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