diff options
| 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 | |
| parent | 19390eaf097f2f78b7af188ece92f73388381cb6 (diff) | |
| download | raylib-e176a476c0abcdd8d7b1b9e369a2548c11d6e0dd.tar.gz raylib-e176a476c0abcdd8d7b1b9e369a2548c11d6e0dd.zip | |
[rnet] Review network examples formatting
Diffstat (limited to 'examples')
| -rw-r--r-- | examples/network/network_ping_pong.c | 272 | ||||
| -rw-r--r-- | examples/network/network_resolve_host.c | 47 | ||||
| -rw-r--r-- | examples/network/network_tcp_client.c | 249 | ||||
| -rw-r--r-- | examples/network/network_tcp_server.c | 279 | ||||
| -rw-r--r-- | examples/network/network_test.c | 15 | ||||
| -rw-r--r-- | examples/network/network_udp_client.c | 154 | ||||
| -rw-r--r-- | examples/network/network_udp_server.c | 166 |
7 files changed, 555 insertions, 627 deletions
diff --git a/examples/network/network_ping_pong.c b/examples/network/network_ping_pong.c index ad8c298e..a56cafe8 100644 --- a/examples/network/network_ping_pong.c +++ b/examples/network/network_ping_pong.c @@ -1,6 +1,6 @@ /*******************************************************************************************
- *
- * raylib [network] example - Client/Server ping-pong
+*
+* raylib [network] example - Client/Server ping-pong
*
* 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)
@@ -14,57 +14,59 @@ #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;
-bool connected = false;
-bool client_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 client_cfg = {.host = "127.0.0.1", .port = "4950", .type = SOCKET_TCP, .nonblocking = true};
-SocketConfig connection_cfg = {.nonblocking = true};
-SocketResult *server_res = NULL;
-SocketResult *client_res = NULL;
-SocketSet * socket_set = NULL;
-Socket * connection = NULL;
-char recvBuffer[512];
+float elapsed = 0.0f;
+float delay = 1.0f;
+bool ping = false;
+bool pong = false;
+bool connected = false;
+bool clientConnected = false;
+const char *pingmsg = "Ping!";
+const char *pongmsg = "Pong!";
+int msglen = 0;
+SocketConfig serverConfig = { .host = "127.0.0.1", .port = "4950", .type = SOCKET_TCP, .server = true, .nonblocking = true };
+SocketConfig clientConfig = { .host = "127.0.0.1", .port = "4950", .type = SOCKET_TCP, .nonblocking = true };
+SocketConfig connectionConfig = { .nonblocking = true };
+SocketResult *serverResult = NULL;
+SocketResult *clientResult = NULL;
+SocketSet *socketSet = NULL;
+Socket *connection = NULL;
+char receiveBuffer[512] = { 0 };
// Attempt to connect to the network (Either TCP, or UDP)
-void NetworkConnect()
+static void NetworkConnect(void)
{
// If the server is configured as UDP, ignore connection requests
- if (server_cfg.type == SOCKET_UDP && client_cfg.type == SOCKET_UDP) {
- ping = true;
+ if ((serverConfig.type == SOCKET_UDP) && (clientConfig.type == SOCKET_UDP))
+ {
+ ping = true;
connected = true;
- } else {
+ }
+ else
+ {
// If the client is connected, run the server code to check for a connection
- if (client_connected) {
- 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;
+ if (clientConnected)
+ {
+ int active = CheckSockets(socketSet, 0);
+ if (active != 0) TraceLog(LOG_INFO, "There are currently %d socket(s) with data to be processed.", active);
+
+ if (active > 0)
+ {
+ if ((connection = SocketAccept(serverResult->socket, &connectionConfig)) != NULL)
+ {
+ AddSocket(socketSet, connection);
connected = true;
+ ping = true;
}
}
- } else {
+ }
+ else
+ {
// Check if we're connected every _delay_ seconds
elapsed += GetFrameTime();
- if (elapsed > delay) {
- if (IsSocketConnected(client_res->socket)) {
- client_connected = true;
- }
+ if (elapsed > delay)
+ {
+ if (IsSocketConnected(clientResult->socket)) clientConnected = true;
+
elapsed = 0.0f;
}
}
@@ -73,59 +75,46 @@ void NetworkConnect() // 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()
+static void UpdateNetwork(void)
{
- // 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);
- }
