source: network-game/server/server.cpp@ c9f6a1c

Last change on this file since c9f6a1c was c9f6a1c, checked in by dportnoy <dmp1488@…>, 11 years ago

New GameSummary class for storing game results

  • Property mode set to 100644
File size: 46.7 KB
Line 
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
167 if (getCurrentMillis() - p->timeDied >= 10000)
168 {
169 p->isDead = false;
170
171 POSITION spawnPos;
172
173 switch (p->team)
174 {
175 case 0:// blue team
176 spawnPos = p->currentGame->getMap()->getStructureLocation(WorldMap::STRUCTURE_BLUE_FLAG);
177 break;
178 case 1:// red team
179 spawnPos = p->currentGame->getMap()->getStructureLocation(WorldMap::STRUCTURE_RED_FLAG);
180 break;
181 default:
182 // should never go here
183 cout << "Error: Invalid team" << endl;
184 break;
185 }
186
187 // spawn the player to the right of their flag location
188 spawnPos.x = (spawnPos.x+1) * 25 + 12;
189 spawnPos.y = spawnPos.y * 25 + 12;
190
191 p->pos = spawnPos.toFloat();
192 p->target = spawnPos;
193 p->health = p->maxHealth;
194
195 serverMsg.type = MSG_TYPE_PLAYER;
196 p->serialize(serverMsg.buffer);
197
198 map<unsigned int, Player*>::iterator it2;
199 for (it2 = p->currentGame->getPlayers().begin(); it2 != p->currentGame->getPlayers().end(); it2++)
200 {
201 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it2->second->addr), &outputLog) < 0 )
202 error("sendMessage");
203 }
204 }
205
206 continue;
207 }
208
209 if (p->currentGame != NULL) {
210 map<unsigned int, Player*> playersInGame = p->currentGame->getPlayers();
211 if (p->updateTarget(playersInGame))
212 {
213 serverMsg.type = MSG_TYPE_PLAYER;
214 p->serialize(serverMsg.buffer);
215
216 map<unsigned int, Player*>::iterator it2;
217 for (it2 = playersInGame.begin(); it2 != playersInGame.end(); it2++)
218 {
219 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it2->second->addr), &outputLog) < 0 )
220 error("sendMessage");
221 }
222 }
223 }
224 }
225
226 cout << "Processing players in a game" << endl;
227
228 // process players currently in a game
229 FLOAT_POSITION oldPos;
230 map<string, Game*>::iterator itGames;
231 Game* game = NULL;
232 WorldMap* gameMap = NULL;
233 bool gameFinished;
234
235 for (itGames = mapGames.begin(); itGames != mapGames.end();) {
236 game = itGames->second;
237 gameMap = game->getMap();
238 map<unsigned int, Player*>& playersInGame = game->getPlayers();
239 gameFinished = false;
240
241 for (it = game->getPlayers().begin(); it != game->getPlayers().end(); it++)
242 {
243 Player* p = it->second;
244
245 cout << "moving player" << endl;
246 bool broadcastMove = false;
247
248 // xompute playersInGame here
249
250 // move player and perform associated tasks
251 oldPos = p->pos;
252 if (p->move(gameMap)) {
253
254 cout << "player moved" << endl;
255 if (game->processPlayerMovement(p, oldPos))
256 broadcastMove = true;
257 cout << "player move processed" << endl;
258
259
260 WorldMap::ObjectType flagType;
261 POSITION pos;
262 bool flagTurnedIn = false;
263 bool flagReturned = false;
264 bool ownFlagAtBase = false;
265
266 // need to figure out how to move this to a different file
267 // while still sending back flag type and position
268 switch(gameMap->getStructure(p->pos.x/25, p->pos.y/25))
269 {
270 case WorldMap::STRUCTURE_BLUE_FLAG:
271 {
272 if (p->team == 0 && p->hasRedFlag)
273 {
274 // check that your flag is at your base
275 pos = gameMap->getStructureLocation(WorldMap::STRUCTURE_BLUE_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 {
282 if (itObjects->type == WorldMap::OBJECT_BLUE_FLAG)
283 {
284 if (itObjects->pos.x == pos.x*25+12 && itObjects->pos.y == pos.y*25+12)
285 {
286 ownFlagAtBase = true;
287 break;
288 }
289 }
290 }
291
292 if (ownFlagAtBase)
293 {
294 p->hasRedFlag = false;
295 flagType = WorldMap::OBJECT_RED_FLAG;
296 pos = gameMap->getStructureLocation(WorldMap::STRUCTURE_RED_FLAG);
297 flagTurnedIn = true;
298 scoreBlue++;
299 }
300 }
301
302 break;
303 }
304 case WorldMap::STRUCTURE_RED_FLAG:
305 {
306 if (p->team == 1 && p->hasBlueFlag)
307 {
308 // check that your flag is at your base
309 pos = gameMap->getStructureLocation(WorldMap::STRUCTURE_RED_FLAG);
310
311 vector<WorldMap::Object>* vctObjects = gameMap->getObjects();
312 vector<WorldMap::Object>::iterator itObjects;
313
