[rnet] module WIP (#809)

Added experimental network module
This commit is contained in:
Jak 2019-04-22 19:03:00 +01:00 committed by Ray
parent e41cb774c2
commit 4b8d06f501
11 changed files with 3459 additions and 0 deletions

1
.gitignore vendored
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GPATH
GRTAGS
GTAGS
.vs

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/*******************************************************************************************
*
* raylib [network] example - Client/Server ping-pong
*
* 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;
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];
// Attempt to connect to the network (Either TCP, or UDP)
void NetworkConnect()
{
// If the server is configured as UDP, ignore connection requests
if (server_cfg.type == SOCKET_UDP && client_cfg.type == SOCKET_UDP) {
ping = true;
connected = true;
} 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;
connected = true;
}
}
} else {
// Check if we're connected every _delay_ seconds
elapsed += GetFrameTime();
if (elapsed > delay) {
if (IsSocketConnected(client_res->socket)) {
client_connected = true;
}
elapsed = 0.0f;
}
}
}
}
// 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 (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 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;
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) {
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);
}
}
elapsed = 0.0f;
}
}
int main()
{
// Setup
int screenWidth = 800;
int screenHeight = 450;
InitWindow(
screenWidth, screenHeight, "raylib [network] example - ping pong");
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 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 & 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);
// Main game loop
while (!WindowShouldClose()) {
BeginDrawing();
ClearBackground(RAYWHITE);
if (connected) {
NetworkUpdate();
} else {
NetworkConnect();
}
EndDrawing();
}
// Cleanup
CloseWindow();
return 0;
}

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/*******************************************************************************************
*
* raylib [network] example - Resolve Host
*
* 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"
char buffer[ADDRESS_IPV6_ADDRSTRLEN];
uint16_t port = 0;
int main()
{
// Setup
int screenWidth = 800;
int screenHeight = 450;
InitWindow(
screenWidth, screenHeight, "raylib [network] example - ping pong");
SetTargetFPS(60);
SetTraceLogLevel(LOG_DEBUG);
// Networking
InitNetwork();
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
);
if (count > 0)
{
GetAddressHostAndPort(addr[0], buffer, &port);
TraceLog(LOG_INFO, "Resolved to ip %s::%d\n", buffer, port);
}
// Main game loop
while (!WindowShouldClose())
{
// Draw
BeginDrawing();
// Clear
ClearBackground(RAYWHITE);
// End draw
EndDrawing();
}
// Cleanup
CloseWindow();
return 0;
}

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/*******************************************************************************************
*
* 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)
*
********************************************************************************************/
#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 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()
{
// Check if we're connected every _delay_ seconds
elapsed += GetFrameTime();
if (elapsed > delay) {
if (IsSocketConnected(client_res->socket)) { connected = true; }
elapsed = 0.0f;
}
}
// 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(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()
{
// 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 & 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);
// Main game loop
while (!WindowShouldClose()) {
BeginDrawing();
ClearBackground(RAYWHITE);
if (connected) {
NetworkUpdate();
} else {
NetworkConnect();
}
EndDrawing();
}
// Cleanup
CloseWindow();
return 0;
}

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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;
}

