212 lines
7.9 KiB
C
212 lines
7.9 KiB
C
/*******************************************************************************************
|
|
*
|
|
* 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)
|
|
*
|
|
* Copyright (c) 2019-2020 Jak Barnes (@syphonx) and Ramon Santamaria (@raysan5)
|
|
*
|
|
********************************************************************************************/
|
|
|
|
#include "raylib.h"
|
|
|
|
#define RNET_IMPLEMENTATION
|
|
#include "rnet.h"
|
|
|
|
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)
|
|
static void NetworkConnect(void)
|
|
{
|
|
// If the server is configured as UDP, ignore connection requests
|
|
if ((serverConfig.type == SOCKET_UDP) && (clientConfig.type == SOCKET_UDP))
|
|
{
|
|
ping = true;
|
|
connected = true;
|
|
}
|
|
else
|
|
{
|
|
// If the client is connected, run the server code to check for a connection
|
|
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
|
|
{
|
|
// Check if we're connected every _delay_ seconds
|
|
elapsed += GetFrameTime();
|
|
if (elapsed > delay)
|
|
{
|
|
if (IsSocketConnected(clientResult->socket)) clientConnected = true;
|
|
|
|
elapsed = 0.0f;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Once connected to the network, check the sockets for pending information
|
|
// and when information is ready, send either a Ping or a Pong.
|
|
static void UpdateNetwork(void)
|
|
{
|
|
// 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 ((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(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;
|
|
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 (serverConfig.type == SOCKET_UDP && clientConfig.type == SOCKET_UDP) SocketSend(clientResult->socket, pongmsg, msglen);
|
|
else SocketSend(clientResult->socket, pongmsg, msglen);
|
|
}
|
|
|
|
elapsed = 0.0f;
|
|
}
|
|
}
|
|
|
|
int main(void)
|
|
{
|
|
// Initialization
|
|
//--------------------------------------------------------------------------------------
|
|
const int screenWidth = 800;
|
|
const int screenHeight = 450;
|
|
|
|
InitWindow(screenWidth, screenHeight, "raylib [network] example - ping pong");
|
|
|
|
InitNetworkDevice(); // Init network communications
|
|
|
|
// Create the server: getaddrinfo + socket + setsockopt + bind + listen
|
|
serverResult = LoadSocketResult();
|
|
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: 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);
|
|
}
|
|
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 and add sockets to the socket set
|
|
socketSet = LoadSocketSet(3);
|
|
|
|
AddSocket(socketSet, serverResult->socket);
|
|
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
|
|
//----------------------------------------------------------------------------------
|
|
if (connected) UpdateNetwork();
|
|
//else NetworkConnect();
|
|
//----------------------------------------------------------------------------------
|
|
|
|
// Draw
|
|
//----------------------------------------------------------------------------------
|
|
BeginDrawing();
|
|
|
|
ClearBackground(RAYWHITE);
|
|
|
|
// TODO: Draw relevant connection info
|
|
|
|
EndDrawing();
|
|
//----------------------------------------------------------------------------------
|
|
}
|
|
|
|
// De-Initialization
|
|
//--------------------------------------------------------------------------------------
|
|
CloseNetworkDevice(); // Close network communication
|
|
|
|
CloseWindow(); // Close window and OpenGL context
|
|
//--------------------------------------------------------------------------------------
|
|
|
|
return 0;
|
|
} |