source: network-game/server/server.cpp@ 4926168

Last change on this file since 4926168 was e330873, checked in by dportnoy <dmp1488@…>, 12 years ago

Fixed a segfault related to incrementing an iterator past the end of a list

  • Property mode set to 100644
File size: 18.9 KB
Line 
1#include <cstdlib>
2#include <cstdio>
3#include <unistd.h>
4#include <string>
5#include <iostream>
6#include <sstream>
7#include <cstring>
8#include <cmath>
9
10#include <vector>
11#include <map>
12
13#include <sys/time.h>
14
15#include <sys/socket.h>
16#include <netdb.h>
17#include <netinet/in.h>
18#include <arpa/inet.h>
19
20#include <crypt.h>
21
22/*
23#include <openssl/bio.h>
24#include <openssl/ssl.h>
25#include <openssl/err.h>
26*/
27
28#include "../common/Compiler.h"
29#include "../common/Common.h"
30#include "../common/Message.h"
31#include "../common/WorldMap.h"
32#include "../common/Player.h"
33
34#include "DataAccess.h"
35
36using namespace std;
37
38// from used to be const. Removed that so I could take a reference
39// and use it to send messages
40bool processMessage(const NETWORK_MSG &clientMsg, struct sockaddr_in &from, map<unsigned int, Player>& mapPlayers, WorldMap* gameMap, unsigned int& unusedId, NETWORK_MSG &serverMsg, int sock);
41
42void updateUnusedId(unsigned int& id, map<unsigned int, Player>& mapPlayers);
43
44// this should probably go somewhere in the common folder
45void error(const char *msg)
46{
47 perror(msg);
48 exit(0);
49}
50
51Player *findPlayerByName(map<unsigned int, Player> &m, string name)
52{
53 map<unsigned int, Player>::iterator it;
54
55 for (it = m.begin(); it != m.end(); it++)
56 {
57 if ( it->second.name.compare(name) == 0 )
58 return &(it->second);
59 }
60
61 return NULL;
62}
63
64Player *findPlayerByAddr(map<unsigned int, Player> &m, const sockaddr_in &addr)
65{
66 map<unsigned int, Player>::iterator it;
67
68 for (it = m.begin(); it != m.end(); it++)
69 {
70 if ( it->second.addr.sin_addr.s_addr == addr.sin_addr.s_addr &&
71 it->second.addr.sin_port == addr.sin_port )
72 return &(it->second);
73 }
74
75 return NULL;
76}
77
78int main(int argc, char *argv[])
79{
80 int sock, length, n;
81 struct sockaddr_in server;
82 struct sockaddr_in from; // info of client sending the message
83 NETWORK_MSG clientMsg, serverMsg;
84 map<unsigned int, Player> mapPlayers;
85 unsigned int unusedId = 1;
86
87 //SSL_load_error_strings();
88 //ERR_load_BIO_strings();
89 //OpenSSL_add_all_algorithms();
90
91 if (argc < 2) {
92 cerr << "ERROR, no port provided" << endl;
93 exit(1);
94 }
95
96 WorldMap* gameMap = WorldMap::loadMapFromFile("../data/map.txt");
97
98 // add some items to the map. They will be sent out
99 // to players when they login
100 for (int y=0; y<gameMap->height; y++) {
101 for (int x=0; x<gameMap->width; x++) {
102 switch (gameMap->getStructure(x, y)) {
103 case WorldMap::STRUCTURE_BLUE_FLAG:
104 gameMap->addObject(WorldMap::OBJECT_BLUE_FLAG, x*25+12, y*25+12);
105 break;
106 case WorldMap::STRUCTURE_RED_FLAG:
107 gameMap->addObject(WorldMap::OBJECT_RED_FLAG, x*25+12, y*25+12);
108 break;
109 }
110 }
111 }
112
113 sock = socket(AF_INET, SOCK_DGRAM, 0);
114 if (sock < 0) error("Opening socket");
115 length = sizeof(server);
116 bzero(&server,length);
117 server.sin_family=AF_INET;
118 server.sin_port=htons(atoi(argv[1]));