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/*******************************************************************************************
*
* raylib [network] example - Network Test
*
* 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>
void test_network_initialise()
{
assert(InitNetwork() == true);
}
void test_socket_result()
{
SocketResult *result = AllocSocketResult();
assert(result != NULL);
FreeSocketResult(&result);
assert(result == NULL);
}
void test_socket()
{
Socket *socket = AllocSocket();
assert(socket != NULL);
FreeSocket(&socket);
assert(socket == NULL);
}
void test_resolve_ip()
{
const char *host = "8.8.8.8";
const char *port = "8080";
char ip[ADDRESS_IPV6_ADDRSTRLEN];
char service[ADDRESS_MAXSERV];
memset(ip, '\0', ADDRESS_IPV6_ADDRSTRLEN);
ResolveIP(host, port, NAME_INFO_NUMERICHOST, ip, service);
TraceLog(LOG_INFO, "Resolved %s to %s", host, ip);
assert(strcmp(ip, "8.8.8.8") == 0);
memset(ip, '\0', ADDRESS_IPV6_ADDRSTRLEN);
ResolveIP(host, port, NAME_INFO_DEFAULT, ip, service);
TraceLog(LOG_INFO, "Resolved %s to %s", host, ip);
assert(strcmp(ip, "google-public-dns-a.google.com") == 0);
memset(ip, '\0', ADDRESS_IPV6_ADDRSTRLEN);
ResolveIP(host, port, NAME_INFO_NOFQDN, ip, service);
TraceLog(LOG_INFO, "Resolved %s to %s", host, ip);
assert(strcmp(ip, "google-public-dns-a") == 0);
memset(ip, '\0', ADDRESS_IPV6_ADDRSTRLEN);
ResolveIP(host, port, NAME_INFO_NUMERICHOST, ip, service);
TraceLog(LOG_INFO, "Resolved %s to %s", host, ip);
assert(strcmp(ip, "8.8.8.8") == 0);
memset(ip, '\0', ADDRESS_IPV6_ADDRSTRLEN);
ResolveIP(host, port, NAME_INFO_NAMEREQD, ip, service);
TraceLog(LOG_INFO, "Resolved %s to %s", host, ip);
assert(strcmp(ip, "google-public-dns-a.google.com") == 0);
memset(ip, '\0', ADDRESS_IPV6_ADDRSTRLEN);
ResolveIP(host, port, NAME_INFO_NUMERICSERV, ip, service);
TraceLog(LOG_INFO, "Resolved %s to %s", host, ip);
assert(strcmp(ip, "google-public-dns-a.google.com") == 0);
memset(ip, '\0', ADDRESS_IPV6_ADDRSTRLEN);
ResolveIP(host, port, NAME_INFO_DGRAM, ip, service);
TraceLog(LOG_INFO, "Resolved %s to %s", host, ip);
assert(strcmp(ip, "google-public-dns-a.google.com") == 0);
}
void test_resolve_host()
{
const char * address = "localhost";
const char * port = "80";
AddressInformation *addr = AllocAddressList(3);
int count = ResolveHost(address, port, ADDRESS_TYPE_ANY, 0, addr);
assert(GetAddressFamily(addr[0]) == ADDRESS_TYPE_IPV6);
assert(GetAddressFamily(addr[1]) == ADDRESS_TYPE_IPV4);
assert(GetAddressSocketType(addr[0]) == 0);
assert(GetAddressProtocol(addr[0]) == 0);
// for (size_t i = 0; i < count; i++) { PrintAddressInfo(addr[i]); }
}
void test_address()
{
}
void test_address_list()
{
}
void test_socket_create()
{
SocketConfig server_cfg = {.host = "127.0.0.1", .port = "8080", .server = true, .nonblocking = true};
Socket * socket = AllocSocket();
SocketResult *server_res = AllocSocketResult();
SocketSet * socket_set = AllocSocketSet(1);
assert(SocketCreate(&server_cfg, server_res));
assert(AddSocket(socket_set, server_res->socket));
assert(SocketListen(&server_cfg, server_res));
}
int main()
{
int screenWidth = 800;
int screenHeight = 450;
InitWindow(
screenWidth, screenHeight, "raylib [network] example - network test");
SetTargetFPS(60);
// Run the tests
test_network_initialise();
test_resolve_host();
// test_socket_create();
// Main game loop
while (!WindowShouldClose()) {
BeginDrawing();
ClearBackground(RAYWHITE);
DrawText("Congrats! You created your first window!", 190, 200, 20, LIGHTGRAY);
EndDrawing();
}
CloseWindow();
return 0;
}

