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fun-with-binary/server/server.ino
2019-04-05 10:53:46 +01:00

458 lines
13 KiB
C++

/**
* Fun with Binary - a fun way of introducing binary
* Copyright (C) 2018, Diogo Cordeiro.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU Affero General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU Affero General Public License for more details.
*
* You should have received a copy of the GNU Affero General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
* @category Server Core
* @package Fun with Binary
* @author Diogo Cordeiro <up201705417@fc.up.pt>
* @copyright 2018 Diogo Cordeiro.
* @license http://www.fsf.org/licensing/licenses/agpl-3.0.html GNU Affero General Public License version 3.0
* @link https://www.diogo.site/projects/fun_with_binary/
*/
#include <ESP8266WiFi.h>
#include <DNSServer.h>
#include <ESP8266WebServer.h>
// Pages
#include "HTML.h"
// Define a dns server for Captive Portal
const byte DNS_PORT = 53;
DNSServer dnsServer;
IPAddress apIP(42, 42, 42, 42); // Defining a static IP address: local & gateway
// Default IP in AP mode is 192.168.4.1
IPAddress netMsk(255, 255, 255, 0);
// These are the WiFi access point settings. Update them to your liking
const char *ssid = "Fun with Binary";
//const char *wifi_password = "";
// Define a web server at port 80 for HTTP
ESP8266WebServer webServer(80);
// Number of leds
#define NLEDS 6
// LEDs board outputs
// Orange, Yellow, Green, Blue, Purple, Gray
// D0 D1 D2 D5 D6 D7
int bits[NLEDS] = { D2, D3, D4, D5, D6, D7 };
// Memorizes bits state
int current_answer[NLEDS] = { 0 };
// Current state of the game
bool is_game_running = false;
// Current system password
String password = "000000";
// Current system token
int token = 0;
// This is an emergency endpoint in case some of students decides to leave
// in the middle of a game, you should rename it in production as a security
// measure
const String FORCERESTARENDPOINT = "force_restart";
/**
* Turns all leds on
* **Doesn't update current_answer**
*/
void
turn_all_on()
{
for (int i = 0; i < NLEDS; ++i)
{
digitalWrite(bits[i], HIGH);
}
}
/**
* Turns all leds off
* **Doesn't update current_answer**
*/
void
turn_all_off()
{
for (int i = 0; i < NLEDS; ++i)
{
digitalWrite(bits[i], LOW);
}
}
/**
* App endpoint
*/
void
handleRoot()
{
webServer.send(200, "text/html",
"<meta http-equiv=\"refresh\" content=\"0; url=http://42.42.42.42/auth\" />");
}
/**
* Game endpoint
*/
void
handleGame()
{
webServer.setContentLength(gameHTML1().length() +
gameHTML2().length() +
gameHTML3().length() +
gameHTML4().length());
webServer.send(200, "text/html", gameHTML1());
webServer.sendContent(gameHTML2());
webServer.sendContent(gameHTML3());
webServer.sendContent(gameHTML4());
}
/**
* CSS endpoint
*/
void
return_css()
{
webServer.send(200, "text/css", cssHTML());
}
/**
* Let the user know when an invalid input is attempted. When this function
* is called it actually is a good sign because although we return a 500 HTTP
* Status Code we have in fact controlled the invalid input internal error.
*
* This kind of errors shall not happen during regular usage of our App.
* If this is thrown it probably was due to someone messing with our API.
*/
void
handleInputError()
{
String message = "Invalid Input - Internal Error Controlled\n\n";
message += "URI: ";
message += webServer.uri();
message += "\nMethod: ";
message +=(webServer.method() == HTTP_GET) ? "GET" : "POST";
message += "\nArguments: ";
message += webServer.args();
message += "\n";
for (uint8_t i = 0; i < webServer.args(); ++i)
{
message +=
" " + webServer.argName(i) + ": " + webServer.arg(i) +
"\n";
}
webServer.send(500, "text/plain", message);
}
/**
* Auth endpoint
*/
void
handleAuth()
{
if (webServer.method() == HTTP_GET)
{
webServer.setContentLength(authHTML1().length() +
authHTML2().length() +
authHTML3().length() +
authHTML4().length());
webServer.send(200, "text/html", authHTML1());
webServer.sendContent(authHTML2());
webServer.sendContent(authHTML3());
webServer.sendContent(authHTML4());
}
else if (webServer.method() == HTTP_POST)
{
if (!is_game_running)
{
if (password == webServer.arg("password"))
{
is_game_running = true;
token = webServer.arg("token").toInt();
webServer.send(200, "text/html", "ok");
turn_all_off();
Serial.print("Current valid token is: ");
Serial.println(token);
}
else
{
webServer.send(200, "text/html",
"Esta palavra-passe está errada.");
}
}
else
{
webServer.send(200, "text/html",
"Já está alguém a jogar, espera pela tua vez! :)");
}
}
else
{
// Invalid HTTP request method
handleInputError();
}
}
/**
* 404 - Page Not Found endpoint
*/
void
handleNotFound()
{
