source: network-game/server/server.cpp@ e5b96e2

Last change on this file since e5b96e2 was e5b96e2, checked in by dportnoy <dmp1488@…>, 11 years ago

When a team scores 3 points, the server sends FINISH_GAME messages to the participants, GAME_INFO messages to everyone to indicate the game is done, and destroys the relevant game object

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File size: 46.5 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
39#include "DataAccess.h"
40
41using namespace std;
42
43bool done;
44
45// from used to be const. Removed that so I could take a reference
46// and use it to send messages
47bool 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);
48
49void updateUnusedPlayerId(unsigned int& id, map<unsigned int, Player*>& mapPlayers);
50Player *findPlayerByName(map<unsigned int, Player*> &m, string name);
51Player *findPlayerByAddr(map<unsigned int, Player*> &m, const sockaddr_in &addr);
52void damagePlayer(Player *p, int damage);
53
54void addObjectToMap(WorldMap::ObjectType objectType, int x, int y, WorldMap* gameMap, map<unsigned int, Player*>& mapPlayers, MessageProcessor &msgProcessor, int sock, ofstream& outputLog);
55
56// this should probably go somewhere in the common folder
57void error(const char *msg)
58{
59 perror(msg);
60 exit(0);
61}
62
63void quit(int sig) {
64 done = true;
65}
66
67int main(int argc, char *argv[])
68{
69 int sock, length, n;
70 struct sockaddr_in server;
71 struct sockaddr_in from; // info of client sending the message
72 NETWORK_MSG clientMsg, serverMsg;
73 MessageProcessor msgProcessor;
74 map<unsigned int, Player*> mapPlayers;
75 map<unsigned int, Projectile> mapProjectiles;
76 map<string, Game*> mapGames;
77 unsigned int unusedPlayerId = 1, unusedProjectileId = 1;
78 int scoreBlue, scoreRed;
79 ofstream outputLog;
80
81 done = false;
82
83 scoreBlue = 0;
84 scoreRed = 0;
85
86 signal(SIGINT, quit);
87
88 //SSL_load_error_strings();
89 //ERR_load_BIO_strings();
90 //OpenSSL_add_all_algorithms();
91
92 if (argc != 2)
93 {
94 cerr << "ERROR, expected server [domain] [port]" << endl;
95 exit(1);
96 }
97
98 outputLog.open("server.log", ios::app);
99 outputLog << "Started server on " << getCurrentDateTimeString() << endl;
100
101 WorldMap* gameMap = WorldMap::loadMapFromFile("../data/map.txt");
102
103 // add some items to the map. They will be sent out
104 // to players when they login
105 for (int y=0; y<gameMap->height; y++)
106 {
107 for (int x=0; x<gameMap->width; x++)
108 {
109 switch (gameMap->getStructure(x, y))
110 {
111 case WorldMap::STRUCTURE_BLUE_FLAG:
112 gameMap->addObject(WorldMap::OBJECT_BLUE_FLAG, x*25+12, y*25+12);
113 break;
114 case WorldMap::STRUCTURE_RED_FLAG:
115 gameMap->addObject(WorldMap::OBJECT_RED_FLAG, x*25+12, y*25+12);
116 break;
117 }
118 }
119 }
120
121 sock = socket(AF_INET, SOCK_DGRAM, 0);
122 if (sock < 0)
123 error("Opening socket");
124 length = sizeof(server);
125 bzero(&server,length);
126 server.sin_family=AF_INET;
127 server.sin_port=htons(atoi(argv[1]));
128 server.sin_addr.s_addr=INADDR_ANY;
129 if ( bind(sock, (struct sockaddr *)&server, length) < 0 )
130 error("binding");
131
132 set_nonblock(sock);
133
134 bool broadcastResponse;
135 timespec ts;
136 int timeLastUpdated = 0, curTime = 0, timeLastBroadcast = 0;
137 while (!done)
138 {
139 usleep(5000);
140
141 clock_gettime(CLOCK_REALTIME, &ts);
142 // make the number smaller so millis can fit in an int
143 ts.tv_sec -= 1368000000;
144 curTime = ts.tv_sec*1000 + ts.tv_nsec/1000000;
145
146 if (timeLastUpdated == 0 || (curTime-timeLastUpdated) >= 50)
147 {
148 timeLastUpdated = curTime;
149
150 msgProcessor.cleanAckedMessages(&outputLog);
151 msgProcessor.resendUnackedMessages(sock, &outputLog);
152
153 map<unsigned int, Player*>::iterator it;
154
155 cout << "Updating player targets and respawning dead players" << endl;
156
157 // set targets for all chasing players (or make them attack if they're close enough)
158 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
159 {
160 Player* p = it->second;
161
162 // check if it's time to revive dead players
163 if (p->isDead)
164 {
165
166 if (getCurrentMillis() - p->timeDied >= 10000)
167 {
168 p->isDead = false;
169
170 POSITION spawnPos;
171
172 switch (p->team)
173 {
174 case 0:// blue team
175 spawnPos = p->currentGame->getMap()->getStructureLocation(WorldMap::STRUCTURE_BLUE_FLAG);
176 break;
177 case 1:// red team
178 spawnPos = p->currentGame->getMap()->getStructureLocation(WorldMap::STRUCTURE_RED_FLAG);
179 break;
180 default:
181 // should never go here
182 cout << "Error: Invalid team" << endl;
183 break;
184 }
185
186 // spawn the player to the right of their flag location
187 spawnPos.x = (spawnPos.x+1) * 25 + 12;
188 spawnPos.y = spawnPos.y * 25 + 12;
189
190 p->pos = spawnPos.toFloat();
191 p->target = spawnPos;
192 p->health = p->maxHealth;
193
194 serverMsg.type = MSG_TYPE_PLAYER;
195 p->serialize(serverMsg.buffer);
