[rnet] Review network examples formatting

This commit is contained in:
Ray 2020-02-20 12:42:37 +01:00
parent 19390eaf09
commit e176a476c0
8 changed files with 566 additions and 638 deletions

View File

@ -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;

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@ -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;

View File

@ -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;
}

View File

@ -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;
}

View File

@ -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;

View File

@ -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;

View File

@ -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;

View File

@ -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));