source: network-game/server/server.cpp@ ffadc8e

Last change on this file since ffadc8e was ffadc8e, checked in by dportnoy <dmp1488@…>, 11 years ago

Server handles movement for players who have attack targets in individual games

  • Property mode set to 100644
File size: 44.0 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);
50void updateUnusedProjectileId(unsigned int& id, map<unsigned int, Projectile>& mapProjectiles);
51Player *findPlayerByName(map<unsigned int, Player*> &m, string name);
52Player *findPlayerByAddr(map<unsigned int, Player*> &m, const sockaddr_in &addr);
53void damagePlayer(Player *p, int damage);
54
55void addObjectToMap(WorldMap::ObjectType objectType, int x, int y, WorldMap* gameMap, map<unsigned int, Player*>& mapPlayers, MessageProcessor &msgProcessor, int sock, ofstream& outputLog);
56
57// this should probably go somewhere in the common folder
58void error(const char *msg)
59{
60 perror(msg);
61 exit(0);
62}
63
64void quit(int sig) {
65 done = true;
66}
67
68int main(int argc, char *argv[])
69{
70 int sock, length, n;
71 struct sockaddr_in server;
72 struct sockaddr_in from; // info of client sending the message
73 NETWORK_MSG clientMsg, serverMsg;
74 MessageProcessor msgProcessor;
75 map<unsigned int, Player*> mapPlayers;
76 map<unsigned int, Projectile> mapProjectiles;
77 map<string, Game*> mapGames;
78 unsigned int unusedPlayerId = 1, unusedProjectileId = 1;
79 int scoreBlue, scoreRed;
80 ofstream outputLog;
81
82 done = false;
83
84 scoreBlue = 0;
85 scoreRed = 0;
86
87 signal(SIGINT, quit);
88
89 //SSL_load_error_strings();
90 //ERR_load_BIO_strings();
91 //OpenSSL_add_all_algorithms();
92
93 if (argc != 2)
94 {
95 cerr << "ERROR, expected server [domain] [port]" << endl;
96 exit(1);
97 }
98
99 outputLog.open("server.log", ios::app);
100 outputLog << "Started server on " << getCurrentDateTimeString() << endl;
101
102 WorldMap* gameMap = WorldMap::loadMapFromFile("../data/map.txt");
103
104 // add some items to the map. They will be sent out
105 // to players when they login
106 for (int y=0; y<gameMap->height; y++)
107 {
108 for (int x=0; x<gameMap->width; x++)
109 {
110 switch (gameMap->getStructure(x, y))
111 {
112 case WorldMap::STRUCTURE_BLUE_FLAG:
113 gameMap->addObject(WorldMap::OBJECT_BLUE_FLAG, x*25+12, y*25+12);
114 break;
115 case WorldMap::STRUCTURE_RED_FLAG:
116 gameMap->addObject(WorldMap::OBJECT_RED_FLAG, x*25+12, y*25+12);
117 break;
118 }
119 }
120 }
121
122 sock = socket(AF_INET, SOCK_DGRAM, 0);
123 if (sock < 0)
124 error("Opening socket");
125 length = sizeof(server);
126 bzero(&server,length);
127 server.sin_family=AF_INET;
128 server.sin_port=htons(atoi(argv[1]));
129 server.sin_addr.s_addr=INADDR_ANY;
130 if ( bind(sock, (struct sockaddr *)&server, length) < 0 )
131 error("binding");
132
133 set_nonblock(sock);
134
135 bool broadcastResponse;
136 timespec ts;
137 int timeLastUpdated = 0, curTime = 0, timeLastBroadcast = 0;
138 while (!done)
139 {
140 usleep(5000);
141
142 clock_gettime(CLOCK_REALTIME, &ts);
143 // make the number smaller so millis can fit in an int
144 ts.tv_sec -= 1368000000;
145 curTime = ts.tv_sec*1000 + ts.tv_nsec/1000000;
146
147 if (timeLastUpdated == 0 || (curTime-timeLastUpdated) >= 50)
148 {
149 timeLastUpdated = curTime;
150
151 msgProcessor.cleanAckedMessages(&outputLog);
152 msgProcessor.resendUnackedMessages(sock, &outputLog);
153
154 map<unsigned int, Player*>::iterator it;
155
156 cout << "Updating player targets and respawning dead players" << endl;
157
158 // set targets for all chasing players (or make them attack if they're close enough)
159 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
160 {
161 Player* p = it->second;
162
163 // check if it's time to revive dead players
164 if (p->isDead)
165 {
166 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 = gameMap->getStructureLocation(WorldMap::STRUCTURE_BLUE_FLAG);
176 break;
177 case 1:// red team
178 spawnPos = gameMap->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 = mapPlayers.begin(); it2 != mapPlayers.end(); it2++)
199 {
200 if ( msgProcessor.sendMessage(&serverMsg, sock, &(p->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 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
230 {
231 Player* p = it->second;
232 if (p->currentGame == NULL)
233 continue;
234
235 cout << "moving player" << endl;
236 bool broadcastMove = false;