196
197 map<unsigned int, Player*>::iterator it2;
198 for (it2 = p->currentGame->getPlayers().begin(); it2 != p->currentGame->getPlayers().end(); it2++)
199 {
200 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it2->second->addr), &outputLog) < 0 )
201 error("sendMessage");
202 }
203 }
204
205 continue;
206 }
207
208 if (p->currentGame != NULL) {
209 map<unsigned int, Player*> playersInGame = p->currentGame->getPlayers();
210 if (p->updateTarget(playersInGame))
211 {
212 serverMsg.type = MSG_TYPE_PLAYER;
213 p->serialize(serverMsg.buffer);
214
215 map<unsigned int, Player*>::iterator it2;
216 for (it2 = playersInGame.begin(); it2 != playersInGame.end(); it2++)
217 {
218 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it2->second->addr), &outputLog) < 0 )
219 error("sendMessage");
220 }
221 }
222 }
223 }
224
225 cout << "Processing players in a game" << endl;
226
227 // process players currently in a game
228 FLOAT_POSITION oldPos;
229 map<string, Game*>::iterator itGames;
230 Game* game = NULL;
231 WorldMap* gameMap = NULL;
232 bool gameFinished;
233
234 for (itGames = mapGames.begin(); itGames != mapGames.end();) {
235 game = itGames->second;
236 gameMap = game->getMap();
237 map<unsigned int, Player*>& playersInGame = game->getPlayers();
238 gameFinished = false;
239
240 for (it = game->getPlayers().begin(); it != game->getPlayers().end(); it++)
241 {
242 Player* p = it->second;
243
244 cout << "moving player" << endl;
245 bool broadcastMove = false;
246
247 // xompute playersInGame here
248
249 // move player and perform associated tasks
250 oldPos = p->pos;
251 if (p->move(gameMap)) {
252
253 cout << "player moved" << endl;
254 if (game->processPlayerMovement(p, oldPos))
255 broadcastMove = true;
256 cout << "player move processed" << endl;
257
258
259 WorldMap::ObjectType flagType;
260 POSITION pos;
261 bool flagTurnedIn = false;
262 bool flagReturned = false;
263 bool ownFlagAtBase = false;
264
265 // need to figure out how to move this to a different file
266 // while still sending back flag type and position
267 switch(gameMap->getStructure(p->pos.x/25, p->pos.y/25))
268 {
269 case WorldMap::STRUCTURE_BLUE_FLAG:
270 {
271 if (p->team == 0 && p->hasRedFlag)
272 {
273 // check that your flag is at your base
274 pos = gameMap->getStructureLocation(WorldMap::STRUCTURE_BLUE_FLAG);
275
276 vector<WorldMap::Object>* vctObjects = gameMap->getObjects();
277 vector<WorldMap::Object>::iterator itObjects;
278
279 for (itObjects = vctObjects->begin(); itObjects != vctObjects->end(); itObjects++)
280 {
281 if (itObjects->type == WorldMap::OBJECT_BLUE_FLAG)
282 {
283 if (itObjects->pos.x == pos.x*25+12 && itObjects->pos.y == pos.y*25+12)
284 {
285 ownFlagAtBase = true;
286 break;
287 }
288 }
289 }
290
291 if (ownFlagAtBase)
292 {
293 p->hasRedFlag = false;
294 flagType = WorldMap::OBJECT_RED_FLAG;
295 pos = gameMap->getStructureLocation(WorldMap::STRUCTURE_RED_FLAG);
296 flagTurnedIn = true;
297 scoreBlue++;
298 }
299 }
300
301 break;
302 }
303 case WorldMap::STRUCTURE_RED_FLAG:
304 {
305 if (p->team == 1 && p->hasBlueFlag)
306 {
307 // check that your flag is at your base
308 pos = gameMap->getStructureLocation(WorldMap::STRUCTURE_RED_FLAG);
309
310 vector<WorldMap::Object>* vctObjects = gameMap->getObjects();
311 vector<WorldMap::Object>::iterator itObjects;
312
313 for (itObjects = vctObjects->begin(); itObjects != vctObjects->end(); itObjects++)
314 {
315 if (itObjects->type == WorldMap::OBJECT_RED_FLAG)
316 {
317 if (itObjects->pos.x == pos.x*25+12 && itObjects->pos.y == pos.y*25+12)
318 {
319 ownFlagAtBase = true;
320 break;
321 }
322 }
323 }
324
325 if (ownFlagAtBase)
326 {
327 p->hasBlueFlag = false;
328 flagType = WorldMap::OBJECT_BLUE_FLAG;
329 pos = gameMap->getStructureLocation(WorldMap::STRUCTURE_BLUE_FLAG);
330 flagTurnedIn = true;
331 scoreRed++;
332 }
333 }
334
335 break;
336 }
337 }
338
339 if (flagTurnedIn)
340 {
341 // send an OBJECT message to add the flag back to its spawn point
342 pos.x = pos.x*25+12;
343 pos.y = pos.y*25+12;
344 gameMap->addObject(flagType, pos.x, pos.y);
345
346 serverMsg.type = MSG_TYPE_OBJECT;
347 gameMap->getObjects()->back().serialize(serverMsg.buffer);
348
349 map<unsigned int, Player*>::iterator it2;
350
351 for (it2 = playersInGame.begin(); it2 != playersInGame.end(); it2++)
352 {
353 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it2->second->addr), &outputLog) < 0 )
354 error("sendMessage");
355 }
356
357 serverMsg.type = MSG_TYPE_SCORE;
358 memcpy(serverMsg.buffer, &scoreBlue, 4);
359 memcpy(serverMsg.buffer+4, &scoreRed, 4);
360
361 for (it2 = playersInGame.begin(); it2 != playersInGame.end(); it2++)
362 {
363 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it2->second->addr), &outputLog) < 0 )
364 error("sendMessage");
365 }
366
367 // check to see if the game should end
368 // move to its own method
369 if (scoreBlue == 3 || scoreRed == 3) {
