memcpy(&id, clientMsg.buffer, 4);
905 memcpy(&x, clientMsg.buffer+4, 4);
906 memcpy(&y, clientMsg.buffer+8, 4);
907
908 cout << "x: " << x << endl;
909 cout << "y: " << y << endl;
910 cout << "id: " << id << endl;
911
912 Player* p = mapPlayers[id];
913
914 if ( p->addr.sin_addr.s_addr == from.sin_addr.s_addr &&
915 p->addr.sin_port == from.sin_port )
916 {
917 if (p->currentGame->startPlayerMovement(id, x, y)) {
918 serverMsg.type = MSG_TYPE_PLAYER_MOVE;
919
920 memcpy(serverMsg.buffer, &id, 4);
921 memcpy(serverMsg.buffer+4, &p->target.x, 4);
922 memcpy(serverMsg.buffer+8, &p->target.y, 4);
923
924 broadcastResponse = true;
925 }
926 else
927 cout << "Bad terrain detected" << endl;
928 }
929 else // nned to send back a message indicating failure
930 cout << "Player id (" << id << ") doesn't match sender" << endl;
931
932 break;
933 }
934 case MSG_TYPE_PICKUP_FLAG:
935 {
936 // may want to check the id matches the sender, just like for PLAYER_NOVE
937 cout << "PICKUP_FLAG" << endl;
938
939 int id;
940
941 memcpy(&id, clientMsg.buffer, 4);
942 cout << "id: " << id << endl;
943
944 Player* p = mapPlayers[id];
945 int objectId = p->currentGame->processFlagPickupRequest(p);
946
947 if (objectId >= 0) {
948 serverMsg.type = MSG_TYPE_REMOVE_OBJECT;
949 memcpy(serverMsg.buffer, &objectId, 4);
950
951 map<unsigned int, Player*> players = p->currentGame->getPlayers();
952 map<unsigned int, Player*>::iterator it;
953 for (it = players.begin(); it != players.end(); it++)
954 {
955 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it->second->addr), &outputLog) < 0 )
956 error("sendMessage");
957 }
958
959 }
960
961 // if there was no flag to pickup, we really don't need to send a message
962 serverMsg.type = MSG_TYPE_PLAYER;
963 p->serialize(serverMsg.buffer);
964
965 broadcastResponse = true;
966
967 break;
968 }
969 case MSG_TYPE_DROP_FLAG:
970 {
971 // may want to check the id matches the sender, just like for PLAYER_NOVE
972 cout << "DROP_FLAG" << endl;
973
974 int id;
975
976 memcpy(&id, clientMsg.buffer, 4);
977 cout << "id: " << id << endl;
978
979 Player* p = mapPlayers[id];
980
981 WorldMap::ObjectType flagType = WorldMap::OBJECT_NONE;
982 if (p->hasBlueFlag)
983 flagType = WorldMap::OBJECT_BLUE_FLAG;
984 else if (p->hasRedFlag)
985 flagType = WorldMap::OBJECT_RED_FLAG;
986
987 addObjectToMap(flagType, p->pos.x, p->pos.y, p->currentGame->getMap(), p->currentGame->getPlayers(), msgProcessor, sock, outputLog);
988
989 p->hasBlueFlag = false;
990 p->hasRedFlag = false;
991
992 serverMsg.type = MSG_TYPE_PLAYER;
993 p->serialize(serverMsg.buffer);
994
995 broadcastResponse = true;
996
997 break;
998 }
999 case MSG_TYPE_START_ATTACK:
1000 {
1001 cout << "Received a START_ATTACK message" << endl;
1002
1003 int id, targetId;
1004
1005 memcpy(&id, clientMsg.buffer, 4);
1006 memcpy(&targetId, clientMsg.buffer+4, 4);
1007
1008 // need to make sure the target is in the sender's game
1009
1010 Player* source = mapPlayers[id];
1011 source->targetPlayer = targetId;
1012 source->isChasing = true;
1013
1014 // this is irrelevant since the client doesn't even listen for START_ATTACK messages
1015 // actually, the client should not ignore this and should instead perform the same movement
1016 // algorithm on its end (following the target player until in range) that the server does.