+ // 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_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
+ // IsSocketReady, if the socket is ready, attempt to receive data from the socket
int bytesRecv = 0;
- if (server_cfg.type == SOCKET_UDP && client_cfg.type == SOCKET_UDP) {
- if (IsSocketReady(client_res->socket)) {
- bytesRecv = SocketReceive(client_res->socket, recvBuffer, msglen);
- }
- if (IsSocketReady(server_res->socket)) {
- bytesRecv = SocketReceive(server_res->socket, recvBuffer, msglen);
- }
- } else {
- if (IsSocketReady(connection)) {
- bytesRecv = SocketReceive(connection, recvBuffer, msglen);
- }
- }
+ if ((serverConfig.type == SOCKET_UDP) && (clientConfig.type == SOCKET_UDP))
+ {
+ if (IsSocketReady(clientResult->socket)) bytesRecv = SocketReceive(clientResult->socket, receiveBuffer, msglen);
+ if (IsSocketReady(serverResult->socket)) bytesRecv = SocketReceive(serverResult->socket, receiveBuffer, msglen);
+ }
+ else if (IsSocketReady(connection)) bytesRecv = SocketReceive(connection, receiveBuffer, 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; }
+ 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) {
+ if (elapsed > delay)
+ {
+ if (ping)
+ {
ping = false;
- if (server_cfg.type == SOCKET_UDP && client_cfg.type == SOCKET_UDP) {
- SocketSend(client_res->socket, pingmsg, msglen);
- } else {
- SocketSend(client_res->socket, pingmsg, msglen);
- }
- } else if (pong) {
+ if (serverConfig.type == SOCKET_UDP && clientConfig.type == SOCKET_UDP) SocketSend(clientResult->socket, pingmsg, msglen);
+ else SocketSend(clientResult->socket, pingmsg, msglen);
+ }
+ else if (pong)
+ {
pong = false;
- if (server_cfg.type == SOCKET_UDP && client_cfg.type == SOCKET_UDP) {
- SocketSend(client_res->socket, pongmsg, msglen);
- } else {
- SocketSend(client_res->socket, pongmsg, msglen);
- }
+ if (serverConfig.type == SOCKET_UDP && clientConfig.type == SOCKET_UDP) SocketSend(clientResult->socket, pongmsg, msglen);
+ else SocketSend(clientResult->socket, pongmsg, msglen);
}
+
elapsed = 0.0f;
}
}
@@ -137,80 +126,57 @@ int main(void) const int screenWidth = 800;
const int screenHeight = 450;
- InitWindow(
- screenWidth, screenHeight, "raylib [network] example - ping pong");
- SetTargetFPS(60);
- SetTraceLogLevel(LOG_DEBUG);
-
- // Networking
- 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);
- } 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);
+ InitWindow(screenWidth, screenHeight, "raylib [network] example - ping pong");
+
+ InitNetworkDevice(); // Init network communications
+
+ // 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);
+ }
+ else
+ {
+ if (!(serverConfig.type == SOCKET_UDP))
+ {
+ if (!SocketListen(&serverConfig, serverResult))
+ {
+ TraceLog(LOG_WARNING, "Failed to start listen server: status %d, errno %d", serverResult->status, serverResult->socket->status);
}
}
}
}
- // 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);
- } else {
- if (!(client_cfg.type == SOCKET_UDP)) {
- if (!SocketConnect(&client_cfg, client_res)) {
- TraceLog(LOG_WARNING,
- "Failed to connect to server: status %d, errno %d",
- client_res->status, client_res->socket->status);
+ // 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);
+ }
+ else
+ {
+ if (!(clientConfig.type == SOCKET_UDP))
+ {
+ if (!SocketConnect(&clientConfig, clientResult))
+ {
+ TraceLog(LOG_WARNING, "Failed to connect to server: status %d, errno %d", clientResult->status, clientResult->socket->status);
}
}
}
- // Create & Add sockets to the socket set
- socket_set = AllocSocketSet(3);
- msglen = strlen(pingmsg) + 1;
- memset(recvBuffer, '\0', sizeof(recvBuffer));
- AddSocket(socket_set, server_res->socket);
- AddSocket(socket_set, client_res->socket);
+ // Create and add sockets to the socket set
+ socketSet = AllocSocketSet(3);
+
+ AddSocket(socketSet, serverResult->socket);
+ AddSocket(socketSet, clientResult->socket);
- // Main game loop
- while (!WindowShouldClose()) {
- BeginDrawing();