370 gameFinished = true;
371
372 unsigned int winningTeam;
373 if (scoreBlue == 3)
374 winningTeam = 0;
375 else if (scoreRed == 3)
376 winningTeam = 1;
377
378 serverMsg.type = MSG_TYPE_FINISH_GAME;
379 memcpy(serverMsg.buffer+4, &winningTeam, 4);
380 memcpy(serverMsg.buffer+4, &scoreBlue, 4);
381 memcpy(serverMsg.buffer+8, &scoreRed, 4);
382
383 for (it2 = playersInGame.begin(); it2 != playersInGame.end(); it2++)
384 {
385 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it2->second->addr), &outputLog) < 0 )
386 error("sendMessage");
387 }
388 }
389
390 // this means a PLAYER message will be sent
391 broadcastMove = true;
392 }
393
394 // go through all objects and check if the player is close to one and if its their flag
395 vector<WorldMap::Object>* vctObjects = gameMap->getObjects();
396 vector<WorldMap::Object>::iterator itObjects;
397 POSITION structPos;
398
399 for (itObjects = vctObjects->begin(); itObjects != vctObjects->end(); itObjects++)
400 {
401 POSITION pos = itObjects->pos;
402
403 if (posDistance(p->pos, pos.toFloat()) < 10)
404 {
405 if (p->team == 0 &&
406 itObjects->type == WorldMap::OBJECT_BLUE_FLAG)
407 {
408 structPos = gameMap->getStructureLocation(WorldMap::STRUCTURE_BLUE_FLAG);
409 flagReturned = true;
410 break;
411 }
412 else if (p->team == 1 &&
413 itObjects->type == WorldMap::OBJECT_RED_FLAG)
414 {
415 structPos = gameMap->getStructureLocation(WorldMap::STRUCTURE_RED_FLAG);
416 flagReturned = true;
417 break;
418 }
419 }
420 }
421
422 if (flagReturned)
423 {
424 itObjects->pos.x = structPos.x*25+12;
425 itObjects->pos.y = structPos.y*25+12;
426
427 serverMsg.type = MSG_TYPE_OBJECT;
428 itObjects->serialize(serverMsg.buffer);
429
430 map<unsigned int, Player*>::iterator it2;
431 for (it2 = playersInGame.begin(); it2 != playersInGame.end(); it2++)
432 {
433 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it2->second->addr), &outputLog) < 0 )
434 error("sendMessage");
435 }
436 }
437
438 if (broadcastMove)
439 {
440 cout << "broadcasting player move" << endl;
441 serverMsg.type = MSG_TYPE_PLAYER;
442 p->serialize(serverMsg.buffer);
443
444 // only broadcast message to other players in the same game
445 cout << "about to broadcast move" << endl;
446
447 map<unsigned int, Player*>::iterator it2;
448 for (it2 = playersInGame.begin(); it2 != playersInGame.end(); it2++)
449 {
450 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it2->second->addr), &outputLog) < 0 )
451 error("sendMessage");
452 }
453 cout << "done broadcasting player move" << endl;
454 }
455 }
456
457 cout << "processing player attack" << endl;
458
459 // check if the player's attack animation is complete
460 if (p->isAttacking && p->timeAttackStarted+p->attackCooldown <= getCurrentMillis())
461 {
462 p->isAttacking = false;
463 cout << "Attack animation is complete" << endl;
464
465 //send everyone an ATTACK message
466 cout << "about to broadcast attack" << endl;
467
468 serverMsg.type = MSG_TYPE_ATTACK;
469 memcpy(serverMsg.buffer, &p->id, 4);
470 memcpy(serverMsg.buffer+4, &p->targetPlayer, 4);
471
472 map<unsigned int, Player*>::iterator it2;
473 for (it2 = playersInGame.begin(); it2 != playersInGame.end(); it2++)
474 {
475 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it2->second->addr), &outputLog) < 0 )
476 error("sendMessage");
477 }
478
479 if (p->attackType == Player::ATTACK_MELEE)
480 {
481 cout << "Melee attack" << endl;
482
483 Player* target = playersInGame[p->targetPlayer];
484 damagePlayer(target, p->damage);
485
486 if (target->isDead)
487 {
488 WorldMap::ObjectType flagType = WorldMap::OBJECT_NONE;
489 if (target->hasBlueFlag)
490 flagType = WorldMap::OBJECT_BLUE_FLAG;
491 else if (target->hasRedFlag)
492 flagType = WorldMap::OBJECT_RED_FLAG;
493
494 if (flagType != WorldMap::OBJECT_NONE) {
495 addObjectToMap(flagType, target->pos.x, target->pos.y, gameMap, playersInGame, msgProcessor, sock, outputLog);
496 }
497 }
498
499 serverMsg.type = MSG_TYPE_PLAYER;
500 target->serialize(serverMsg.buffer);
501 }
502 else if (p->attackType == Player::ATTACK_RANGED)
503 {
504 cout << "Ranged attack" << endl;
505
506 Projectile proj(p->pos.x, p->pos.y, p->targetPlayer, p->damage);
507 game->assignProjectileId(&proj);
508 game->addProjectile(proj);
509
510 int x = p->pos.x;
511 int y = p->pos.y;
512
513 serverMsg.type = MSG_TYPE_PROJECTILE;
514 memcpy(serverMsg.buffer, &proj.id, 4);
515 memcpy(serverMsg.buffer+4, &x, 4);
516 memcpy(serverMsg.buffer+8, &y, 4);
517 memcpy(serverMsg.buffer+12, &p->targetPlayer, 4);
518 }
519 else
520 cout << "Invalid attack type: " << p->attackType << endl;
521
522 // broadcast either a PLAYER or PROJECTILE message
523 cout << "Broadcasting player or projectile message" << endl;
524 for (it2 = playersInGame.begin(); it2 != playersInGame.end(); it2++)
525 {
526 if (msgProcessor.sendMessage(&serverMsg, sock, &(it2->second->addr), &outputLog) < 0 )
527 error("sendMessage");
528 }
529 cout << "Done broadcasting" << endl;
