source: network-game/server/server.cpp@ 7553db9

Last change on this file since 7553db9 was 7553db9, checked in by dportnoy <dmp1488@…>, 12 years ago

Turning in flags works correctly in all cases and players can no longer pick up their own flags

  • Property mode set to 100644
File size: 18.6 KB
RevLine 
[2488852]1#include <cstdlib>
[371ce29]2#include <cstdio>
[e3535b3]3#include <unistd.h>
[2488852]4#include <string>
[e3535b3]5#include <iostream>
[3b1efcc]6#include <sstream>
[edfd1d0]7#include <cstring>
[60017fc]8#include <cmath>
[371ce29]9
[01d0d00]10#include <vector>
11#include <map>
12
[d211210]13#include <sys/time.h>
14
[73f75c1]15#include <sys/socket.h>
[371ce29]16#include <netdb.h>
[73f75c1]17#include <netinet/in.h>
18#include <arpa/inet.h>
19
[b128109]20#include <crypt.h>
21
[edfd1d0]22/*
[e3535b3]23#include <openssl/bio.h>
24#include <openssl/ssl.h>
25#include <openssl/err.h>
[edfd1d0]26*/
[e3535b3]27
[b53c6b3]28#include "../common/Compiler.h"
[3b1efcc]29#include "../common/Common.h"
[edfd1d0]30#include "../common/Message.h"
[60017fc]31#include "../common/WorldMap.h"
[edfd1d0]32#include "../common/Player.h"
[b53c6b3]33
[36082e8]34#include "DataAccess.h"
[d2b411a]35
[e3535b3]36using namespace std;
37
[d211210]38// from used to be const. Removed that so I could take a reference
39// and use it to send messages
40bool processMessage(const NETWORK_MSG &clientMsg, struct sockaddr_in &from, map<unsigned int, Player>& mapPlayers, WorldMap* gameMap, unsigned int& unusedId, NETWORK_MSG &serverMsg, int sock);
[01d0d00]41
[1106210]42void updateUnusedId(unsigned int& id, map<unsigned int, Player>& mapPlayers);
[8e540f4]43
[73f75c1]44// this should probably go somewhere in the common folder
[e3535b3]45void error(const char *msg)
46{
47 perror(msg);
48 exit(0);
49}
50
[01d0d00]51Player *findPlayerByName(map<unsigned int, Player> &m, string name)
[2488852]52{
[01d0d00]53 map<unsigned int, Player>::iterator it;
[2488852]54
[01d0d00]55 for (it = m.begin(); it != m.end(); it++)
[2488852]56 {
[01d0d00]57 if ( it->second.name.compare(name) == 0 )
58 return &(it->second);
[2488852]59 }
60
61 return NULL;
62}
63
[01d0d00]64Player *findPlayerByAddr(map<unsigned int, Player> &m, const sockaddr_in &addr)
[73f75c1]65{
[01d0d00]66 map<unsigned int, Player>::iterator it;
[73f75c1]67
[01d0d00]68 for (it = m.begin(); it != m.end(); it++)
[73f75c1]69 {
[01d0d00]70 if ( it->second.addr.sin_addr.s_addr == addr.sin_addr.s_addr &&
71 it->second.addr.sin_port == addr.sin_port )
72 return &(it->second);
[73f75c1]73 }
74
75 return NULL;
76}
77
[e3535b3]78int main(int argc, char *argv[])
79{
80 int sock, length, n;
81 struct sockaddr_in server;
[3b1efcc]82 struct sockaddr_in from; // info of client sending the message
[e084950]83 NETWORK_MSG clientMsg, serverMsg;
[01d0d00]84 map<unsigned int, Player> mapPlayers;
[1106210]85 unsigned int unusedId = 1;
[e084950]86
[edfd1d0]87 //SSL_load_error_strings();
88 //ERR_load_BIO_strings();
89 //OpenSSL_add_all_algorithms();
[e3535b3]90
91 if (argc < 2) {
[73f75c1]92 cerr << "ERROR, no port provided" << endl;
93 exit(1);
[e3535b3]94 }
[60017fc]95