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/*******************************************************************************************
*
* raylib [network] example - UDP 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)
*
********************************************************************************************/
#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;
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 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(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()
{
// Setup
int screenWidth = 800;
int screenHeight = 450;
InitWindow(
screenWidth, screenHeight, "raylib [network] example - udp 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);
}
// 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);
// Main game loop
while (!WindowShouldClose()) {
BeginDrawing();
ClearBackground(RAYWHITE);
NetworkUpdate();
EndDrawing();
}
// Cleanup
CloseWindow();
return 0;
}

View File

@ -0,0 +1,134 @@
/*******************************************************************************************
*
* raylib [network] example - UDP 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;
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 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(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()
{
// Setup
int screenWidth = 800;
int screenHeight = 450;
InitWindow(
screenWidth, screenHeight, "raylib [network] example - udp 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);
}
}
// 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);
// Main game loop
while (!WindowShouldClose()) {
BeginDrawing();
ClearBackground(RAYWHITE);
NetworkUpdate();
EndDrawing();
}
// Cleanup
CloseWindow();
return 0;
}

View File

@ -75,6 +75,7 @@
#define RAYLIB_H
#include <stdarg.h> // Required for: va_list - Only used by TraceLogCallback
#include <inttypes.h> // Required for rnet
#if defined(_WIN32) && defined(BUILD_LIBTYPE_SHARED)
#define RLAPI __declspec(dllexport) // We are building raylib as a Win32 shared library (.dll)
@ -99,6 +100,11 @@
// Shader and material limits
#define MAX_SHADER_LOCATIONS 32 // Maximum number of predefined locations stored in shader struct
#define MAX_MATERIAL_MAPS 12 // Maximum number of texture maps stored in shader struct
// Network connection related defines
#define SOCKET_MAX_SOCK_OPTS (4) // Maximum socket options
#define SOCKET_MAX_UDPCHANNELS (32) // Maximum UDP channels
#define SOCKET_MAX_UDPADDRESSES (4) // Maximum bound UDP addresses
// NOTE: MSC C++ compiler does not support compound literals (C99 feature)
// Plain structures in C++ (without constructors) can be initialized from { } initializers.
@ -442,6 +448,100 @@ typedef struct VrDeviceInfo {
float lensDistortionValues[4]; // HMD lens distortion constant parameters
float chromaAbCorrection[4]; // HMD chromatic aberration correction parameters
} VrDeviceInfo;
// Network typedefs
typedef uint32_t SocketChannel;
typedef struct _AddressInformation * AddressInformation;
typedef struct _SocketAddress * SocketAddress;
typedef struct _SocketAddressIPv4 * SocketAddressIPv4;
typedef struct _SocketAddressIPv6 * SocketAddressIPv6;
typedef struct _SocketAddressStorage *SocketAddressStorage;
// IPAddress definition (in network byte order)
typedef struct IPAddress
{
unsigned long host; /* 32-bit IPv4 host address */
unsigned short port; /* 16-bit protocol port */
} IPAddress;
// An option ID, value, sizeof(value) tuple for setsockopt(2).
typedef struct SocketOpt
{
int id;
void *value;
int valueLen;
} SocketOpt;
typedef enum
{
SOCKET_TCP = 0, // SOCK_STREAM
SOCKET_UDP = 1 // SOCK_DGRAM
} SocketType;
typedef struct UDPChannel
{
int numbound; // The total number of addresses this channel is bound to
IPAddress address[SOCKET_MAX_UDPADDRESSES]; // The list of remote addresses this channel is bound to
} UDPChannel;
typedef struct Socket
{
int ready; // Is the socket ready? i.e. has information
int status; // The last status code to have occured using this socket
bool isServer; // Is this socket a server socket (i.e. TCP/UDP Listen Server)
SocketChannel channel; // The socket handle id
SocketType type; // Is this socket a TCP or UDP socket?
bool isIPv6; // Is this socket address an ipv6 address?
SocketAddressIPv4 addripv4; // The host/target IPv4 for this socket (in network byte order)
SocketAddressIPv6 addripv6; // The host/target IPv6 for this socket (in network byte order)
struct UDPChannel binding[SOCKET_MAX_UDPCHANNELS]; // The amount of channels (if UDP) this socket is bound to
} Socket;
typedef struct SocketSet
{
int numsockets;
int maxsockets;
struct Socket **sockets;
} SocketSet;
typedef struct SocketDataPacket
{
int channel; // The src/dst channel of the packet
unsigned char *data; // The packet data
