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#include "server.h"
#include "util.h"
#include "pacman.pb.h"
#include "block.h"
#include "anyoption.h"
#include "bonuspoint.h"
#include <QtNetwork/QTcpServer>
#include <QtNetwork/QTcpSocket>
#include <QTextStream>
Server::Server(QWidget *parent)
: SceneHolder(parent), m_bindaddress(QHostAddress::Any),
m_port(Constants::Networking::port), m_numbots(0)
{
/* determine max players by using order array */
for(m_maxplayers = 0; Color::order[m_maxplayers] != Color::none; ++m_maxplayers);
}
bool Server::run()
{
qDebug() << "[Server] Running server...";
qDebug() << "[Server] Max players:" << m_maxplayers;
qDebug() << "[Server] Number of bots:" << m_numbots;
if (!waitForClientConnections())
return false;
qDebug() << "[Server] Creating map...";
Transmission::map_t map = Util::createDemoMap();
Util::placeActors(map, m_maxplayers, Color::order);
Util::fillPoints(map);
/* save positions of blocks for later usage */
for (unsigned int x = 0; x < Constants::map_size.width; ++x)
{
for (unsigned int y = 0; y < Constants::map_size.height; ++y)
{
Transmission::field_t &cur = map[x][y];
if (cur & Transmission::block)
m_blocks.append(QPoint(x, y));
}
}
updateMap(map);
sendUpdate(map);
Util::deleteMap(map);
map = NULL;
QTimer *timer = new QTimer(this);
connect(timer, SIGNAL(timeout()), this, SLOT(tick()));
timer->start(Constants::tick);
return true;
}
void Server::tick()
{
//qDebug() << "[Tick] Doing server update";
//TODO: add ai here
Transmission::map_t map = calculateUpdates();
updateMap(map);
/* add a random bonus point */
QPoint pos = addRandomPoint(map, Transmission::bonuspoint);
if (!pos.isNull())
updateMap(map, pos.x(), pos.y());
/* add/remove random colorized block */
if (this->property("coloredblocks").toBool())
colorizeBlocks(map);
sendUpdate(map);
Util::deleteMap(map);
}
Transmission::map_t Server::calculateUpdates()
{
Transmission::map_t map = Util::createEmptyMap();
QMutableMapIterator<Color::Color, Actor::Movement> i(m_actorMovements);
while (i.hasNext())
{
i.next();
Actor *actor = m_actors.value(i.key());
QPoint mapPosition = CoordToMapPosition(actor->pos().toPoint());
Actor::Movement direction = i.value();
int turn = 0;
invalid_direction:
++turn;
qDebug() << "[Calc] Actor wants to move: color=" << i.key()
<< "pos=" << mapPosition << "direction=" << direction;
QPoint newMapPosition = mapPosition;
switch (direction)
{
case Actor::Up:
newMapPosition += QPoint(0, -1);
break;
case Actor::Down:
newMapPosition += QPoint(0, 1);
break;
case Actor::Left:
newMapPosition += QPoint(-1, 0);
break;
case Actor::Right:
newMapPosition += QPoint(1, 0);
break;
case Actor::None:
break;
default:
Q_ASSERT(false);
}
if (newMapPosition.x() < 0)
newMapPosition.setX(0);
if (newMapPosition.x() >= visualMap.size())
newMapPosition.setX(visualMap.size() - 1);
if (newMapPosition.y() < 0)
newMapPosition.setY(0);
if (newMapPosition.y() >= visualMap[newMapPosition.x()].size())
newMapPosition.setY(visualMap[newMapPosition.x()].size() - 1);
// <t3h g4m3 10gic>
// TODO: support actors eating each other
// TODO: old item - REMOVE THAT?