237
238 // move player and perform associated tasks
239 oldPos = p->pos;
240 if (p->move(p->currentGame->getMap())) {
241
242 cout << "player moved" << endl;
243 if (p->currentGame->processPlayerMovement(p, oldPos))
244 broadcastMove = true;
245 cout << "player move processed" << endl;
246
247 map<unsigned int, Player*>& playersInGame = p->currentGame->getPlayers();
248
249 WorldMap::ObjectType flagType;
250 POSITION pos;
251 bool flagTurnedIn = false;
252 bool flagReturned = false;
253 bool ownFlagAtBase = false;
254
255 // need to figure out how to move this to a different file
256 // while still sending back flag type and position
257 WorldMap* playerMap = p->currentGame->getMap();
258 switch(playerMap->getStructure(p->pos.x/25, p->pos.y/25))
259 {
260 case WorldMap::STRUCTURE_BLUE_FLAG:
261 {
262 if (p->team == 0 && p->hasRedFlag)
263 {
264 // check that your flag is at your base
265 pos = playerMap->getStructureLocation(WorldMap::STRUCTURE_BLUE_FLAG);
266
267 vector<WorldMap::Object>* vctObjects = playerMap->getObjects();
268 vector<WorldMap::Object>::iterator itObjects;
269
270 for (itObjects = vctObjects->begin(); itObjects != vctObjects->end(); itObjects++)
271 {
272 if (itObjects->type == WorldMap::OBJECT_BLUE_FLAG)
273 {
274 if (itObjects->pos.x == pos.x*25+12 && itObjects->pos.y == pos.y*25+12)
275 {
276 ownFlagAtBase = true;
277 break;
278 }
279 }
280 }
281
282 if (ownFlagAtBase)
283 {
284 p->hasRedFlag = false;
285 flagType = WorldMap::OBJECT_RED_FLAG;
286 pos = playerMap->getStructureLocation(WorldMap::STRUCTURE_RED_FLAG);
287 flagTurnedIn = true;
288 scoreBlue++;
289 }
290 }
291
292 break;
293 }
294 case WorldMap::STRUCTURE_RED_FLAG:
295 {
296 if (p->team == 1 && p->hasBlueFlag)
297 {
298 // check that your flag is at your base
299 pos = playerMap->getStructureLocation(WorldMap::STRUCTURE_RED_FLAG);
300
301 vector<WorldMap::Object>* vctObjects = playerMap->getObjects();
302 vector<WorldMap::Object>::iterator itObjects;
303
304 for (itObjects = vctObjects->begin(); itObjects != vctObjects->end(); itObjects++)
305 {
306 if (itObjects->type == WorldMap::OBJECT_RED_FLAG)
307 {
308 if (itObjects->pos.x == pos.x*25+12 && itObjects->pos.y == pos.y*25+12)
309 {
310 ownFlagAtBase = true;
311 break;
312 }
313 }
314 }
315
316 if (ownFlagAtBase)
317 {
318 p->hasBlueFlag = false;
319 flagType = WorldMap::OBJECT_BLUE_FLAG;
320 pos = playerMap->getStructureLocation(WorldMap::STRUCTURE_BLUE_FLAG);
321 flagTurnedIn = true;
322 scoreRed++;
323 }
324 }
325
326 break;
327 }
328 }
329
330 if (flagTurnedIn)
331 {
332 // send an OBJECT message to add the flag back to its spawn point
333 pos.x = pos.x*25+12;
334 pos.y = pos.y*25+12;
335 playerMap->addObject(flagType, pos.x, pos.y);
336
337 serverMsg.type = MSG_TYPE_OBJECT;
338 playerMap->getObjects()->back().serialize(serverMsg.buffer);
339
340 map<unsigned int, Player*>::iterator it2;
341
342 for (it2 = playersInGame.begin(); it2 != playersInGame.end(); it2++)
343 {
344 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it2->second->addr), &outputLog) < 0 )
345 error("sendMessage");
346 }
347
348 serverMsg.type = MSG_TYPE_SCORE;
349 memcpy(serverMsg.buffer, &scoreBlue, 4);
350 memcpy(serverMsg.buffer+4, &scoreRed, 4);
351
352 for (it2 = playersInGame.begin(); it2 != playersInGame.end(); it2++)
353 {
354 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it2->second->addr), &outputLog) < 0 )
355 error("sendMessage");
356 }
357
358 // this means a PLAYER message will be sent
359 broadcastMove = true;
360 }
361
362 // go through all objects and check if the player is close to one and if its their flag
363 vector<WorldMap::Object>* vctObjects = playerMap->getObjects();
364 vector<WorldMap::Object>::iterator itObjects;
365 POSITION structPos;
366
367 for (itObjects = vctObjects->begin(); itObjects != vctObjects->end(); itObjects++)
368 {
369 POSITION pos = itObjects->pos;
370
371 if (posDistance(p->pos, pos.toFloat()) < 10)
372 {
373 if (p->team == 0 &&
374 itObjects->type == WorldMap::OBJECT_BLUE_FLAG)
375 {
376 structPos = playerMap->getStructureLocation(WorldMap::STRUCTURE_BLUE_FLAG);
377 flagReturned = true;
378 break;
379 }
380 else if (p->team == 1 &&
381 itObjects->type == WorldMap::OBJECT_RED_FLAG)
382 {
383 structPos = playerMap->getStructureLocation(WorldMap::STRUCTURE_RED_FLAG);
384 flagReturned = true;
385 break;
386 }
387 }
388 }
