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#undef UNICODE
#define WIN32_LEAN_AND_MEAN
#include <windows.h>
#include <winsock2.h>
#include <ws2tcpip.h>
#include <stdlib.h>
#include <stdio.h>
#include <mutex>
#include <iostream>
#include <string>
#include "game.h"
#include <fstream>
#include <queue>
// Need to link with Ws2_32.lib
#pragma comment (lib, "Ws2_32.lib")
// #pragma comment (lib, "Mswsock.lib")
#define DEFAULT_BUFLEN 512
#define DEFAULT_PORT "27015"
#define DEFAULT_IP "127.0.0.1 "
std::mutex MyMutex;
int ClientCount;
using namespace std;
queue<int> gameQueue;
queue<int> specQueue;
std::ofstream outfile ("serverconfig.txt", std::ofstream::out | std::ofstream::app);
int callThread(SOCKET ClientSocket, int ID)
{
ClientCount++;
char recvbuf[DEFAULT_BUFLEN];
char *join = "joining";
char *spec = "spectator";
int recvbuflen = DEFAULT_BUFLEN;
int iResult, iSendResult;
// Receive until the peer shuts down the connection
printf("thread count: %d\n", ClientCount);
do {
iResult = recv(ClientSocket, recvbuf, recvbuflen, 0);
//check if clientID is in queue if it is send confirmation
for (int i = 0; i < gameQueue.size(); i++)
{
if (gameQueue[i] = ID)
{
send(ClientSocket, join, strlen(join), 0);
}
}
//check if game is empty if not add ID to queue
if (gameQueue.size() < 5)
{
gameQueue.push(ID);
}
// check if game is full if it is add ID to spectator queue
if (gameQueue.size() == 5)
{
specQueue.push(ID);
}
if (iResult > 0) {
printf("Bytes received: %d\n", iResult);
for (int i = 0; i < iResult ; i++)
{
cout << recvbuf[i];
}
// Echo the buffer back to the sender
iSendResult = send(ClientSocket, recvbuf, iResult, 0);
if (iSendResult == SOCKET_ERROR) {
printf("send failed: %d\n", WSAGetLastError());
MyMutex.lock();
ClientCount--;
MyMutex.unlock();
closesocket(ClientSocket); WSACleanup();
return 1;
}
printf("Bytes sent: %d\n", iSendResult);
}
else if (iResult == 0)
{
MyMutex.lock();
ClientCount--;
MyMutex.unlock();
closesocket(ClientSocket);
printf("Connection closing...\n");
}
else {
printf("recv failed: %d\n", WSAGetLastError());
MyMutex.lock();
ClientCount--;
MyMutex.unlock();
closesocket(ClientSocket);
return 1;
}
if (recvbuf[0] == 'y')
{
MyMutex.lock();
cout << "Client" << ID << "has quit" << endl;
ClientCount--;
MyMutex.unlock();
closesocket(ClientSocket);
iResult = 0;
}
} while (iResult > 0);
}
int __cdecl main(void)
{
WSADATA wsaData;
int iResult;
SOCKET ListenSocket = INVALID_SOCKET;
SOCKET ClientSocket = INVALID_SOCKET;
struct addrinfo *result = NULL;
struct addrinfo hints;
int threadCount = 0;
int iSendResult;
ClientCount = 0;
char recvbuf[DEFAULT_BUFLEN];
int recvbuflen = DEFAULT_BUFLEN;
std::thread myThreads[100];
game game1;
string type;
string map;
int level;
int max;
int min;
//output server details to file
ofstream outfile;
outfile.open("serverconfig.txt");
outfile << DEFAULT_IP;
outfile << DEFAULT_PORT;
outfile.close();
//get start up data
/*cout << "please choose a type: 1: Deathmatch 2: Capture the flag 3: Blood Diamond" << endl;
cin >> type;
cout << "Please choose a map:" << endl;
cin >> map;
cout << "please choose a difficulty level between 1 - 3: " << endl;
cin >> level;
cout << "Please choose the max number of clients: " << endl;
cin >> max;
cout << "Please choose the min number of clients" << endl;
cin >> min; */
// Initialize Winsock
iResult = WSAStartup(MAKEWORD(2, 2), &wsaData);
if (iResult != 0) {
printf("WSAStartup failed with error: %d\n", iResult);
return 1;
}
ZeroMemory(&hints, sizeof(hints));
hints.ai_family = AF_INET;
hints.ai_socktype = SOCK_STREAM;
hints.ai_protocol = IPPROTO_TCP;
hints.ai_flags = AI_PASSIVE;
// Resolve the server address and port
iResult = getaddrinfo(NULL, DEFAULT_PORT, &hints, &result);
if (iResult != 0) {
printf("getaddrinfo failed with error: %d\n", iResult);
WSACleanup();
return 1;
}
// Create a SOCKET for connecting to server
ListenSocket = socket(result->ai_family, result->ai_socktype, result->ai_protocol);
if (ListenSocket == INVALID_SOCKET) {
printf("socket failed with error: %ld\n", WSAGetLastError());
freeaddrinfo(result);
WSACleanup();
return 1;
}
// Setup the TCP listening socket
iResult = ::bind(ListenSocket, result->ai_addr, (int)result->ai_addrlen);
if (iResult == SOCKET_ERROR) {
printf("bind failed with error: %d\n", WSAGetLastError());
freeaddrinfo(result);
closesocket(ListenSocket);
WSACleanup();
return 1;
}
freeaddrinfo(result);
for (;;)
{
if (listen(ListenSocket, SOMAXCONN) == SOCKET_ERROR) {
printf("Listen failed with error: %ld\n", WSAGetLastError());
closesocket(ListenSocket);
WSACleanup();
return 1;
}
//creating a temp socket for accepting a connction
SOCKET ClientSocket;
// Accept a client socket
ClientSocket = accept(ListenSocket, NULL, NULL);
if (ClientSocket == INVALID_SOCKET) {
printf("accept failed: %d\n", WSAGetLastError());
closesocket(ListenSocket);
WSACleanup();
return 1;
}
else
{
myThreads[threadCount] = std::thread(callThread,ClientSocket,ClientCount);
threadCount++;
printf("normal count: %d\n", ClientCount);
if (ClientCount == 1)
{
cout << "Waiting for another Client to connect" << endl;
}
if (ClientCount >= 2)
{
cout << "Game" << type << "in progress" << endl;
}
}
}
// shutdown the connection since we're done
iResult = shutdown(ClientSocket, SD_SEND);
if (iResult == SOCKET_ERROR) {
printf("shutdown failed with error: %d\n", WSAGetLastError());
closesocket(ClientSocket);
WSACleanup();
return 1;
}
// cleanup
closesocket(ClientSocket);
WSACleanup();
system("PAUSE");
return 0;
}
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