- ClearBackground(RAYWHITE);
- if (connected) {
- UpdateNetwork();
- } else {
- NetworkConnect();
- }
- EndDrawing();
- }
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
@@ -219,7 +185,8 @@ int main(void) {
// Update
//----------------------------------------------------------------------------------
- // TODO: Update your variables here
+ if (connected) UpdateNetwork();
+ //else NetworkConnect();
//----------------------------------------------------------------------------------
// Draw
@@ -227,9 +194,8 @@ int main(void) BeginDrawing();
ClearBackground(RAYWHITE);
-
- if (connected) UpdateNetwork();
- else NetworkConnect();
+
+ // TODO: Draw relevant connection info
EndDrawing();
//----------------------------------------------------------------------------------
@@ -237,7 +203,9 @@ int main(void) // De-Initialization
//--------------------------------------------------------------------------------------
- CloseWindow(); // Close window and OpenGL context
+ CloseNetworkDevice(); // Close network communication
+
+ CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
diff --git a/examples/network/network_resolve_host.c b/examples/network/network_resolve_host.c index 9081f70e..c06f1e35 100644 --- a/examples/network/network_resolve_host.c +++ b/examples/network/network_resolve_host.c @@ -1,6 +1,6 @@ /*******************************************************************************************
- *
- * raylib [network] example - Resolve Host
+*
+* raylib [network] example - Resolve Host
*
* 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)
@@ -21,35 +21,26 @@ int main(void) const int screenWidth = 800;
const int screenHeight = 450;
- InitWindow(screenWidth, screenHeight, "raylib [network] example - ping pong");
+ InitWindow(screenWidth, screenHeight, "raylib [network] example - resolve host");
- char buffer[ADDRESS_IPV6_ADDRSTRLEN];
- uint16_t port = 0;
+ InitNetworkDevice(); // Init network communications
- SetTraceLogLevel(LOG_DEBUG);
-
+ char buffer[ADDRESS_IPV6_ADDRSTRLEN];
+ unsigned short port = 0;
- // Networking
- InitNetworkDevice();
-
- AddressInformation* addr = AllocAddressList(1);
- int count = ResolveHost(
- NULL,
- "5210",
- ADDRESS_TYPE_IPV4,
- 0 // Uncomment any of these flags
- // ADDRESS_INFO_NUMERICHOST // or try them in conjunction to
- // ADDRESS_INFO_NUMERICSERV // specify custom behaviour from
- // ADDRESS_INFO_DNS_ONLY // the function getaddrinfo()
- // ADDRESS_INFO_ALL //
- // ADDRESS_INFO_FQDN // e.g. ADDRESS_INFO_CANONNAME | ADDRESS_INFO_NUMERICSERV
- ,
- addr
- );
+ AddressInformation *address = AllocAddressList(1);
+
+ // Address info flags
+ // ADDRESS_INFO_NUMERICHOST // or try them in conjunction to
+ // ADDRESS_INFO_NUMERICSERV // specify custom behaviour from
+ // ADDRESS_INFO_DNS_ONLY // the function getaddrinfo()
+ // ADDRESS_INFO_ALL //
+ // ADDRESS_INFO_FQDN // e.g. ADDRESS_INFO_CANONNAME | ADDRESS_INFO_NUMERICSERV
+ int count = ResolveHost(NULL, "5210", ADDRESS_TYPE_IPV4, 0, address);
if (count > 0)
{
- GetAddressHostAndPort(addr[0], buffer, &port);
+ GetAddressHostAndPort(address[0], buffer, &port);
TraceLog(LOG_INFO, "Resolved to ip %s::%d", buffer, port);
}
@@ -70,7 +61,7 @@ int main(void) ClearBackground(RAYWHITE);
- DrawText("Congrats! You created your first window!", 190, 200, 20, LIGHTGRAY);
+ // TODO: Draw relevant connection info
EndDrawing();
//----------------------------------------------------------------------------------
@@ -78,7 +69,9 @@ int main(void) // De-Initialization
//--------------------------------------------------------------------------------------
- CloseWindow(); // Close window and OpenGL context
+ CloseNetworkDevice(); // Close network communication
+
+ CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
diff --git a/examples/network/network_tcp_client.c b/examples/network/network_tcp_client.c index 3f69dcd2..91b57156 100644 --- a/examples/network/network_tcp_client.c +++ b/examples/network/network_tcp_client.c @@ -1,151 +1,142 @@ /*******************************************************************************************