389
390 if (flagReturned)
391 {
392 itObjects->pos.x = structPos.x*25+12;
393 itObjects->pos.y = structPos.y*25+12;
394
395 serverMsg.type = MSG_TYPE_OBJECT;
396 itObjects->serialize(serverMsg.buffer);
397
398 map<unsigned int, Player*>::iterator it2;
399 for (it2 = playersInGame.begin(); it2 != playersInGame.end(); it2++)
400 {
401 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it2->second->addr), &outputLog) < 0 )
402 error("sendMessage");
403 }
404 }
405
406 if (broadcastMove)
407 {
408 cout << "broadcasting player move" << endl;
409 serverMsg.type = MSG_TYPE_PLAYER;
410 p->serialize(serverMsg.buffer);
411
412 // only broadcast message to other players in the same game
413 cout << "about to broadcast move" << endl;
414
415 map<unsigned int, Player*>::iterator it2;
416 for (it2 = playersInGame.begin(); it2 != playersInGame.end(); it2++)
417 {
418 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it2->second->addr), &outputLog) < 0 )
419 error("sendMessage");
420 }
421 cout << "done broadcasting player move" << endl;
422 }
423 }
424
425 cout << "processing player attack" << endl;
426
427 // check if the player's attack animation is complete
428 if (it->second->isAttacking && it->second->timeAttackStarted+it->second->attackCooldown <= getCurrentMillis())
429 {
430 it->second->isAttacking = false;
431 cout << "Attack animation is complete" << endl;
432
433 //send everyone an ATTACK message
434 cout << "about to broadcast attack" << endl;
435
436 serverMsg.type = MSG_TYPE_ATTACK;
437 memcpy(serverMsg.buffer, &it->second->id, 4);
438 memcpy(serverMsg.buffer+4, &it->second->targetPlayer, 4);
439
440 map<unsigned int, Player*>::iterator it2;
441 for (it2 = mapPlayers.begin(); it2 != mapPlayers.end(); it2++)
442 {
443 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it2->second->addr), &outputLog) < 0 )
444 error("sendMessage");
445 }
446
447 if (it->second->attackType == Player::ATTACK_MELEE)
448 {
449 cout << "Melee attack" << endl;
450
451 Player* target = mapPlayers[it->second->targetPlayer];
452 damagePlayer(target, it->second->damage);
453
454 if (target->isDead)
455 {
456 WorldMap::ObjectType flagType = WorldMap::OBJECT_NONE;
457 if (target->hasBlueFlag)
458 flagType = WorldMap::OBJECT_BLUE_FLAG;
459 else if (target->hasRedFlag)
460 flagType = WorldMap::OBJECT_RED_FLAG;
461
462 if (flagType != WorldMap::OBJECT_NONE) {
463 addObjectToMap(flagType, target->pos.x, target->pos.y, gameMap, mapPlayers, msgProcessor, sock, outputLog);
464 }
465 }
466
467 serverMsg.type = MSG_TYPE_PLAYER;
468 target->serialize(serverMsg.buffer);
469 }
470 else if (it->second->attackType == Player::ATTACK_RANGED)
471 {
472 cout << "Ranged attack" << endl;
473
474 Projectile proj(it->second->pos.x, it->second->pos.y, it->second->targetPlayer, it->second->damage);
475 proj.id = unusedProjectileId;
476 updateUnusedProjectileId(unusedProjectileId, mapProjectiles);
477 mapProjectiles[proj.id] = proj;
478
479 int x = it->second->pos.x;
480 int y = it->second->pos.y;
481
482 serverMsg.type = MSG_TYPE_PROJECTILE;
483 memcpy(serverMsg.buffer, &proj.id, 4);
484 memcpy(serverMsg.buffer+4, &x, 4);
485 memcpy(serverMsg.buffer+8, &y, 4);
486 memcpy(serverMsg.buffer+12, &it->second->targetPlayer, 4);
487 }
488 else
489 cout << "Invalid attack type: " << it->second->attackType << endl;
490
491 // broadcast either a PLAYER or PROJECTILE message
492 cout << "Broadcasting player or projectile message" << endl;
493 for (it2 = mapPlayers.begin(); it2 != mapPlayers.end(); it2++)
494 {
495 if (msgProcessor.sendMessage(&serverMsg, sock, &(it2->second->addr), &outputLog) < 0 )
496 error("sendMessage");
497 }
498 cout << "Done broadcasting" << endl;
499 }
500 }
501
502 cout << "Processing projectiles" << endl;
503
504 // move all projectiles
505 map<unsigned int, Projectile>::iterator itProj;
506 for (itProj = mapProjectiles.begin(); itProj != mapProjectiles.end(); itProj++)
507 {
508 cout << "About to call projectile move" << endl;
509 if (itProj->second.move(mapPlayers))
510 {
511 // send a REMOVE_PROJECTILE message
512 cout << "send a REMOVE_PROJECTILE message" << endl;
513 serverMsg.type = MSG_TYPE_REMOVE_PROJECTILE;
514 memcpy(serverMsg.buffer, &itProj->second.id, 4);
515 mapProjectiles.erase(itProj->second.id);
516
517 map<unsigned int, Player*>::iterator it2;
518 cout << "Broadcasting REMOVE_PROJECTILE" << endl;