GameEntity *oldItem = visualMap[mapPosition.x()][mapPosition.y()];
/* check if there's an item at new location of actor */
GameEntity *item = visualMap[newMapPosition.x()][newMapPosition.y()];
if (item != NULL && oldItem != item)
{
qDebug() << "[Calc] Found item at new actor location";
if (!item->checkEnter(actor))
{
/* movement invalid. e.g. move against wall */
newMapPosition = mapPosition;
qDebug() << "[Calc] Item blocks actor";
}
else
{
/* apply actions of entering this field */
bool survive = item->enter(actor);
if (!survive)
{
map[newMapPosition.x()][newMapPosition.y()] = Transmission::empty | actor->color();
}
}
}
// </t3h g4m2 10gic>
/* movement didn't work - e.g. was blocked */
if (mapPosition == newMapPosition)
{
/* check turn */
if (turn == 1 && direction != actor->direction())
{
/* set direction back to last known direction and try again */
qDebug() << "[Calc] Movement was blocked. Trying last known actor direction";
direction = actor->direction();
goto invalid_direction;
}
else
{
/* second turn didn't work too -> stop movement */
direction = Actor::None;
qDebug() << "[Calc] No good direction known. Movement stopped";
}
}
map[newMapPosition.x()][newMapPosition.y()] |= Transmission::pacman |
i.key() | Util::actorMovementToTransmission(direction);
/* DEBUG: uncomments to disable auto-movement */
//direction = Actor::None;
if (direction == Actor::None)
{
/* set actor to non-moving */
m_actorMovements[i.key()] = Actor::None;
i.remove();
}
}
return map;
}
QPoint Server::addRandomPoint(Transmission::map_t map, Transmission::field_t type)
{
int chance = Constants::Game::bouns_point_chance
- Constants::Game::bouns_point_chance_playerfactor * (m_maxplayers - 1);
int rand = (int) (chance * (qrand() / (RAND_MAX + 1.0)));
if (rand != 0)
return QPoint();
/* get list of valid positions */
QList<QPoint> validpos;
for (unsigned int x = 0; x < Constants::map_size.width; ++x)
{
for (unsigned int y = 0; y < Constants::map_size.height; ++y)
{
if (visualMap[x][y] == NULL)
validpos.append(QPoint(x, y));
}
}
/* remove actors possitions from list
* performance would be better if actors would be listed in visualMap too
* but this isn't possible that easily. see comment in updateMap(map)
*/
foreach (Actor *actor, m_actors)
{
QPoint actorpos = CoordToMapPosition(actor->pos().toPoint());
validpos.removeAll(actorpos);
}
if (validpos.empty())
return QPoint();
rand = (int) (validpos.size() * (qrand() / (RAND_MAX + 1.0)));
QPoint pos = validpos.at(rand);
map[pos.x()][pos.y()] = type;
return pos;
}
void Server::colorizeBlocks(Transmission::map_t map)
{
/* decrement tickcount of colored blocks */
if (!m_coloredBlocks.empty())
{
QMutableMapIterator<QPoint, unsigned int> i(m_coloredBlocks);
while(i.hasNext())
{
i.next();
unsigned val = i.value();
if (val > 0)
i.setValue(--val);
else
{
/* check for actor collision */
bool skip = false;
foreach(Actor *actor, m_actors)
{
if (CoordToMapPosition(actor->pos().toPoint()) == i.key())
skip = true;
if (skip)
break;
}
if (skip)
continue;
QPoint block = i.key();
map[block.x()][block.y()] |= Transmission::block | Color::none;
updateMap(map, block.x(), block.y());
m_blocks.append(block);
i.remove();
}
}
}
/* colorize a random block */
int rand = (int) (Constants::Game::colorize_block_chance * (qrand() / (RAND_MAX + 1.0)));
if (rand == 0)
{
rand = (int) (m_blocks.size() * (qrand() / (RAND_MAX + 1.0)));
QPoint block = m_blocks.at(rand);
m_blocks.removeAt(rand);
unsigned int min = Constants::Game::colorize_block_tickcount_min;