- *
- * raylib [network] example - TCP Client
- *
- * 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)
- *
- ********************************************************************************************/
+*
+* raylib [network] example - TCP 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)
+*
+* Copyright (c) 2019-2020 Jak Barnes (@syphonx) and Ramon Santamaria (@raysan5)
+*
+********************************************************************************************/
#include "raylib.h"
+
+#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;
-bool connected = false;
-const char * pingmsg = "Ping!";
-const char * pongmsg = "Pong!";
-int msglen = 0;
-SocketConfig client_cfg = {.host = "127.0.0.1", .port = "4950", .type = SOCKET_TCP, .nonblocking = true};
-SocketResult *client_res = NULL;
-SocketSet * socket_set = NULL;
-char recvBuffer[512];
-
-// Attempt to connect to the network (Either TCP, or UDP)
-void NetworkConnect()
+int main(void)
{
- // Check if we're connected every _delay_ seconds
- elapsed += GetFrameTime();
- if (elapsed > delay) {
- if (IsSocketConnected(client_res->socket)) { connected = true; }
- elapsed = 0.0f;
- }
-}
+ // Initialization
+ //--------------------------------------------------------------------------------------
+ const int screenWidth = 800;
+ const int screenHeight = 450;
-// 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);
- }
+ InitWindow(screenWidth, screenHeight, "raylib [network] example - tcp client");
- // 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);
- }
+ 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;
+ bool connected = false;
- // 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; }
- }
+ SocketConfig clientConfig = {
+ .host = "127.0.0.1",
+ .port = "4950",
+ .type = SOCKET_TCP,
+ .nonblocking = true
+ };
+
+ SocketSet *socketSet = NULL;
+ SocketResult *clientResult = NULL;
+ char receiveBuffer[512] = { 0 };
- // 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);
+ // 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);
+ else
+ {
+ if (!(clientConfig.type == SOCKET_UDP))
+ {
+ if (!SocketConnect(&clientConfig, clientResult)) TraceLog(LOG_WARNING, "Failed to connect to server: status %d, errno %d", clientResult->status, clientResult->socket->status);
}
- elapsed = 0.0f;
}
-}
-int main()
-{
- // Setup
- int screenWidth = 800;
- int screenHeight = 450;
- InitWindow(
- screenWidth, screenHeight, "raylib [network] example - tcp client");
- SetTargetFPS(60);
- SetTraceLogLevel(LOG_DEBUG);
-
- // Networking
- InitNetwork();
-
- // 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);
- } else {
- if (!(client_cfg.type == SOCKET_UDP)) {
- if (!SocketConnect(&client_cfg, client_res)) {
- TraceLog(LOG_WARNING,
- "Failed to connect to server: status %d, errno %d",
- client_res->status, client_res->socket->status);
- }
- }
- }
+ // Create and add sockets to the socket set
+ socketSet = AllocSocketSet(1);
+ AddSocket(socketSet, clientResult->socket);
- // Create & Add sockets to the socket set
- socket_set = AllocSocketSet(1);
- msglen = strlen(pingmsg) + 1;
- memset(recvBuffer, '\0', sizeof(recvBuffer));
- AddSocket(socket_set, client_res->socket);
+ SetTargetFPS(60); // Set our game to run at 60 frames-per-second
+ //--------------------------------------------------------------------------------------
// Main game loop
- while (!WindowShouldClose()) {
- BeginDrawing();
- ClearBackground(RAYWHITE);
- if (connected) {
- NetworkUpdate();
- } else {
- NetworkConnect();
+ while (!WindowShouldClose()) // Detect window close button or ESC key
+ {
+ // Update
+ //----------------------------------------------------------------------------------
+ if (connected)
+ {
