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server.cpp
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#include "server.h"
#include "sc_controller.h"
Server::Server(){
}
bool Server::createServer(qint16 port)
{
int flags = 1;
int yes = 1;
listener = socket(AF_INET, SOCK_DGRAM, IPPROTO_UDP);
ioctl(listener, FIONBIO, &flags);
setsockopt(listener, SOL_SOCKET, SO_REUSEADDR, &yes, sizeof(int));
if (listener == -1){
perror("[Server]: Error creating socket");
exit(EXIT_FAILURE);
}
memset(&_addr, 0, sizeof(_addr));
_addr.sin_family = AF_INET;
_addr.sin_port = htons(port);
_addr.sin_addr.s_addr = htonl(INADDR_ANY);
if (bind(listener, (struct sockaddr*) &_addr, sizeof(_addr))){
perror("[Server]: Error: bind");
close(listener);
}
int nonBlocking = 1;
if (fcntl(listener, F_SETFL, O_NONBLOCK, nonBlocking ) == -1 )
{
perror( "[Server]: failed to set non-blocking socket" );
close(listener);
return false;
}
char ipAddress[INET_ADDRSTRLEN];
inet_ntop(AF_INET, &(_addr.sin_addr), ipAddress, INET_ADDRSTRLEN);
qDebug() << "[Server]: Server started with IP:" << ipAddress <<" PORT:" << port;
QObject::connect(&_timer,SIGNAL(timeout()),this,SLOT(checkSock()));
_timer.start(20);
return true;
}
void Server::sendToClient(int mode, int port, QByteArray &data)
{
int byteCount = data.size();
if (mode == 0) {
if (port == client1.GetPort()){
sendto(listener, data.data(), byteCount, 0,
(const struct sockaddr*) &sock_c2, client2_len);
}
else {
sendto(listener, data.data(), byteCount, 0,
(const struct sockaddr*) &sock_c1, client1_len);
}
}
else {
sendto(listener, data.data(), byteCount, 0,
(const struct sockaddr*) &sock_c1, client1_len);
sendto(listener, data.data(), byteCount, 0,
(const struct sockaddr*) &sock_c2, client2_len);
}
}
void Server::checkSock(){
if (playersOnServer == 0){
int n = recvfrom(listener, buf, 1024, 0, (struct sockaddr *) &sock_c1, &client1_len);
if (n < 0){
return;
}
unsigned int address = ntohl(sock_c1.sin_addr.s_addr );
unsigned short port = ntohs(sock_c1.sin_port);
client1 = Address(address, port);
playersOnServer++;
qDebug() <<"[Server]: Client conenct with IP: " << address << ":" << port;
return;
}
else if (playersOnServer == 1){
int n = recvfrom(listener, buf, 1024, 0, (struct sockaddr *) &sock_c2, &client2_len);
if (n < 0){
return;
}
unsigned int address = ntohl(sock_c2.sin_addr.s_addr );
unsigned short port = ntohs(sock_c2.sin_port);
client2 = Address(address, port);
playersOnServer++;
emit connectPlayer();
qDebug() <<"[Server]: Client conenct with IP: " << address << ":" << port;
return;
}
if (stage < 2){
bzero(buf, 1024);
sockaddr_in from;
socklen_t fromLength = sizeof(from);
int n = recvfrom(listener, buf, 1024, 0, (struct sockaddr *) &from, &fromLength);
if (n < 0){
return;
}
qDebug() << "[Server]: Accept information about ready.";
unsigned int address = ntohl(from.sin_addr.s_addr );
unsigned short port = ntohs(from.sin_port);
if (port == client1.GetPort()){
sendto(listener, buf, 1024, 0,
(const struct sockaddr*) &sock_c2, client2_len);
}
else {
sendto(listener, buf, 1024, 0,
(const struct sockaddr*) &sock_c1, client1_len);
}
stage++;
if (stage == 2){
sendStartGame();
}
return;
}
static QByteArray readBuffer;
readBuffer.clear();
bzero(buf, 1024);
sockaddr_in from;
