#include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include /* #include #include #include */ #include "../common/Compiler.h" #include "../common/Common.h" #include "../common/Message.h" #include "../common/WorldMap.h" #include "../common/Player.h" #include "../common/Projectile.h" #include "DataAccess.h" using namespace std; // from used to be const. Removed that so I could take a reference // and use it to send messages bool processMessage(const NETWORK_MSG &clientMsg, struct sockaddr_in &from, map& mapPlayers, WorldMap* gameMap, unsigned int& unusedPlayerId, NETWORK_MSG &serverMsg, int sock, int &scoreBlue, int &scoreRed); void updateUnusedPlayerId(unsigned int& id, map& mapPlayers); void updateUnusedProjectileId(unsigned int& id, map& mapProjectiles); // this should probably go somewhere in the common folder void error(const char *msg) { perror(msg); exit(0); } Player *findPlayerByName(map &m, string name) { map::iterator it; for (it = m.begin(); it != m.end(); it++) { if ( it->second.name.compare(name) == 0 ) return &(it->second); } return NULL; } Player *findPlayerByAddr(map &m, const sockaddr_in &addr) { map::iterator it; for (it = m.begin(); it != m.end(); it++) { if ( it->second.addr.sin_addr.s_addr == addr.sin_addr.s_addr && it->second.addr.sin_port == addr.sin_port ) return &(it->second); } return NULL; } int main(int argc, char *argv[]) { int sock, length, n; struct sockaddr_in server; struct sockaddr_in from; // info of client sending the message NETWORK_MSG clientMsg, serverMsg; map mapPlayers; map mapProjectiles; unsigned int unusedPlayerId = 1, unusedProjectileId = 1; int scoreBlue, scoreRed; scoreBlue = 0; scoreRed = 0; //SSL_load_error_strings(); //ERR_load_BIO_strings(); //OpenSSL_add_all_algorithms(); if (argc < 2) { cerr << "ERROR, no port provided" << endl; exit(1); } WorldMap* gameMap = WorldMap::loadMapFromFile("../data/map.txt"); // add some items to the map. They will be sent out // to players when they login for (int y=0; yheight; y++) { for (int x=0; xwidth; x++) { switch (gameMap->getStructure(x, y)) { case WorldMap::STRUCTURE_BLUE_FLAG: gameMap->addObject(WorldMap::OBJECT_BLUE_FLAG, x*25+12, y*25+12); break; case WorldMap::STRUCTURE_RED_FLAG: gameMap->addObject(WorldMap::OBJECT_RED_FLAG, x*25+12, y*25+12); break; } } } sock = socket(AF_INET, SOCK_DGRAM, 0); if (sock < 0) error("Opening socket"); length = sizeof(server); bzero(&server,length); server.sin_family=AF_INET; server.sin_port=htons(atoi(argv[1])); server.sin_addr.s_addr=INADDR_ANY; if ( bind(sock, (struct sockaddr *)&server, length) < 0 ) error("binding"); set_nonblock(sock); bool broadcastResponse; timespec ts; int timeLastUpdated = 0, curTime = 0, timeLastBroadcast = 0; while (true) { usleep(5000); clock_gettime(CLOCK_REALTIME, &ts); // make the number smaller so millis can fit in an int ts.tv_sec -= 1368000000; curTime = ts.tv_sec*1000 + ts.tv_nsec/1000000; if (timeLastUpdated == 0 || (curTime-timeLastUpdated) >= 50) { timeLastUpdated = curTime; map::iterator it; // set targets for all chasing players (or make them attack if they're close enough) for (it = mapPlayers.begin(); it != mapPlayers.end(); it++) { if (it->second.updateTarget(mapPlayers)) { serverMsg.type = MSG_TYPE_PLAYER; it->second.serialize(serverMsg.buffer); map::iterator it2; for (it2 = mapPlayers.begin(); it2 != mapPlayers.end(); it2++) { if ( sendMessage(&serverMsg, sock, &(it2->second.addr)) < 0 ) error("sendMessage"); } } } // move all players // maybe put this in a separate method