519 for (it2 = mapPlayers.begin(); it2 != mapPlayers.end(); it2++)
520 {
521 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it2->second->addr), &outputLog) < 0 )
522 error("sendMessage");
523 }
524
525 cout << "send a PLAYER message after dealing damage" << endl;
526 // send a PLAYER message after dealing damage
527 Player* target = mapPlayers[itProj->second.target];
528
529 damagePlayer(target, itProj->second.damage);
530
531 if (target->isDead)
532 {
533 WorldMap::ObjectType flagType = WorldMap::OBJECT_NONE;
534 if (target->hasBlueFlag)
535 flagType = WorldMap::OBJECT_BLUE_FLAG;
536 else if (target->hasRedFlag)
537 flagType = WorldMap::OBJECT_RED_FLAG;
538
539 if (flagType != WorldMap::OBJECT_NONE)
540 addObjectToMap(flagType, target->pos.x, target->pos.y, gameMap, mapPlayers, msgProcessor, sock, outputLog);
541 }
542
543 serverMsg.type = MSG_TYPE_PLAYER;
544 target->serialize(serverMsg.buffer);
545
546 cout << "Sending a PLAYER message" << endl;
547 for (it2 = mapPlayers.begin(); it2 != mapPlayers.end(); it2++)
548 {
549 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it2->second->addr), &outputLog) < 0 )
550 error("sendMessage");
551 }
552 }
553 cout << "Projectile was not moved" << endl;
554 }
555 }
556
557 n = msgProcessor.receiveMessage(&clientMsg, sock, &from, &outputLog);
558
559 if (n >= 0)
560 {
561 broadcastResponse = processMessage(clientMsg, from, msgProcessor, mapPlayers, mapGames, gameMap, unusedPlayerId, serverMsg, sock, scoreBlue, scoreRed, outputLog);
562
563 if (broadcastResponse)
564 {
565 cout << "Should be broadcasting the message" << endl;
566
567 // needs to be updated to use the players from the game
568 map<unsigned int, Player*>::iterator it;
569 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
570 {
571 cout << "Sent message back to " << it->second->name << endl;
572 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it->second->addr), &outputLog) < 0 )
573 error("sendMessage");
574 }
575 }
576 else
577 {
578 cout << "Should be sending back the message" << endl;
579
580 if ( msgProcessor.sendMessage(&serverMsg, sock, &from, &outputLog) < 0 )
581 error("sendMessage");
582 }
583
584 cout << "Finished processing the message" << endl;
585 }
586 }
587
588 outputLog << "Stopped server on " << getCurrentDateTimeString() << endl;
589 outputLog.close();
590
591 // delete all games
592 map<string, Game*>::iterator itGames;
593 for (itGames = mapGames.begin(); itGames != mapGames.end(); itGames++)
594 {
595 delete itGames->second;
596 }
597
598 map<unsigned int, Player*>::iterator itPlayers;
599 for (itPlayers = mapPlayers.begin(); itPlayers != mapPlayers.end(); itPlayers++)
600 {
601 delete itPlayers->second;
602 }
603
604 return 0;
605}
606
607bool 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)
608{
609 DataAccess da;
610
611 cout << "Inside processMessage" << endl;
612
613 cout << "Received message" << endl;
614 cout << "MSG: type: " << clientMsg.type << endl;
615 cout << "MSG contents: " << clientMsg.buffer << endl;
616
617 // maybe we should make a message class and have this be a member
618 bool broadcastResponse = false;
619
620 // Check that if an invalid message is sent, the client will correctly
621 // receive and display the response. Maybe make a special error msg type
622 switch(clientMsg.type)
623 {
624 case MSG_TYPE_REGISTER:
625 {
626 string username(clientMsg.buffer);
627 string password(strchr(clientMsg.buffer, '\0')+1);
628 Player::PlayerClass playerClass;
629
630 serverMsg.type = MSG_TYPE_REGISTER;
631 memcpy(&playerClass, clientMsg.buffer+username.length()+password.length()+2, 4);
632
633 cout << "username: " << username << endl;
634 cout << "password: " << password << endl;
635
636 if (playerClass == Player::CLASS_WARRIOR)
637 cout << "class: WARRIOR" << endl;
638 else if (playerClass == Player::CLASS_RANGER)
639 cout << "class: RANGER" << endl;
640 else {
641 cout << "Unknown player class detected" << endl;
642 strcpy(serverMsg.buffer, "You didn't select a class");
643 break;
644 }
645
646 int error = da.insertPlayer(username, password, playerClass);
647
648 if (error)
649 strcpy(serverMsg.buffer, "Registration failed. Please try again.");
650 else
651 strcpy(serverMsg.buffer, "Registration successful.");
652
653 break;
654 }
655 case MSG_TYPE_LOGIN:
656 {
657 cout << "Got login message" << endl;
658
659 string username(clientMsg.buffer);