[7b43385]96 WorldMap* gameMap = WorldMap::loadMapFromFile("../data/map.txt");
[6e66ffd]97
98 // add some items to the map. They will be sent out
99 // to players when they login
[5f868c0]100 for (int y=0; y<gameMap->height; y++) {
101 for (int x=0; x<gameMap->width; x++) {
102 switch (gameMap->getStructure(x, y)) {
103 case WorldMap::STRUCTURE_BLUE_FLAG:
104 gameMap->addObject(WorldMap::OBJECT_BLUE_FLAG, x*25+12, y*25+12);
105 break;
106 case WorldMap::STRUCTURE_RED_FLAG:
107 gameMap->addObject(WorldMap::OBJECT_RED_FLAG, x*25+12, y*25+12);
108 break;
109 }
110 }
111 }
[6e66ffd]112
[371ce29]113 sock = socket(AF_INET, SOCK_DGRAM, 0);
[e3535b3]114 if (sock < 0) error("Opening socket");
115 length = sizeof(server);
116 bzero(&server,length);
117 server.sin_family=AF_INET;
118 server.sin_port=htons(atoi(argv[1]));
[2488852]119 server.sin_addr.s_addr=INADDR_ANY;
120 if ( bind(sock, (struct sockaddr *)&server, length) < 0 )
[e084950]121 error("binding");
[73f75c1]122
[371ce29]123 set_nonblock(sock);
124
[da692b9]125 bool broadcastResponse;
[d211210]126 timespec ts;
[430c80e]127 int timeLastUpdated = 0, curTime = 0, timeLastBroadcast = 0;
[cb1f288]128 while (true) {
[371ce29]129
130 usleep(5000);
131
[d211210]132 clock_gettime(CLOCK_REALTIME, &ts);
[430c80e]133 // make the number smaller so millis can fit in an int
[d69eb32]134 ts.tv_sec -= 1368000000;
[430c80e]135 curTime = ts.tv_sec*1000 + ts.tv_nsec/1000000;
[d211210]136
[430c80e]137 if (timeLastUpdated == 0 || (curTime-timeLastUpdated) >= 50) {
[d211210]138 timeLastUpdated = curTime;
139
140 // maybe put this in a separate method
[23559e7]141 map<unsigned int, Player>::iterator it;
142 FLOAT_POSITION oldPos;
143 bool broadcastMove = false;
[d211210]144 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++) {
[23559e7]145 oldPos = it->second.pos;
146 if (it->second.move(gameMap)) {
147
148 // check if the move needs to be canceled
149 switch(gameMap->getElement(it->second.pos.x/25, it->second.pos.y/25)) {
150 case WorldMap::TERRAIN_NONE:
151 case WorldMap::TERRAIN_OCEAN:
152 case WorldMap::TERRAIN_ROCK:
[e4c60ba]153 {
[23559e7]154 it->second.pos = oldPos;
155 it->second.target.x = it->second.pos.x;
156 it->second.target.y = it->second.pos.y;
157 broadcastMove = true;
158 break;
[e4c60ba]159 }
[23559e7]160 default:
161 // if there are no obstacles, do nothing
162 break;
163 }
164
[e4c60ba]165 WorldMap::ObjectType flagType;
166 POSITION pos;
[7553db9]167 bool flagTurnedIn = false;
168
[e4c60ba]169 switch(gameMap->getStructure(it->second.pos.x/25, it->second.pos.y/25)) {
170 case WorldMap::STRUCTURE_BLUE_FLAG:
171 {
[7553db9]172 if (it->second.team == 0 && it->second.hasRedFlag)
173 {
[e4c60ba]174 it->second.hasRedFlag = false;
175 flagType = WorldMap::OBJECT_RED_FLAG;
176 pos = gameMap->getStructureLocation(WorldMap::STRUCTURE_RED_FLAG);
[7553db9]177 flagTurnedIn = true;
[e4c60ba]178 }
[7553db9]179
180 break;
[e4c60ba]181 }
182 case WorldMap::STRUCTURE_RED_FLAG:
183 {
[7553db9]184 if (it->second.team == 1 && it->second.hasBlueFlag)
185 {
[e4c60ba]186 it->second.hasBlueFlag = false;
187 flagType = WorldMap::OBJECT_BLUE_FLAG;