+ // 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_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(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(pingmsg) + 1);
+ }
+
+ elapsed = 0.0f;
+ }
+ }
+ else
+ {
+ // Check if we're connected every delay seconds
+ elapsed += GetFrameTime();
+ if (elapsed > delay)
+ {
+ if (IsSocketConnected(clientResult->socket)) { connected = true; }
+ elapsed = 0.0f;
+ }
}
+ //----------------------------------------------------------------------------------
+
+ // Draw
+ //----------------------------------------------------------------------------------
+ BeginDrawing();
+
+ ClearBackground(RAYWHITE);
+
+ // TODO: Draw relevant connection info
+
EndDrawing();
+ //----------------------------------------------------------------------------------
}
- // Cleanup
- CloseWindow();
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+ CloseNetworkDevice(); // Close network communication
+
+ CloseWindow(); // Close window and OpenGL context
+ //--------------------------------------------------------------------------------------
+
return 0;
}
\ No newline at end of file diff --git a/examples/network/network_tcp_server.c b/examples/network/network_tcp_server.c index e9368726..e47e12cf 100644 --- a/examples/network/network_tcp_server.c +++ b/examples/network/network_tcp_server.c @@ -1,165 +1,162 @@ /*******************************************************************************************
- *
- * 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)
- *
- ********************************************************************************************/
+*
+* raylib [network] example - TCP 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)
+*
+* Copyright (c) 2019-2020 Jak Barnes (@syphonx) and Ramon Santamaria (@raysan5)
+*
+********************************************************************************************/
#include "raylib.h"
+
+#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;
-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 main(void)
{
- 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;
+ // Initialization
+ //--------------------------------------------------------------------------------------
+ const int screenWidth = 800;
+ const int screenHeight = 450;
+
+ InitWindow(screenWidth, screenHeight, "raylib [network] example - tcp server");
+
+ 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;
+ bool connected = false;
+
+ SocketConfig serverConfig = {
+ .host = "127.0.0.1",
+ .port = "4950",
+ .type = SOCKET_TCP,
+ .server = true,
+ .nonblocking = true
+ };
+
+ SocketConfig connectionConfig = { .nonblocking = true };
+
+ Socket *connection = NULL;
+ SocketSet *socketSet = NULL;
+ SocketResult *serverResult = 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);
+ }
+ else
+ {
+ if (!(serverConfig.type == SOCKET_UDP))
+ {
+ if (!SocketListen(&serverConfig, serverResult)) TraceLog(LOG_WARNING, "Failed to start listen server: status %d, errno %d", serverResult->status, serverResult->socket->status);
+ }
}
}
-}
-// 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);
- }
+ // Create and add sockets to the socket set
+ socketSet = AllocSocketSet(2);
+ AddSocket(socketSet, serverResult->socket);
- // IsSocketReady
- //
- // If the socket is ready, attempt to receive data from the socket
- int bytesRecv = 0;
- if (IsSocketReady(connection)) {
- bytesRecv = SocketReceive(connection, recvBuffer, msglen);
- }
+ SetTargetFPS(60); // Set our game to run at 60 frames-per-second
+ //--------------------------------------------------------------------------------------
- // 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; }
- }
+ // Main game loop
+ while (!WindowShouldClose()) // Detect window close button or ESC key
+ {
+ // Update
+ //----------------------------------------------------------------------------------
+ if (connected)
+ {
+ // Once connected to the network, check the sockets for pending information
+ // and when information is ready, send either a Ping or a Pong.