660 string password(strchr(clientMsg.buffer, '\0')+1);
661
662 Player* p = da.getPlayer(username);
663
664 if (p == NULL || !da.verifyPassword(password, p->password))
665 {
666 strcpy(serverMsg.buffer, "Incorrect username or password");
667 if (p != NULL)
668 delete(p);
669 }
670 else if(findPlayerByName(mapPlayers, username) != NULL)
671 {
672 strcpy(serverMsg.buffer, "Player has already logged in.");
673 delete(p);
674 }
675 else
676 {
677 updateUnusedPlayerId(unusedPlayerId, mapPlayers);
678 p->id = unusedPlayerId;
679 cout << "new player id: " << p->id << endl;
680 p->setAddr(from);
681 p->currentGame = NULL;
682
683 // choose a random team (either 0 or 1)
684 p->team = rand() % 2;
685
686 serverMsg.type = MSG_TYPE_PLAYER;
687
688 // tell the new player about all the existing players
689 cout << "Sending other players to new player" << endl;
690
691 map<unsigned int, Player*>::iterator it;
692 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
693 {
694 it->second->serialize(serverMsg.buffer);
695
696 cout << "sending info about " << it->second->name << endl;
697 cout << "sending id " << it->second->id << endl;
698 if ( msgProcessor.sendMessage(&serverMsg, sock, &from, &outputLog) < 0 )
699 error("sendMessage");
700 }
701
702 // tell the new player about all map objects
703 // (currently just the flags)
704 serverMsg.type = MSG_TYPE_OBJECT;
705 vector<WorldMap::Object>* vctObjects = gameMap->getObjects();
706 vector<WorldMap::Object>::iterator itObjects;
707 cout << "sending items" << endl;
708 for (itObjects = vctObjects->begin(); itObjects != vctObjects->end(); itObjects++) {
709 itObjects->serialize(serverMsg.buffer);
710 cout << "sending item id " << itObjects->id << endl;
711 if ( msgProcessor.sendMessage(&serverMsg, sock, &from, &outputLog) < 0 )
712 error("sendMessage");
713 }
714
715 // send info about existing games to new player
716 map<string, Game*>::iterator itGames;
717 Game* g;
718 int numPlayers;
719 serverMsg.type = MSG_TYPE_GAME_INFO;
720
721 for (itGames = mapGames.begin(); itGames != mapGames.end(); itGames++)
722 {
723 g = itGames->second;
724 numPlayers = g->getNumPlayers();
725 memcpy(serverMsg.buffer, &numPlayers, 4);
726 strcpy(serverMsg.buffer+4, g->getName().c_str());
727 if ( msgProcessor.sendMessage(&serverMsg, sock, &from, &outputLog) < 0 )
728 error("sendMessage");
729 }
730
731 // send the current score
732 serverMsg.type = MSG_TYPE_SCORE;
733 memcpy(serverMsg.buffer, &scoreBlue, 4);
734 memcpy(serverMsg.buffer+4, &scoreRed, 4);
735 if ( msgProcessor.sendMessage(&serverMsg, sock, &from, &outputLog) < 0 )
736 error("sendMessage");
737
738 serverMsg.type = MSG_TYPE_PLAYER;
739 p->serialize(serverMsg.buffer);
740 cout << "Should be broadcasting the message" << endl;
741
742 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
743 {
744 cout << "Sent message back to " << it->second->name << endl;
745 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it->second->addr), &outputLog) < 0 )
746 error("sendMessage");
747 }
748
749 mapPlayers[unusedPlayerId] = p;
750 }
751
752 serverMsg.type = MSG_TYPE_LOGIN;
753
754 break;
755 }
756 case MSG_TYPE_LOGOUT:
757 {
758 string name(clientMsg.buffer);
759 cout << "Player logging out: " << name << endl;
760
761 Player *p = findPlayerByName(mapPlayers, name);
762
763 if (p == NULL)
764 {
765 strcpy(serverMsg.buffer+4, "That player is not logged in. This is either a bug, or you're trying to hack the server.");
766 cout << "Player not logged in" << endl;
767 }
768 else if ( p->addr.sin_addr.s_addr != from.sin_addr.s_addr ||
769 p->addr.sin_port != from.sin_port )
770 {
771 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.");
772 cout << "Player logged in using a different connection" << endl;
773 }
774 else
775 {
776 if (!p->isDead) {
777 WorldMap::ObjectType flagType = WorldMap::OBJECT_NONE;
778 if (p->hasBlueFlag)
779 flagType = WorldMap::OBJECT_BLUE_FLAG;
780 else if (p->hasRedFlag)
781 flagType = WorldMap::OBJECT_RED_FLAG;
782
783 if (flagType != WorldMap::OBJECT_NONE) {
784 addObjectToMap(flagType, p->pos.x, p->pos.y, gameMap, mapPlayers, msgProcessor, sock, outputLog);
785 }
786 }
787
788 // broadcast to all players before deleting p from the map
789 serverMsg.type = MSG_TYPE_LOGOUT;
790 memcpy(serverMsg.buffer, &p->id, 4);
791
792 map<unsigned int, Player*>::iterator it;
793 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