1017 // Once the attacker is in range, the client should stop movement and wait for messages
1018 // from the server
1019 serverMsg.type = MSG_TYPE_START_ATTACK;
1020 memcpy(serverMsg.buffer, &id, 4);
1021 memcpy(serverMsg.buffer+4, &targetId, 4);
1022 broadcastResponse = true;
1023
1024 break;
1025 }
1026 case MSG_TYPE_ATTACK:
1027 {
1028 cout << "Received am ATTACK message" << endl;
1029 cout << "ERROR: Clients should not send ATTACK messages" << endl;
1030
1031 break;
1032 }
1033 case MSG_TYPE_CREATE_GAME:
1034 {
1035 cout << "Received a CREATE_GAME message" << endl;
1036
1037 string gameName(clientMsg.buffer);
1038 cout << "Game name: " << gameName << endl;
1039
1040 // check if this game already exists
1041 if (mapGames.find(gameName) != mapGames.end()) {
1042 cout << "Error: Game already exists" << endl;
1043 serverMsg.type = MSG_TYPE_JOIN_GAME_FAILURE;
1044 broadcastResponse = false;
1045 return broadcastResponse;
1046 }
1047
1048 Game* g = new Game(gameName, "../data/map.txt");
1049 mapGames[gameName] = g;
1050
1051 // add flag objects to the map
1052 WorldMap* m = g->getMap();
1053 for (int y=0; y<m->height; y++) {
1054 for (int x=0; x<m->width; x++) {
1055 switch (m->getStructure(x, y)) {
1056 case WorldMap::STRUCTURE_BLUE_FLAG:
1057 m->addObject(WorldMap::OBJECT_BLUE_FLAG, x*25+12, y*25+12);
1058 break;
1059 case WorldMap::STRUCTURE_RED_FLAG:
1060 m->addObject(WorldMap::OBJECT_RED_FLAG, x*25+12, y*25+12);
1061 break;
1062 }
1063 }
1064 }
1065
1066 serverMsg.type = MSG_TYPE_JOIN_GAME_SUCCESS;
1067 strcpy(serverMsg.buffer, gameName.c_str());
1068 broadcastResponse = false;
1069
1070 break;
1071 }
1072 case MSG_TYPE_JOIN_GAME:
1073 {
1074 cout << "Received a JOIN_GAME message" << endl;
1075
1076 string gameName(clientMsg.buffer);
1077 cout << "Game name: " << gameName << endl;
1078
1079 // check if this game already exists
1080 if (mapGames.find(gameName) == mapGames.end()) {
1081 cout << "Error: Game does not exist" << endl;
1082 serverMsg.type = MSG_TYPE_JOIN_GAME_FAILURE;
1083 broadcastResponse = false;
1084 return broadcastResponse;
1085 }
1086
1087 Game* g = mapGames[gameName];
1088 map<unsigned int, Player*>& players = g->getPlayers();
1089 Player* p = findPlayerByAddr(mapPlayers, from);
1090
1091 if (players.find(p->id) != players.end()) {
1092 cout << "Player " << p->name << " trying to join a game he's already in" << endl;
1093 serverMsg.type = MSG_TYPE_JOIN_GAME_FAILURE;
1094 broadcastResponse = false;
1095 return broadcastResponse;
1096 }
1097
1098 serverMsg.type = MSG_TYPE_JOIN_GAME_SUCCESS;
1099 strcpy(serverMsg.buffer, gameName.c_str());
1100 broadcastResponse = false;
1101
1102 break;
1103 }
1104 case MSG_TYPE_LEAVE_GAME:
1105 {
1106 cout << "Received a LEAVE_GAME message" << endl;
1107
1108 Player* p = findPlayerByAddr(mapPlayers, from);
1109 Game* g = p->currentGame;
1110
1111 if (g == NULL) {
1112 cout << "Player " << p->name << " is trying to leave a game, but is not currently in a game." << endl;
1113
1114 /// should send a response back, maybe a new message type is needed