188 pos = gameMap->getStructureLocation(WorldMap::STRUCTURE_BLUE_FLAG);
[7553db9]189 flagTurnedIn = true;
[e4c60ba]190 }
191
[7553db9]192 break;
193 }
194 }
[e4c60ba]195
[7553db9]196 if (flagTurnedIn) {
197 // send an OBJECT message to add the flag back to its spawn point
198 pos.x = pos.x*25+12;
199 pos.y = pos.y*25+12;
200 gameMap->addObject(flagType, pos.x, pos.y);
[e4c60ba]201
[7553db9]202 serverMsg.type = MSG_TYPE_OBJECT;
203 gameMap->getObjects()->back().serialize(serverMsg.buffer);
[e4c60ba]204
[7553db9]205 map<unsigned int, Player>::iterator it2;
206 for (it2 = mapPlayers.begin(); it2 != mapPlayers.end(); it2++)
207 {
208 if ( sendMessage(&serverMsg, sock, &(it2->second.addr)) < 0 )
209 error("sendMessage");
[e4c60ba]210 }
[7553db9]211
212 // this means a PLAYER message will be sent
213 broadcastMove = true;
[e4c60ba]214 }
215
[e487381]216 vector<WorldMap::Object>* vctObjects = gameMap->getObjects();
[b07eeac]217 vector<WorldMap::Object>::iterator itObjects;
218
[e487381]219 for (itObjects = vctObjects->begin(); itObjects != vctObjects->end();) {
[b07eeac]220 POSITION pos = itObjects->pos;
[7553db9]221 bool gotFlag = false;
222
[b07eeac]223 if (posDistance(it->second.pos, pos.toFloat()) < 10) {
224 switch (itObjects->type) {
225 case WorldMap::OBJECT_BLUE_FLAG:
[7553db9]226 if (it->second.team == 1) {
227 gotFlag = true;
228 it->second.hasBlueFlag = true;
229 broadcastMove = true;
230 }
[b07eeac]231 break;
232 case WorldMap::OBJECT_RED_FLAG:
[7553db9]233 if (it->second.team == 0) {
234 gotFlag = true;
235 it->second.hasRedFlag = true;
236 broadcastMove = true;
237 }
[b07eeac]238 break;
239 }
240
[7553db9]241 if (gotFlag) {
242 serverMsg.type = MSG_TYPE_REMOVE_OBJECT;
243 memcpy(serverMsg.buffer, &itObjects->id, 4);
244
245 map<unsigned int, Player>::iterator it2;
246 for (it2 = mapPlayers.begin(); it2 != mapPlayers.end(); it2++)
247 {
248 if ( sendMessage(&serverMsg, sock, &(it2->second.addr)) < 0 )
249 error("sendMessage");
250 }
251
252 // remove the object from the server-side map
253 cout << "size before: " << gameMap->getObjects()->size() << endl;
254 itObjects = vctObjects->erase(itObjects);
255 cout << "size after: " << gameMap->getObjects()->size() << endl;
[b07eeac]256 }
257 }
[7553db9]258
259 itObjects++;
[23559e7]260 }
261
262 if (broadcastMove) {
263 serverMsg.type = MSG_TYPE_PLAYER;
264 it->second.serialize(serverMsg.buffer);
265
266 cout << "about to broadcast move" << endl;
[b07eeac]267 map<unsigned int, Player>::iterator it2;
[23559e7]268 for (it2 = mapPlayers.begin(); it2 != mapPlayers.end(); it2++)
269 {
270 if ( sendMessage(&serverMsg, sock, &(it2->second.addr)) < 0 )
271 error("sendMessage");
272 }
[d211210]273 }
274 }
275 }
276 }
277
[e084950]278 n = receiveMessage(&clientMsg, sock, &from);
[8e540f4]279
[371ce29]280 if (n >= 0) {
[d211210]281 broadcastResponse = processMessage(clientMsg, from, mapPlayers, gameMap, unusedId, serverMsg, sock);
[371ce29]282
[b128109]283 // probably replace this with a function that prints based on the
284 // message type
[371ce29]285 cout << "msg: " << serverMsg.buffer << endl;
