Пример #1
0
void download_p2p(int sockfd){

    int count;
    char bufferFST[4];
    count = recv(sockfd, bufferFST, 4, MSG_PEEK);
    if(count == -1)
        perror("Recv with error");

    google::protobuf::uint32 pkg_size = readHdr(bufferFST);
    int byteCount;
    file::File request_file;
    char buffer[pkg_size + HDR_SIZE];
    if( ( byteCount = recv(sockfd, (void *)buffer, pkg_size + HDR_SIZE, MSG_WAITALL) ) == -1 ){
        perror("Error recviving data");
    }
    google::protobuf::io::ArrayInputStream ais(buffer, pkg_size + HDR_SIZE);
    google::protobuf::io::CodedInputStream coded_input(&ais);
    coded_input.ReadVarint32(&pkg_size);
    google::protobuf::io::CodedInputStream::Limit msgLimit = coded_input.PushLimit(pkg_size);
    request_file.ParseFromCodedStream(&coded_input);

    for(auto it=file_sets.begin(); it!=file_sets.end(); ++it){
        if( it-> first == request_file.file_name() && !it->second.empty() ){
            sendCheck(sockfd, true);
            send_download_info(sockfd, it->second);
            return;
        }
    }
    sendCheck(sockfd, false);
    return;
}
Пример #2
0
void delete_account(int sockfd){

    int count;
    char bufferFST[4];
    count = recv(sockfd, bufferFST, 4, MSG_PEEK);
    if(count == -1)
        perror("Recv with error");

    login::DeleteInfo info = readDeleteInfo(sockfd, readHdr(bufferFST) );
    std::cout << info.DebugString();

    Data::Data newInfo;
    newInfo.set_id( info.id() );
    newInfo.set_password( info.passwd() );

    for(int i=0; i<loginData.logindata_size(); ++i){
        if( loginData.logindata(i).id() == newInfo.id() &&
            loginData.logindata(i).password() == newInfo.password() ){
            loginData.mutable_logindata(i)->set_id("");
            loginData.mutable_logindata(i)->set_password("");
            loginData.mutable_logindata(i)->set_online(false);
            sendCheck(sockfd, true);
            update();
        }
    }

    sendCheck(sockfd, false);
    return;
}
Пример #3
0
void logout(int sockfd, std::map<std::string, std::set<std::string> > &file_sets){
    //recv logout info
    int count;
    char bufferFST[4];
    count = recv(sockfd, bufferFST, 4, MSG_PEEK);
    if(count == -1)
        perror("Recv with error");

    login::Login login = readLogin(sockfd, readHdr(bufferFST) );
    //std::cout << login.DebugString();

    //check id and password
    Data::Data newLogin;
    newLogin.set_id( login.id() );
    newLogin.set_password( login.passwd() );

    for(int i=0; i<loginData.logindata_size(); ++i){
        if( loginData.logindata(i).id() == newLogin.id() &&
            loginData.logindata(i).password() == newLogin.password() ){
            sendCheck(sockfd, true);
            tm* ptr_now;
            time_t loc_now = 0;
            time(&loc_now);
            std::string id = loginData.logindata(i).id();
            loginData.mutable_logindata(i)->set_online(false);
            ptr_now = localtime(&loc_now);
            printf("%s[%d:%d:%d] : [%s] logout %s\n", ANSI_COLOR_RED
            , ptr_now->tm_hour, ptr_now->tm_min, ptr_now->tm_sec, id.c_str(), ANSI_COLOR_RESET);
            logout_update(sockfd, file_sets, login.id());
            return;
        }
    }
    return;
}
Пример #4
0
void regist_check(int sockfd){
    //recv regist
    int count;
    char bufferFST[4];
    count = recv(sockfd, bufferFST, 4, MSG_PEEK);
    if(count == -1)
        perror("Recv with error");

    google::protobuf::uint32 size = readHdr(bufferFST);
    int byteCount;
    regist::Regist regist;
    char buffer[size + HDR_SIZE];
    if( ( byteCount = recv(sockfd, (void *)buffer, size + HDR_SIZE, MSG_WAITALL) ) == -1 ){
        perror("Error recviving data");
    }
    google::protobuf::io::ArrayInputStream ais(buffer, size + HDR_SIZE);
    google::protobuf::io::CodedInputStream coded_input(&ais);
    coded_input.ReadVarint32(&size);
    google::protobuf::io::CodedInputStream::Limit msgLimit = coded_input.PushLimit(size);
    regist.ParseFromCodedStream(&coded_input);
    coded_input.PopLimit(msgLimit);
    //std::cout << regist.DebugString();

    //check id and password
    Data::Data newRegist;
    newRegist.set_id( regist.id() );
    newRegist.set_password( regist.passwd() );

    for(int i=0; i<loginData.logindata_size(); ++i){
        if( loginData.logindata(i).id() == newRegist.id() ){
            sendCheck(sockfd, false);
            return;
        }
    }