314 for (itObjects = vctObjects->begin(); itObjects != vctObjects->end(); itObjects++)
315 {
316 if (itObjects->type == WorldMap::OBJECT_RED_FLAG)
317 {
318 if (itObjects->pos.x == pos.x*25+12 && itObjects->pos.y == pos.y*25+12)
319 {
320 ownFlagAtBase = true;
321 break;
322 }
323 }
324 }
325
326 if (ownFlagAtBase)
327 {
328 p->hasBlueFlag = false;
329 flagType = WorldMap::OBJECT_BLUE_FLAG;
330 pos = gameMap->getStructureLocation(WorldMap::STRUCTURE_BLUE_FLAG);
331 flagTurnedIn = true;
332 scoreRed++;
333 }
334 }
335
336 break;
337 }
338 }
339
340 if (flagTurnedIn)
341 {
342 // send an OBJECT message to add the flag back to its spawn point
343 pos.x = pos.x*25+12;
344 pos.y = pos.y*25+12;
345 gameMap->addObject(flagType, pos.x, pos.y);
346
347 serverMsg.type = MSG_TYPE_OBJECT;
348 gameMap->getObjects()->back().serialize(serverMsg.buffer);
349
350 map<unsigned int, Player*>::iterator it2;
351
352 for (it2 = playersInGame.begin(); it2 != playersInGame.end(); it2++)
353 {
354 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it2->second->addr), &outputLog) < 0 )
355 error("sendMessage");
356 }
357
358 serverMsg.type = MSG_TYPE_SCORE;
359 memcpy(serverMsg.buffer, &scoreBlue, 4);
360 memcpy(serverMsg.buffer+4, &scoreRed, 4);
361
362 for (it2 = playersInGame.begin(); it2 != playersInGame.end(); it2++)
363 {
364 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it2->second->addr), &outputLog) < 0 )
365 error("sendMessage");
366 }
367
368 // check to see if the game should end
369 // move to its own method
370 if (scoreBlue == 3 || scoreRed == 3) {
371 gameFinished = true;
372
373 unsigned int winningTeam;
374 if (scoreBlue == 3)
375 winningTeam = 0;
376 else if (scoreRed == 3)
377 winningTeam = 1;
378
379 serverMsg.type = MSG_TYPE_FINISH_GAME;
380
381 // I should create an instance of the GameSummary object here and just serialize it into this message
382 memcpy(serverMsg.buffer+4, &winningTeam, 4);
383 memcpy(serverMsg.buffer+4, &scoreBlue, 4);
384 memcpy(serverMsg.buffer+8, &scoreRed, 4);
385
386 for (it2 = playersInGame.begin(); it2 != playersInGame.end(); it2++)
387 {
388 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it2->second->addr), &outputLog) < 0 )
389 error("sendMessage");
390 }
391 }
392
393 // this means a PLAYER message will be sent
394 broadcastMove = true;
395 }
396
397 // go through all objects and check if the player is close to one and if its their flag
398 vector<WorldMap::Object>* vctObjects = gameMap->getObjects();
399 vector<WorldMap::Object>::iterator itObjects;
400 POSITION structPos;
401
402 for (itObjects = vctObjects->begin(); itObjects != vctObjects->end(); itObjects++)
403 {
404 POSITION pos = itObjects->pos;
405
406 if (posDistance(p->pos, pos.toFloat()) < 10)
407 {
408 if (p->team == 0 &&
409 itObjects->type == WorldMap::OBJECT_BLUE_FLAG)
410 {
411 structPos = gameMap->getStructureLocation(WorldMap::STRUCTURE_BLUE_FLAG);
412 flagReturned = true;
413 break;
414 }
415 else if (p->team == 1 &&
416 itObjects->type == WorldMap::OBJECT_RED_FLAG)
417 {
418 structPos = gameMap->getStructureLocation(WorldMap::STRUCTURE_RED_FLAG);
419 flagReturned = true;
420 break;
421 }
422 }
423 }
424
425 if (flagReturned)
426 {
427 itObjects->pos.x = structPos.x*25+12;
428 itObjects->pos.y = structPos.y*25+12;
429
430 serverMsg.type = MSG_TYPE_OBJECT;
431 itObjects->serialize(serverMsg.buffer);
432
433 map<unsigned int, Player*>::iterator it2;
434 for (it2 = playersInGame.begin(); it2 != playersInGame.end(); it2++)
435 {
436 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it2->second->addr), &outputLog) < 0 )
437 error("sendMessage");
438 }
439 }
440
441 if (broadcastMove)
442 {
443 cout << "broadcasting player move" << endl;
444 serverMsg.type = MSG_TYPE_PLAYER;
445 p->serialize(serverMsg.buffer);
446
447 // only broadcast message to other players in the same game
448 cout << "about to broadcast move" << endl;
449
450 map<unsigned int, Player*>::iterator it2;
451 for (it2 = playersInGame.begin(); it2 != playersInGame.end(); it2++)
452 {
453 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it2->second->addr), &outputLog) < 0 )
454 error("sendMessage");
455 }
456 cout << "done broadcasting player move" << endl;
457 }
458 }
459
460 cout << "processing player attack" << endl;
461