530 }
531 }
532
533 if (gameFinished) {
534 // send a GAME_INFO message with 0 players to force clients to delete the game
535 int numPlayers = 0;
536 serverMsg.type = MSG_TYPE_GAME_INFO;
537 memcpy(serverMsg.buffer, &numPlayers, 4);
538
539 map<unsigned int, Player*>::iterator it2;
540 for (it2 = mapPLayers.begin(); it2 != mapPLayers.end(); it2++)
541 {
542 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it2->second->addr), &outputLog) < 0 )
543 error("sendMessage");
544 }
545
546 // erase game from server
547 mapGames.erase(itGames);
548 }else
549 itGames++;
550 }
551
552 cout << "Processing projectiles" << endl;
553
554 // move all projectiles
555 // see if this can be moved inside the game class
556 // this method can be moved when I add a MessageProcessor to the Game class
557 map<unsigned int, Projectile>::iterator itProj;
558 for (itGames = mapGames.begin(); itGames != mapGames.end(); itGames++) {
559 game = itGames->second;
560 for (itProj = game->getProjectiles().begin(); itProj != game->getProjectiles().end(); itProj++)
561 {
562 cout << "About to call projectile move" << endl;
563 if (itProj->second.move(game->getPlayers()))
564 {
565 // send a REMOVE_PROJECTILE message
566 cout << "send a REMOVE_PROJECTILE message" << endl;
567 serverMsg.type = MSG_TYPE_REMOVE_PROJECTILE;
568 memcpy(serverMsg.buffer, &itProj->second.id, 4);
569 game->removeProjectile(itProj->second.id);
570
571 map<unsigned int, Player*>::iterator it2;
572 cout << "Broadcasting REMOVE_PROJECTILE" << endl;
573 for (it2 = game->getPlayers().begin(); it2 != game->getPlayers().end(); it2++)
574 {
575 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it2->second->addr), &outputLog) < 0 )
576 error("sendMessage");
577 }
578
579 cout << "send a PLAYER message after dealing damage" << endl;
580 // send a PLAYER message after dealing damage
581 Player* target = game->getPlayers()[itProj->second.target];
582
583 damagePlayer(target, itProj->second.damage);
584
585 if (target->isDead)
586 {
587 WorldMap::ObjectType flagType = WorldMap::OBJECT_NONE;
588 if (target->hasBlueFlag)
589 flagType = WorldMap::OBJECT_BLUE_FLAG;
590 else if (target->hasRedFlag)
591 flagType = WorldMap::OBJECT_RED_FLAG;
592
593 if (flagType != WorldMap::OBJECT_NONE)
594 addObjectToMap(flagType, target->pos.x, target->pos.y, game->getMap(), game->getPlayers(), msgProcessor, sock, outputLog);
595 }
596
597 serverMsg.type = MSG_TYPE_PLAYER;
598 target->serialize(serverMsg.buffer);
599
600 cout << "Sending a PLAYER message" << endl;
601 for (it2 = game->getPlayers().begin(); it2 != game->getPlayers().end(); it2++)
602 {
603 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it2->second->addr), &outputLog) < 0 )
604 error("sendMessage");
605 }
606 }
607 cout << "Projectile was not moved" << endl;
608 }
609 }
610 }
611
612 n = msgProcessor.receiveMessage(&clientMsg, sock, &from, &outputLog);
613
614 if (n >= 0)
615 {
616 broadcastResponse = processMessage(clientMsg, from, msgProcessor, mapPlayers, mapGames, gameMap, unusedPlayerId, serverMsg, sock, scoreBlue, scoreRed, outputLog);
617
618 if (broadcastResponse)
619 {
620 cout << "Should be broadcasting the message" << endl;
621
622 // needs to be updated to use the players from the game
623 map<unsigned int, Player*>::iterator it;
624 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
625 {
626 cout << "Sent message back to " << it->second->name << endl;
627 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it->second->addr), &outputLog) < 0 )
628 error("sendMessage");
629 }
630 }
631 else
632 {
633 cout << "Should be sending back the message" << endl;
634
635 if ( msgProcessor.sendMessage(&serverMsg, sock, &from, &outputLog) < 0 )
636 error("sendMessage");
637 }
638
639 cout << "Finished processing the message" << endl;
640 }
641 }
642
643 outputLog << "Stopped server on " << getCurrentDateTimeString() << endl;
644 outputLog.close();
645
646 // delete all games
647 map<string, Game*>::iterator itGames;
648 for (itGames = mapGames.begin(); itGames != mapGames.end(); itGames++)
649 {
650 delete itGames->second;
651 }
652
653 map<unsigned int, Player*>::iterator itPlayers;
654 for (itPlayers = mapPlayers.begin(); itPlayers != mapPlayers.end(); itPlayers++)
655 {
656 delete itPlayers->second;
657 }
658
659 return 0;
660}
661
662bool 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)
663{
664 DataAccess da;
665
666 cout << "Inside processMessage" << endl;
667
668 cout << "Received message" << endl;
669 cout << "MSG: type: " << clientMsg.type << endl;
670 cout << "MSG contents: " << clientMsg.buffer << endl;
671
672 // maybe we should make a message class and have this be a member
673 bool broadcastResponse = false;
674
675 // Check that if an invalid message is sent, the client will correctly
676 // receive and display the response. Maybe make a special error msg type
677 switch(clientMsg.type)
678 {
679 case MSG_TYPE_REGISTER:
680 {
681 string username(clientMsg.buffer);
682 string password(strchr(clientMsg.buffer, '\0')+1);
683 Player::PlayerClass playerClass;
684
685 serverMsg.type = MSG_TYPE_REGISTER;
686 memcpy(&playerClass, clientMsg.buffer+username.length()+password.length()+2, 4);
687
688 cout << "username: " << username << endl;
689 cout << "password: " << password << endl;
690
691 if (playerClass == Player::CLASS_WARRIOR)
692 cout << "class: WARRIOR" << endl;
693 else if (playerClass == Player::CLASS_RANGER)
694 cout << "class: RANGER" << endl;
695 else {
696 cout << "Unknown player class detected" << endl;
697 strcpy(serverMsg.buffer, "You didn't select a class");
698 break;
699 }
700
701 int error = da.insertPlayer(username, password, playerClass);
702
703 if (error)
704 strcpy(serverMsg.buffer, "Registration failed. Please try again.");
705 else
706 strcpy(serverMsg.buffer, "Registration successful.");
707
708 break;
709 }
710 case MSG_TYPE_LOGIN:
711 {
712 cout << "Got login message" << endl;
713
714 string username(clientMsg.buffer);
715 string password(strchr(clientMsg.buffer, '\0')+1);
716
717 Player* p = da.getPlayer(username);
718
719 if (p == NULL || !da.verifyPassword(password, p->password))
720 {
721 strcpy(serverMsg.buffer, "Incorrect username or password");
722 if (p != NULL)
723 delete(p);
724 }
725 else if(findPlayerByName(mapPlayers, username) != NULL)
726 {
727 strcpy(serverMsg.buffer, "Player has already logged in.");
728 delete(p);
729 }
730 else
731 {
732 updateUnusedPlayerId(unusedPlayerId, mapPlayers);
733 p->id = unusedPlayerId;
734 cout << "new player id: " << p->id << endl;
735 p->setAddr(from);
736 p->currentGame = NULL;
737
738 // choose a random team (either 0 or 1)
739 p->team = rand() % 2;
740
741 serverMsg.type = MSG_TYPE_PLAYER;
742
743 // tell the new player about all the existing players
744 cout << "Sending other players to new player" << endl;
745
746 map<unsigned int, Player*>::iterator it;
747 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
748 {
749 it->second->serialize(serverMsg.buffer);
750
751 cout << "sending info about " << it->second->name << endl;
752 cout << "sending id " << it->second->id << endl;
753 if ( msgProcessor.sendMessage(&serverMsg, sock, &from, &outputLog) < 0 )
754 error("sendMessage");
755 }
756
757 // tell the new player about all map objects
758 // (currently just the flags)
759 serverMsg.type = MSG_TYPE_OBJECT;
760 vector<WorldMap::Object>* vctObjects = gameMap->getObjects();
761 vector<WorldMap::Object>::iterator itObjects;
762 cout << "sending items" << endl;
763 for (itObjects = vctObjects->begin(); itObjects != vctObjects->end(); itObjects++) {
764 itObjects->serialize(serverMsg.buffer);
765 cout << "sending item id " << itObjects->id << endl;
766 if ( msgProcessor.sendMessage(&serverMsg, sock, &from, &outputLog) < 0 )
767 error("sendMessage");
768 }
769
770 // send info about existing games to new player
771 map<string, Game*>::iterator itGames;
772 Game* g;
773 int numPlayers;
774 serverMsg.type = MSG_TYPE_GAME_INFO;
775
776 for (itGames = mapGames.begin(); itGames != mapGames.end(); itGames++)
777 {
778 g = itGames->second;
779 numPlayers = g->getNumPlayers();
780 memcpy(serverMsg.buffer, &numPlayers, 4);
781 strcpy(serverMsg.buffer+4, g->getName().c_str());
782 if ( msgProcessor.sendMessage(&serverMsg, sock, &from, &outputLog) < 0 )
783 error("sendMessage");
784 }
785
786 // send the current score
787 serverMsg.type = MSG_TYPE_SCORE;
788 memcpy(serverMsg.buffer, &scoreBlue, 4);
789 memcpy(serverMsg.buffer+4, &scoreRed, 4);
790 if ( msgProcessor.sendMessage(&serverMsg, sock, &from, &outputLog) < 0 )
791 error("sendMessage");
792
793 serverMsg.type = MSG_TYPE_PLAYER;
794 p->serialize(serverMsg.buffer);
795 cout << "Should be broadcasting the message" << endl;
796
797 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
798 {
799 cout << "Sent message back to " << it->second->name << endl;
800 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it->second->addr), &outputLog) < 0 )
801 error("sendMessage");
802 }
803
804 mapPlayers[unusedPlayerId] = p;
805 }
806
807 serverMsg.type = MSG_TYPE_LOGIN;
808
809 break;
810 }
811 case MSG_TYPE_LOGOUT:
812 {
813 string name(clientMsg.buffer);
814 cout << "Player logging out: " << name << endl;
815
816 Player *p = findPlayerByName(mapPlayers, name);
817
818 if (p == NULL)
819 {
820 strcpy(serverMsg.buffer+4, "That player is not logged in. This is either a bug, or you're trying to hack the server.");
821 cout << "Player not logged in" << endl;
822 }
823 else if ( p->addr.sin_addr.s_addr != from.sin_addr.s_addr ||
824 p->addr.sin_port != from.sin_port )
825 {
826 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.");
827 cout << "Player logged in using a different connection" << endl;
828 }
829 else
830 {
831 if (!p->isDead) {
832 WorldMap::ObjectType flagType = WorldMap::OBJECT_NONE;
833 if (p->hasBlueFlag)