FLOAT_POSITION oldPos; bool broadcastMove = false; for (it = mapPlayers.begin(); it != mapPlayers.end(); it++) { cout << "Starting new for loop iteration" << endl; oldPos = it->second.pos; if (it->second.move(gameMap)) { // check if the move needs to be canceled switch(gameMap->getElement(it->second.pos.x/25, it->second.pos.y/25)) { case WorldMap::TERRAIN_NONE: case WorldMap::TERRAIN_OCEAN: case WorldMap::TERRAIN_ROCK: { it->second.pos = oldPos; it->second.target.x = it->second.pos.x; it->second.target.y = it->second.pos.y; it->second.isChasing = false; broadcastMove = true; break; } default: // if there are no obstacles, do nothing break; } WorldMap::ObjectType flagType; POSITION pos; bool flagTurnedIn = false; bool flagReturned = false; bool ownFlagAtBase = false; switch(gameMap->getStructure(it->second.pos.x/25, it->second.pos.y/25)) { case WorldMap::STRUCTURE_BLUE_FLAG: { if (it->second.team == 0 && it->second.hasRedFlag) { // check that your flag is at your base pos = gameMap->getStructureLocation(WorldMap::STRUCTURE_BLUE_FLAG); vector* vctObjects = gameMap->getObjects(); vector::iterator itObjects; for (itObjects = vctObjects->begin(); itObjects != vctObjects->end(); itObjects++) { if (itObjects->type == WorldMap::OBJECT_BLUE_FLAG) { if (itObjects->pos.x == pos.x*25+12 && itObjects->pos.y == pos.y*25+12) { ownFlagAtBase = true; break; } } } if (ownFlagAtBase) { it->second.hasRedFlag = false; flagType = WorldMap::OBJECT_RED_FLAG; pos = gameMap->getStructureLocation(WorldMap::STRUCTURE_RED_FLAG); flagTurnedIn = true; scoreBlue++; } } break; } case WorldMap::STRUCTURE_RED_FLAG: { if (it->second.team == 1 && it->second.hasBlueFlag) { // check that your flag is at your base pos = gameMap->getStructureLocation(WorldMap::STRUCTURE_RED_FLAG); vector* vctObjects = gameMap->getObjects(); vector::iterator itObjects; for (itObjects = vctObjects->begin(); itObjects != vctObjects->end(); itObjects++) { if (itObjects->type == WorldMap::OBJECT_RED_FLAG) { if (itObjects->pos.x == pos.x*25+12 && itObjects->pos.y == pos.y*25+12) { ownFlagAtBase = true; break; } } } if (ownFlagAtBase) { it->second.hasBlueFlag = false; flagType = WorldMap::OBJECT_BLUE_FLAG; pos = gameMap->getStructureLocation(WorldMap::STRUCTURE_BLUE_FLAG); flagTurnedIn = true; scoreRed++; } } break; } } if (flagTurnedIn) { // send an OBJECT message to add the flag back to its spawn point pos.x = pos.x*25+12; pos.y = pos.y*25+12; gameMap->addObject(flagType, pos.x, pos.y); serverMsg.type = MSG_TYPE_OBJECT; gameMap->getObjects()->back().serialize(serverMsg.buffer); map::iterator it2; for (it2 = mapPlayers.begin(); it2 != mapPlayers.end(); it2++) { if ( sendMessage(&serverMsg, sock, &(it2->second.addr)) < 0 ) error("sendMessage"); } serverMsg.type = MSG_TYPE_SCORE; memcpy(serverMsg.buffer, &scoreBlue, 4); memcpy(serverMsg.buffer+4, &scoreRed, 4); for (it2 = mapPlayers.begin(); it2 != mapPlayers.end(); it2++) { if ( sendMessage(&serverMsg, sock, &(it2->second.addr)) < 0 ) error("sendMessage"); } // this means a PLAYER message will be sent broadcastMove = true; } // go through all objects and check if the player is close to one and if its their flag vector* vctObjects = gameMap->getObjects(); vector::iterator itObjects; POSITION structPos; for (itObjects = vctObjects->begin(); itObjects != vctObjects->end(); itObjects++) { POSITION pos = itObjects->pos; if (posDistance(it->second.pos, pos.toFloat()) < 10) { if (it->second.team == 0 && itObjects->type == WorldMap::OBJECT_BLUE_FLAG) { structPos = gameMap->getStructureLocation(WorldMap::STRUCTURE_BLUE_FLAG); flagReturned = true; break; } else if (it->second.team == 1 && itObjects->type == WorldMap::OBJECT_RED_FLAG) { structPos = gameMap->getStructureLocation(WorldMap::STRUCTURE_RED_FLAG); flagReturned = true; break; } } } if (flagReturned) { itObjects->pos.x = structPos.x*25+12; itObjects->pos.y = structPos.y*25+12; serverMsg.type = MSG_TYPE_OBJECT; itObjects->serialize(serverMsg.buffer); map::iterator it2; for (it2 = mapPlayers.begin(); it2 != mapPlayers.end(); it2++) { if ( sendMessage(&serverMsg, sock, &(it2->second.addr)) < 0 ) error("sendMessage"); } } if (broadcastMove) { serverMsg.type = MSG_TYPE_PLAYER; it->second.serialize(serverMsg.buffer); cout << "about to broadcast move" << endl; map::iterator it2; for (it2 = mapPlayers.begin(); it2 != mapPlayers.end(); it2++) { if ( sendMessage(&serverMsg, sock, &(it2->second.addr)) < 0 ) error("sendMessage"); } } } // check if the player's attack animation is complete if (it->second.isAttacking && it->second.timeAttackStarted+it->second.attackCooldown <= getCurrentMillis()) { it->second.isAttacking = false; cout << "Attack animation is complete" << endl; //send everyone an ATTACK message cout << "about to broadcast attack" << endl; serverMsg.type = MSG_TYPE_ATTACK; memcpy(serverMsg.buffer, &it->second.id, 4); memcpy(serverMsg.buffer+4, &it->second.targetPlayer, 4); map::iterator it2; for (it2 = mapPlayers.begin(); it2 != mapPlayers.end(); it2++) { if ( sendMessage(&serverMsg, sock, &(it2->second.addr)) < 0 ) error("sendMessage"); } if (it->second.attackType == Player::ATTACK_MELEE) { cout << "Melee attack" << endl; Player* target = &mapPlayers[it->second.targetPlayer]; target->health -= it->second.damage; if (target->health < 0) target->health = 0; serverMsg.type = MSG_TYPE_PLAYER; target->serialize(serverMsg.buffer); }else if (it->second.attackType == Player::ATTACK_RANGED) { cout << "Ranged attack" << endl; Projectile proj(it->second.pos.x, it->second.pos.y, it->second.targetPlayer, it->second.damage); proj.id = unusedProjectileId; updateUnusedProjectileId(unusedProjectileId, mapProjectiles); mapProjectiles[proj.id] = proj; int x = it->second.pos.x; int y = it->second.pos.y; serverMsg.type = MSG_TYPE_PROJECTILE; memcpy(serverMsg.buffer, &proj.id, 4); memcpy(serverMsg.buffer+4, &x, 4); memcpy(serverMsg.buffer+8, &y, 4); memcpy(serverMsg.buffer+12, &it->second.targetPlayer, 4); }else { cout << "Invalid attack type: " << it->second.attackType << endl; } // broadcast either a PLAYER or PROJECTILE message cout << "Broadcasting player or projectile message" << endl; for (it2 = mapPlayers.begin(); it2 != mapPlayers.end(); it2++) { if (sendMessage(&serverMsg, sock, &(it2->second.addr)) < 0 ) error("sendMessage"); } cout << "Done broadcasting" << endl; } } cout << "Done with the for loop" << endl; // move all projectiles cout << "Moving projectiles" << endl; map::iterator itProj; for (itProj = mapProjectiles.begin(); itProj != mapProjectiles.end(); itProj++) { if (itProj->second.move(mapPlayers)) { // send a REMOVE_PROJECTILE message cout << "send a REMOVE_PROJECTILE message" << endl; serverMsg.type = MSG_TYPE_REMOVE_PROJECTILE; memcpy(serverMsg.buffer, &itProj->second.id, 4); mapProjectiles.erase(itProj->second.id); map::iterator it2; cout << "Broadcasting REMOVE_PROJECTILE" << endl; for (it2 = mapPlayers.begin(); it2 != mapPlayers.end(); it2++) { if ( sendMessage(&serverMsg, sock, &(it2->second.addr)) < 0 ) error("sendMessage"); } cout << "send a PLAYER message after dealing