462 // check if the player's attack animation is complete
463 if (p->isAttacking && p->timeAttackStarted+p->attackCooldown <= getCurrentMillis())
464 {
465 p->isAttacking = false;
466 cout << "Attack animation is complete" << endl;
467
468 //send everyone an ATTACK message
469 cout << "about to broadcast attack" << endl;
470
471 serverMsg.type = MSG_TYPE_ATTACK;
472 memcpy(serverMsg.buffer, &p->id, 4);
473 memcpy(serverMsg.buffer+4, &p->targetPlayer, 4);
474
475 map<unsigned int, Player*>::iterator it2;
476 for (it2 = playersInGame.begin(); it2 != playersInGame.end(); it2++)
477 {
478 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it2->second->addr), &outputLog) < 0 )
479 error("sendMessage");
480 }
481
482 if (p->attackType == Player::ATTACK_MELEE)
483 {
484 cout << "Melee attack" << endl;
485
486 Player* target = playersInGame[p->targetPlayer];
487 damagePlayer(target, p->damage);
488
489 if (target->isDead)
490 {
491 WorldMap::ObjectType flagType = WorldMap::OBJECT_NONE;
492 if (target->hasBlueFlag)
493 flagType = WorldMap::OBJECT_BLUE_FLAG;
494 else if (target->hasRedFlag)
495 flagType = WorldMap::OBJECT_RED_FLAG;
496
497 if (flagType != WorldMap::OBJECT_NONE) {
498 addObjectToMap(flagType, target->pos.x, target->pos.y, gameMap, playersInGame, msgProcessor, sock, outputLog);
499 }
500 }
501
502 serverMsg.type = MSG_TYPE_PLAYER;
503 target->serialize(serverMsg.buffer);
504 }
505 else if (p->attackType == Player::ATTACK_RANGED)
506 {
507 cout << "Ranged attack" << endl;
508
509 Projectile proj(p->pos.x, p->pos.y, p->targetPlayer, p->damage);
510 game->assignProjectileId(&proj);
511 game->addProjectile(proj);
512
513 int x = p->pos.x;
514 int y = p->pos.y;
515
516 serverMsg.type = MSG_TYPE_PROJECTILE;
517 memcpy(serverMsg.buffer, &proj.id, 4);
518 memcpy(serverMsg.buffer+4, &x, 4);
519 memcpy(serverMsg.buffer+8, &y, 4);
520 memcpy(serverMsg.buffer+12, &p->targetPlayer, 4);
521 }
522 else
523 cout << "Invalid attack type: " << p->attackType << endl;
524
525 // broadcast either a PLAYER or PROJECTILE message
526 cout << "Broadcasting player or projectile message" << endl;
527 for (it2 = playersInGame.begin(); it2 != playersInGame.end(); it2++)
528 {
529 if (msgProcessor.sendMessage(&serverMsg, sock, &(it2->second->addr), &outputLog) < 0 )
530 error("sendMessage");
531 }
532 cout << "Done broadcasting" << endl;
533 }
534 }
535
536 if (gameFinished) {
537 // send a GAME_INFO message with 0 players to force clients to delete the game
538 int numPlayers = 0;
539 serverMsg.type = MSG_TYPE_GAME_INFO;
540 memcpy(serverMsg.buffer, &numPlayers, 4);
541
542 map<unsigned int, Player*>::iterator it2;
543 for (it2 = mapPlayers.begin(); it2 != mapPlayers.end(); it2++)
544 {
545 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it2->second->addr), &outputLog) < 0 )
546 error("sendMessage");
547 }
548
549 // erase game from server
550 mapGames.erase(itGames++);
551 delete game;
552 }else
553 itGames++;
554 }
555
556 cout << "Processing projectiles" << endl;
557
558 // move all projectiles
559 // see if this can be moved inside the game class
560 // this method can be moved when I add a MessageProcessor to the Game class
561 map<unsigned int, Projectile>::iterator itProj;
562 for (itGames = mapGames.begin(); itGames != mapGames.end(); itGames++) {
563 game = itGames->second;
564 for (itProj = game->getProjectiles().begin(); itProj != game->getProjectiles().end(); itProj++)
565 {
566 cout << "About to call projectile move" << endl;
567 if (itProj->second.move(game->getPlayers()))
568 {
569 // send a REMOVE_PROJECTILE message
570 cout << "send a REMOVE_PROJECTILE message" << endl;
571 serverMsg.type = MSG_TYPE_REMOVE_PROJECTILE;
572 memcpy(serverMsg.buffer, &itProj->second.id, 4);
573 game->removeProjectile(itProj->second.id);
574
575 map<unsigned int, Player*>::iterator it2;
576 cout << "Broadcasting REMOVE_PROJECTILE" << endl;
577 for (it2 = game->getPlayers().begin(); it2 != game->getPlayers().end(); it2++)
578 {
579 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it2->second->addr), &outputLog) < 0 )
580 error("sendMessage");
581 }
582
583 cout << "send a PLAYER message after dealing damage" << endl;
584 // send a PLAYER message after dealing damage
585 Player* target = game->getPlayers()[itProj->second.target];