unsigned int max = Constants::Game::colorize_block_tickcount_max;
int tickcount = min + (int) ((max - min + 1) * (qrand() / (RAND_MAX + 1.0)));
m_coloredBlocks.insert(block, tickcount);
unsigned int color = (int) (m_maxplayers * (qrand() / (RAND_MAX + 1.0)));
map[block.x()][block.y()] |= Transmission::block | Color::order[color];
updateMap(map, block.x(), block.y());
}
}
bool Server::waitForClientConnections()
{
// server must stay alive as long as sockets (qt parent mem mechanism)
QTcpServer *tcpSrv = new QTcpServer(this);
tcpSrv->listen(m_bindaddress, m_port);
if (!tcpSrv->isListening())
{
qCritical() << "Error while creating socket:" << qPrintable(tcpSrv->errorString());
return false;
}
qDebug() << "[Server] Listening on:"
<< qPrintable(QString("%1:%2").arg(tcpSrv->serverAddress().toString())
.arg(tcpSrv->serverPort()));
qDebug() << "[Server] Waiting for clients";
ProtoBuf::Init packet;
for (unsigned int i = 0; i < (m_maxplayers - m_numbots); ++i)
{
bool connectionAvailable = tcpSrv->waitForNewConnection(-1);
Q_ASSERT(connectionAvailable);
Q_UNUSED(connectionAvailable);
QTcpSocket *socket = tcpSrv->nextPendingConnection();
connect(socket, SIGNAL(readyRead()), this, SLOT(keyPressUpdate()));
/* assign color and notify client */
Color::Color color = Color::order[i];
m_clientConnections[color] = socket;
packet.set_color(color);
packet.set_maxplayers(m_maxplayers);
Util::sendPacket(packet, socket);
qDebug() << "[Connect] New Player: color=" << color;
}
for (unsigned int i = (m_maxplayers - m_numbots); i < m_maxplayers; ++i)
m_bots.append(Color::order[i]);
qDebug() << "[Server] All Clients connected";
return true;
}
void Server::sendUpdate(Transmission::map_t map)
{
m_updatepacket.Clear();
for (unsigned int x = 0; x < Constants::map_size.width; ++x)
{
for (unsigned int y = 0; y < Constants::map_size.height; ++y)
m_updatepacket.add_field(map[x][y]);
}
for(unsigned i = 0; i < m_maxplayers; ++i)
{
m_updatepacket.add_round_points(m_actors.value(Color::order[i])->getRoundPoints());
m_updatepacket.add_game_points(m_actors.value(Color::order[i])->getGamePoints());
}
QSharedPointer<QByteArray> data = Util::createPacket(m_updatepacket);
QMutableMapIterator<Color::Color, QTcpSocket *> i(m_clientConnections);
while(i.hasNext())
{
i.next();
QTcpSocket *socket = i.value();
if (!Util::sendPacket(data.data(), socket))
{
qDebug() << "[sendUpdate] Error while sending data to client. Disconnecting...";
socket->close();
qDebug() << "[sendUpdate] Actor" << i.key() << "is now a bot";
m_bots.append(i.key());
++m_numbots;
i.remove();
}
}
if (m_maxplayers == m_numbots)
{
qDebug() << "[sendUpdate] No more real players left. Exiting...";
qApp->quit();
}
}
void Server::keyPressUpdate()
{
ProtoBuf::KeyPressUpdate packet;
QMapIterator<Color::Color, QTcpSocket *> i(m_clientConnections);
while (i.hasNext())
{
i.next();
Color::Color color = i.key();
QTcpSocket *socket = i.value();
QDataStream in(i.value());
while (socket->bytesAvailable() > (qint64)sizeof(qint64))
{
QSharedPointer<QByteArray> data = Util::receivePacket(socket);
bool worked = packet.ParseFromArray(data->data(), data->size());
Q_ASSERT(worked);
Q_UNUSED(worked);
Transmission::field_t direction = packet.newkey();
qDebug() << "[KeyPress] actor=" << color << "direction=" << direction;
m_actorMovements[color] = Util::transmissionMovementToActor(direction);
}
}
}
bool Server::parseCommandline()
{
AnyOption opt;
opt.setVerbose();
/* usage strings must remain valid until parsing is done */
QString exec = QFileInfo(qApp->applicationFilePath()).fileName();
