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/*******************************************************************************************
*
* 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"
int main(void)
{
// 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 = LoadSocketResult();
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 and add sockets to the socket set
socketSet = LoadSocketSet(2);
AddSocket(socketSet, serverResult->socket);
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// 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.
// 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);
// IsSocketReady, if the socket is ready, attempt to receive data from the socket
int bytesRecv = 0;
if (IsSocketReady(connection)) bytesRecv = SocketReceive(connection, receiveBuffer, (int)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, (int)strlen(pingmsg) + 1);
}
else if (pong)
{
pong = false;
SocketSend(connection, pongmsg, (int)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);
if (active > 0)
{
if ((connection = SocketAccept(serverResult->socket, &connectionConfig)) != NULL)
{
AddSocket(socketSet, connection);
connected = true;
ping = true;
}
}
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
// TODO: Draw relevant connection info
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseNetworkDevice(); // Close network communication
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
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