586
587 damagePlayer(target, itProj->second.damage);
588
589 if (target->isDead)
590 {
591 WorldMap::ObjectType flagType = WorldMap::OBJECT_NONE;
592 if (target->hasBlueFlag)
593 flagType = WorldMap::OBJECT_BLUE_FLAG;
594 else if (target->hasRedFlag)
595 flagType = WorldMap::OBJECT_RED_FLAG;
596
597 if (flagType != WorldMap::OBJECT_NONE)
598 addObjectToMap(flagType, target->pos.x, target->pos.y, game->getMap(), game->getPlayers(), msgProcessor, sock, outputLog);
599 }
600
601 serverMsg.type = MSG_TYPE_PLAYER;
602 target->serialize(serverMsg.buffer);
603
604 cout << "Sending a PLAYER message" << endl;
605 for (it2 = game->getPlayers().begin(); it2 != game->getPlayers().end(); it2++)
606 {
607 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it2->second->addr), &outputLog) < 0 )
608 error("sendMessage");
609 }
610 }
611 cout << "Projectile was not moved" << endl;
612 }
613 }
614 }
615
616 n = msgProcessor.receiveMessage(&clientMsg, sock, &from, &outputLog);
617
618 if (n >= 0)
619 {
620 broadcastResponse = processMessage(clientMsg, from, msgProcessor, mapPlayers, mapGames, gameMap, unusedPlayerId, serverMsg, sock, scoreBlue, scoreRed, outputLog);
621
622 if (broadcastResponse)
623 {
624 cout << "Should be broadcasting the message" << endl;
625
626 // needs to be updated to use the players from the game
627 map<unsigned int, Player*>::iterator it;
628 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
629 {
630 cout << "Sent message back to " << it->second->name << endl;
631 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it->second->addr), &outputLog) < 0 )
632 error("sendMessage");
633 }
634 }
635 else
636 {
637 cout << "Should be sending back the message" << endl;
638
639 if ( msgProcessor.sendMessage(&serverMsg, sock, &from, &outputLog) < 0 )
640 error("sendMessage");
641 }
642
643 cout << "Finished processing the message" << endl;
644 }
645 }
646
647 outputLog << "Stopped server on " << getCurrentDateTimeString() << endl;
648 outputLog.close();
649
650 // delete all games
651 map<string, Game*>::iterator itGames;
652 for (itGames = mapGames.begin(); itGames != mapGames.end(); itGames++)
653 {
654 delete itGames->second;
655 }
656
657 map<unsigned int, Player*>::iterator itPlayers;
658 for (itPlayers = mapPlayers.begin(); itPlayers != mapPlayers.end(); itPlayers++)
659 {
660 delete itPlayers->second;
661 }
662
663 return 0;
664}
665
666bool 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)
667{
668 DataAccess da;
669
670 cout << "Inside processMessage" << endl;
671
672 cout << "Received message" << endl;
673 cout << "MSG: type: " << clientMsg.type << endl;
674 cout << "MSG contents: " << clientMsg.buffer << endl;
675
676 // maybe we should make a message class and have this be a member
677 bool broadcastResponse = false;
678
679 // Check that if an invalid message is sent, the client will correctly
680 // receive and display the response. Maybe make a special error msg type
681 switch(clientMsg.type)
682 {
683 case MSG_TYPE_REGISTER:
684 {
685 string username(clientMsg.buffer);
686 string password(strchr(clientMsg.buffer, '\0')+1);
687 Player::PlayerClass playerClass;
688
689 serverMsg.type = MSG_TYPE_REGISTER;
690 memcpy(&playerClass, clientMsg.buffer+username.length()+password.length()+2, 4);
691
692 cout << "username: " << username << endl;
693 cout << "password: " << password << endl;
694
695 if (playerClass == Player::CLASS_WARRIOR)
696 cout << "class: WARRIOR" << endl;
697 else if (playerClass == Player::CLASS_RANGER)
698 cout << "class: RANGER" << endl;
699 else {
700 cout << "Unknown player class detected" << endl;
701 strcpy(serverMsg.buffer, "You didn't select a class");
702 break;
703 }
704
705 int error = da.insertPlayer(username, password, playerClass);
706
707 if (error)
708 strcpy(serverMsg.buffer, "Registration failed. Please try again.");
709 else
710 strcpy(serverMsg.buffer, "Registration successful.");
711
712 break;
713 }
714 case MSG_TYPE_LOGIN:
715 {
716 cout << "Got login message" << endl;
717
718 string username(clientMsg.buffer);
719 string password(strchr(clientMsg.buffer, '\0')+1);
720
721 Player* p = da.getPlayer(username);
722
723 if (p == NULL || !da.verifyPassword(password, p->password))
724 {
725 strcpy(serverMsg.buffer, "Incorrect username or password");
