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