int len; // The length of the packet data
int maxlen; // The size of the data buffer
int status; // packet status after sending
IPAddress address; // The source/dest address of an incoming/outgoing packet
} SocketDataPacket;
// Configuration for a socket.
typedef struct SocketConfig
{
char * host; // The host address in xxx.xxx.xxx.xxx form
char * port; // The target port/service in the form "http" or "25565"
bool server; // Listen for incoming clients?
SocketType type; // The type of socket, TCP/UDP
bool nonblocking; // non-blocking operation?
int backlog_size; // set a custom backlog size
SocketOpt sockopts[SOCKET_MAX_SOCK_OPTS];
} SocketConfig;
// Result from calling open with a given config.
typedef struct SocketResult
{
int status;
Socket *socket;
} SocketResult;
//
typedef struct Packet
{
uint32_t size; // The total size of bytes in data
uint32_t offs; // The offset to data access
uint32_t maxs; // The max size of data
uint8_t *data; // Data stored in network byte order
} Packet;
//----------------------------------------------------------------------------------
// Enumerators Definition
@ -1407,6 +1507,82 @@ RLAPI bool IsAudioStreamPlaying(AudioStream stream); // Check i
RLAPI void StopAudioStream(AudioStream stream); // Stop audio stream
RLAPI void SetAudioStreamVolume(AudioStream stream, float volume); // Set volume for audio stream (1.0 is max level)
RLAPI void SetAudioStreamPitch(AudioStream stream, float pitch); // Set pitch for audio stream (1.0 is base level)
//------------------------------------------------------------------------------------
// Network (Module: network)
//------------------------------------------------------------------------------------
// Initialisation and cleanup
RLAPI bool InitNetwork(void);
RLAPI void CloseNetwork(void);
// Address API
RLAPI void ResolveIP(const char *ip, const char *service, int flags, char *outhost, char *outserv);
RLAPI int ResolveHost(const char *address, const char *service, int addressType, int flags, AddressInformation *outAddr);
RLAPI int GetAddressFamily(AddressInformation address);
RLAPI int GetAddressSocketType(AddressInformation address);
RLAPI int GetAddressProtocol(AddressInformation address);
RLAPI char* GetAddressCanonName(AddressInformation address);
RLAPI char* GetAddressHostAndPort(AddressInformation address, char *outhost, int *outport);
RLAPI void PrintAddressInfo(AddressInformation address);
// Address Memory API
RLAPI AddressInformation AllocAddress();
RLAPI void FreeAddress(AddressInformation *addressInfo);
RLAPI AddressInformation *AllocAddressList(int size);
// Socket API
RLAPI bool SocketCreate(SocketConfig *config, SocketResult *result);
RLAPI bool SocketBind(SocketConfig *config, SocketResult *result);
RLAPI bool SocketListen(SocketConfig *config, SocketResult *result);
RLAPI bool SocketConnect(SocketConfig *config, SocketResult *result);
RLAPI Socket *SocketAccept(Socket *server, SocketConfig *config);
// UDP Socket API
RLAPI int SocketSetChannel(Socket *socket, int channel, const IPAddress *address);
RLAPI void SocketUnsetChannel(Socket *socket, int channel);
// UDP DataPacket API
RLAPI SocketDataPacket *AllocPacket(int size);
RLAPI int ResizePacket(SocketDataPacket *packet, int newsize);
RLAPI void FreePacket(SocketDataPacket *packet);
RLAPI SocketDataPacket **AllocPacketList(int count, int size);
RLAPI void FreePacketList(SocketDataPacket **packets);
// General Socket API
RLAPI int SocketSend(Socket *sock, const void *datap, int len);
RLAPI int SocketReceive(Socket *sock, void *data, int maxlen);
RLAPI void SocketClose(Socket *sock);
RLAPI SocketAddressStorage SocketGetPeerAddress(Socket *sock);
RLAPI char* GetSocketAddressHost(SocketAddressStorage storage);
RLAPI short GetSocketAddressPort(SocketAddressStorage storage);
// Socket Memory API
RLAPI Socket *AllocSocket();
RLAPI void FreeSocket(Socket **sock);
RLAPI SocketResult *AllocSocketResult();
RLAPI void FreeSocketResult(SocketResult **result);
RLAPI SocketSet *AllocSocketSet(int max);
RLAPI void FreeSocketSet(SocketSet *sockset);
// Socket I/O API
RLAPI bool IsSocketReady(Socket *sock);
RLAPI bool IsSocketConnected(Socket *sock);
RLAPI int AddSocket(SocketSet *set, Socket *sock);
RLAPI int RemoveSocket(SocketSet *set, Socket *sock);
RLAPI int CheckSockets(SocketSet *set, unsigned int timeout);
// Packet API
void PacketSend(Packet *packet);
void PacketReceive(Packet *packet);
void PacketWrite8(Packet *packet, uint16_t value);
void PacketWrite16(Packet *packet, uint16_t value);
void PacketWrite32(Packet *packet, uint32_t value);
void PacketWrite64(Packet *packet, uint64_t value);
uint16_t PacketRead8(Packet *packet);
uint16_t PacketRead16(Packet *packet);
uint32_t PacketRead32(Packet *packet);
uint64_t PacketRead64(Packet *packet);
#if defined(__cplusplus)
}