834 flagType = WorldMap::OBJECT_BLUE_FLAG;
835 else if (p->hasRedFlag)
836 flagType = WorldMap::OBJECT_RED_FLAG;
837
838 if (flagType != WorldMap::OBJECT_NONE) {
839 addObjectToMap(flagType, p->pos.x, p->pos.y, gameMap, mapPlayers, msgProcessor, sock, outputLog);
840 }
841 }
842
843 // broadcast to all players before deleting p from the map
844 serverMsg.type = MSG_TYPE_LOGOUT;
845 memcpy(serverMsg.buffer, &p->id, 4);
846
847 map<unsigned int, Player*>::iterator it;
848 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
849 {
850 cout << "Sent message back to " << it->second->name << endl;
851 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it->second->addr), &outputLog) < 0 )
852 error("sendMessage");
853 }
854
855 if (p->id < unusedPlayerId)
856 unusedPlayerId = p->id;
857 mapPlayers.erase(p->id);
858 delete p;
859 strcpy(serverMsg.buffer+4, "You have successfully logged out.");
860 }
861
862 serverMsg.type = MSG_TYPE_LOGOUT;
863
864 break;
865 }
866 case MSG_TYPE_CHAT:
867 {
868 cout << "Got a chat message" << endl;
869
870 Player *p = findPlayerByAddr(mapPlayers, from);
871
872 if (p == NULL)
873 {
874 strcpy(serverMsg.buffer, "No player is logged in using this connection. This is either a bug, or you're trying to hack the server.");
875 }
876 else
877 {
878 broadcastResponse = true;
879
880 ostringstream oss;
881 oss << p->name << ": " << clientMsg.buffer;
882
883 strcpy(serverMsg.buffer, oss.str().c_str());
884 }
885
886 serverMsg.type = MSG_TYPE_CHAT;
887
888 break;
889 }
890 case MSG_TYPE_PLAYER_MOVE:
891 {
892 cout << "PLAYER_MOVE" << endl;
893
894 int id, x, y;
895
896 memcpy(&id, clientMsg.buffer, 4);
897 memcpy(&x, clientMsg.buffer+4, 4);
898 memcpy(&y, clientMsg.buffer+8, 4);
899
900 cout << "x: " << x << endl;
901 cout << "y: " << y << endl;
902 cout << "id: " << id << endl;
903
904 Player* p = mapPlayers[id];
905
906 if ( p->addr.sin_addr.s_addr == from.sin_addr.s_addr &&
907 p->addr.sin_port == from.sin_port )
908 {
909 if (p->currentGame->startPlayerMovement(id, x, y)) {
910 serverMsg.type = MSG_TYPE_PLAYER_MOVE;
911
912 memcpy(serverMsg.buffer, &id, 4);
913 memcpy(serverMsg.buffer+4, &p->target.x, 4);
914 memcpy(serverMsg.buffer+8, &p->target.y, 4);
915
916 broadcastResponse = true;
917 }
918 else
919 cout << "Bad terrain detected" << endl;
920 }
921 else // nned to send back a message indicating failure
922 cout << "Player id (" << id << ") doesn't match sender" << endl;
923
924 break;
925 }
926 case MSG_TYPE_PICKUP_FLAG:
927 {
928 // may want to check the id matches the sender, just like for PLAYER_NOVE
929 cout << "PICKUP_FLAG" << endl;
930
931 int id;
932
933 memcpy(&id, clientMsg.buffer, 4);
934 cout << "id: " << id << endl;
935
936 Player* p = mapPlayers[id];
937 int objectId = p->currentGame->processFlagPickupRequest(p);
938
939 if (objectId >= 0) {
940 serverMsg.type = MSG_TYPE_REMOVE_OBJECT;
941 memcpy(serverMsg.buffer, &objectId, 4);
942
943 map<unsigned int, Player*> players = p->currentGame->getPlayers();
944 map<unsigned int, Player*>::iterator it;
945 for (it = players.begin(); it != players.end(); it++)
946 {
947 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it->second->addr), &outputLog) < 0 )
948 error("sendMessage");
949 }
950
951 }
952
953 // if there was no flag to pickup, we really don't need to send a message
954 serverMsg.type = MSG_TYPE_PLAYER;
955 p->serialize(serverMsg.buffer);
956
957 broadcastResponse = true;
958
959 break;
960 }
961 case MSG_TYPE_DROP_FLAG:
962 {
963 // may want to check the id matches the sender, just like for PLAYER_NOVE
964 cout << "DROP_FLAG" << endl;
965
966 int id;
967
968 memcpy(&id, clientMsg.buffer, 4);
969 cout << "id: " << id << endl;
970
971 Player* p = mapPlayers[id];
972
973 WorldMap::ObjectType flagType = WorldMap::OBJECT_NONE;
974 if (p->hasBlueFlag)
975 flagType = WorldMap::OBJECT_BLUE_FLAG;
976 else if (p->hasRedFlag)
977 flagType = WorldMap::OBJECT_RED_FLAG;
978
979 addObjectToMap(flagType, p->pos.x, p->pos.y, p->currentGame->getMap(), p->currentGame->getPlayers(), msgProcessor, sock, outputLog);
980
981 p->hasBlueFlag = false;
982 p->hasRedFlag = false;
983
984 serverMsg.type = MSG_TYPE_PLAYER;
985 p->serialize(serverMsg.buffer);
986
987 broadcastResponse = true;
988
989 break;
990 }
991 case MSG_TYPE_START_ATTACK:
992 {
993 cout << "Received a START_ATTACK message" << endl;
994
995 int id, targetId;
996
997 memcpy(&id, clientMsg.buffer, 4);
998 memcpy(&targetId, clientMsg.buffer+4, 4);
999
1000 // need to make sure the target is in the sender's game
1001
1002 Player* source = mapPlayers[id];
1003 source->targetPlayer = targetId;
1004 source->isChasing = true;
1005
1006 // this is irrelevant since the client doesn't even listen for START_ATTACK messages
1007 // actually, the client should not ignore this and should instead perform the same movement
1008 // algorithm on its end (following the target player until in range) that the server does.