794 {
795 cout << "Sent message back to " << it->second->name << endl;
796 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it->second->addr), &outputLog) < 0 )
797 error("sendMessage");
798 }
799
800 if (p->id < unusedPlayerId)
801 unusedPlayerId = p->id;
802 mapPlayers.erase(p->id);
803 delete p;
804 strcpy(serverMsg.buffer+4, "You have successfully logged out.");
805 }
806
807 serverMsg.type = MSG_TYPE_LOGOUT;
808
809 break;
810 }
811 case MSG_TYPE_CHAT:
812 {
813 cout << "Got a chat message" << endl;
814
815 Player *p = findPlayerByAddr(mapPlayers, from);
816
817 if (p == NULL)
818 {
819 strcpy(serverMsg.buffer, "No player is logged in using this connection. This is either a bug, or you're trying to hack the server.");
820 }
821 else
822 {
823 broadcastResponse = true;
824
825 ostringstream oss;
826 oss << p->name << ": " << clientMsg.buffer;
827
828 strcpy(serverMsg.buffer, oss.str().c_str());
829 }
830
831 serverMsg.type = MSG_TYPE_CHAT;
832
833 break;
834 }
835 case MSG_TYPE_PLAYER_MOVE:
836 {
837 cout << "PLAYER_MOVE" << endl;
838
839 int id, x, y;
840
841 memcpy(&id, clientMsg.buffer, 4);
842 memcpy(&x, clientMsg.buffer+4, 4);
843 memcpy(&y, clientMsg.buffer+8, 4);
844
845 cout << "x: " << x << endl;
846 cout << "y: " << y << endl;
847 cout << "id: " << id << endl;
848
849 Player* p = mapPlayers[id];
850
851 if ( p->addr.sin_addr.s_addr == from.sin_addr.s_addr &&
852 p->addr.sin_port == from.sin_port )
853 {
854 if (p->currentGame->startPlayerMovement(id, x, y)) {
855 serverMsg.type = MSG_TYPE_PLAYER_MOVE;
856
857 memcpy(serverMsg.buffer, &id, 4);
858 memcpy(serverMsg.buffer+4, &p->target.x, 4);
859 memcpy(serverMsg.buffer+8, &p->target.y, 4);
860
861 broadcastResponse = true;
862 }
863 else
864 cout << "Bad terrain detected" << endl;
865 }
866 else // nned to send back a message indicating failure
867 cout << "Player id (" << id << ") doesn't match sender" << endl;
868
869 break;
870 }
871 case MSG_TYPE_PICKUP_FLAG:
872 {
873 // may want to check the id matches the sender, just like for PLAYER_NOVE
874 cout << "PICKUP_FLAG" << endl;
875
876 int id;
877
878 memcpy(&id, clientMsg.buffer, 4);
879 cout << "id: " << id << endl;
880
881 Player* p = mapPlayers[id];
882 int objectId = p->currentGame->processFlagPickupRequest(p);
883
884 if (objectId >= 0) {
885 serverMsg.type = MSG_TYPE_REMOVE_OBJECT;
886 memcpy(serverMsg.buffer, &objectId, 4);
887
888 map<unsigned int, Player*> players = p->currentGame->getPlayers();
889 map<unsigned int, Player*>::iterator it;
890 for (it = players.begin(); it != players.end(); it++)
891 {
892 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it->second->addr), &outputLog) < 0 )
893 error("sendMessage");
894 }
895
896 }
897
898 // if there was no flag to pickup, we really don't need to send a message
899 serverMsg.type = MSG_TYPE_PLAYER;
900 p->serialize(serverMsg.buffer);
901
902 break;
903 }
904 case MSG_TYPE_DROP_FLAG:
905 {
906 // may want to check the id matches the sender, just like for PLAYER_NOVE
907 cout << "DROP_FLAG" << endl;
908
909 int id;
910
911 memcpy(&id, clientMsg.buffer, 4);
912 cout << "id: " << id << endl;
913
914 Player* p = mapPlayers[id];
915
916 WorldMap::ObjectType flagType = WorldMap::OBJECT_NONE;
917 if (p->hasBlueFlag)
918 flagType = WorldMap::OBJECT_BLUE_FLAG;
919 else if (p->hasRedFlag)
920 flagType = WorldMap::OBJECT_RED_FLAG;
921
922 addObjectToMap(flagType, p->pos.x, p->pos.y, p->currentGame->getMap(), p->currentGame->getPlayers(), msgProcessor, sock, outputLog);
923
924 p->hasBlueFlag = false;
925 p->hasRedFlag = false;
926
927 serverMsg.type = MSG_TYPE_PLAYER;
928 p->serialize(serverMsg.buffer);
929
930 broadcastResponse = true;
931
932 break;
933 }
934 case MSG_TYPE_START_ATTACK:
935 {
936 cout << "Received a START_ATTACK message" << endl;
937
938 int id, targetId;
939
940 memcpy(&id, clientMsg.buffer, 4);
941 memcpy(&targetId, clientMsg.buffer+4, 4);
942
943 // need to make sure the target is in the sender's game
944
945 Player* source = mapPlayers[id];
946 source->targetPlayer = targetId;
947 source->isChasing = true;
948
949 // this is irrelevant since the client doesn't even listen for START_ATTACK messages
950 // actually, the client should not ignore this and should instead perform the same movement
951 // algorithm on its end (following the target player until in range) that the server does.