QByteArray usage;
QTextStream out(&usage, QIODevice::ReadWrite | QIODevice::Text);
out << "Usage: " << exec << " [OPTION]" << endl
<< "Usage: " << exec << " -h" << endl
<< endl;
out << " -b, --bind <bind_address>" << endl
<< " Specifies the ip address on which the server listens for connections" << endl
<< " Default: " << m_bindaddress.toString() << endl
<< endl;
opt.setOption("bind", 'b');
out << " -p, --port <port>" << endl
<< " Specifies the port on which the server listens for connections" << endl
<< " Default: " << m_port << endl
<< endl;
opt.setOption("port", 'p');
out << " -m, --maxplayers [1.." << m_maxplayers << "]" << endl
<< " Specifies the maximum number of players/pacmans" << endl
<< " Default: " << m_maxplayers << endl
<< endl;
opt.setOption("maxplayers", 'm');
out << " --bots [0..maxplayers-1]" << endl
<< " Specifies the number of AI pacmans/bots" << endl
<< " Default: " << m_numbots << endl
<< endl;
opt.setOption("bots");
out << " --nocolorblocks" << endl
<< " Disable random colorized blocks" << endl
<< endl;
opt.setFlag("nocolorblocks");
out << " -h, --help" << endl
<< " Prints this help message" << endl;
opt.setFlag("help", 'h');
out.flush();
opt.addUsage(usage.constData());
opt.processCommandArgs(qApp->argc(), qApp->argv());
if (opt.getFlag("help") || opt.getFlag('h'))
{
opt.printUsage();
return false;
}
if (opt.getValue("port") != NULL)
{
bool ok;
m_port = QString(opt.getValue("port")).toUInt(&ok);
if (!ok || m_port < 1 || m_port > 65535)
{
qCritical() << "Invalid port-option:" << opt.getValue("port") << endl
<< "Port must be between 1 and 65535";
return false;
}
}
if (opt.getValue("bind") != NULL)
{
m_bindaddress = opt.getValue("bind");
if (m_bindaddress.isNull())
{
qCritical() << "Invalid bind-option:" << opt.getValue("bind") << endl
<< "Bind address must be an ip address";
return false;
}
}
if (opt.getValue("maxplayers") != NULL)
{
bool ok;
unsigned int maxplayers = QString(opt.getValue("maxplayers")).toUInt(&ok);
if (!ok || maxplayers < 1 || maxplayers > m_maxplayers)
{
qCritical() << "Invalid maxplayers-option:" << opt.getValue("maxplayers") << endl
<< "Maxplayers must be between 1 and" << m_maxplayers;
return false;
}
m_maxplayers = maxplayers;
}
if (opt.getValue("bots") != NULL)
{
bool ok;
unsigned int numbots = QString(opt.getValue("bots")).toUInt(&ok);
if (!ok || numbots >= m_maxplayers)
{
qCritical() << "Invalid numbots-options:" << opt.getValue("bots") << endl
<< "AI pacmans/bots must be between 0 and" << m_maxplayers - 1;
return false;
}
m_numbots = numbots;
}
this->setProperty("coloredblocks", !opt.getFlag("nocolorblocks"));
return true;
}
bool operator<(const QPoint& lhs, const QPoint& rhs)
{
if (lhs.x() < rhs.x())
return true;
else if (lhs.x() == rhs.x())
return lhs.y() < rhs.y();
else
return false;
}
bool Constants::server = true;
int main(int argc, char **argv)
{
/* Verify that the version of the library that we linked against is
* compatible with the version of the headers we compiled against.
*/
GOOGLE_PROTOBUF_VERIFY_VERSION;
QApplication app(argc, argv, false);
app.setApplicationName("Pacman Server");
app.setWindowIcon(QIcon(":/appicon"));
qsrand(QTime(0, 0, 0).secsTo(QTime::currentTime()));
int ret = 0;
Server server;
if (!ret && !server.parseCommandline())
ret = 1;
if (!ret && !server.run())
ret = 1;
if (!ret)
ret = app.exec();
/* Delete all global objects allocated by libprotobuf */
google::protobuf::ShutdownProtobufLibrary();
return ret;
}
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