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authorJak <[email protected]>2019-04-22 19:03:00 +0100
committerRay <[email protected]>2019-04-22 20:03:00 +0200
commit4b8d06f50139b33d7670c286e2e3f006843ac8ba (patch)
tree4645ae065f153caa3e4a0826dab20914ee8ebf78 /examples/network/network_tcp_server.c
parente41cb774c2426896a198152bdac7ff2f99223bd6 (diff)
downloadraylib-4b8d06f50139b33d7670c286e2e3f006843ac8ba.tar.gz
raylib-4b8d06f50139b33d7670c286e2e3f006843ac8ba.zip
[rnet] module WIP (#809)
Added experimental network module
Diffstat (limited to 'examples/network/network_tcp_server.c')
-rw-r--r--examples/network/network_tcp_server.c165
1 files changed, 165 insertions, 0 deletions
diff --git a/examples/network/network_tcp_server.c b/examples/network/network_tcp_server.c
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+++ b/examples/network/network_tcp_server.c
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+/*******************************************************************************************
+ *
+ * raylib [network] example - TCP Server
+ *
+ * Welcome to raylib!
+ *
+ * To test examples, just press F6 and execute raylib_compile_execute script
+ * Note that compiled executable is placed in the same folder as .c file
+ *
+ * You can find all basic examples on C:\raylib\raylib\examples folder or
+ * raylib official webpage: www.raylib.com
+ *
+ * Enjoy using raylib. :)
+ *
+ * This example has been created using raylib 2.0 (www.raylib.com)
+ * raylib is licensed under an unmodified zlib/libpng license (View raylib.h
+ *for details)
+ *
+ * Copyright (c) 2013-2016 Ramon Santamaria (@raysan5)
+ *
+ ********************************************************************************************/
+
+#include "raylib.h"
+#include "rnet.h"
+
+#include <assert.h>
+#include <stdio.h>
+#include <string.h>
+
+float elapsed = 0.0f;
+float delay = 1.0f;
+bool ping = false;
+bool pong = false;
+bool connected = false;
+const char * pingmsg = "Ping!";
+const char * pongmsg = "Pong!";
+int msglen = 0;
+SocketConfig server_cfg = {.host = "127.0.0.1", .port = "4950", .type = SOCKET_TCP, .server = true, .nonblocking = true};
+SocketConfig connection_cfg = {.nonblocking = true};
+SocketResult *server_res = NULL;
+SocketSet * socket_set = NULL;
+Socket * connection = NULL;
+char recvBuffer[512];
+
+// Attempt to connect to the network (Either TCP, or UDP)
+void NetworkConnect()
+{
+ int active = CheckSockets(socket_set, 0);
+ if (active != 0) {
+ TraceLog(LOG_DEBUG,
+ "There are currently %d socket(s) with data to be processed.", active);
+ }
+ if (active > 0) {
+ if ((connection = SocketAccept(server_res->socket, &connection_cfg)) != NULL) {
+ AddSocket(socket_set, connection);
+ ping = true;
+ connected = true;
+ }
+ }
+}
+
+// Once connected to the network, check the sockets for pending information
+// and when information is ready, send either a Ping or a Pong.
+void NetworkUpdate()
+{
+ // CheckSockets
+ //
+ // If any of the sockets in the socket_set are pending (received data, or requests)
+ // then mark the socket as being ready. You can check this with IsSocketReady(client_res->socket)
+ int active = CheckSockets(socket_set, 0);
+ if (active != 0) {
+ TraceLog(LOG_DEBUG,
+ "There are currently %d socket(s) with data to be processed.", active);
+ }
+
+ // IsSocketReady
+ //
+ // If the socket is ready, attempt to receive data from the socket
+ int bytesRecv = 0;
+ if (IsSocketReady(connection)) {
+ bytesRecv = SocketReceive(connection, recvBuffer, msglen);
+ }
+
+ // If we received data, was that data a "Ping!" or a "Pong!"
+ if (bytesRecv > 0) {
+ if (strcmp(recvBuffer, pingmsg) == 0) { pong = true; }
+ if (strcmp(recvBuffer, pongmsg) == 0) { ping = true; }
+ }
+
+ // After each delay has expired, send a response "Ping!" for a "Pong!" and vice versa
+ elapsed += GetFrameTime();
+ if (elapsed > delay) {
+ if (ping) {
+ ping = false;
+ SocketSend(connection, pingmsg, msglen);
+ } else if (pong) {
+ pong = false;
+ SocketSend(connection, pongmsg, msglen);
+ }
+ elapsed = 0.0f;
+ }
+}
+
+int main()
+{
+ // Setup
+ int screenWidth = 800;
+ int screenHeight = 450;
+ InitWindow(
+ screenWidth, screenHeight, "raylib [network] example - tcp server");
+ SetTargetFPS(60);
+ SetTraceLogLevel(LOG_DEBUG);
+
+ // Networking
+ InitNetwork();
+
+ // Create the server
+ //
+ // Performs
+ // getaddrinfo
+ // socket
+ // setsockopt
+ // bind
+ // listen
+ server_res = AllocSocketResult();
+ if (!SocketCreate(&server_cfg, server_res)) {
+ TraceLog(LOG_WARNING, "Failed to open server: status %d, errno %d",
+ server_res->status, server_res->socket->status);
+ } else {
+ if (!SocketBind(&server_cfg, server_res)) {
+ TraceLog(LOG_WARNING, "Failed to bind server: status %d, errno %d",
+ server_res->status, server_res->socket->status);
+ } else {
+ if (!(server_cfg.type == SOCKET_UDP)) {
+ if (!SocketListen(&server_cfg, server_res)) {
+ TraceLog(LOG_WARNING,
+ "Failed to start listen server: status %d, errno %d",
+ server_res->status, server_res->socket->status);
+ }
+ }
+ }
+ }
+
+ // Create & Add sockets to the socket set
+ socket_set = AllocSocketSet(2);
+ msglen = strlen(pingmsg) + 1;
+ memset(recvBuffer, '\0', sizeof(recvBuffer));
+ AddSocket(socket_set, server_res->socket);
+
+ // Main game loop
+ while (!WindowShouldClose()) {
+ BeginDrawing();
+ ClearBackground(RAYWHITE);
+ if (connected) {
+ NetworkUpdate();
+ } else {
+ NetworkConnect();
+ }
+ EndDrawing();
+ }
+
+ // Cleanup
+ CloseWindow();
+ return 0;
+} \ No newline at end of file