952 // Once the attacker is in range, the client should stop movement and wait for messages
953 // from the server
954 serverMsg.type = MSG_TYPE_START_ATTACK;
955 memcpy(serverMsg.buffer, &id, 4);
956 memcpy(serverMsg.buffer+4, &targetId, 4);
957 broadcastResponse = true;
958
959 break;
960 }
961 case MSG_TYPE_ATTACK:
962 {
963 cout << "Received am ATTACK message" << endl;
964 cout << "ERROR: Clients should not send ATTACK messages" << endl;
965
966 break;
967 }
968 case MSG_TYPE_CREATE_GAME:
969 {
970 cout << "Received a CREATE_GAME message" << endl;
971
972 string gameName(clientMsg.buffer);
973 cout << "Game name: " << gameName << endl;
974
975 // check if this game already exists
976 if (mapGames.find(gameName) != mapGames.end()) {
977 cout << "Error: Game already exists" << endl;
978 serverMsg.type = MSG_TYPE_JOIN_GAME_FAILURE;
979 broadcastResponse = false;
980 return broadcastResponse;
981 }
982
983 Game* g = new Game(gameName, "../data/map.txt");
984 mapGames[gameName] = g;
985
986 // add flag objects to the map
987 WorldMap* m = g->getMap();
988 for (int y=0; y<m->height; y++) {
989 for (int x=0; x<m->width; x++) {
990 switch (m->getStructure(x, y)) {
991 case WorldMap::STRUCTURE_BLUE_FLAG:
992 m->addObject(WorldMap::OBJECT_BLUE_FLAG, x*25+12, y*25+12);
993 break;
994 case WorldMap::STRUCTURE_RED_FLAG:
995 m->addObject(WorldMap::OBJECT_RED_FLAG, x*25+12, y*25+12);
996 break;
997 }
998 }
999 }
1000
1001 Player* p = findPlayerByAddr(mapPlayers, from);
1002 p->currentGame = g;
1003
1004 serverMsg.type = MSG_TYPE_JOIN_GAME_SUCCESS;
1005 strcpy(serverMsg.buffer, gameName.c_str());
1006 broadcastResponse = false;
1007
1008 break;
1009 }
1010 case MSG_TYPE_JOIN_GAME:
1011 {
1012 cout << "Received a JOIN_GAME message" << endl;
1013
1014 string gameName(clientMsg.buffer);
1015 cout << "Game name: " << gameName << endl;
1016
1017 // check if this game already exists
1018 if (mapGames.find(gameName) == mapGames.end()) {
1019 cout << "Error: Game does not exist" << endl;
1020 serverMsg.type = MSG_TYPE_JOIN_GAME_FAILURE;
1021 broadcastResponse = false;
1022 return broadcastResponse;
1023 }
1024
1025 Game* g = mapGames[gameName];
1026 map<unsigned int, Player*>& players = g->getPlayers();
1027 Player* p = findPlayerByAddr(mapPlayers, from);
1028
1029 if (players.find(p->id) != players.end()) {
1030 cout << "Player " << p->name << " trying to join a game he's already in" << endl;
1031 serverMsg.type = MSG_TYPE_JOIN_GAME_FAILURE;
1032 broadcastResponse = false;
1033 return broadcastResponse;
1034 }
1035
1036 p->currentGame = g;
1037
1038 serverMsg.type = MSG_TYPE_JOIN_GAME_SUCCESS;
1039 strcpy(serverMsg.buffer, gameName.c_str());
1040 broadcastResponse = false;
1041
1042 break;
1043 }
1044 case MSG_TYPE_LEAVE_GAME:
1045 {
1046 cout << "Received a LEAVE_GAME message" << endl;
1047
1048 Player* p = findPlayerByAddr(mapPlayers, from);
1049 Game* g = p->currentGame;
1050
1051 if (g == NULL) {
1052 cout << "Player " << p->name << " is trying to leave a game, but is not currently in a game." << endl;
1053
1054 /// should send a response back, maybe a new message type is needed
1055
1056 break;
1057 }
1058
1059 cout << "Game name: " << g->getName() << endl;
1060 p->currentGame = NULL;
1061
1062 serverMsg.type = MSG_TYPE_LEAVE_GAME;
1063 memcpy(serverMsg.buffer, &p->id, 4);
1064 strcpy(serverMsg.buffer+4, g->getName().c_str());
1065
1066 map<unsigned int, Player*>& players = g->getPlayers();
1067
1068 map<unsigned int, Player*>::iterator it;
1069 for (it = players.begin(); it != players.end(); it++)
1070 {
1071 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it->second->addr), &outputLog) < 0 )
1072 error("sendMessage");
1073 }
1074
1075 g->removePlayer(p->id);
1076
1077 int numPlayers = g->getNumPlayers();
1078
1079 serverMsg.type = MSG_TYPE_GAME_INFO;
1080 memcpy(serverMsg.buffer, &numPlayers, 4);
1081 strcpy(serverMsg.buffer+4, g->getName().c_str());
1082 broadcastResponse = true;
1083
1084 // if there are no more players in the game, remove it
1085 if (numPlayers == 0) {
1086 mapGames.erase(g->getName());
1087 delete g;
1088 }
1089
1090 break;
1091 }
1092 case MSG_TYPE_JOIN_GAME_ACK:
1093 {
1094 cout << "Received a JOIN_GAME_ACK message" << endl;
1095
1096 string gameName(clientMsg.buffer);
1097 cout << "Game name: " << gameName << endl;
1098
1099 // check if this game already exists
1100 if (mapGames.find(gameName) == mapGames.end()) {
1101 serverMsg.type = MSG_TYPE_JOIN_GAME_FAILURE;
1102 broadcastResponse = false;
1103 return broadcastResponse;
1104 }
1105
1106 Game* g = mapGames[gameName];
1107
1108 Player* p = findPlayerByAddr(mapPlayers, from);
1109 p->team = rand() % 2; // choose a random team (either 0 or 1)