damage" << endl; // send a PLAYER message after dealing damage Player* target = &mapPlayers[itProj->second.target]; target->health -= itProj->second.damage; if (target->health < 0) target->health = 0; serverMsg.type = MSG_TYPE_PLAYER; target->serialize(serverMsg.buffer); cout << "Sending a PLAYER message" << endl; for (it2 = mapPlayers.begin(); it2 != mapPlayers.end(); it2++) { if ( sendMessage(&serverMsg, sock, &(it2->second.addr)) < 0 ) error("sendMessage"); } } } } cout << "Done moving projectiles" << endl; n = receiveMessage(&clientMsg, sock, &from); if (n >= 0) { broadcastResponse = processMessage(clientMsg, from, mapPlayers, gameMap, unusedPlayerId, serverMsg, sock, scoreBlue, scoreRed); if (broadcastResponse) { cout << "Should be broadcasting the message" << endl; map::iterator it; for (it = mapPlayers.begin(); it != mapPlayers.end(); it++) { cout << "Sent message back to " << it->second.name << endl; if ( sendMessage(&serverMsg, sock, &(it->second.addr)) < 0 ) error("sendMessage"); } } else { cout << "Should be sending back the message" << endl; if ( sendMessage(&serverMsg, sock, &from) < 0 ) error("sendMessage"); } } } return 0; } bool processMessage(const NETWORK_MSG& clientMsg, struct sockaddr_in& from, map& mapPlayers, WorldMap* gameMap, unsigned int& unusedPlayerId, NETWORK_MSG& serverMsg, int sock, int &scoreBlue, int &scoreRed) { DataAccess da; cout << "Received message" << endl; cout << "MSG: type: " << clientMsg.type << endl; cout << "MSG contents: " << clientMsg.buffer << endl; // maybe we should make a message class and have this be a member bool broadcastResponse = false; // Check that if an invalid message is sent, the client will correctly // receive and display the response. Maybe make a special error msg type switch(clientMsg.type) { case MSG_TYPE_REGISTER: { string username(clientMsg.buffer); string password(strchr(clientMsg.buffer, '\0')+1); cout << "username: " << username << endl; cout << "password: " << password << endl; int error = da.insertPlayer(username, password); if (!error) strcpy(serverMsg.buffer, "Registration successful."); else strcpy(serverMsg.buffer, "Registration failed. Please try again."); serverMsg.type = MSG_TYPE_REGISTER; break; } case MSG_TYPE_LOGIN: { cout << "Got login message" << endl; serverMsg.type = MSG_TYPE_LOGIN; string username(clientMsg.buffer); string password(strchr(clientMsg.buffer, '\0')+1); Player* p = da.getPlayer(username); if (p == NULL || !da.verifyPassword(password, p->password)) { strcpy(serverMsg.buffer, "Incorrect username or password"); } else if(findPlayerByName(mapPlayers, username) != NULL) { strcpy(serverMsg.buffer, "Player has already logged in."); } else { serverMsg.type = MSG_TYPE_PLAYER; updateUnusedPlayerId(unusedPlayerId, mapPlayers); p->id = unusedPlayerId; cout << "new player id: " << p->id << endl; p->setAddr(from); // choose a random team (either 0 or 1) p->team = rand() % 2; // choose a random class int intClass = rand() % 2; switch (intClass) { case 0: p->setClass(Player::CLASS_WARRIOR); break; case 1: p->setClass(Player::CLASS_RANGER); break; } // tell the new player about all the existing players cout << "Sending other players to new player" << endl; map::iterator it; for (it = mapPlayers.begin(); it != mapPlayers.end(); it++) { it->second.serialize(serverMsg.buffer); cout << "sending info about " << it->second.name << endl; cout << "sending id " << it->second.id << endl; if ( sendMessage(&serverMsg, sock, &from) < 0 ) error("sendMessage"); } // tell the new player about