119 server.sin_addr.s_addr=INADDR_ANY;
120 if ( bind(sock, (struct sockaddr *)&server, length) < 0 )
121 error("binding");
122
123 set_nonblock(sock);
124
125 bool broadcastResponse;
126 timespec ts;
127 int timeLastUpdated = 0, curTime = 0, timeLastBroadcast = 0;
128 while (true) {
129
130 usleep(5000);
131
132 clock_gettime(CLOCK_REALTIME, &ts);
133 // make the number smaller so millis can fit in an int
134 ts.tv_sec -= 1368000000;
135 curTime = ts.tv_sec*1000 + ts.tv_nsec/1000000;
136
137 if (timeLastUpdated == 0 || (curTime-timeLastUpdated) >= 50) {
138 timeLastUpdated = curTime;
139
140 // maybe put this in a separate method
141 map<unsigned int, Player>::iterator it;
142 FLOAT_POSITION oldPos;
143 bool broadcastMove = false;
144 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++) {
145 oldPos = it->second.pos;
146 if (it->second.move(gameMap)) {
147
148 // check if the move needs to be canceled
149 switch(gameMap->getElement(it->second.pos.x/25, it->second.pos.y/25)) {
150 case WorldMap::TERRAIN_NONE:
151 case WorldMap::TERRAIN_OCEAN:
152 case WorldMap::TERRAIN_ROCK:
153 {
154 it->second.pos = oldPos;
155 it->second.target.x = it->second.pos.x;
156 it->second.target.y = it->second.pos.y;
157 broadcastMove = true;
158 break;
159 }
160 default:
161 // if there are no obstacles, do nothing
162 break;
163 }
164
165 WorldMap::ObjectType flagType;
166 POSITION pos;
167 bool flagTurnedIn = false;
168
169 switch(gameMap->getStructure(it->second.pos.x/25, it->second.pos.y/25)) {
170 case WorldMap::STRUCTURE_BLUE_FLAG:
171 {
172 if (it->second.team == 0 && it->second.hasRedFlag)
173 {
174 it->second.hasRedFlag = false;
175 flagType = WorldMap::OBJECT_RED_FLAG;
176 pos = gameMap->getStructureLocation(WorldMap::STRUCTURE_RED_FLAG);
177 flagTurnedIn = true;
178 }
179
180 break;
181 }
182 case WorldMap::STRUCTURE_RED_FLAG:
183 {
184 if (it->second.team == 1 && it->second.hasBlueFlag)
185 {
186 it->second.hasBlueFlag = false;
187 flagType = WorldMap::OBJECT_BLUE_FLAG;
188 pos = gameMap->getStructureLocation(WorldMap::STRUCTURE_BLUE_FLAG);
189 flagTurnedIn = true;
190 }
191
192 break;
193 }
194 }
195
196 if (flagTurnedIn) {
197 // send an OBJECT message to add the flag back to its spawn point
198 pos.x = pos.x*25+12;
199 pos.y = pos.y*25+12;
200 gameMap->addObject(flagType, pos.x, pos.y);
201
202 serverMsg.type = MSG_TYPE_OBJECT;
203 gameMap->getObjects()->back().serialize(serverMsg.buffer);
204
205 map<unsigned int, Player>::iterator it2;
206 for (it2 = mapPlayers.begin(); it2 != mapPlayers.end(); it2++)
207 {
208 if ( sendMessage(&serverMsg, sock, &(it2->second.addr)) < 0 )
209 error("sendMessage");
210 }
211
212 // this means a PLAYER message will be sent
213 broadcastMove = true;
214 }
215
216 vector<WorldMap::Object>* vctObjects = gameMap->getObjects();
217 vector<WorldMap::Object>::iterator itObjects;
218
219 for (itObjects = vctObjects->begin(); itObjects != vctObjects->end();) {
220 POSITION pos = itObjects->pos;
221 bool gotFlag = false;
222
223 if (posDistance(it->second.pos, pos.toFloat()) < 10) {
224 switch (itObjects->type) {
225 case WorldMap::OBJECT_BLUE_FLAG:
226 if (it->second.team == 1) {
227 gotFlag = true;
228 it->second.hasBlueFlag = true;
229 broadcastMove = true;
230 }
231 break;
232 case WorldMap::OBJECT_RED_FLAG:
233 if (it->second.team == 0) {