2023
src/rnet.c Normal file

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228
src/rnet.h Normal file
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@ -0,0 +1,228 @@
/**********************************************************************************************
*
* rnet - Provides cross-platform network defines, macros etc
*
* DEPENDENCIES:
* <limits.h> - Used for cross-platform type specifiers
*
* INSPIRED BY:
* SFML Sockets - https://www.sfml-dev.org/documentation/2.5.1/classsf_1_1Socket.php
* SDL_net - https://www.libsdl.org/projects/SDL_net/
* BSD Sockets - https://www.gnu.org/software/libc/manual/html_node/Sockets.html
* BEEJ - https://beej.us/guide/bgnet/html/single/bgnet.html
* Winsock2 - https://docs.microsoft.com/en-us/windows/desktop/api/winsock2
*
*
* CONTRIBUTORS:
* Jak Barnes (github: @syphonx) (Feb. 2019):
* - Initial version
*
* LICENSE: zlib/libpng
*
* Copyright (c) 2014-2019 Ramon Santamaria (@raysan5)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose, including commercial
* applications, and to alter it and redistribute it freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not claim that you
* wrote the original software. If you use this software in a product, an acknowledgment
* in the product documentation would be appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
* as being the original software.
*
* 3. This notice may not be removed or altered from any source distribution.
*
**********************************************************************************************/
//----------------------------------------------------------------------------------
// Platform type sizes
//----------------------------------------------------------------------------------
#include <limits.h>
//----------------------------------------------------------------------------------
// Undefine any conflicting windows.h symbols
//----------------------------------------------------------------------------------
// If defined, the following flags inhibit definition of the indicated items.
#define NOGDICAPMASKS // CC_*, LC_*, PC_*, CP_*, TC_*, RC_
#define NOVIRTUALKEYCODES // VK_*
#define NOWINMESSAGES // WM_*, EM_*, LB_*, CB_*
#define NOWINSTYLES // WS_*, CS_*, ES_*, LBS_*, SBS_*, CBS_*
#define NOSYSMETRICS // SM_*
#define NOMENUS // MF_*
#define NOICONS // IDI_*
#define NOKEYSTATES // MK_*
#define NOSYSCOMMANDS // SC_*
#define NORASTEROPS // Binary and Tertiary raster ops
#define NOSHOWWINDOW // SW_*
#define OEMRESOURCE // OEM Resource values
#define NOATOM // Atom Manager routines
#define NOCLIPBOARD // Clipboard routines
#define NOCOLOR // Screen colors
#define NOCTLMGR // Control and Dialog routines
#define NODRAWTEXT // DrawText() and DT_*
#define NOGDI // All GDI defines and routines
#define NOKERNEL // All KERNEL defines and routines
#define NOUSER // All USER defines and routines
#define NONLS // All NLS defines and routines
#define NOMB // MB_* and MessageBox()
