mirror of https://github.com/raysan5/raylib
[rnet] Review network examples formatting
This commit is contained in:
parent
19390eaf09
commit
e176a476c0
|
@ -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);
|
||||
InitWindow(screenWidth, screenHeight, "raylib [network] example - ping pong");
|
||||
|
||||
// Networking
|
||||
InitNetworkDevice();
|
||||
InitNetworkDevice(); // Init network communications
|
||||
|
||||
// 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 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;
|
||||
|
|
|
@ -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");
|
||||
|
||||
InitNetworkDevice(); // Init network communications
|
||||
|
||||
char buffer[ADDRESS_IPV6_ADDRSTRLEN];
|
||||
uint16_t port = 0;
|
||||
unsigned short port = 0;
|
||||
|
||||
AddressInformation *address = AllocAddressList(1);
|
||||
|
||||
SetTraceLogLevel(LOG_DEBUG);
|
||||
|
||||
|
||||
// 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
|
||||
);
|
||||
// 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;
|
||||
|
|
|
@ -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);
|
||||
}
|
||||
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 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(1);
|
||||
msglen = strlen(pingmsg) + 1;
|
||||
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
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// 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;
|
||||
}
|
|
@ -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;
|
||||
|
||||
// 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 server");
|
||||
|
||||
// IsSocketReady
|
||||
//
|
||||
// If the socket is ready, attempt to receive data from the socket
|
||||
int bytesRecv = 0;
|
||||
if (IsSocketReady(connection)) {
|
||||
bytesRecv = SocketReceive(connection, 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; }
|
||||
}
|
||||
|
||||
// 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);
|
||||
}
|
||||
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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 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);
|
||||
// Create and add sockets to the socket set
|
||||
socketSet = AllocSocketSet(2);
|
||||
AddSocket(socketSet, serverResult->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(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, 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);
|
||||
|
||||
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();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// Cleanup
|
||||
CloseWindow();
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseNetworkDevice(); // Close network communication
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
|
@ -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;
|
||||
|
|
|
@ -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();
|
||||
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;
|
||||
|
||||
// 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);
|
||||
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;
|
||||
|
|
|
@ -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();
|
||||
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;
|
||||
|
||||
// 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);
|
||||
}
|
||||
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 & 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);
|
||||
// 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;
|
||||
|
|
24
src/rnet.h
24
src/rnet.h
|
@ -252,7 +252,7 @@ typedef struct _SocketAddressStorage *SocketAddressStorage;
|
|||
|
||||
// IPAddress definition (in network byte order)
|
||||
typedef struct IPAddress {
|
||||
unsigned long host; // 32-bit IPv4 host address
|
||||
unsigned long host; // 32-bit IPv4 host address
|
||||
unsigned short port; // 16-bit protocol port
|
||||
} IPAddress;
|
||||
|
||||
|
@ -269,8 +269,8 @@ typedef struct UDPChannel {
|
|||
} 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
|
||||
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?
|
||||
|
@ -345,8 +345,8 @@ int ResolveHost(const char *address, const char *service, int addressType, int f
|
|||
int GetAddressFamily(AddressInformation address);
|
||||
int GetAddressSocketType(AddressInformation address);
|
||||
int GetAddressProtocol(AddressInformation address);
|
||||
char* GetAddressCanonName(AddressInformation address);
|
||||
char* GetAddressHostAndPort(AddressInformation address, char *outhost, int *outport);
|
||||
char *GetAddressCanonName(AddressInformation address);
|
||||
char *GetAddressHostAndPort(AddressInformation address, char *outhost, int *outport);
|
||||
void PrintAddressInfo(AddressInformation address);
|
||||
|
||||
// Address Memory API
|
||||
|
@ -632,7 +632,7 @@ static void SocketSetLastError(int err)
|
|||
}
|
||||
|
||||
// Returns the error status for the last Sockets operation that failed
|
||||
static int SocketGetLastError()
|
||||
static int SocketGetLastError(void)
|
||||
{
|
||||
#if defined(_WIN32)
|
||||
return WSAGetLastError();
|
||||
|
@ -642,7 +642,7 @@ static int SocketGetLastError()
|
|||
}
|
||||
|
||||
// Returns a human-readable string representing the last error message
|
||||
static char *SocketGetLastErrorString()
|
||||
static char *SocketGetLastErrorString(void)
|
||||
{
|
||||
return SocketErrorCodeToString(SocketGetLastError());
|
||||
}
|
||||
|
@ -942,7 +942,7 @@ static void SocketSetHints(SocketConfig *config, struct addrinfo *hints)
|
|||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Initialise the network (requires for windows platforms only)
|
||||
bool InitNetworkDevice()
|
||||
bool InitNetworkDevice(void)
|
||||
{
|
||||
#if defined(_WIN32)
|
||||
WORD wVersionRequested;
|
||||
|
@ -972,7 +972,7 @@ bool InitNetworkDevice()
|
|||
}
|
||||
|
||||
// Cleanup, and close the network
|
||||
void CloseNetworkDevice()
|
||||
void CloseNetworkDevice(void)
|
||||
{
|
||||
#if defined(_WIN32)
|
||||
WSACleanup();
|
||||
|
@ -1863,7 +1863,7 @@ bool IsSocketConnected(Socket *sock)
|
|||
}
|
||||
|
||||
// Allocate and return a SocketResult struct
|
||||
SocketResult *AllocSocketResult()
|
||||
SocketResult *AllocSocketResult(void)
|
||||
{
|
||||
struct SocketResult *res = (struct SocketResult *)RNET_MALLOC(sizeof(*res));
|
||||
|
||||
|
@ -1893,7 +1893,7 @@ void FreeSocketResult(SocketResult **result)
|
|||
}
|
||||
|
||||
// Allocate a Socket
|
||||
Socket *AllocSocket()
|
||||
Socket *AllocSocket(void)
|
||||
{
|
||||
struct Socket *sock;
|
||||
sock = (Socket *)RNET_MALLOC(sizeof(*sock));
|
||||
|
@ -2053,7 +2053,7 @@ int CheckSockets(SocketSet *set, unsigned int timeout)
|
|||
}
|
||||
|
||||
// Allocate an AddressInformation
|
||||
AddressInformation AllocAddress()
|
||||
AddressInformation AllocAddress(void)
|
||||
{
|
||||
AddressInformation addressInfo = NULL;
|
||||
addressInfo = (AddressInformation) RNET_CALLOC(1, sizeof(*addressInfo));
|
||||
|
|
Loading…
Reference in New Issue