234 gotFlag = true;
235 it->second.hasRedFlag = true;
236 broadcastMove = true;
237 }
238 break;
239 }
240
241 if (gotFlag) {
242 serverMsg.type = MSG_TYPE_REMOVE_OBJECT;
243 memcpy(serverMsg.buffer, &itObjects->id, 4);
244
245 map<unsigned int, Player>::iterator it2;
246 for (it2 = mapPlayers.begin(); it2 != mapPlayers.end(); it2++)
247 {
248 if ( sendMessage(&serverMsg, sock, &(it2->second.addr)) < 0 )
249 error("sendMessage");
250 }
251
252 // remove the object from the server-side map
253 cout << "size before: " << gameMap->getObjects()->size() << endl;
254 itObjects = vctObjects->erase(itObjects);
255 cout << "size after: " << gameMap->getObjects()->size() << endl;
256 }
257 }
258
259 if (!gotFlag)
260 itObjects++;
261 }
262
263 if (broadcastMove) {
264 serverMsg.type = MSG_TYPE_PLAYER;
265 it->second.serialize(serverMsg.buffer);
266
267 cout << "about to broadcast move" << endl;
268 map<unsigned int, Player>::iterator it2;
269 for (it2 = mapPlayers.begin(); it2 != mapPlayers.end(); it2++)
270 {
271 if ( sendMessage(&serverMsg, sock, &(it2->second.addr)) < 0 )
272 error("sendMessage");
273 }
274 }
275 }
276 }
277 }
278
279 n = receiveMessage(&clientMsg, sock, &from);
280
281 if (n >= 0) {
282 broadcastResponse = processMessage(clientMsg, from, mapPlayers, gameMap, unusedId, serverMsg, sock);
283
284 // probably replace this with a function that prints based on the
285 // message type
286 cout << "msg: " << serverMsg.buffer << endl;
287 if (broadcastResponse)
288 {
289 cout << "Should be broadcasting the message" << endl;
290
291 map<unsigned int, Player>::iterator it;
292 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
293 {
294 cout << "Sent message back to " << it->second.name << endl;
295 if ( sendMessage(&serverMsg, sock, &(it->second.addr)) < 0 )
296 error("sendMessage");
297 }
298 }
299 else
300 {
301 cout << "Should be sending back the message" << endl;
302
303 if ( sendMessage(&serverMsg, sock, &from) < 0 )
304 error("sendMessage");
305 }
306 }
307 }
308
309 return 0;
310}
311
312bool processMessage(const NETWORK_MSG& clientMsg, struct sockaddr_in& from, map<unsigned int, Player>& mapPlayers, WorldMap* gameMap, unsigned int& unusedId, NETWORK_MSG& serverMsg, int sock)
313{
314 DataAccess da;
315
316 cout << "Received message" << endl;
317 cout << "MSG: type: " << clientMsg.type << endl;
318 cout << "MSG contents: " << clientMsg.buffer << endl;
319
320 // maybe we should make a message class and have this be a member
321 bool broadcastResponse = false;
322
323 // Check that if an invalid message is sent, the client will correctly
324 // receive and display the response. Maybe make a special error msg type
325 switch(clientMsg.type)
326 {
327 case MSG_TYPE_REGISTER:
328 {
329 string username(clientMsg.buffer);
330 string password(strchr(clientMsg.buffer, '\0')+1);
331
332 cout << "username: " << username << endl;
333 cout << "password: " << password << endl;
334
335 int error = da.insertPlayer(username, password);
336
337 if (!error)
338 strcpy(serverMsg.buffer, "Registration successful.");
339 else
340 strcpy(serverMsg.buffer, "Registration failed. Please try again.");
341
342 serverMsg.type = MSG_TYPE_REGISTER;
343
344 break;
345 }
346 case MSG_TYPE_LOGIN:
347 {
348 cout << "Got login message" << endl;
349