726 if (p != NULL)
727 delete(p);
728 }
729 else if(findPlayerByName(mapPlayers, username) != NULL)
730 {
731 strcpy(serverMsg.buffer, "Player has already logged in.");
732 delete(p);
733 }
734 else
735 {
736 updateUnusedPlayerId(unusedPlayerId, mapPlayers);
737 p->id = unusedPlayerId;
738 cout << "new player id: " << p->id << endl;
739 p->setAddr(from);
740 p->currentGame = NULL;
741
742 // choose a random team (either 0 or 1)
743 p->team = rand() % 2;
744
745 serverMsg.type = MSG_TYPE_PLAYER;
746
747 // tell the new player about all the existing players
748 cout << "Sending other players to new player" << endl;
749
750 map<unsigned int, Player*>::iterator it;
751 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
752 {
753 it->second->serialize(serverMsg.buffer);
754
755 cout << "sending info about " << it->second->name << endl;
756 cout << "sending id " << it->second->id << endl;
757 if ( msgProcessor.sendMessage(&serverMsg, sock, &from, &outputLog) < 0 )
758 error("sendMessage");
759 }
760
761 // tell the new player about all map objects
762 // (currently just the flags)
763 serverMsg.type = MSG_TYPE_OBJECT;
764 vector<WorldMap::Object>* vctObjects = gameMap->getObjects();
765 vector<WorldMap::Object>::iterator itObjects;
766 cout << "sending items" << endl;
767 for (itObjects = vctObjects->begin(); itObjects != vctObjects->end(); itObjects++) {
768 itObjects->serialize(serverMsg.buffer);
769 cout << "sending item id " << itObjects->id << endl;
770 if ( msgProcessor.sendMessage(&serverMsg, sock, &from, &outputLog) < 0 )
771 error("sendMessage");
772 }
773
774 // send info about existing games to new player
775 map<string, Game*>::iterator itGames;
776 Game* g;
777 int numPlayers;
778 serverMsg.type = MSG_TYPE_GAME_INFO;
779
780 for (itGames = mapGames.begin(); itGames != mapGames.end(); itGames++)
781 {
782 g = itGames->second;
783 numPlayers = g->getNumPlayers();
784 memcpy(serverMsg.buffer, &numPlayers, 4);
785 strcpy(serverMsg.buffer+4, g->getName().c_str());
786 if ( msgProcessor.sendMessage(&serverMsg, sock, &from, &outputLog) < 0 )
787 error("sendMessage");
788 }
789
790 // send the current score
791 serverMsg.type = MSG_TYPE_SCORE;
792 memcpy(serverMsg.buffer, &scoreBlue, 4);
793 memcpy(serverMsg.buffer+4, &scoreRed, 4);
794 if ( msgProcessor.sendMessage(&serverMsg, sock, &from, &outputLog) < 0 )
795 error("sendMessage");
796
797 serverMsg.type = MSG_TYPE_PLAYER;
798 p->serialize(serverMsg.buffer);
799 cout << "Should be broadcasting the message" << endl;
800
801 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
802 {
803 cout << "Sent message back to " << it->second->name << endl;
804 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it->second->addr), &outputLog) < 0 )
805 error("sendMessage");
806 }
807
808 mapPlayers[unusedPlayerId] = p;
809 }
810
811 serverMsg.type = MSG_TYPE_LOGIN;
812
813 break;
814 }
815 case MSG_TYPE_LOGOUT:
816 {
817 string name(clientMsg.buffer);
818 cout << "Player logging out: " << name << endl;
819
820 Player *p = findPlayerByName(mapPlayers, name);
821
822 if (p == NULL)
823 {
824 strcpy(serverMsg.buffer+4, "That player is not logged in. This is either a bug, or you're trying to hack the server.");
825 cout << "Player not logged in" << endl;
826 }
827 else if ( p->addr.sin_addr.s_addr != from.sin_addr.s_addr ||
828 p->addr.sin_port != from.sin_port )
829 {
830 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.");
831 cout << "Player logged in using a different connection" << endl;
832 }
833 else
834 {
835 if (!p->isDead) {
836 WorldMap::ObjectType flagType = WorldMap::OBJECT_NONE;
837 if (p->hasBlueFlag)
838 flagType = WorldMap::OBJECT_BLUE_FLAG;
839 else if (p->hasRedFlag)
840 flagType = WorldMap::OBJECT_RED_FLAG;
841
842 if (flagType != WorldMap::OBJECT_NONE) {
843 addObjectToMap(flagType, p->pos.x, p->pos.y, gameMap, mapPlayers, msgProcessor, sock, outputLog);
844 }
845 }
846
847 // broadcast to all players before deleting p from the map
848 serverMsg.type = MSG_TYPE_LOGOUT;
849 memcpy(serverMsg.buffer, &p->id, 4);
850
851 map<unsigned int, Player*>::iterator it;
852 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
853 {
854 cout << "Sent message back to " << it->second->name << endl;
855 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it->second->addr), &outputLog) < 0 )