[da692b9]286 if (broadcastResponse)
[3b1efcc]287 {
[da692b9]288 cout << "Should be broadcasting the message" << endl;
289
[01d0d00]290 map<unsigned int, Player>::iterator it;
291 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
[3b1efcc]292 {
[d211210]293 cout << "Sent message back to " << it->second.name << endl;
[01d0d00]294 if ( sendMessage(&serverMsg, sock, &(it->second.addr)) < 0 )
[3b1efcc]295 error("sendMessage");
296 }
297 }
298 else
299 {
[da692b9]300 cout << "Should be sending back the message" << endl;
301
[3b1efcc]302 if ( sendMessage(&serverMsg, sock, &from) < 0 )
303 error("sendMessage");
304 }
[7b43385]305 }
[8e540f4]306 }
[371ce29]307
[8e540f4]308 return 0;
309}
310
[d211210]311bool processMessage(const NETWORK_MSG& clientMsg, struct sockaddr_in& from, map<unsigned int, Player>& mapPlayers, WorldMap* gameMap, unsigned int& unusedId, NETWORK_MSG& serverMsg, int sock)
[8e540f4]312{
[41ad8ed]313 DataAccess da;
314
[b8cb03f]315 cout << "Received message" << endl;
[8e540f4]316 cout << "MSG: type: " << clientMsg.type << endl;
317 cout << "MSG contents: " << clientMsg.buffer << endl;
318
[da692b9]319 // maybe we should make a message class and have this be a member
[3b1efcc]320 bool broadcastResponse = false;
321
[8e540f4]322 // Check that if an invalid message is sent, the client will correctly
323 // receive and display the response. Maybe make a special error msg type
324 switch(clientMsg.type)
325 {
326 case MSG_TYPE_REGISTER:
[d2b411a]327 {
[8e540f4]328 string username(clientMsg.buffer);
329 string password(strchr(clientMsg.buffer, '\0')+1);
[d2b411a]330
[8e540f4]331 cout << "username: " << username << endl;
332 cout << "password: " << password << endl;
[d2b411a]333
[3b1efcc]334 int error = da.insertPlayer(username, password);
[41ad8ed]335
[3b1efcc]336 if (!error)
337 strcpy(serverMsg.buffer, "Registration successful.");
338 else
339 strcpy(serverMsg.buffer, "Registration failed. Please try again.");
[8e540f4]340
341 serverMsg.type = MSG_TYPE_REGISTER;
[d2b411a]342
[8e540f4]343 break;
344 }
345 case MSG_TYPE_LOGIN:
346 {
[60017fc]347 cout << "Got login message" << endl;
348
[d211210]349 serverMsg.type = MSG_TYPE_LOGIN;
350
[8e540f4]351 string username(clientMsg.buffer);
[41ad8ed]352 string password(strchr(clientMsg.buffer, '\0')+1);
[8e540f4]353
[41ad8ed]354 Player* p = da.getPlayer(username);
[d2b411a]355
[b128109]356 if (p == NULL || !da.verifyPassword(password, p->password))
[41ad8ed]357 {
358 strcpy(serverMsg.buffer, "Incorrect username or password");
359 }
[01d0d00]360 else if(findPlayerByName(mapPlayers, username) != NULL)
[41ad8ed]361 {
362 strcpy(serverMsg.buffer, "Player has already logged in.");
363 }
364 else
[8e540f4]365 {
[d211210]366 serverMsg.type = MSG_TYPE_PLAYER;
367
[1106210]368 updateUnusedId(unusedId, mapPlayers);
[01d0d00]369 p->id = unusedId;
[d211210]370 cout << "new player id: " << p->id << endl;
[df79cfd]371 p->setAddr(from);
372
373 // choose a random team (either 0 or 1)
374 p->team = rand() % 2;
[d211210]375
376 // tell the new player about all the existing players
377 cout << "Sending other players to new player" << endl;