    Data::Data* data = loginData.add_logindata();
    data -> set_id(regist.id());
    data -> set_password(regist.passwd());

    update();
    sendCheck(sockfd, true);
}
Пример #5
0
void chat(int sockfd){

    // recv name
    int count;
    char bufferFST[4];
    count = recv(sockfd, bufferFST, 4, MSG_PEEK);
    if(count == -1)
        perror("Recv with error");

    google::protobuf::uint32 pkg_size = readHdr(bufferFST);
    int byteCount;
    online::OnlinePerson person;
    char buffer[pkg_size + HDR_SIZE];
    if( ( byteCount = recv(sockfd, (void *)buffer, pkg_size + HDR_SIZE, MSG_WAITALL) ) == -1 ){
        perror("Error recviving data");
    }
    google::protobuf::io::ArrayInputStream ais(buffer, pkg_size + HDR_SIZE);
    google::protobuf::io::CodedInputStream coded_input(&ais);
    coded_input.ReadVarint32(&pkg_size);
    google::protobuf::io::CodedInputStream::Limit msgLimit = coded_input.PushLimit(pkg_size);
    person.ParseFromCodedStream(&coded_input);

    // check whether online
    for(int i=0; i<loginData.logindata_size(); ++i){
        if( loginData.logindata(i).online() == true ){
            if( loginData.logindata(i).id() != "" &&
                loginData.logindata(i).id() == person.name() ){
                sendCheck(sockfd, true);
                send_port(sockfd, loginData.logindata(i).port(), loginData.logindata(i).ip());
                return;
            }
        }
    }
    sendCheck(sockfd, false);
    printf("!ok\n");

}
Пример #6
0
static void gameStateUpdate()
{
	// Can't dump isHumanPlayer, since it causes spurious desynch dumps when players leave.
	// TODO isHumanPlayer should probably be synchronised, since the game state seems to depend on it, so there might also be a risk of real desynchs when players leave.
	//syncDebug("map = \"%s\", humanPlayers = %d %d %d %d %d %d %d %d", game.map, isHumanPlayer(0), isHumanPlayer(1), isHumanPlayer(2), isHumanPlayer(3), isHumanPlayer(4), isHumanPlayer(5), isHumanPlayer(6), isHumanPlayer(7));
	syncDebug("map = \"%s\"", game.map);

	// Actually send pending droid orders.
	sendQueuedDroidInfo();

	sendPlayerGameTime();
	gameSRand(gameTime);   // Brute force way of synchronising the random number generator, which can't go out of synch.

	if (!paused && !scriptPaused() && !editPaused())
	{
		/* Update the event system */
		if (!bInTutorial)
		{
			eventProcessTriggers(gameTime/SCR_TICKRATE);
		}
		else
		{
			eventProcessTriggers(realTime/SCR_TICKRATE);
		}
		updateScripts();
	}

	// Update abandoned structures
	handleAbandonedStructures();

	// Update the visibility change stuff
	visUpdateLevel();

	// Put all droids/structures/features into the grid.
	gridReset();

	// Check which objects are visible.
	processVisibility();

	// Update the map.
	mapUpdate();

	//update the findpath system
	fpathUpdate();

	// update the cluster system
	clusterUpdate();

	// update the command droids
	cmdDroidUpdate();
	if(getDrivingStatus())
	{
		driveUpdate();
	}

	fireWaitingCallbacks(); //Now is the good time to fire waiting callbacks (since interpreter is off now)

	for (unsigned i = 0; i < MAX_PLAYERS; i++)
	{
		//update the current power available for a player
		updatePlayerPower(i);

		//set the flag for each player
		setHQExists(false, i);
		setSatUplinkExists(false, i);

		numCommandDroids[i] = 0;
		numConstructorDroids[i] = 0;
		numDroids[i]=0;
		numTransporterDroids[i]=0;

		DROID *psNext;
		for (DROID *psCurr = apsDroidLists[i]; psCurr != NULL; psCurr = psNext)
		{
			// Copy the next pointer - not 100% sure if the droid could get destroyed but this covers us anyway
			psNext = psCurr->psNext;
			droidUpdate(psCurr);