856 error("sendMessage");
857 }
858
859 if (p->id < unusedPlayerId)
860 unusedPlayerId = p->id;
861 mapPlayers.erase(p->id);
862 delete p;
863 strcpy(serverMsg.buffer+4, "You have successfully logged out.");
864 }
865
866 serverMsg.type = MSG_TYPE_LOGOUT;
867
868 break;
869 }
870 case MSG_TYPE_CHAT:
871 {
872 cout << "Got a chat message" << endl;
873
874 Player *p = findPlayerByAddr(mapPlayers, from);
875
876 if (p == NULL)
877 {
878 strcpy(serverMsg.buffer, "No player is logged in using this connection. This is either a bug, or you're trying to hack the server.");
879 }
880 else
881 {
882 broadcastResponse = true;
883
884 ostringstream oss;
885 oss << p->name << ": " << clientMsg.buffer;
886
887 strcpy(serverMsg.buffer, oss.str().c_str());
888 }
889
890 serverMsg.type = MSG_TYPE_CHAT;
891
892 break;
893 }
894 case MSG_TYPE_PLAYER_MOVE:
895 {
896 cout << "PLAYER_MOVE" << endl;
897
898 int id, x, y;
899
900 memcpy(&id, clientMsg.buffer, 4);
901 memcpy(&x, clientMsg.buffer+4, 4);
902 memcpy(&y, clientMsg.buffer+8, 4);
903
904 cout << "x: " << x << endl;
905 cout << "y: " << y << endl;
906 cout << "id: " << id << endl;
907
908 Player* p = mapPlayers[id];
909
910 if ( p->addr.sin_addr.s_addr == from.sin_addr.s_addr &&
911 p->addr.sin_port == from.sin_port )
912 {
913 if (p->currentGame->startPlayerMovement(id, x, y)) {
914 serverMsg.type = MSG_TYPE_PLAYER_MOVE;
915
916 memcpy(serverMsg.buffer, &id, 4);
917 memcpy(serverMsg.buffer+4, &p->target.x, 4);
918 memcpy(serverMsg.buffer+8, &p->target.y, 4);
919
920 broadcastResponse = true;
921 }
922 else
923 cout << "Bad terrain detected" << endl;
924 }
925 else // nned to send back a message indicating failure
926 cout << "Player id (" << id << ") doesn't match sender" << endl;
927
928 break;
929 }
930 case MSG_TYPE_PICKUP_FLAG:
931 {
932 // may want to check the id matches the sender, just like for PLAYER_NOVE
933 cout << "PICKUP_FLAG" << endl;
934
935 int id;
936
937 memcpy(&id, clientMsg.buffer, 4);
938 cout << "id: " << id << endl;
939
940 Player* p = mapPlayers[id];
941 int objectId = p->currentGame->processFlagPickupRequest(p);
942
943 if (objectId >= 0) {
944 serverMsg.type = MSG_TYPE_REMOVE_OBJECT;
945 memcpy(serverMsg.buffer, &objectId, 4);
946
947 map<unsigned int, Player*> players = p->currentGame->getPlayers();
948 map<unsigned int, Player*>::iterator it;
949 for (it = players.begin(); it != players.end(); it++)
950 {
951 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it->second->addr), &outputLog) < 0 )
952 error("sendMessage");
953 }
954
955 }
956
957 // if there was no flag to pickup, we really don't need to send a message
958 serverMsg.type = MSG_TYPE_PLAYER;
959 p->serialize(serverMsg.buffer);
960
961 broadcastResponse = true;
962
963 break;
964 }
965 case MSG_TYPE_DROP_FLAG:
966 {
967 // may want to check the id matches the sender, just like for PLAYER_NOVE
968 cout << "DROP_FLAG" << endl;
969
970 int id;
971
972 memcpy(&id, clientMsg.buffer, 4);
973 cout << "id: " << id << endl;
974
975 Player* p = mapPlayers[id];
976
977 WorldMap::ObjectType flagType = WorldMap::OBJECT_NONE;
978 if (p->hasBlueFlag)
979 flagType = WorldMap::OBJECT_BLUE_FLAG;
980 else if (p->hasRedFlag)
981 flagType = WorldMap::OBJECT_RED_FLAG;
982
983 addObjectToMap(flagType, p->pos.x, p->pos.y, p->currentGame->getMap(), p->currentGame->getPlayers(), msgProcessor, sock, outputLog);
984
985 p->hasBlueFlag = false;
986 p->hasRedFlag = false;
987
988 serverMsg.type = MSG_TYPE_PLAYER;
989 p->serialize(serverMsg.buffer);
990
991 broadcastResponse = true;
992
993 break;
994 }
995 case MSG_TYPE_START_ATTACK:
996 {
997 cout << "Received a START_ATTACK message" << endl;
998
999 int id, targetId;
1000
1001 memcpy(&id, clientMsg.buffer, 4);
1002 memcpy(&targetId, clientMsg.buffer+4, 4);
1003
1004 // need to make sure the target is in the sender's game
1005
1006 Player* source = mapPlayers[id];
1007 source->targetPlayer = targetId;
1008 source->isChasing = true;
1009
1010 // this is irrelevant since the client doesn't even listen for START_ATTACK messages
1011 // actually, the client should not ignore this and should instead perform the same movement
1012 // algorithm on its end (following the target player until in range) that the server does.