socklen_t fromLength = sizeof(from);
int n = recvfrom(listener, buf, 1024, 0, (struct sockaddr *) &from, &fromLength);
if (n < 0){
return;
};
unsigned short port = ntohs(from.sin_port);
readBuffer.append(buf, 1024);
bzero(buf, 1024);
QDataStream in (readBuffer);
qint16 command;
in >> command;
switch (command)
{
case clientsocket::comMove: {
qint16 playerID, x, y, angle;
in >> playerID;
in >> x;
in >> y;
in >> angle;
qDebug()<< "[Server]: Move accept from: " << playerID;
QByteArray block;
QDataStream out(&block, QIODevice::WriteOnly);
out << clientsocket::comMove;
out << playerID;
out << x;
out << y;
out << angle;
sendToClient(0, port, block);
break;
}
case clientsocket::comShoot: {
qint16 playerID, x, y, lastkey;
in >> playerID;
in >> x;
in >> y;
in >> lastkey;
QByteArray block;
QDataStream out(&block, QIODevice::WriteOnly);
out << clientsocket::comShoot;
out << playerID;
out << x;
out << y;
out << lastkey;
sendToClient(0, port, block);
break;
}
case clientsocket::comStartGame: {
QByteArray block;
QDataStream out(&block, QIODevice::WriteOnly);
out << clientsocket::comStartGame;
sendToClient(0, port, block);
break;
}
case clientsocket::comStartRound: {
QByteArray block;
QDataStream out(&block, QIODevice::WriteOnly);
out << clientsocket::comStartRound;
sendToClient(0, port, block);
break;
}
case clientsocket::comDisconnect: {
qint16 playerID;
in >> playerID;
qDebug() << "[Server]: accept disconnect " << playerID;
QByteArray block;
QDataStream out(&block, QIODevice::WriteOnly);
out << clientsocket::comDisconnect;
out << playerID;
sendToClient(0, port, block);
break;
}
case clientsocket::comNextRound: {
qint16 playerID;
in >> playerID;
QByteArray block;
QDataStream out(&block, QIODevice::WriteOnly);
out << clientsocket::comNextRound;
out << playerID;
sendToClient(0, port, block);
break;
}
case clientsocket::comReady: {
qint16 playerID;
in >> playerID;
qDebug() <<"[Server]: accept ready " << playerID;
QByteArray block;
QDataStream out(&block, QIODevice::WriteOnly);
out << clientsocket::comReady;
out << playerID;
sendToClient(0, port, block);
break;
}
case clientsocket::comExit: {
qint16 playerID;
in >> playerID;
qDebug() << "[Server]: accept exit " << playerID;
QByteArray block;
QDataStream out(&block, QIODevice::WriteOnly);
out << clientsocket::comExit;
out << playerID;
sendToClient(0, port, block);
break;
}
case clientsocket::comHit: {
qint16 playerID;
in >> playerID;
if (playerID == 0) {
redTankHP--;
if (redTankHP == 0) {
blueScore++;
redTankHP = 5;
blueTankHP = 5;
}
} else {
blueTankHP--;
if (blueTankHP == 0){
redScore++;
blueTankHP = 5;
redTankHP = 5;
}
}
qDebug() << "[Server]: BlueHP: " << blueTankHP << " RedHP: "<< redTankHP;
QByteArray block;
QDataStream out(&block, QIODevice::WriteOnly);
out << clientsocket::comHit;
out << playerID;
sendToClient(1, port, block);
break;
}
}
return;
}
void Server::sendStartGame()
{
QByteArray block;
QDataStream out(&block, QIODevice::WriteOnly);
out << clientsocket::comStartGame;
int byteCount = block.size();
qDebug() << "[Server]: Start game!";
sendto(listener, block.data(), byteCount, 0,
(const struct sockaddr*) &sock_c2, client2_len);
sendto(listener, block.data(), byteCount, 0,
(const struct sockaddr*) &sock_c1, client1_len);
}