summaryrefslogtreecommitdiff
path: root/src/net/server.c
blob: 335cea6870e6f6667ed97bfd79a17c00b6b6cc48 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
#include <sys/types.h>
#include <sys/socket.h>
#include <netdb.h>
#include <string.h>
#include <stdlib.h>
#include <stdio.h>
#include <unistd.h>
#include <assert.h>
#include "server.h"
#include "../data_store.h"


/**
 * Return socket with connection to player with specified player id
 */
int socket_for_player_id(const socket_list_t *client_socks, const player_id_t pid)
{
	for(int i=0; i<client_socks->count; i++)
	{
		if(client_socks->player_ids[i] == pid)
			return client_socks->sockets[i];
	}
	assert(false);
	return 0;
}

/**
 * Server side function; start server on specified port
 * @param[in] port Port on which server should listen
 * @return Listening socket
 */
int server_start(const char* port)
{
	assert(port != NULL);

	int status;
	int serversock;
	struct addrinfo hints, *result, *tmp;

	memset(&hints, 0, sizeof(struct addrinfo));
	hints.ai_family = AF_UNSPEC;		// IPv4 or IPv6
	hints.ai_socktype = SOCK_STREAM;	// TCP socket
	hints.ai_flags = AI_PASSIVE;		// wildcard IP
	hints.ai_protocol = 0;			// any protocol

	status = getaddrinfo(NULL, port, &hints, &result);
	if(status != 0)
	{
		printf("getaddrinfo: %s\n", gai_strerror(status));
		exit(EXIT_FAILURE);
	}

	// iterate over linked addrinfo list and use first useable entry
	for(tmp = result; tmp != NULL; tmp = tmp->ai_next)
	{
		int yes=1;

		// create socket
		serversock = socket(tmp->ai_family, tmp->ai_socktype, tmp->ai_protocol);
		if(serversock == -1)
			continue;

		// try to reuse still open sockets in TIME_WAIT state
		setsockopt(serversock, SOL_SOCKET, SO_REUSEADDR, &yes, sizeof(int));

		// try to bind to address/port
		if(bind(serversock, tmp->ai_addr, tmp->ai_addrlen) == 0)
			break; // Success!

		close(serversock);
	}

	if(tmp == NULL)
	{
		printf("failed to bind\n");
		exit(EXIT_FAILURE);
	}
	freeaddrinfo(result);

	// start listening
	status = listen(serversock, 1);
	if(status == -1)
	{
		printf("listen: %s\n", strerror(status));
		exit(EXIT_FAILURE);
	}

	return serversock;
}

/**
 * Server side function; accepts connections from clients
 * @param[in] serversock Socket on which server is listening
 * @param[out] client_socks Socket list in which to store open client connections
 * @param[in] count Number of clients that should connect
 */
void server_get_players(int serversock, socket_list_t* client_socks, const uint8_t count)
{
	int i;

	assert(count < MAX_PLAYERS && count > 0);

	// accept connections
	for(i=0; i<count; i++)
	{
		struct sockaddr_storage addr;
		socklen_t addrlen = sizeof(addr);
		client_socks->sockets[i] = accept(serversock, (struct sockaddr*) &addr, &addrlen);
		if(client_socks->sockets[i] == -1)
		{
			printf("accept: %s\n", strerror(client_socks->sockets[i]));
			exit(EXIT_FAILURE);
		}
		//printf("new client connected: %s\n", inet_ntop(sock.ss_family, get_in_addr((struct sockaddr*)&sock), INET6_ADDRSTRLEN));
		printf("new client connected (%d/%d)\n", i+1, count);
	}
	client_socks->count = count;
}

/**
  * Server side function; receive hello message from client and read username
  * @param[in] sock Socket to use
  * @return Username of client
  */
bool server_parse_hello(const msg_t *m)
{
	assert(m != NULL);
	assert(m->hdr.payload_length > 0);
	assert(m->hdr.payload_length < MAX_PLAYER_NAME_LENGTH);

	data_store_t *ds = data_store();

	for(int i=0; i<ds->player_list.count; i++)
	{
		if(strlen(ds->player_list.players[i].player_name) > 0) // search for first empty (not yet assigned) slot
			continue;
		memcpy(ds->player_list.players[i].player_name, m->payload, m->hdr.payload_length);
		ds->player_list.players[i].player_name[m->hdr.payload_length] = '\0';
	}

	return true;
}

bool server_parse_selected_card(const msg_t *m)
{
	assert(m != NULL);
	assert(m->hdr.payload_length == 1);

	data_store_t *ds = data_store();
	ds->selected_card = m->payload[0];

	return true;
}

bool server_parse_selected_stack(const msg_t *m)
{
	assert(m != NULL);
	assert(m->hdr.payload_length == 1);

	data_store_t *ds = data_store();
	ds->stack_index = m->payload[0];

	assert(ds->stack_index <= NUM_TABLE_STACKS);

	return true;
}

void server_prep_start_game(msg_t *m)
{
	uint16_t pos = 0;
	data_store_t *ds = data_store();
	player_list_t *player_list = &ds->player_list;

	m->hdr.type = msg_type_start_game;
	m->payload[pos++] = player_list->count;

	// copy player_ids, length and nicknames to message payload
	for(int i = 0; i < player_list->count; i++)
	{
		player_list_entry_t *ple = &player_list->players[i];
		m->payload[pos++] = ple->player_id;
		uint8_t len = strlen(ple->player_name);
		m->payload[pos++] = len;
		memcpy(m->payload+pos, ple->player_name, len);
		pos += len;
	}

	m->hdr.payload_length = pos;
}

void server_prep_hello(msg_t *m, const player_list_entry_t* player)
{
	m->hdr.type = msg_type_hello_s;
	m->payload[0] = player->player_id;
	m->hdr.payload_length = 1;
}

void server_prep_selected_stack(msg_t *m)
{
	data_store_t *ds = data_store();
	
	m->hdr.type = msg_type_selected_stack_s;
	m->payload[0] = ds->stack_index;
	m->hdr.payload_length = 1;
}

void server_prep_deal_hand(msg_t *m, const hand_t *h)
{
	assert(h != NULL);

	m->hdr.type = msg_type_deal_hand;

	for(int i=0; i<MAX_HAND_CARDS; i++)
		m->payload[i] = h->cards[i];

	m->hdr.payload_length = MAX_HAND_CARDS;
}

void server_prep_initial_stacks(msg_t *m)
{
	data_store_t *ds = data_store();

	m->hdr.type = msg_type_initial_stacks;

	for(int i=0; i<NUM_TABLE_STACKS; i++)
		m->payload[i] = ds->table_stacks.stacks[i].cards[0];

	m->hdr.payload_length = NUM_TABLE_STACKS;
}

void server_prep_selected_card_all(msg_t *m)
{
	uint8_t pos = 0;
	data_store_t *ds = data_store();

	m->hdr.type = msg_type_selected_card_all;

	for(int i = 0; i < ds->player_list.count; i++)
	{
		player_list_entry_t *ple = &ds->player_list.players[i];
		if(ple->player_id == 0) // invalid player
			continue;
		m->payload[pos++] = ple->player_id;
		m->payload[pos++] = ple->open_card;
	}

	m->hdr.payload_length = pos;
}

void server_prep_next_action(msg_t *m)
{
	data_store_t *ds = data_store();

	m->hdr.type = msg_type_next_action;
	m->payload[0] = ds->game_finished;
	m->hdr.payload_length = 1;
}