0726491ef8
Mostly typecasts, and some int to unsigned short changes, and including the windsock 2 library in the examples. Co-authored-by: Jeffery Myers <JefMyers@blizzard.com>
124 lines
4.6 KiB
C
124 lines
4.6 KiB
C
/*******************************************************************************************
|
|
*
|
|
* 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)
|
|
*
|
|
* Copyright (c) 2019-2020 Jak Barnes (@syphonx) and Ramon Santamaria (@raysan5)
|
|
*
|
|
********************************************************************************************/
|
|
|
|
#include "raylib.h"
|
|
|
|
#define RNET_IMPLEMENTATION
|
|
#include "rnet.h"
|
|
|
|
int main(void)
|
|
{
|
|
// Initialization
|
|
//--------------------------------------------------------------------------------------
|
|
const int screenWidth = 800;
|
|
const int screenHeight = 450;
|
|
|
|
InitWindow(screenWidth, screenHeight, "raylib [network] example - udp client");
|
|
|
|
InitNetworkDevice(); // Init network communications
|
|
|
|
const char *pingmsg = "Ping!";
|
|
const char *pongmsg = "Pong!";
|
|
|
|
bool ping = true;
|
|
bool pong = false;
|
|
float elapsed = 0.0f;
|
|
float delay = 1.0f;
|
|
|
|
SocketConfig clientConfig = {
|
|
.host = "127.0.0.1",
|
|
.port = "4950",
|
|
.type = SOCKET_UDP,
|
|
.nonblocking = true
|
|
};
|
|
|
|
SocketResult *clientResult = NULL;
|
|
SocketSet *socketSet = NULL;
|
|
char receiveBuffer[512] = { 0 };
|
|
|
|
// Create the client: getaddrinfo + socket + setsockopt + connect (TCP only)
|
|
clientResult = LoadSocketResult();
|
|
if (!SocketCreate(&clientConfig, clientResult))
|
|
{
|
|
TraceLog(LOG_WARNING, "Failed to open client: status %d, errno %d", clientResult->status, clientResult->socket->status);
|
|
}
|
|
|
|
// Create and add sockets to the socket set
|
|
socketSet = LoadSocketSet(1);
|
|
AddSocket(socketSet, clientResult->socket);
|
|
|
|
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
|
//--------------------------------------------------------------------------------------
|
|
|
|
// Main game loop
|
|
while (!WindowShouldClose()) // Detect window close button or ESC key
|
|
{
|
|
// Update
|
|
//----------------------------------------------------------------------------------
|
|
// 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, (int)strlen(pingmsg) + 1);
|
|
|
|
// If we received data, was that data a "Ping!" or a "Pong!"
|
|
if (bytesRecv > 0)
|
|
{
|
|
if (strcmp(receiveBuffer, pingmsg) == 0) { pong = true; }
|
|
if (strcmp(receiveBuffer, pongmsg) == 0) { ping = true; }
|
|
}
|
|
|
|
// After each delay has expired, send a response "Ping!" for a "Pong!" and vice-versa
|
|
elapsed += GetFrameTime();
|
|
if (elapsed > delay)
|
|
{
|
|
if (ping)
|
|
{
|
|
ping = false;
|
|
SocketSend(clientResult->socket, pingmsg, (int)strlen(pingmsg) + 1);
|
|
}
|
|
else if (pong)
|
|
{
|
|
pong = false;
|
|
SocketSend(clientResult->socket, pongmsg, (int)strlen(pongmsg) + 1);
|
|
}
|
|
|
|
elapsed = 0.0f;
|
|
}
|
|
//----------------------------------------------------------------------------------
|
|
|
|
// Draw
|
|
//----------------------------------------------------------------------------------
|
|
BeginDrawing();
|
|
|
|
ClearBackground(RAYWHITE);
|
|
|
|
// TODO: Draw relevant connection info
|
|
|
|
EndDrawing();
|
|
//----------------------------------------------------------------------------------
|
|
}
|
|
|
|
// De-Initialization
|
|
//--------------------------------------------------------------------------------------
|
|
CloseNetworkDevice(); // Close network communication
|
|
|
|
CloseWindow(); // Close window and OpenGL context
|
|
//--------------------------------------------------------------------------------------
|
|
|
|
return 0;
|
|
} |