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| author | Ray <[email protected]> | 2020-02-20 12:42:37 +0100 |
|---|---|---|
| committer | Ray <[email protected]> | 2020-02-20 12:42:37 +0100 |
| commit | e176a476c0abcdd8d7b1b9e369a2548c11d6e0dd (patch) | |
| tree | 83049dda9f445919f851fc7e331b4629b29efe80 /examples/network/network_udp_client.c | |
| parent | 19390eaf097f2f78b7af188ece92f73388381cb6 (diff) | |
| download | raylib-e176a476c0abcdd8d7b1b9e369a2548c11d6e0dd.tar.gz raylib-e176a476c0abcdd8d7b1b9e369a2548c11d6e0dd.zip | |
[rnet] Review network examples formatting
Diffstat (limited to 'examples/network/network_udp_client.c')
| -rw-r--r-- | examples/network/network_udp_client.c | 154 |
1 files changed, 71 insertions, 83 deletions
diff --git a/examples/network/network_udp_client.c b/examples/network/network_udp_client.c index 567cee5b..38a4f0e9 100644 --- a/examples/network/network_udp_client.c +++ b/examples/network/network_udp_client.c @@ -1,6 +1,6 @@ /*******************************************************************************************
- *
- * raylib [network] example - UDP Client
+*
+* raylib [network] example - UDP Client
*
* This example has been created using raylib 3.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
@@ -14,65 +14,6 @@ #define RNET_IMPLEMENTATION
#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;
-const char * pingmsg = "Ping!";
-const char * pongmsg = "Pong!";
-int msglen = 0;
-SocketConfig client_cfg = {.host = "127.0.0.1", .port = "4950", .type = SOCKET_UDP, .nonblocking = true};
-SocketResult *client_res = NULL;
-SocketSet * socket_set = NULL;
-char recvBuffer[512];
-
-// Once connected to the network, check the sockets for pending information
-// and when information is ready, send either a Ping or a Pong.
-void UpdateNetwork()
-{
- // 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(client_res->socket)) {
- bytesRecv = SocketReceive(client_res->socket, 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(client_res->socket, pingmsg, msglen);
- } else if (pong) {
- pong = false;
- SocketSend(client_res->socket, pongmsg, msglen);
- }
- elapsed = 0.0f;
- }
-}
-
int main(void)
{
// Initialization
@@ -82,27 +23,37 @@ int main(void) InitWindow(screenWidth, screenHeight, "raylib [network] example - udp client");
- InitNetworkDevice();
-
- // Create the client
- //
- // Performs
- // getaddrinfo
- // socket
- // setsockopt
- // connect (TCP only)
- client_res = AllocSocketResult();
- if (!SocketCreate(&client_cfg, client_res)) {
- TraceLog(LOG_WARNING, "Failed to open client: status %d, errno %d",
- client_res->status, client_res->socket->status);
+ InitNetworkDevice(); // Init network communications
+
+ const char *pingmsg = "Ping!";
+ const char *pongmsg = "Pong!";
+
+ bool ping = true;
+ bool pong = false;
+ float elapsed = 0.0f;
+ float delay = 1.0f;
+
+ SocketConfig clientConfig = {
+ .host = "127.0.0.1",
+ .port = "4950",
+ .type = SOCKET_UDP,
+ .nonblocking = true
+ };
+
+ SocketResult *clientResult = NULL;
+ SocketSet *socketSet = NULL;
+ char receiveBuffer[512] = { 0 };
+
+ // Create the client: getaddrinfo + socket + setsockopt + connect (TCP only)
+ clientResult = AllocSocketResult();
+ if (!SocketCreate(&clientConfig, clientResult))
+ {
+ TraceLog(LOG_WARNING, "Failed to open client: status %d, errno %d", clientResult->status, clientResult->socket->status);
}
- // Create & Add sockets to the socket set
- socket_set = AllocSocketSet(1);
- msglen = strlen(pingmsg) + 1;
- ping = true;
- memset(recvBuffer, '\0', sizeof(recvBuffer));
- AddSocket(socket_set, client_res->socket);
+ // Create and add sockets to the socket set
+ socketSet = AllocSocketSet(1);
+ AddSocket(socketSet, clientResult->socket);
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
@@ -112,7 +63,42 @@ int main(void) {
// Update
//----------------------------------------------------------------------------------
- UpdateNetwork();
+ // Once connected to the network, check the sockets for pending information
+ // and when information is ready, send either a Ping or a Pong.
+
+ // CheckSockets, if any of the sockets in the socketSet are pending (received data, or requests)
+ // then mark the socket as being ready. You can check this with IsSocketReady(clientResult->socket)
+ int active = CheckSockets(socketSet, 0);
+ if (active != 0) TraceLog(LOG_INFO, "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(clientResult->socket)) bytesRecv = SocketReceive(clientResult->socket, receiveBuffer, strlen(pingmsg) + 1);
+
+ // If we received data, was that data a "Ping!" or a "Pong!"
+ if (bytesRecv > 0)
+ {
+ if (strcmp(receiveBuffer, pingmsg) == 0) { pong = true; }
+ if (strcmp(receiveBuffer, 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(clientResult->socket, pingmsg, strlen(pingmsg) + 1);
+ }
+ else if (pong)
+ {
+ pong = false;
+ SocketSend(clientResult->socket, pongmsg, strlen(pongmsg) + 1);
+ }
+
+ elapsed = 0.0f;
+ }
//----------------------------------------------------------------------------------
// Draw
@@ -120,6 +106,8 @@ int main(void) BeginDrawing();
ClearBackground(RAYWHITE);
+
+ // TODO: Draw relevant connection info
EndDrawing();
//----------------------------------------------------------------------------------
@@ -127,9 +115,9 @@ int main(void) // De-Initialization
//--------------------------------------------------------------------------------------
- CloseNetworkDevice(); // Close network
+ CloseNetworkDevice(); // Close network communication
- CloseWindow(); // Close window and OpenGL context
+ CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
|