378
379 map<unsigned int, Player>::iterator it;
380 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
381 {
382 it->second.serialize(serverMsg.buffer);
383
384 cout << "sending info about " << it->second.name << endl;
[5f868c0]385 cout << "sending id " << it->second.id << endl;
386 if ( sendMessage(&serverMsg, sock, &from) < 0 )
387 error("sendMessage");
388 }
389
390 // tell the new player about all map objects
391 // (currently just the flags)
392 serverMsg.type = MSG_TYPE_OBJECT;
[e487381]393 vector<WorldMap::Object>* vctObjects = gameMap->getObjects();
[5f868c0]394 vector<WorldMap::Object>::iterator itObjects;
395 cout << "sending items" << endl;
[e487381]396 for (itObjects = vctObjects->begin(); itObjects != vctObjects->end(); itObjects++) {
[5f868c0]397 itObjects->serialize(serverMsg.buffer);
398 cout << "sending item id " << itObjects->id << endl;
[d211210]399 if ( sendMessage(&serverMsg, sock, &from) < 0 )
400 error("sendMessage");
401 }
[59061f6]402
[594d2e9]403 p->serialize(serverMsg.buffer);
[d211210]404 cout << "Should be broadcasting the message" << endl;
405
406 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
407 {
408 cout << "Sent message back to " << it->second.name << endl;
409 if ( sendMessage(&serverMsg, sock, &(it->second.addr)) < 0 )
410 error("sendMessage");
411 }
412
413 serverMsg.type = MSG_TYPE_LOGIN;
414 mapPlayers[unusedId] = *p;
[07028b9]415 }
416
[41ad8ed]417 delete(p);
[07028b9]418
[8e540f4]419 break;
420 }
421 case MSG_TYPE_LOGOUT:
422 {
423 string name(clientMsg.buffer);
424 cout << "Player logging out: " << name << endl;
425
[01d0d00]426 Player *p = findPlayerByName(mapPlayers, name);
[633f42a]427
[8e540f4]428 if (p == NULL)
429 {
430 strcpy(serverMsg.buffer, "That player is not logged in. This is either a bug, or you're trying to hack the server.");
[8a3ef42]431 cout << "Player not logged in" << endl;
[07028b9]432 }
[01d0d00]433 else if ( p->addr.sin_addr.s_addr != from.sin_addr.s_addr ||
434 p->addr.sin_port != from.sin_port )
[07028b9]435 {
[8e540f4]436 strcpy(serverMsg.buffer, "That player is logged in using a differemt connection. This is either a bug, or you're trying to hack the server.");
[8a3ef42]437 cout << "Player logged in using a different connection" << endl;
[2488852]438 }
[8e540f4]439 else
[2488852]440 {
[01d0d00]441 if (p->id < unusedId)
442 unusedId = p->id;
443 mapPlayers.erase(p->id);
[41ad8ed]444 strcpy(serverMsg.buffer, "You have successfully logged out.");
[8e540f4]445 }
[07028b9]446
[d211210]447 serverMsg.type = MSG_TYPE_LOGOUT;
[8a3ef42]448
[8e540f4]449 break;
450 }
451 case MSG_TYPE_CHAT:
452 {
[da692b9]453 cout << "Got a chat message" << endl;
454
[01d0d00]455 Player *p = findPlayerByAddr(mapPlayers, from);
[07028b9]456
[8e540f4]457 if (p == NULL)
458 {
459 strcpy(serverMsg.buffer, "No player is logged in using this connection. This is either a bug, or you're trying to hack the server.");
[2488852]460 }
[8e540f4]461 else
462 {
[3b1efcc]463 broadcastResponse = true;
464
[b128109]465 ostringstream oss;
466 oss << p->name << ": " << clientMsg.buffer;
[3b1efcc]467
[b128109]468 strcpy(serverMsg.buffer, oss.str().c_str());