1115
1116 break;
1117 }
1118
1119 cout << "Game name: " << g->getName() << endl;
1120 p->currentGame = NULL;
1121
1122 serverMsg.type = MSG_TYPE_LEAVE_GAME;
1123 memcpy(serverMsg.buffer, &p->id, 4);
1124 strcpy(serverMsg.buffer+4, g->getName().c_str());
1125
1126 map<unsigned int, Player*>& players = g->getPlayers();
1127
1128 map<unsigned int, Player*>::iterator it;
1129 for (it = players.begin(); it != players.end(); it++)
1130 {
1131 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it->second->addr), &outputLog) < 0 )
1132 error("sendMessage");
1133 }
1134
1135 g->removePlayer(p->id);
1136
1137 int numPlayers = g->getNumPlayers();
1138
1139 serverMsg.type = MSG_TYPE_GAME_INFO;
1140 memcpy(serverMsg.buffer, &numPlayers, 4);
1141 strcpy(serverMsg.buffer+4, g->getName().c_str());
1142 broadcastResponse = true;
1143
1144 // if there are no more players in the game, remove it
1145 if (numPlayers == 0) {
1146 mapGames.erase(g->getName());
1147 delete g;
1148 }
1149
1150 break;
1151 }
1152 case MSG_TYPE_JOIN_GAME_ACK:
1153 {
1154 cout << "Received a JOIN_GAME_ACK message" << endl;
1155
1156 string gameName(clientMsg.buffer);
1157 cout << "Game name: " << gameName << endl;
1158
1159 // check if this game already exists
1160 if (mapGames.find(gameName) == mapGames.end()) {
1161 serverMsg.type = MSG_TYPE_JOIN_GAME_FAILURE;
1162 broadcastResponse = false;
1163 return broadcastResponse;
1164 }
1165
1166 Game* g = mapGames[gameName];
1167
1168 Player* p = findPlayerByAddr(mapPlayers, from);
1169 p->team = rand() % 2; // choose a random team (either 0 or 1)
1170 p->currentGame = g;
1171
1172 // tell the new player about all map objects
1173 // (currently just the flags)
1174
1175 serverMsg.type = MSG_TYPE_OBJECT;
1176 vector<WorldMap::Object>* vctObjects = g->getMap()->getObjects();
1177 vector<WorldMap::Object>::iterator itObjects;
1178 cout << "sending items" << endl;
1179 for (itObjects = vctObjects->begin(); itObjects != vctObjects->end(); itObjects++) {
1180 itObjects->serialize(serverMsg.buffer);
1181 cout << "sending item id " << itObjects->id << endl;
1182 if ( msgProcessor.sendMessage(&serverMsg, sock, &from, &outputLog) < 0 )
1183 error("sendMessage");
1184 }
1185
1186
1187 // send the current score
1188 serverMsg.type = MSG_TYPE_SCORE;
1189
1190 int game_blueScore = g->getBlueScore();
1191 int game_redScore = g->getRedScore();
1192 memcpy(serverMsg.buffer, &game_blueScore, 4);
1193 memcpy(serverMsg.buffer+4, &game_redScore, 4);
1194
1195 if ( msgProcessor.sendMessage(&serverMsg, sock, &from, &outputLog) < 0 )
1196 error("sendMessage");
1197
1198 serverMsg.type = MSG_TYPE_PLAYER_JOIN_GAME;
1199 p->serialize(serverMsg.buffer);
1200 cout << "Should be broadcasting the message" << endl;
1201
1202 map<unsigned int, Player*>& otherPlayers = g->getPlayers();
1203 map<unsigned int, Player*>::iterator it;
1204 for (it = otherPlayers.begin(); it != otherPlayers.end(); it++)
1205 {
1206 cout << "Sent message back to " << it->second->name << endl;