1110 p->currentGame = g; // should have been done in JOIN_GAME, so not necessary
1111
1112 // tell the new player about all map objects
1113 // (currently just the flags)
1114
1115 serverMsg.type = MSG_TYPE_OBJECT;
1116 vector<WorldMap::Object>* vctObjects = g->getMap()->getObjects();
1117 vector<WorldMap::Object>::iterator itObjects;
1118 cout << "sending items" << endl;
1119 for (itObjects = vctObjects->begin(); itObjects != vctObjects->end(); itObjects++) {
1120 itObjects->serialize(serverMsg.buffer);
1121 cout << "sending item id " << itObjects->id << endl;
1122 if ( msgProcessor.sendMessage(&serverMsg, sock, &from, &outputLog) < 0 )
1123 error("sendMessage");
1124 }
1125
1126
1127 // send the current score
1128 serverMsg.type = MSG_TYPE_SCORE;
1129
1130 int game_blueScore = g->getBlueScore();
1131 int game_redScore = g->getRedScore();
1132 memcpy(serverMsg.buffer, &game_blueScore, 4);
1133 memcpy(serverMsg.buffer+4, &game_redScore, 4);
1134
1135 if ( msgProcessor.sendMessage(&serverMsg, sock, &from, &outputLog) < 0 )
1136 error("sendMessage");
1137
1138 serverMsg.type = MSG_TYPE_PLAYER_JOIN_GAME;
1139 p->serialize(serverMsg.buffer);
1140 cout << "Should be broadcasting the message" << endl;
1141
1142 map<unsigned int, Player*>& otherPlayers = g->getPlayers();
1143 map<unsigned int, Player*>::iterator it;
1144 for (it = otherPlayers.begin(); it != otherPlayers.end(); it++)
1145 {
1146 cout << "Sent message back to " << it->second->name << endl;
1147 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it->second->addr), &outputLog) < 0 )
1148 error("sendMessage");
1149 }
1150
1151 g->addPlayer(p);
1152
1153 map<unsigned int, Player*>& allPlayers = g->getPlayers();
1154
1155 // tell the new player about all the players in the game (including himself)
1156 cout << "Sending other players to new player" << endl;
1157 serverMsg.type = MSG_TYPE_PLAYER_JOIN_GAME;
1158
1159 for (it = allPlayers.begin(); it != allPlayers.end(); it++)
1160 {
1161 it->second->serialize(serverMsg.buffer);
1162
1163 cout << "sending info about " << it->second->name << endl;
1164 cout << "sending id " << it->second->id << endl;
1165 if ( msgProcessor.sendMessage(&serverMsg, sock, &from, &outputLog) < 0 )
1166 error("sendMessage");
1167 }
1168
1169 int numPlayers = g->getNumPlayers();
1170
1171 serverMsg.type = MSG_TYPE_GAME_INFO;
1172 memcpy(serverMsg.buffer, &numPlayers, 4);
1173 strcpy(serverMsg.buffer+4, gameName.c_str());
1174 broadcastResponse = true;
1175
1176 break;
1177 }
1178 default:
1179 {
1180 serverMsg.type = MSG_TYPE_CHAT;
1181 strcpy(serverMsg.buffer, "Server error occured. Report this please.");
1182
1183 break;
1184 }
1185 }
1186
1187 return broadcastResponse;
1188}
1189
1190void updateUnusedPlayerId(unsigned int& id, map<unsigned int, Player*>& mapPlayers)
1191{
1192 while (mapPlayers.find(id) != mapPlayers.end())
1193 id++;
1194}
1195
1196void updateUnusedProjectileId(unsigned int& id, map<unsigned int, Projectile>& mapProjectiles)
1197{
1198 while (mapProjectiles.find(id) != mapProjectiles.end())
1199 id++;
1200}
1201
1202Player *findPlayerByName(map<unsigned int, Player*> &m, string name)
1203{
1204 map<unsigned int, Player*>::iterator it;
1205
1206 for (it = m.begin(); it != m.end(); it++)
1207 {
1208 if ( it->second->name.compare(name) == 0 )
1209 return it->second;
1210 }
1211
1212 return NULL;
1213}
1214
1215Player *findPlayerByAddr(map<unsigned int, Player*> &m, const sockaddr_in &addr)
1216{
1217 map<unsigned int, Player*>::iterator it;
1218
1219 for (it = m.begin(); it != m.end(); it++)
1220 {
1221 if ( it->second->addr.sin_addr.s_addr == addr.sin_addr.s_addr &&
1222 it->second->addr.sin_port == addr.sin_port )
1223 return it->second;
1224 }
1225
1226 return NULL;
1227}
1228
1229void damagePlayer(Player *p, int damage) {
1230 p->health -= damage;
1231 if (p->health < 0)
1232 p->health = 0;
1233 if (p->health == 0) {
1234 cout << "Player died" << endl;
1235 p->isDead = true;
1236 p->timeDied = getCurrentMillis();
1237 }
1238}
1239
1240void addObjectToMap(WorldMap::ObjectType objectType, int x, int y, WorldMap* gameMap, map<unsigned int, Player*>& mapPlayers, MessageProcessor &msgProcessor, int sock, ofstream& outputLog) {
1241 NETWORK_MSG serverMsg;
1242
1243 gameMap->addObject(objectType, x, y);
1244
1245 // need to send the OBJECT message too
1246 serverMsg.type = MSG_TYPE_OBJECT;
1247 gameMap->getObjects()->back().serialize(serverMsg.buffer);
1248
1249 map<unsigned int, Player*>::iterator it;
1250 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
1251 {
1252 if ( msgProcessor.sendMessage(&serverMsg, sock, &(it->second->addr), &outputLog) < 0 )
1253 error("sendMessage");
1254 }
1255}
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