1013 // Once the attacker is in range, the client should stop movement and wait for messages
1014 // from the server
1015 serverMsg.type = MSG_TYPE_START_ATTACK;
1016 memcpy(serverMsg.buffer, &id, 4);
1017 memcpy(serverMsg.buffer+4, &targetId, 4);
1018 broadcastResponse = true;
1019
1020 break;
1021 }
1022 case MSG_TYPE_ATTACK:
1023 {
1024 cout << "Received am ATTACK message" << endl;
1025 cout << "ERROR: Clients should not send ATTACK messages" << endl;
1026
1027 break;
1028 }
1029 case MSG_TYPE_CREATE_GAME:
1030 {
1031 cout << "Received a CREATE_GAME message" << endl;
1032
1033 string gameName(clientMsg.buffer);
1034 cout << "Game name: " << gameName << endl;
1035
1036 // check if this game already exists
1037 if (mapGames.find(gameName) != mapGames.end()) {
1038 cout << "Error: Game already exists" << endl;
1039 serverMsg.type = MSG_TYPE_JOIN_GAME_FAILURE;
1040 broadcastResponse = false;
1041 return broadcastResponse;
1042 }
1043
1044 Game* g = new Game(gameName, "../data/map.txt");
1045 mapGames[gameName] = g;
1046
1047 // add flag objects to the map
1048 WorldMap* m = g->getMap();
1049 for (int y=0; y<m->height; y++) {
1050 for (int x=0; x<m->width; x++) {
1051 switch (m->getStructure(x, y)) {
1052 case WorldMap::STRUCTURE_BLUE_FLAG:
1053 m->addObject(WorldMap::OBJECT_BLUE_FLAG, x*25+12, y*25+12);
1054 break;
1055 case WorldMap::STRUCTURE_RED_FLAG:
1056 m->addObject(WorldMap::OBJECT_RED_FLAG, x*25+12, y*25+12);
1057 break;
1058 }
1059 }
1060 }
1061
1062 serverMsg.type = MSG_TYPE_JOIN_GAME_SUCCESS;
1063 strcpy(serverMsg.buffer, gameName.c_str());
1064 broadcastResponse = false;
1065
1066 break;
1067 }
1068 case MSG_TYPE_JOIN_GAME:
1069 {
1070 cout << "Received a JOIN_GAME message" << endl;
1071
1072 string gameName(clientMsg.buffer);
1073 cout << "Game name: " << gameName << endl;
1074
1075 // check if this game already exists
1076 if (mapGames.find(gameName) == mapGames.end()) {
1077 cout << "Error: Game does not exist" << endl;
1078 serverMsg.type = MSG_TYPE_JOIN_GAME_FAILURE;
1079 broadcastResponse = false;
1080 return broadcastResponse;
1081 }
1082
1083 Game* g = mapGames[gameName];
1084 map<unsigned int, Player*>& players = g->getPlayers();
1085 Player* p = findPlayerByAddr(mapPlayers, from);
1086
1087 if (players.find(p->id) != players.end()) {
1088 cout << "Player " << p->name << " trying to join a game he's already in" << endl;
1089 serverMsg.type = MSG_TYPE_JOIN_GAME_FAILURE;
1090 broadcastResponse = false;
1091 return broadcastResponse;
1092 }
1093
1094 serverMsg.type = MSG_TYPE_JOIN_GAME_SUCCESS;
1095 strcpy(serverMsg.buffer, gameName.c_str());
1096 broadcastResponse = false;
1097
1098 break;
1099 }
1100 case MSG_TYPE_LEAVE_GAME:
1101 {
1102 cout << "Received a LEAVE_GAME message" << endl;
1103
1104 Player* p = findPlayerByAddr(mapPlayers, from);
1105 Game* g = p->currentGame;
1106
1107 if (g == NULL) {
1108 cout << "Player " << p->name << " is trying to leave a game, but is not currently in a game." << endl;
1109
1110 /// should send a response back, maybe a new message type is needed
1111
1112 break;
1113 }
1114
1115 cout << "Game name: " << g->getName() << endl;
1116 p->currentGame = NULL;
1117
1118 serverMsg.type = MSG_TYPE_LEAVE_GAME;
1119 memcpy(serverMsg.buffer, &p->id, 4);
1120 strcpy(serverMsg.buffer+4, g->getName().c_str());
1121
1122 map<unsigned int, Player*>& players = g->getPlayers();
1123
1124 map<unsigned int, Player*>::iterator it;
1125 for (it = players.begin(); it != players.end(); it++)
1126 {
1127 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it->second->addr), &outputLog) < 0 )
1128 error("sendMessage");
1129 }
1130
1131 g->removePlayer(p->id);
1132
1133 int numPlayers = g->getNumPlayers();
1134
1135 serverMsg.type = MSG_TYPE_GAME_INFO;
1136 memcpy(serverMsg.buffer, &numPlayers, 4);
1137 strcpy(serverMsg.buffer+4, g->getName().c_str());
1138 broadcastResponse = true;
1139
1140 // if there are no more players in the game, remove it
1141 if (numPlayers == 0) {
1142 mapGames.erase(g->getName());
1143 delete g;
1144 }
1145
1146 break;
1147 }
1148 case MSG_TYPE_JOIN_GAME_ACK:
1149 {
1150 cout << "Received a JOIN_GAME_ACK message" << endl;
1151
1152 string gameName(clientMsg.buffer);
1153 cout << "Game name: " << gameName << endl;
1154
1155 // check if this game already exists
1156 if (mapGames.find(gameName) == mapGames.end()) {
1157 serverMsg.type = MSG_TYPE_JOIN_GAME_FAILURE;
1158 broadcastResponse = false;
1159 return broadcastResponse;
1160 }
1161
1162 Game* g = mapGames[gameName];
1163
1164 Player* p = findPlayerByAddr(mapPlayers, from);