350 serverMsg.type = MSG_TYPE_LOGIN;
351
352 string username(clientMsg.buffer);
353 string password(strchr(clientMsg.buffer, '\0')+1);
354
355 Player* p = da.getPlayer(username);
356
357 if (p == NULL || !da.verifyPassword(password, p->password))
358 {
359 strcpy(serverMsg.buffer, "Incorrect username or password");
360 }
361 else if(findPlayerByName(mapPlayers, username) != NULL)
362 {
363 strcpy(serverMsg.buffer, "Player has already logged in.");
364 }
365 else
366 {
367 serverMsg.type = MSG_TYPE_PLAYER;
368
369 updateUnusedId(unusedId, mapPlayers);
370 p->id = unusedId;
371 cout << "new player id: " << p->id << endl;
372 p->setAddr(from);
373
374 // choose a random team (either 0 or 1)
375 p->team = rand() % 2;
376
377 // tell the new player about all the existing players
378 cout << "Sending other players to new player" << endl;
379
380 map<unsigned int, Player>::iterator it;
381 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
382 {
383 it->second.serialize(serverMsg.buffer);
384
385 cout << "sending info about " << it->second.name << endl;
386 cout << "sending id " << it->second.id << endl;
387 if ( sendMessage(&serverMsg, sock, &from) < 0 )
388 error("sendMessage");
389 }
390
391 // tell the new player about all map objects
392 // (currently just the flags)
393 serverMsg.type = MSG_TYPE_OBJECT;
394 vector<WorldMap::Object>* vctObjects = gameMap->getObjects();
395 vector<WorldMap::Object>::iterator itObjects;
396 cout << "sending items" << endl;
397 for (itObjects = vctObjects->begin(); itObjects != vctObjects->end(); itObjects++) {
398 itObjects->serialize(serverMsg.buffer);
399 cout << "sending item id " << itObjects->id << endl;
400 if ( sendMessage(&serverMsg, sock, &from) < 0 )
401 error("sendMessage");
402 }
403
404 p->serialize(serverMsg.buffer);
405 cout << "Should be broadcasting the message" << endl;
406
407 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
408 {
409 cout << "Sent message back to " << it->second.name << endl;
410 if ( sendMessage(&serverMsg, sock, &(it->second.addr)) < 0 )
411 error("sendMessage");
412 }
413
414 serverMsg.type = MSG_TYPE_LOGIN;
415 mapPlayers[unusedId] = *p;
416 }
417
418 delete(p);
419
420 break;
421 }
422 case MSG_TYPE_LOGOUT:
423 {
424 string name(clientMsg.buffer);
425 cout << "Player logging out: " << name << endl;
426
427 Player *p = findPlayerByName(mapPlayers, name);
428
429 if (p == NULL)
430 {
431 strcpy(serverMsg.buffer, "That player is not logged in. This is either a bug, or you're trying to hack the server.");
432 cout << "Player not logged in" << endl;
433 }
434 else if ( p->addr.sin_addr.s_addr != from.sin_addr.s_addr ||
435 p->addr.sin_port != from.sin_port )
436 {
437 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.");
438 cout << "Player logged in using a different connection" << endl;
439 }
440 else
441 {
442 if (p->id < unusedId)
443 unusedId = p->id;
444 mapPlayers.erase(p->id);
445 strcpy(serverMsg.buffer, "You have successfully logged out.");
446 }
447
448 serverMsg.type = MSG_TYPE_LOGOUT;
449
450 break;
451 }
452 case MSG_TYPE_CHAT:
453 {
454 cout << "Got a chat message" << endl;
455
456 Player *p = findPlayerByAddr(mapPlayers, from);
457
458 if (p == NULL)
459 {
460 strcpy(serverMsg.buffer, "No player is logged in using this connection. This is either a bug, or you're trying to hack the server.");