- // 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;
- }
-}
+ // 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(client_res->socket)
+ int active = CheckSockets(socketSet, 0);
+ if (active != 0) TraceLog(LOG_DEBUG, "There are currently %d socket(s) with data to be processed.", active);
-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);
+ // IsSocketReady, if the socket is ready, attempt to receive data from the socket
+ int bytesRecv = 0;
+ if (IsSocketReady(connection)) bytesRecv = SocketReceive(connection, 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(connection, pingmsg, strlen(pingmsg) + 1);
+ }
+ else if (pong)
+ {
+ pong = false;
+ SocketSend(connection, pongmsg, strlen(pingmsg) + 1);
}
+
+ elapsed = 0.0f;
}
}
- }
+ else
+ {
+ // Attempt to connect to the network (Either TCP, or UDP)
+ int active = CheckSockets(socketSet, 0);
+ if (active != 0) TraceLog(LOG_DEBUG, "There are currently %d socket(s) with data to be processed.", active);
- // 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);
+ if (active > 0)
+ {
+ if ((connection = SocketAccept(serverResult->socket, &connectionConfig)) != NULL)
+ {
+ AddSocket(socketSet, connection);
+ connected = true;
+ ping = true;
+ }
+ }
+ }
+ //----------------------------------------------------------------------------------
- // Main game loop
- while (!WindowShouldClose()) {
+ // Draw
+ //----------------------------------------------------------------------------------
BeginDrawing();
- ClearBackground(RAYWHITE);
- if (connected) {
- NetworkUpdate();
- } else {
- NetworkConnect();
- }
+
+ ClearBackground(RAYWHITE);
+
+ // TODO: Draw relevant connection info
+
EndDrawing();
+ //----------------------------------------------------------------------------------
}
- // Cleanup
- CloseWindow();
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+ CloseNetworkDevice(); // Close network communication
+
+ CloseWindow(); // Close window and OpenGL context
+ //--------------------------------------------------------------------------------------
+
return 0;
}
\ No newline at end of file diff --git a/examples/network/network_test.c b/examples/network/network_test.c index 52824474..2307410e 100644 --- a/examples/network/network_test.c +++ b/examples/network/network_test.c @@ -123,11 +123,12 @@ int main(void) InitWindow(screenWidth, screenHeight, "raylib [network] example - network test");
- // Run the tests
- test_network_initialise();
+ InitNetworkDevice(); // Init network communications
+
+ // Run some tests
test_resolve_host();
//test_socket_create();
- test_resolve_ip();
+ //test_resolve_ip();
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
@@ -145,8 +146,8 @@ int main(void) BeginDrawing();
ClearBackground(RAYWHITE);
-
- DrawText("Congrats! You created your first window!", 190, 200, 20, LIGHTGRAY);
+
+ // TODO: Draw relevant connection info
EndDrawing();
//----------------------------------------------------------------------------------
@@ -154,7 +155,9 @@ int main(void) // De-Initialization
//--------------------------------------------------------------------------------------
- CloseWindow(); // Close window and OpenGL context
+ CloseNetworkDevice(); // Close network communication
+
+ CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
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;
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;
|
