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authorRay <[email protected]>2020-02-20 12:42:37 +0100
committerRay <[email protected]>2020-02-20 12:42:37 +0100
commite176a476c0abcdd8d7b1b9e369a2548c11d6e0dd (patch)
tree83049dda9f445919f851fc7e331b4629b29efe80 /examples/network/network_udp_server.c
parent19390eaf097f2f78b7af188ece92f73388381cb6 (diff)
downloadraylib-e176a476c0abcdd8d7b1b9e369a2548c11d6e0dd.tar.gz
raylib-e176a476c0abcdd8d7b1b9e369a2548c11d6e0dd.zip
[rnet] Review network examples formatting
Diffstat (limited to 'examples/network/network_udp_server.c')
-rw-r--r--examples/network/network_udp_server.c166
1 files changed, 77 insertions, 89 deletions
diff --git a/examples/network/network_udp_server.c b/examples/network/network_udp_server.c
index 1fb8d130..6eee2dad 100644
--- a/examples/network/network_udp_server.c
+++ b/examples/network/network_udp_server.c
@@ -1,6 +1,6 @@
/*******************************************************************************************
- *
- * raylib [network] example - UDP Server
+*
+* raylib [network] example - UDP Server
*
* 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)
@@ -14,66 +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 server_cfg = {.host = "127.0.0.1", .port = "4950", .server = true, .type = SOCKET_UDP, .nonblocking = true};
-SocketResult *server_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(server_res->socket)) {
- // bytesRecv = SocketReceive(server_res->socket, recvBuffer, msglen);
- // }
- int bytesRecv = SocketReceive(server_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(server_res->socket, pingmsg, msglen);
- } else if (pong) {
- pong = false;
- SocketSend(server_res->socket, pongmsg, msglen);
- }
- elapsed = 0.0f;
- }
-}
-
int main(void)
{
// Initialization
@@ -83,30 +23,37 @@ int main(void)
InitWindow(screenWidth, screenHeight, "raylib [network] example - udp server");
- InitNetworkDevice();
-
- // 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);
- }
-
- // Create & Add sockets to the socket set
- socket_set = AllocSocketSet(1);
- msglen = strlen(pingmsg) + 1;
- memset(recvBuffer, '\0', sizeof(recvBuffer));
- AddSocket(socket_set, server_res->socket);
+ InitNetworkDevice(); // Init network communications
+
+ const char *pingmsg = "Ping!";
+ const char *pongmsg = "Pong!";
+
+ bool ping = false;
+ bool pong = false;
+ float elapsed = 0.0f;
+ float delay = 1.0f;
+
+ SocketConfig serverConfig = {
+ .host = "127.0.0.1",
+ .port = "4950",
+ .server = true,
+ .type = SOCKET_UDP,
+ .nonblocking = true
+ };
+
+ SocketResult *serverResult = NULL;
+ SocketSet *socketSet = NULL;
+ char receiveBuffer[512] = { 0 };
+
+ // Create the server: getaddrinfo + socket + setsockopt + bind + listen
+ serverResult = AllocSocketResult();
+
+ if (!SocketCreate(&serverConfig, serverResult)) TraceLog(LOG_WARNING, "Failed to open server: status %d, errno %d", serverResult->status, serverResult->socket->status);
+ else if (!SocketBind(&serverConfig, serverResult)) TraceLog(LOG_WARNING, "Failed to bind server: status %d, errno %d", serverResult->status, serverResult->socket->status);
+
+ // Create and add sockets to the socket set
+ socketSet = AllocSocketSet(1);
+ AddSocket(socketSet, serverResult->socket);
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
@@ -116,7 +63,46 @@ 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 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(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(serverResult->socket)) {
+ // bytesRecv = SocketReceive(serverResult->socket, receiveBuffer, msglen);
+ // }
+ int bytesRecv = SocketReceive(serverResult->socket, receiveBuffer, strlen(pingmsg) + 1);
+
+ // If we received data, is 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(serverResult->socket, pingmsg, strlen(pingmsg) + 1);
+ }
+ else if (pong)
+ {
+ pong = false;
+ SocketSend(serverResult->socket, pongmsg, strlen(pongmsg) + 1);
+ }
+
+ elapsed = 0.0f;
+ }
//----------------------------------------------------------------------------------
// Draw
@@ -125,7 +111,7 @@ int main(void)
ClearBackground(RAYWHITE);
-
+ // TODO: Draw relevant connection info
EndDrawing();
//----------------------------------------------------------------------------------
@@ -133,7 +119,9 @@ int main(void)
// De-Initialization
//--------------------------------------------------------------------------------------
- CloseWindow(); // Close window and OpenGL context
+ CloseNetworkDevice(); // Close network communication
+
+ CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;