			// update the droid counts
			numDroids[i]++;
			switch (psCurr->droidType)
			{
				case DROID_COMMAND:
					numCommandDroids[i] += 1;
					break;
				case DROID_CONSTRUCT:
				case DROID_CYBORG_CONSTRUCT:
					numConstructorDroids[i] += 1;
					break;
				case DROID_TRANSPORTER:
					if( (psCurr->psGroup != NULL) )
					{
						DROID *psDroid = NULL;

						numTransporterDroids[i] += psCurr->psGroup->refCount-1;
						// and count the units inside it...
							for (psDroid = psCurr->psGroup->psList; psDroid != NULL && psDroid != psCurr; psDroid = psDroid->psGrpNext)
							{
							if (psDroid->droidType == DROID_CYBORG_CONSTRUCT || psDroid->droidType == DROID_CONSTRUCT)
								{
									numConstructorDroids[i] += 1;
								}
							if (psDroid->droidType == DROID_COMMAND)
							{
								numCommandDroids[i] += 1;
							}
						}
					}
					break;
				default:
					break;
			}
		}

		numMissionDroids[i]=0;
		for (DROID *psCurr = mission.apsDroidLists[i]; psCurr != NULL; psCurr = psNext)
		{
			/* Copy the next pointer - not 100% sure if the droid could
			get destroyed but this covers us anyway */
			psNext = psCurr->psNext;
			missionDroidUpdate(psCurr);
			numMissionDroids[i]++;
			switch (psCurr->droidType)
			{
				case DROID_COMMAND:
					numCommandDroids[i] += 1;
					break;
				case DROID_CONSTRUCT:
				case DROID_CYBORG_CONSTRUCT:
					numConstructorDroids[i] += 1;
					break;
				case DROID_TRANSPORTER:
					if( (psCurr->psGroup != NULL) )
					{
						numTransporterDroids[i] += psCurr->psGroup->refCount-1;
					}
					break;
				default:
					break;
			}
		}
		for (DROID *psCurr = apsLimboDroids[i]; psCurr != NULL; psCurr = psNext)
		{
			/* Copy the next pointer - not 100% sure if the droid could
			get destroyed but this covers us anyway */
			psNext = psCurr->psNext;

			// count the type of units
			switch (psCurr->droidType)
			{
				case DROID_COMMAND:
					numCommandDroids[i] += 1;
					break;
				case DROID_CONSTRUCT:
				case DROID_CYBORG_CONSTRUCT:
					numConstructorDroids[i] += 1;
					break;
				default:
					break;
			}
		}

		// FIXME: These for-loops are code duplicationo
		/*set this up AFTER droidUpdate so that if trying to building a
		new one, we know whether one exists already*/
		setLasSatExists(false, i);
		STRUCTURE *psNBuilding;
		for (STRUCTURE *psCBuilding = apsStructLists[i]; psCBuilding != NULL; psCBuilding = psNBuilding)
		{
			/* Copy the next pointer - not 100% sure if the structure could get destroyed but this covers us anyway */
			psNBuilding = psCBuilding->psNext;
			structureUpdate(psCBuilding, false);
			//set animation flag
			if (psCBuilding->pStructureType->type == REF_HQ &&
				psCBuilding->status == SS_BUILT)
			{
				setHQExists(true, i);
			}
			if (psCBuilding->pStructureType->type == REF_SAT_UPLINK &&
				psCBuilding->status == SS_BUILT)
			{
				setSatUplinkExists(true, i);
			}
			//don't wait for the Las Sat to be built - can't build another if one is partially built
			if (asWeaponStats[psCBuilding->asWeaps[0].nStat].
				weaponSubClass == WSC_LAS_SAT)
			{
				setLasSatExists(true, i);
			}
		}
		for (STRUCTURE *psCBuilding = mission.apsStructLists[i]; psCBuilding != NULL; psCBuilding = psNBuilding)
		{
			/* Copy the next pointer - not 100% sure if the structure could get destroyed but this covers us anyway. It shouldn't do since its not even on the map!*/
			psNBuilding = psCBuilding->psNext;
			structureUpdate(psCBuilding, true); // update for mission
			if (psCBuilding->pStructureType->type == REF_HQ &&
				psCBuilding->status == SS_BUILT)
			{
				setHQExists(true, i);
			}
			if (psCBuilding->pStructureType->type == REF_SAT_UPLINK &&
				psCBuilding->status == SS_BUILT)
			{
				setSatUplinkExists(true, i);
			}
			//don't wait for the Las Sat to be built - can't build another if one is partially built
			if (asWeaponStats[psCBuilding->asWeaps[0].nStat].
				weaponSubClass == WSC_LAS_SAT)
			{
				setLasSatExists(true, i);
			}
		}
	}

	missionTimerUpdate();

	proj_UpdateAll();

	FEATURE *psNFeat;
	for (FEATURE *psCFeat = apsFeatureLists[0]; psCFeat; psCFeat = psNFeat)
	{
		psNFeat = psCFeat->psNext;
		featureUpdate(psCFeat);
	}

	objmemUpdate();

	// Do completely useless stuff.
	if (!isInSync())
	{
		sendCheck();  // send some pointless checking info if we're doomed anyway
	}


	// Must end update, since we may or may not have ticked, and some message queue processing code may vary depending on whether it's in an update.
	gameTimeUpdateEnd();
}