461 }
462 else
463 {
464 broadcastResponse = true;
465
466 ostringstream oss;
467 oss << p->name << ": " << clientMsg.buffer;
468
469 strcpy(serverMsg.buffer, oss.str().c_str());
470 }
471
472 serverMsg.type = MSG_TYPE_CHAT;
473
474 break;
475 }
476 case MSG_TYPE_PLAYER_MOVE:
477 {
478 cout << "PLAYER_MOVE" << endl;
479
480 int id, x, y;
481
482 memcpy(&id, clientMsg.buffer, 4);
483 memcpy(&x, clientMsg.buffer+4, 4);
484 memcpy(&y, clientMsg.buffer+8, 4);
485
486 cout << "x: " << x << endl;
487 cout << "y: " << y << endl;
488 cout << "id: " << id << endl;
489
490 if ( mapPlayers[id].addr.sin_addr.s_addr == from.sin_addr.s_addr &&
491 mapPlayers[id].addr.sin_port == from.sin_port )
492 {
493 // we need to make sure the player can move here
494 if (0 <= x && x < 300 && 0 <= y && y < 300 &&
495 gameMap->getElement(x/25, y/25) == WorldMap::TERRAIN_GRASS)
496 {
497 cout << "valid terrain" << endl;
498
499 mapPlayers[id].target.x = x;
500 mapPlayers[id].target.y = y;
501
502 serverMsg.type = MSG_TYPE_PLAYER_MOVE;
503
504 memcpy(serverMsg.buffer, &id, 4);
505 memcpy(serverMsg.buffer+4, &mapPlayers[id].target.x, 4);
506 memcpy(serverMsg.buffer+8, &mapPlayers[id].target.y, 4);
507
508 broadcastResponse = true;
509 }
510 else
511 cout << "Bad terrain detected" << endl;
512 }
513 else // nned to send back a message indicating failure
514 cout << "Player id (" << id << ") doesn't match sender" << endl;
515
516 break;
517 }
518 case MSG_TYPE_PICKUP_FLAG:
519 {
520 // may want to check the id matches the sender, just like for PLAYER_NOVE
521 cout << "PICKUP_FLAG" << endl;
522
523 int id;
524
525 memcpy(&id, clientMsg.buffer, 4);
526 cout << "id: " << id << endl;
527
528 break;
529 }
530 case MSG_TYPE_DROP_FLAG:
531 {
532 // may want to check the id matches the sender, just like for PLAYER_NOVE
533 cout << "DROP_FLAG" << endl;
534
535 int id;
536
537 memcpy(&id, clientMsg.buffer, 4);
538 cout << "id: " << id << endl;
539
540 WorldMap::ObjectType flagType = WorldMap::OBJECT_NONE;
541 if (mapPlayers[id].hasBlueFlag)
542 flagType = WorldMap::OBJECT_BLUE_FLAG;
543 else if (mapPlayers[id].hasRedFlag)
544 flagType = WorldMap::OBJECT_RED_FLAG;
545
546 gameMap->addObject(flagType, mapPlayers[id].pos.x, mapPlayers[id].pos.y);
547
548 // need to send the OBJECT message too
549 serverMsg.type = MSG_TYPE_OBJECT;
550 gameMap->getObjects()->back().serialize(serverMsg.buffer);
551
552 map<unsigned int, Player>::iterator it;
553 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
554 {
555 if ( sendMessage(&serverMsg, sock, &(it->second.addr)) < 0 )
556 error("sendMessage");
557 }
558
559 mapPlayers[id].hasBlueFlag = false;
560 mapPlayers[id].hasRedFlag = false;
561
562 serverMsg.type = MSG_TYPE_PLAYER;
563 mapPlayers[id].serialize(serverMsg.buffer);
564
565 map<unsigned int, Player>::iterator it2;
566 broadcastResponse = true;
567
568 break;
569 }
570 default:
571 {
572 strcpy(serverMsg.buffer, "Server error occured. Report this please.");
573
574 serverMsg.type = MSG_TYPE_CHAT;
575
576 break;
577 }
578 }
579
580 return broadcastResponse;
581}
582
583void updateUnusedId(unsigned int& id, map<unsigned int, Player>& mapPlayers)
584{
585 while (mapPlayers.find(id) != mapPlayers.end())
586 id++;
587}
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