1165 p->team = rand() % 2; // choose a random team (either 0 or 1)
1166 p->currentGame = g;
1167
1168 // tell the new player about all map objects
1169 // (currently just the flags)
1170
1171 serverMsg.type = MSG_TYPE_OBJECT;
1172 vector<WorldMap::Object>* vctObjects = g->getMap()->getObjects();
1173 vector<WorldMap::Object>::iterator itObjects;
1174 cout << "sending items" << endl;
1175 for (itObjects = vctObjects->begin(); itObjects != vctObjects->end(); itObjects++) {
1176 itObjects->serialize(serverMsg.buffer);
1177 cout << "sending item id " << itObjects->id << endl;
1178 if ( msgProcessor.sendMessage(&serverMsg, sock, &from, &outputLog) < 0 )
1179 error("sendMessage");
1180 }
1181
1182
1183 // send the current score
1184 serverMsg.type = MSG_TYPE_SCORE;
1185
1186 int game_blueScore = g->getBlueScore();
1187 int game_redScore = g->getRedScore();
1188 memcpy(serverMsg.buffer, &game_blueScore, 4);
1189 memcpy(serverMsg.buffer+4, &game_redScore, 4);
1190
1191 if ( msgProcessor.sendMessage(&serverMsg, sock, &from, &outputLog) < 0 )
1192 error("sendMessage");
1193
1194 serverMsg.type = MSG_TYPE_PLAYER_JOIN_GAME;
1195 p->serialize(serverMsg.buffer);
1196 cout << "Should be broadcasting the message" << endl;
1197
1198 map<unsigned int, Player*>& otherPlayers = g->getPlayers();
1199 map<unsigned int, Player*>::iterator it;
1200 for (it = otherPlayers.begin(); it != otherPlayers.end(); it++)
1201 {
1202 cout << "Sent message back to " << it->second->name << endl;
1203 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it->second->addr), &outputLog) < 0 )
1204 error("sendMessage");
1205 }
1206
1207 g->addPlayer(p);
1208
1209 map<unsigned int, Player*>& allPlayers = g->getPlayers();
1210
1211 // tell the new player about all the players in the game (including himself)
1212 cout << "Sending other players to new player" << endl;
1213 serverMsg.type = MSG_TYPE_PLAYER_JOIN_GAME;
1214
1215 for (it = allPlayers.begin(); it != allPlayers.end(); it++)
1216 {
1217 it->second->serialize(serverMsg.buffer);
1218
1219 cout << "sending info about " << it->second->name << endl;
1220 cout << "sending id " << it->second->id << endl;
1221 if ( msgProcessor.sendMessage(&serverMsg, sock, &from, &outputLog) < 0 )
1222 error("sendMessage");
1223 }
1224
1225 int numPlayers = g->getNumPlayers();
1226
1227 serverMsg.type = MSG_TYPE_GAME_INFO;
1228 memcpy(serverMsg.buffer, &numPlayers, 4);
1229 strcpy(serverMsg.buffer+4, gameName.c_str());
1230 broadcastResponse = true;
1231
1232 break;
1233 }
1234 default:
1235 {
1236 serverMsg.type = MSG_TYPE_CHAT;
1237 strcpy(serverMsg.buffer, "Server error occured. Report this please.");
1238
1239 break;
1240 }
1241 }
1242
1243 return broadcastResponse;
1244}
1245
1246void updateUnusedPlayerId(unsigned int& id, map<unsigned int, Player*>& mapPlayers)
1247{
1248 while (mapPlayers.find(id) != mapPlayers.end())
1249 id++;
1250}
1251
1252Player *findPlayerByName(map<unsigned int, Player*> &m, string name)
1253{
1254 map<unsigned int, Player*>::iterator it;
1255
1256 for (it = m.begin(); it != m.end(); it++)
1257 {
1258 if ( it->second->name.compare(name) == 0 )
1259 return it->second;
1260 }
1261
1262 return NULL;
1263}
1264
1265Player *findPlayerByAddr(map<unsigned int, Player*> &m, const sockaddr_in &addr)
1266{
1267 map<unsigned int, Player*>::iterator it;
1268
1269 for (it = m.begin(); it != m.end(); it++)
1270 {
1271 if ( it->second->addr.sin_addr.s_addr == addr.sin_addr.s_addr &&
1272 it->second->addr.sin_port == addr.sin_port )
1273 return it->second;
1274 }
1275
1276 return NULL;
1277}
1278
1279void damagePlayer(Player *p, int damage) {
1280 p->health -= damage;
1281 if (p->health < 0)
1282 p->health = 0;
1283 if (p->health == 0) {
1284 cout << "Player died" << endl;
1285 p->isDead = true;
1286 p->timeDied = getCurrentMillis();
1287 }
1288}
1289
1290void addObjectToMap(WorldMap::ObjectType objectType, int x, int y, WorldMap* gameMap, map<unsigned int, Player*>& mapPlayers, MessageProcessor &msgProcessor, int sock, ofstream& outputLog) {
1291 NETWORK_MSG serverMsg;
1292
1293 gameMap->addObject(objectType, x, y);
1294
1295 // need to send the OBJECT message too
1296 serverMsg.type = MSG_TYPE_OBJECT;
1297 gameMap->getObjects()->back().serialize(serverMsg.buffer);
1298
1299 map<unsigned int, Player*>::iterator it;
1300 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
1301 {
1302 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it->second->addr), &outputLog) < 0 )
1303 error("sendMessage");
1304 }
1305}
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