#define NOMEMMGR // GMEM_*, LMEM_*, GHND, LHND, associated routines
#define NOMETAFILE // typedef METAFILEPICT
#define NOMINMAX // Macros min(a,b) and max(a,b)
#define NOMSG // typedef MSG and associated routines
#define NOOPENFILE // OpenFile(), OemToAnsi, AnsiToOem, and OF_*
#define NOSCROLL // SB_* and scrolling routines
#define NOSERVICE // All Service Controller routines, SERVICE_ equates, etc.
#define NOSOUND // Sound driver routines
#define NOTEXTMETRIC // typedef TEXTMETRIC and associated routines
#define NOWH // SetWindowsHook and WH_*
#define NOWINOFFSETS // GWL_*, GCL_*, associated routines
#define NOCOMM // COMM driver routines
#define NOKANJI // Kanji support stuff.
#define NOHELP // Help engine interface.
#define NOPROFILER // Profiler interface.
#define NODEFERWINDOWPOS // DeferWindowPos routines
#define NOMCX // Modem Configuration Extensions
#define MMNOSOUND
//----------------------------------------------------------------------------------
// Platform defines
//----------------------------------------------------------------------------------
#define PLATFORM_WINDOWS 1
#define PLATFORM_LINUX 2
#if defined(__WIN32__) || defined(WIN32)
# define PLATFORM PLATFORM_WINDOWS
#elif defined(_LINUX)
# define PLATFORM PLATFORM_LINUX
#endif
//----------------------------------------------------------------------------------
// Platform type definitions
// From: https://github.com/DFHack/clsocket/blob/master/src/Host.h
//----------------------------------------------------------------------------------
#ifdef WIN32
typedef int socklen_t;
#endif
#ifndef RESULT_SUCCESS
# define RESULT_SUCCESS 0
#endif // RESULT_SUCCESS
#ifndef RESULT_FAILURE
# define RESULT_FAILURE 1
#endif // RESULT_FAILURE
#ifndef htonll
# ifdef _BIG_ENDIAN
# define htonll(x) (x)
# define ntohll(x) (x)
# else
# define htonll(x) ((((uint64) htonl(x)) << 32) + htonl(x >> 32))
# define ntohll(x) ((((uint64) ntohl(x)) << 32) + ntohl(x >> 32))
# endif // _BIG_ENDIAN
#endif // htonll
//----------------------------------------------------------------------------------
// Platform specific network includes
// From: https://github.com/SDL-mirror/SDL_net/blob/master/SDLnetsys.h
//----------------------------------------------------------------------------------
// Include system network headers
#ifdef _WIN32
# pragma comment(lib, "ws2_32.lib")
# define __USE_W32_SOCKETS
# define WIN32_LEAN_AND_MEAN
# include <winsock2.h>
# include <Ws2tcpip.h>
# include <io.h>
# define IPTOS_LOWDELAY 0x10
#else /* UNIX */
# include <sys/types.h>
# include <fcntl.h>
# include <netinet/in.h>
# include <sys/ioctl.h>
# include <sys/time.h>
# include <unistd.h>
# include <net/if.h>
# include <netdb.h>
# include <netinet/tcp.h>
# include <sys/socket.h>
# include <arpa/inet.h>
#endif /* WIN32 */
#ifndef INVALID_SOCKET
# define INVALID_SOCKET ~(0)
#endif
#ifndef __USE_W32_SOCKETS
# define closesocket close
# define SOCKET int
# define INVALID_SOCKET -1
# define SOCKET_ERROR -1
#endif
#ifdef __USE_W32_SOCKETS