String message = "File Not Found\n\n";
message += "URI: ";
message += webServer.uri();
message += "\nMethod: ";
message +=(webServer.method() == HTTP_GET) ? "GET" : "POST";
message += "\nArguments: ";
message += webServer.args();
message += "\n";
for (uint8_t i = 0; i < webServer.args(); ++i)
message +=
" " + webServer.argName(i) + ": " + webServer.arg(i) +
"\n";
webServer.send(404, "text/plain", message);
}
/**
* Switches a led state (a.k.a. bit of current answer)
*
* **Updates current_answer**
*/
void
switch_led()
{
if (!is_game_running || token != webServer.arg("token").toInt())
{
webServer.send(200, "text/plain", "unauthorized");
Serial.print("Invalid token tried to play: ");
Serial.println(webServer.arg("token").toInt());
return;
}
int incomingByte = webServer.arg("led").toInt();
Serial.print("Mandaram-me alterar o estado da lampada: ");
Serial.println(incomingByte);
if (incomingByte >= NLEDS || incomingByte < 0)
{
handleInputError();
return;
}
String message = "Led ";
if (current_answer[incomingByte] == 1)
{ // Turn LED off
message += incomingByte;
message += " off!";
digitalWrite(bits[incomingByte], LOW);
current_answer[incomingByte] = 0;
}
else
{ // Turn LED on
message += incomingByte;
message += " on!";
digitalWrite(bits[incomingByte], HIGH);
current_answer[incomingByte] = 1;
}
webServer.send(200, "text/plain", message);
}
/**
* Generates a binary string password with NLEDS length
* Result is stored in global password variable
*/
void
generate_password()
{
unsigned int dec_password = random(1, pow(2, NLEDS)-1);
char tmp_password[] = "000000";
for (int i = NLEDS-1; i > 0; --i)
{
tmp_password[i] =(dec_password & 1) + '0';
dec_password >>= 1;
}
for (int i = 0; i < NLEDS; ++i)
{
if (tmp_password[i] == '1')
{
password.setCharAt(i, '1');
}
}
Serial.print("Password is: ");
Serial.println(password);
}
/**
* Allows the printing of a binary string in our "led display"
*
* **Doesn't update current_answer**
*/
void
print_binary_string(String which)
{
Serial.print("Eu estou a imprimir esta string: ");
Serial.println(which);
for (int i = 0; i < NLEDS; ++i)
{
if (which.charAt(i) == '1')
{
digitalWrite(bits[i], HIGH);
}
else
{
digitalWrite(bits[i], LOW);
}
}
}
/**
* Resets for a potential new game
*/
void
reset_game()
{
turn_all_off();
// Reset current_answer
for (int i = 0; i < NLEDS; ++i)
{
current_answer[i] = 0;
}
is_game_running = false;
token = 0;
generate_password();
// print password
print_binary_string(password);
}
/**
* Blinks current_answer for 3 seconds (3 times) and resets the game
*/
void
won_game()
{
if (!is_game_running || token != webServer.arg("token").toInt())
{
webServer.send(200, "text/plain", "unauthorized");
return;
}
for (int i = 0; i < 3; ++i)
{
turn_all_off();
delay(500);
for (int i = 0; i < NLEDS; ++i)
{
if (current_answer[i] == 1)
{
digitalWrite(bits[i], HIGH);
}
}
delay(500);
}
reset_game();
webServer.send(200, "text/plain", "ok");
}
/**
* The setup routine runs once when you press reset.
*/
void
setup()
{
// initialize the digital pins as an output.
for (int i = 0; i < NLEDS; ++i)
{
pinMode(bits[i], OUTPUT);
}
Serial.begin(115200);
Serial.println();
Serial.println("Configuring access point...");
// Set WiFi mode to Access Point, you can also add Station mode
WiFi.mode(WIFI_AP); //_STA);
// set-up the custom IP address
WiFi.softAPConfig(apIP, apIP, IPAddress(255, 255, 255, 0)); // subnet FF FF FF 00
// You can remove/add the password parameter if you want the AP to be open/closed.
WiFi.softAP(ssid); //, wifi_password);
// if DNSServer is started with "*" for domain name, it will reply with
// provided IP to all DNS request
dnsServer.setErrorReplyCode(DNSReplyCode::NoError);
dnsServer.start(DNS_PORT, "*", apIP);
IPAddress myIP = WiFi.softAPIP();
Serial.print("AP IP address: ");
Serial.println(myIP);
/**** ROUTES ****/
webServer.on("/generate_204", handleRoot); // Android captive portal.
webServer.on("/fwlink", handleRoot); // Microsoft captive portal.
webServer.on("/", handleRoot);
webServer.on("/auth", handleAuth);
webServer.on("/"+FORCERESTARENDPOINT,[]()
{
reset_game();
webServer.send(200, "text/plain",
"A caixa foi reiniciada com sucesso!");});
webServer.on("/game", handleGame);
webServer.on("/style.css", return_css);
webServer.on("/game/switch_state", switch_led);
webServer.on("/game/won", won_game);
//webServer.onNotFound(handleNotFound);
webServer.onNotFound(handleRoot);
// Start WebServer
webServer.begin();
Serial.println("HTTP server started");
/*** Start game ***/
generate_password();
// print password
print_binary_string(password);
}
/**
* The loop routine runs over and over again forever.
*/
void
loop()
{
dnsServer.processNextRequest();
webServer.handleClient();
}