1009 // Once the attacker is in range, the client should stop movement and wait for messages
1010 // from the server
1011 serverMsg.type = MSG_TYPE_START_ATTACK;
1012 memcpy(serverMsg.buffer, &id, 4);
1013 memcpy(serverMsg.buffer+4, &targetId, 4);
1014 broadcastResponse = true;
1015
1016 break;
1017 }
1018 case MSG_TYPE_ATTACK:
1019 {
1020 cout << "Received am ATTACK message" << endl;
1021 cout << "ERROR: Clients should not send ATTACK messages" << endl;
1022
1023 break;
1024 }
1025 case MSG_TYPE_CREATE_GAME:
1026 {
1027 cout << "Received a CREATE_GAME message" << endl;
1028
1029 string gameName(clientMsg.buffer);
1030 cout << "Game name: " << gameName << endl;
1031
1032 // check if this game already exists
1033 if (mapGames.find(gameName) != mapGames.end()) {
1034 cout << "Error: Game already exists" << endl;
1035 serverMsg.type = MSG_TYPE_JOIN_GAME_FAILURE;
1036 broadcastResponse = false;
1037 return broadcastResponse;
1038 }
1039
1040 Game* g = new Game(gameName, "../data/map.txt");
1041 mapGames[gameName] = g;
1042
1043 // add flag objects to the map
1044 WorldMap* m = g->getMap();
1045 for (int y=0; y<m->height; y++) {
1046 for (int x=0; x<m->width; x++) {
1047 switch (m->getStructure(x, y)) {
1048 case WorldMap::STRUCTURE_BLUE_FLAG:
1049 m->addObject(WorldMap::OBJECT_BLUE_FLAG, x*25+12, y*25+12);
1050 break;
1051 case WorldMap::STRUCTURE_RED_FLAG:
1052 m->addObject(WorldMap::OBJECT_RED_FLAG, x*25+12, y*25+12);
1053 break;
1054 }
1055 }
1056 }
1057
1058 serverMsg.type = MSG_TYPE_JOIN_GAME_SUCCESS;
1059 strcpy(serverMsg.buffer, gameName.c_str());
1060 broadcastResponse = false;
1061
1062 break;
1063 }
1064 case MSG_TYPE_JOIN_GAME:
1065 {
1066 cout << "Received a JOIN_GAME message" << endl;
1067
1068 string gameName(clientMsg.buffer);
1069 cout << "Game name: " << gameName << endl;
1070
1071 // check if this game already exists
1072 if (mapGames.find(gameName) == mapGames.end()) {
1073 cout << "Error: Game does not exist" << endl;
1074 serverMsg.type = MSG_TYPE_JOIN_GAME_FAILURE;
1075 broadcastResponse = false;
1076 return broadcastResponse;
1077 }
1078
1079 Game* g = mapGames[gameName];
1080 map<unsigned int, Player*>& players = g->getPlayers();
1081 Player* p = findPlayerByAddr(mapPlayers, from);
1082
1083 if (players.find(p->id) != players.end()) {
1084 cout << "Player " << p->name << " trying to join a game he's already in" << endl;
1085 serverMsg.type = MSG_TYPE_JOIN_GAME_FAILURE;
1086 broadcastResponse = false;
1087 return broadcastResponse;
1088 }
1089
1090 serverMsg.type = MSG_TYPE_JOIN_GAME_SUCCESS;
1091 strcpy(serverMsg.buffer, gameName.c_str());
1092 broadcastResponse = false;
1093
1094 break;
1095 }
1096 case MSG_TYPE_LEAVE_GAME:
1097 {
1098 cout << "Received a LEAVE_GAME message" << endl;
1099
1100 Player* p = findPlayerByAddr(mapPlayers, from);
1101 Game* g = p->currentGame;
1102
1103 if (g == NULL) {
1104 cout << "Player " << p->name << " is trying to leave a game, but is not currently in a game." << endl;
1105
1106 /// should send a response back, maybe a new message type is needed
1107
1108 break;
1109 }
1110
1111 cout << "Game name: " << g->getName() << endl;
1112 p->currentGame = NULL;
1113
1114 serverMsg.type = MSG_TYPE_LEAVE_GAME;
1115 memcpy(serverMsg.buffer, &p->id, 4);
1116 strcpy(serverMsg.buffer+4, g->getName().c_str());
1117
1118 map<unsigned int, Player*>& players = g->getPlayers();
1119
1120 map<unsigned int, Player*>::iterator it;
1121 for (it = players.begin(); it != players.end(); it++)
1122 {
1123 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it->second->addr), &outputLog) < 0 )
1124 error("sendMessage");
1125 }
1126
1127 g->removePlayer(p->id);
1128
1129 int numPlayers = g->getNumPlayers();
1130
1131 serverMsg.type = MSG_TYPE_GAME_INFO;
1132 memcpy(serverMsg.buffer, &numPlayers, 4);
1133 strcpy(serverMsg.buffer+4, g->getName().c_str());
1134 broadcastResponse = true;
1135
1136 // if there are no more players in the game, remove it
1137 if (numPlayers == 0) {
1138 mapGames.erase(g->getName());
1139 delete g;
1140 }
1141
1142 break;
1143 }
1144 case MSG_TYPE_JOIN_GAME_ACK:
1145 {
1146 cout << "Received a JOIN_GAME_ACK message" << endl;
1147
1148 string gameName(clientMsg.buffer);
1149 cout << "Game name: " << gameName << endl;
1150
1151 // check if this game already exists
1152 if (mapGames.find(gameName) == mapGames.end()) {
1153 serverMsg.type = MSG_TYPE_JOIN_GAME_FAILURE;
1154 broadcastResponse = false;
1155 return broadcastResponse;
1156 }
1157
1158 Game* g = mapGames[gameName];
1159
1160 Player* p = findPlayerByAddr(mapPlayers, from);