# ifndef EINTR
# define EINTR WSAEINTR
# endif
#endif
//----------------------------------------------------------------------------------
// Module defines
//----------------------------------------------------------------------------------
// Network connection related defines
#define SOCKET_MAX_SET_SIZE (32) // Maximum sockets in a set
#define SOCKET_MAX_QUEUE_SIZE (16) // Maximum socket queue size
// Network address related defines
#define ADDRESS_IPV4_ADDRSTRLEN (22) // IPv4 string length
#define ADDRESS_IPV6_ADDRSTRLEN (65) // IPv6 string length
#define ADDRESS_TYPE_ANY (0) // AF_UNSPEC
#define ADDRESS_TYPE_IPV4 (2) // AF_INET
#define ADDRESS_TYPE_IPV6 (23) // AF_INET6
#define ADDRESS_MAXHOST (1025) // Max size of a fully-qualified domain name
#define ADDRESS_MAXSERV (32) // Max size of a service name
// Network address related defines
#define ADDRESS_ANY ((unsigned long) 0x00000000)
#define ADDRESS_LOOPBACK (0x7f000001)
#define ADDRESS_BROADCAST ((unsigned long) 0xffffffff)
#define ADDRESS_NONE (0xffffffff)
// Address resolution related defines
#if defined(_WIN32)
#define ADDRESS_INFO_PASSIVE (0x00000001) // Socket address will be used in bind() call
#define ADDRESS_INFO_CANONNAME (0x00000002) // Return canonical name in first ai_canonname
#define ADDRESS_INFO_NUMERICHOST (0x00000004) // Nodename must be a numeric address string
#define ADDRESS_INFO_NUMERICSERV (0x00000008) // Servicename must be a numeric port number
#define ADDRESS_INFO_DNS_ONLY (0x00000010) // Restrict queries to unicast DNS only (no LLMNR, netbios, etc.)
#define ADDRESS_INFO_ALL (0x00000100) // Query both IP6 and IP4 with AI_V4MAPPED
#define ADDRESS_INFO_ADDRCONFIG (0x00000400) // Resolution only if global address configured
#define ADDRESS_INFO_V4MAPPED (0x00000800) // On v6 failure, query v4 and convert to V4MAPPED format
#define ADDRESS_INFO_NON_AUTHORITATIVE (0x00004000) // LUP_NON_AUTHORITATIVE
#define ADDRESS_INFO_SECURE (0x00008000) // LUP_SECURE
#define ADDRESS_INFO_RETURN_PREFERRED_NAMES (0x00010000) // LUP_RETURN_PREFERRED_NAMES
#define ADDRESS_INFO_FQDN (0x00020000) // Return the FQDN in ai_canonname
#define ADDRESS_INFO_FILESERVER (0x00040000) // Resolving fileserver name resolution
#define ADDRESS_INFO_DISABLE_IDN_ENCODING (0x00080000) // Disable Internationalized Domain Names handling
#define ADDRESS_INFO_EXTENDED (0x80000000) // Indicates this is extended ADDRINFOEX(2/..) struct
#define ADDRESS_INFO_RESOLUTION_HANDLE (0x40000000) // Request resolution handle
#endif
// Network resolution related defines
#define NAME_INFO_DEFAULT (0x00) // No flags set
#define NAME_INFO_NOFQDN (0x01) // Only return nodename portion for local hosts
#define NAME_INFO_NUMERICHOST (0x02) // Return numeric form of the host's address
#define NAME_INFO_NAMEREQD (0x04) // Error if the host's name not in DNS
#define NAME_INFO_NUMERICSERV (0x08) // Return numeric form of the service (port #)
#define NAME_INFO_DGRAM (0x10) // Service is a datagram service