[8e540f4]469 }
470
471 serverMsg.type = MSG_TYPE_CHAT;
472
473 break;
[e084950]474 }
[b128109]475 case MSG_TYPE_PLAYER_MOVE:
476 {
477 cout << "PLAYER_MOVE" << endl;
478
479 int id, x, y;
480
481 memcpy(&id, clientMsg.buffer, 4);
482 memcpy(&x, clientMsg.buffer+4, 4);
483 memcpy(&y, clientMsg.buffer+8, 4);
[7b43385]484
[b128109]485 cout << "x: " << x << endl;
486 cout << "y: " << y << endl;
487 cout << "id: " << id << endl;
[7b43385]488
[b128109]489 if ( mapPlayers[id].addr.sin_addr.s_addr == from.sin_addr.s_addr &&
490 mapPlayers[id].addr.sin_port == from.sin_port )
491 {
[60017fc]492 // we need to make sure the player can move here
493 if (0 <= x && x < 300 && 0 <= y && y < 300 &&
494 gameMap->getElement(x/25, y/25) == WorldMap::TERRAIN_GRASS)
495 {
[7b43385]496 cout << "valid terrain" << endl;
497
[60017fc]498 mapPlayers[id].target.x = x;
499 mapPlayers[id].target.y = y;
500
501 serverMsg.type = MSG_TYPE_PLAYER_MOVE;
502
503 memcpy(serverMsg.buffer, &id, 4);
[d211210]504 memcpy(serverMsg.buffer+4, &mapPlayers[id].target.x, 4);
505 memcpy(serverMsg.buffer+8, &mapPlayers[id].target.y, 4);
[60017fc]506
507 broadcastResponse = true;
508 }
509 else
510 cout << "Bad terrain detected" << endl;
[b128109]511 }
512 else // nned to send back a message indicating failure
513 cout << "Player id (" << id << ") doesn't match sender" << endl;
514
515 break;
516 }
[e487381]517 case MSG_TYPE_DROP_FLAG:
518 {
519 // may want to check the id matches the sender, just like for PLAYER_NOVE
520 cout << "DROP_FLAG" << endl;
521
522 int id;
523
524 memcpy(&id, clientMsg.buffer, 4);
525 cout << "id: " << id << endl;
526
527 WorldMap::ObjectType flagType = WorldMap::OBJECT_NONE;
528 if (mapPlayers[id].hasBlueFlag)
529 flagType = WorldMap::OBJECT_BLUE_FLAG;
530 else if (mapPlayers[id].hasRedFlag)
531 flagType = WorldMap::OBJECT_RED_FLAG;
532
533 gameMap->addObject(flagType, mapPlayers[id].pos.x, mapPlayers[id].pos.y);
534
535 // need to send the OBJECT message too
536 serverMsg.type = MSG_TYPE_OBJECT;
537 gameMap->getObjects()->back().serialize(serverMsg.buffer);
538
539 map<unsigned int, Player>::iterator it;
540 for (it = mapPlayers.begin(); it != mapPlayers.end(); it++)
541 {
542 if ( sendMessage(&serverMsg, sock, &(it->second.addr)) < 0 )
543 error("sendMessage");
544 }
545
546 mapPlayers[id].hasBlueFlag = false;
547 mapPlayers[id].hasRedFlag = false;
548
549 serverMsg.type = MSG_TYPE_PLAYER;
550 mapPlayers[id].serialize(serverMsg.buffer);
551
552 map<unsigned int, Player>::iterator it2;
553 broadcastResponse = true;
554
555 break;
556 }
[8e540f4]557 default:
558 {
559 strcpy(serverMsg.buffer, "Server error occured. Report this please.");
[e084950]560
[8e540f4]561 serverMsg.type = MSG_TYPE_CHAT;
[e084950]562
[8e540f4]563 break;
564 }
[e3535b3]565 }
[da692b9]566
567 return broadcastResponse;
[e3535b3]568}
[da692b9]569
[1106210]570void updateUnusedId(unsigned int& id, map<unsigned int, Player>& mapPlayers)
[01d0d00]571{
[1106210]572 while (mapPlayers.find(id) != mapPlayers.end())
573 id++;
[01d0d00]574}
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