1161 p->team = rand() % 2; // choose a random team (either 0 or 1)
1162 p->currentGame = g;
1163
1164 // tell the new player about all map objects
1165 // (currently just the flags)
1166
1167 serverMsg.type = MSG_TYPE_OBJECT;
1168 vector<WorldMap::Object>* vctObjects = g->getMap()->getObjects();
1169 vector<WorldMap::Object>::iterator itObjects;
1170 cout << "sending items" << endl;
1171 for (itObjects = vctObjects->begin(); itObjects != vctObjects->end(); itObjects++) {
1172 itObjects->serialize(serverMsg.buffer);
1173 cout << "sending item id " << itObjects->id << endl;
1174 if ( msgProcessor.sendMessage(&serverMsg, sock, &from, &outputLog) < 0 )
1175 error("sendMessage");
1176 }
1177
1178
1179 // send the current score
1180 serverMsg.type = MSG_TYPE_SCORE;
1181
1182 int game_blueScore = g->getBlueScore();
1183 int game_redScore = g->getRedScore();
1184 memcpy(serverMsg.buffer, &game_blueScore, 4);
1185 memcpy(serverMsg.buffer+4, &game_redScore, 4);
1186
1187 if ( msgProcessor.sendMessage(&serverMsg, sock, &from, &outputLog) < 0 )
1188 error("sendMessage");
1189
1190 serverMsg.type = MSG_TYPE_PLAYER_JOIN_GAME;
1191 p->serialize(serverMsg.buffer);
1192 cout << "Should be broadcasting the message" << endl;
1193
1194 map<unsigned int, Player*>& otherPlayers = g->getPlayers();
1195 map<unsigned int, Player*>::iterator it;
1196 for (it = otherPlayers.begin(); it != otherPlayers.end(); it++)
1197 {
1198 cout << "Sent message back to " << it->second->name << endl;
1199 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it->second->addr), &outputLog) < 0 )
1200 error("sendMessage");
1201 }
1202
1203 g->addPlayer(p);
1204
1205 map<unsigned int, Player*>& allPlayers = g->getPlayers();
1206
1207 // tell the new player about all the players in the game (including himself)
1208 cout << "Sending other players to new player" << endl;
1209 serverMsg.type = MSG_TYPE_PLAYER_JOIN_GAME;
1210
1211 for (it = allPlayers.begin(); it != allPlayers.end(); it++)
1212 {
1213 it->second->serialize(serverMsg.buffer);
1214
1215 cout << "sending info about " << it->second->name << endl;
1216 cout << "sending id " << it->second->id << endl;
1217 if ( msgProcessor.sendMessage(&serverMsg, sock, &from, &outputLog) < 0 )
1218 error("sendMessage");
1219 }
1220
1221 int numPlayers = g->getNumPlayers();
1222
1223 serverMsg.type = MSG_TYPE_GAME_INFO;
1224 memcpy(serverMsg.buffer, &numPlayers, 4);
1225 strcpy(serverMsg.buffer+4, gameName.c_str());
1226 broadcastResponse = true;
1227
1228 break;
1229 }
1230 default:
1231 {
1232 serverMsg.type = MSG_TYPE_CHAT;
1233 strcpy(serverMsg.buffer, "Server error occured. Report this please.");
1234
1235 break;
1236 }
1237 }
1238
1239 return broadcastResponse;
1240}
1241
1242void updateUnusedPlayerId(unsigned int& id, map<unsigned int, Player*>& mapPlayers)
1243{
1244 while (mapPlayers.find(id) != mapPlayers.end())
1245 id++;
1246}
1247
1248Player *findPlayerByName(map<unsigned int, Player*> &m, string name)
1249{
1250 map<unsigned int, Player*>::iterator it;
1251
1252 for (it = m.begin(); it != m.end(); it++)
1253 {
1254 if ( it->second->name.compare(name) == 0 )
1255 return it->second;
1256 }
1257
1258 return NULL;
1259}
1260
1261Player *findPlayerByAddr(map<unsigned int, Player*> &m, const sockaddr_in &addr)
1262{
1263 map<unsigned int, Player*>::iterator it;
1264
1265 for (it = m.begin(); it != m.end(); it++)
1266 {
1267 if ( it->second->addr.sin_addr.s_addr == addr.sin_addr.s_addr &&
1268 it->second->addr.sin_port == addr.sin_port )
1269 return it->second;
1270 }
1271
1272 return NULL;
1273}
1274
1275void damagePlayer(Player *p, int damage) {
1276 p->health -= damage;
1277 if (p->health < 0)
1278 p->health = 0;
1279 if (p->health == 0) {
1280 cout << "Player died" << endl;
1281 p->isDead = true;
1282 p->timeDied = getCurrentMillis();
1283 }
1284}
1285
1286void addObjectToMap(WorldMap::ObjectType objectType, int x, int y, WorldMap* gameMap, map<unsigned int, Player*>& mapPlayers, MessageProcessor &msgProcessor, int sock, ofstream& outputLog) {
1287 NETWORK_MSG serverMsg;
1288
1289 gameMap->addObject(objectType, x, y);
1290
1291 // need to send the OBJECT message too
1292 serverMsg.type = MSG_TYPE_OBJECT;
1293 gameMap->getObjects()->back().serialize(serverMsg.buffer);
1294
1295 map<unsigned int, Player*>::iterator it;
1296 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
1297 {
1298 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it->second->addr), &outputLog) < 0 )
1299 error("sendMessage");
1300 }
1301}
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