all map objects // (currently just the flags) serverMsg.type = MSG_TYPE_OBJECT; vector* vctObjects = gameMap->getObjects(); vector::iterator itObjects; cout << "sending items" << endl; for (itObjects = vctObjects->begin(); itObjects != vctObjects->end(); itObjects++) { itObjects->serialize(serverMsg.buffer); cout << "sending item id " << itObjects->id << endl; if ( sendMessage(&serverMsg, sock, &from) < 0 ) error("sendMessage"); } // send the current score serverMsg.type = MSG_TYPE_SCORE; memcpy(serverMsg.buffer, &scoreBlue, 4); memcpy(serverMsg.buffer+4, &scoreRed, 4); if ( sendMessage(&serverMsg, sock, &from) < 0 ) error("sendMessage"); serverMsg.type = MSG_TYPE_PLAYER; p->serialize(serverMsg.buffer); cout << "Should be broadcasting the message" << endl; for (it = mapPlayers.begin(); it != mapPlayers.end(); it++) { cout << "Sent message back to " << it->second.name << endl; if ( sendMessage(&serverMsg, sock, &(it->second.addr)) < 0 ) error("sendMessage"); } serverMsg.type = MSG_TYPE_LOGIN; mapPlayers[unusedPlayerId] = *p; } delete(p); break; } case MSG_TYPE_LOGOUT: { string name(clientMsg.buffer); cout << "Player logging out: " << name << endl; Player *p = findPlayerByName(mapPlayers, name); if (p == NULL) { strcpy(serverMsg.buffer, "That player is not logged in. This is either a bug, or you're trying to hack the server."); cout << "Player not logged in" << endl; } else if ( p->addr.sin_addr.s_addr != from.sin_addr.s_addr || p->addr.sin_port != from.sin_port ) { 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."); cout << "Player logged in using a different connection" << endl; } else { if (p->id < unusedPlayerId) unusedPlayerId = p->id; mapPlayers.erase(p->id); strcpy(serverMsg.buffer, "You have successfully logged out."); } serverMsg.type = MSG_TYPE_LOGOUT; break; } case MSG_TYPE_CHAT: { cout << "Got a chat message" << endl; Player *p = findPlayerByAddr(mapPlayers, from); if (p == NULL) { strcpy(serverMsg.buffer, "No player is logged in using this connection. This is either a bug, or you're trying to hack the server."); } else { broadcastResponse = true; ostringstream oss; oss << p->name << ": " << clientMsg.buffer; strcpy(serverMsg.buffer, oss.str().c_str()); } serverMsg.type = MSG_TYPE_CHAT; break; } case MSG_TYPE_PLAYER_MOVE: { cout << "PLAYER_MOVE" << endl; int id, x, y; memcpy(&id, clientMsg.buffer, 4); memcpy(&x, clientMsg.buffer+4, 4); memcpy(&y, clientMsg.buffer+8, 4); cout << "x: " << x << endl; cout << "y: " << y << endl; cout << "id: " << id << endl; if ( mapPlayers[id].addr.sin_addr.s_addr == from.sin_addr.s_addr && mapPlayers[id].addr.sin_port == from.sin_port ) { // we need to make sure the player can move here if (0 <= x && x < 300 && 0 <= y && y < 300 && gameMap->getElement(x/25, y/25) == WorldMap::TERRAIN_GRASS) { cout << "valid terrain" << endl; mapPlayers[id].target.x = x; mapPlayers[id].target.y = y; mapPlayers[id].isChasing = false; mapPlayers[id].isAttacking = false; serverMsg.type = MSG_TYPE_PLAYER_MOVE; memcpy(serverMsg.buffer, &id, 4); memcpy(serverMsg.buffer+4, &mapPlayers[id].target.x, 4); memcpy(serverMsg.buffer+8, &mapPlayers[id].target.y, 4); broadcastResponse = true; } else cout << "Bad terrain detected" << endl; } else // nned to send back a message indicating failure cout << "Player id (" << id << ") doesn't match sender" << endl; break; } case MSG_TYPE_PICKUP_FLAG: { // may want to check the id matches the sender, just like for PLAYER_NOVE cout << "PICKUP_FLAG" << endl; int id; memcpy(&id, clientMsg.buffer, 4); cout << "id: " << id << endl; vector* vctObjects = gameMap->getObjects(); vector::iterator itObjects; for (itObjects = vctObjects->begin(); itObjects != vctObjects->end();) { POSITION pos = itObjects->pos; bool gotFlag = false; if (posDistance(mapPlayers[id].pos, pos.toFloat()) < 10) { switch (itObjects->type) { case WorldMap::OBJECT_BLUE_FLAG: if (mapPlayers[id].team == 1) { gotFlag = true; mapPlayers[id].hasBlueFlag = true; broadcastResponse = true; } break; case WorldMap::OBJECT_RED_FLAG: if (mapPlayers[id].team == 0) { gotFlag = true; mapPlayers[id].hasRedFlag = true; broadcastResponse = true; } break; } if (gotFlag) { serverMsg.type = MSG_TYPE_REMOVE_OBJECT; memcpy(serverMsg.buffer, &itObjects->id, 4); map::iterator it; for (it = mapPlayers.begin(); it != mapPlayers.end(); it++) { if ( sendMessage(&serverMsg, sock, &(it->second.addr)) < 0 ) error("sendMessage"); } // remove the object from the server-side map cout << "size before: " << gameMap->getObjects()->size() << endl; itObjects = vctObjects->erase(itObjects); cout << "size after: " << gameMap->getObjects()->size() << endl; } } if (!gotFlag) itObjects++; } serverMsg.type = MSG_TYPE_PLAYER; mapPlayers[id].serialize(serverMsg.buffer); break; } case MSG_TYPE_DROP_FLAG: { // may want to check the id matches the sender, just like for PLAYER_NOVE cout << "DROP_FLAG" << endl; int id; memcpy(&id, clientMsg.buffer, 4); cout << "id: " << id << endl; WorldMap::ObjectType flagType = WorldMap::OBJECT_NONE; if (mapPlayers[id].hasBlueFlag) flagType = WorldMap::OBJECT_BLUE_FLAG; else if (mapPlayers[id].hasRedFlag) flagType = WorldMap::OBJECT_RED_FLAG; gameMap->addObject(flagType, mapPlayers[id].pos.x, mapPlayers[id].pos.y); // need to send the OBJECT message too serverMsg.type = MSG_TYPE_OBJECT; gameMap->getObjects()->back().serialize(serverMsg.buffer); map::iterator it; for (it = mapPlayers.begin(); it != mapPlayers.end(); it++) { if ( sendMessage(&serverMsg, sock, &(it->second.addr)) < 0 ) error("sendMessage"); } mapPlayers[id].hasBlueFlag = false; mapPlayers[id].hasRedFlag = false; serverMsg.type = MSG_TYPE_PLAYER; mapPlayers[id].serialize(serverMsg.buffer); broadcastResponse = true; break; } case MSG_TYPE_START_ATTACK: { cout << "Received a START_ATTACK message" << endl; int id, targetId; memcpy(&id, clientMsg.buffer, 4); memcpy(&targetId, clientMsg.buffer+4, 4); Player* source = &mapPlayers[id]; source->targetPlayer = targetId; source->isChasing = true; // this is irrelevant since the client doesn't even listen for START_ATTACK messages // actually, the client should not ignore this and should instead perform the same movement // algorithm on its end (following the target player until in range) that the server does. // Once the attacker is in range, the client should stop movement and wait for messages // from the server serverMsg.type = MSG_TYPE_START_ATTACK; memcpy(serverMsg.buffer, &id, 4); memcpy(serverMsg.buffer+4, &targetId, 4); broadcastResponse = true; break; } case MSG_TYPE_ATTACK: { cout << "Received am ATTACK message" << endl; cout << "ERROR: Clients should not send ATTACK messages" << endl; break; } default: { strcpy(serverMsg.buffer, "Server error occured. Report this please."); serverMsg.type = MSG_TYPE_CHAT; break; } } return broadcastResponse; } void updateUnusedPlayerId(unsigned int& id, map& mapPlayers) { while (mapPlayers.find(id) != mapPlayers.end()) id++; } void updateUnusedProjectileId(unsigned int& id, map& mapProjectiles) { while (mapProjectiles.find(id) != mapProjectiles.end()) id++; }