1207 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it->second->addr), &outputLog) < 0 )
1208 error("sendMessage");
1209 }
1210
1211 g->addPlayer(p);
1212
1213 map<unsigned int, Player*>& allPlayers = g->getPlayers();
1214
1215 // tell the new player about all the players in the game (including himself)
1216 cout << "Sending other players to new player" << endl;
1217 serverMsg.type = MSG_TYPE_PLAYER_JOIN_GAME;
1218
1219 for (it = allPlayers.begin(); it != allPlayers.end(); it++)
1220 {
1221 it->second->serialize(serverMsg.buffer);
1222
1223 cout << "sending info about " << it->second->name << endl;
1224 cout << "sending id " << it->second->id << endl;
1225 if ( msgProcessor.sendMessage(&serverMsg, sock, &from, &outputLog) < 0 )
1226 error("sendMessage");
1227 }
1228
1229 int numPlayers = g->getNumPlayers();
1230
1231 serverMsg.type = MSG_TYPE_GAME_INFO;
1232 memcpy(serverMsg.buffer, &numPlayers, 4);
1233 strcpy(serverMsg.buffer+4, gameName.c_str());
1234 broadcastResponse = true;
1235
1236 break;
1237 }
1238 default:
1239 {
1240 serverMsg.type = MSG_TYPE_CHAT;
1241 strcpy(serverMsg.buffer, "Server error occured. Report this please.");
1242
1243 break;
1244 }
1245 }
1246
1247 return broadcastResponse;
1248}
1249
1250void updateUnusedPlayerId(unsigned int& id, map<unsigned int, Player*>& mapPlayers)
1251{
1252 while (mapPlayers.find(id) != mapPlayers.end())
1253 id++;
1254}
1255
1256Player *findPlayerByName(map<unsigned int, Player*> &m, string name)
1257{
1258 map<unsigned int, Player*>::iterator it;
1259
1260 for (it = m.begin(); it != m.end(); it++)
1261 {
1262 if ( it->second->name.compare(name) == 0 )
1263 return it->second;
1264 }
1265
1266 return NULL;
1267}
1268
1269Player *findPlayerByAddr(map<unsigned int, Player*> &m, const sockaddr_in &addr)
1270{
1271 map<unsigned int, Player*>::iterator it;
1272
1273 for (it = m.begin(); it != m.end(); it++)
1274 {
1275 if ( it->second->addr.sin_addr.s_addr == addr.sin_addr.s_addr &&
1276 it->second->addr.sin_port == addr.sin_port )
1277 return it->second;
1278 }
1279
1280 return NULL;
1281}
1282
1283void damagePlayer(Player *p, int damage) {
1284 p->health -= damage;
1285 if (p->health < 0)
1286 p->health = 0;
1287 if (p->health == 0) {
1288 cout << "Player died" << endl;
1289 p->isDead = true;
1290 p->timeDied = getCurrentMillis();
1291 }
1292}
1293
1294void addObjectToMap(WorldMap::ObjectType objectType, int x, int y, WorldMap* gameMap, map<unsigned int, Player*>& mapPlayers, MessageProcessor &msgProcessor, int sock, ofstream& outputLog) {
1295 NETWORK_MSG serverMsg;
1296
1297 gameMap->addObject(objectType, x, y);
1298
1299 // need to send the OBJECT message too
1300 serverMsg.type = MSG_TYPE_OBJECT;
1301 gameMap->getObjects()->back().serialize(serverMsg.buffer);
1302
1303 map<unsigned int, Player*>::iterator it;
1304 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
1305 {
1306 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it->second->addr), &outputLog) < 0 )
1307 error("sendMessage");
1308 }
1309}
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