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