raylib/examples/network/network_tcp_server.c
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165 lines
5.3 KiB
C

/*******************************************************************************************
*
* raylib [network] example - TCP Server
*
* Welcome to raylib!
*
* To test examples, just press F6 and execute raylib_compile_execute script
* Note that compiled executable is placed in the same folder as .c file
*
* You can find all basic examples on C:\raylib\raylib\examples folder or
* raylib official webpage: www.raylib.com
*
* Enjoy using raylib. :)
*
* This example has been created using raylib 2.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h
*for details)
*
* Copyright (c) 2013-2016 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#include "rnet.h"
#include <assert.h>
#include <stdio.h>
#include <string.h>
float elapsed = 0.0f;
float delay = 1.0f;
bool ping = false;
bool pong = false;
bool connected = false;
const char * pingmsg = "Ping!";
const char * pongmsg = "Pong!";
int msglen = 0;
SocketConfig server_cfg = {.host = "127.0.0.1", .port = "4950", .type = SOCKET_TCP, .server = true, .nonblocking = true};
SocketConfig connection_cfg = {.nonblocking = true};
SocketResult *server_res = NULL;
SocketSet * socket_set = NULL;
Socket * connection = NULL;
char recvBuffer[512];
// Attempt to connect to the network (Either TCP, or UDP)
void NetworkConnect()
{
int active = CheckSockets(socket_set, 0);
if (active != 0) {
TraceLog(LOG_DEBUG,
"There are currently %d socket(s) with data to be processed.", active);
}
if (active > 0) {
if ((connection = SocketAccept(server_res->socket, &connection_cfg)) != NULL) {
AddSocket(socket_set, connection);
ping = true;
connected = true;
}
}
}
// Once connected to the network, check the sockets for pending information
// and when information is ready, send either a Ping or a Pong.
void NetworkUpdate()
{
// CheckSockets
//
// If any of the sockets in the socket_set are pending (received data, or requests)
// then mark the socket as being ready. You can check this with IsSocketReady(client_res->socket)
int active = CheckSockets(socket_set, 0);
if (active != 0) {
TraceLog(LOG_DEBUG,
"There are currently %d socket(s) with data to be processed.", active);
}
// IsSocketReady
//
// If the socket is ready, attempt to receive data from the socket
int bytesRecv = 0;
if (IsSocketReady(connection)) {
bytesRecv = SocketReceive(connection, recvBuffer, msglen);
}
// If we received data, was that data a "Ping!" or a "Pong!"
if (bytesRecv > 0) {
if (strcmp(recvBuffer, pingmsg) == 0) { pong = true; }
if (strcmp(recvBuffer, pongmsg) == 0) { ping = true; }
}
// After each delay has expired, send a response "Ping!" for a "Pong!" and vice versa
elapsed += GetFrameTime();
if (elapsed > delay) {
if (ping) {
ping = false;
SocketSend(connection, pingmsg, msglen);
} else if (pong) {
pong = false;
SocketSend(connection, pongmsg, msglen);
}
elapsed = 0.0f;
}
}
int main()
{
// Setup
int screenWidth = 800;
int screenHeight = 450;
InitWindow(
screenWidth, screenHeight, "raylib [network] example - tcp server");
SetTargetFPS(60);
SetTraceLogLevel(LOG_DEBUG);
// Networking
InitNetwork();
// Create the server
//
// Performs
// getaddrinfo
// socket
// setsockopt
// bind
// listen
server_res = AllocSocketResult();
if (!SocketCreate(&server_cfg, server_res)) {
TraceLog(LOG_WARNING, "Failed to open server: status %d, errno %d",
server_res->status, server_res->socket->status);
} else {
if (!SocketBind(&server_cfg, server_res)) {
TraceLog(LOG_WARNING, "Failed to bind server: status %d, errno %d",
server_res->status, server_res->socket->status);
} else {
if (!(server_cfg.type == SOCKET_UDP)) {
if (!SocketListen(&server_cfg, server_res)) {
TraceLog(LOG_WARNING,
"Failed to start listen server: status %d, errno %d",
server_res->status, server_res->socket->status);
}
}
}
}
// Create & Add sockets to the socket set
socket_set = AllocSocketSet(2);
msglen = strlen(pingmsg) + 1;
memset(recvBuffer, '\0', sizeof(recvBuffer));
AddSocket(socket_set, server_res->socket);
// Main game loop
while (!WindowShouldClose()) {
BeginDrawing();
ClearBackground(RAYWHITE);
if (connected) {
NetworkUpdate();
} else {
NetworkConnect();
}
EndDrawing();
}
// Cleanup
CloseWindow();
return 0;
}