124 lines
4.6 KiB
C
124 lines
4.6 KiB
C
/*******************************************************************************************
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*
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* raylib [network] example - UDP Client
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*
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* This example has been created using raylib 3.0 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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* Copyright (c) 2019-2020 Jak Barnes (@syphonx) and Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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#define RNET_IMPLEMENTATION
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#include "rnet.h"
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int main(void)
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [network] example - udp client");
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InitNetworkDevice(); // Init network communications
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const char *pingmsg = "Ping!";
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const char *pongmsg = "Pong!";
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bool ping = true;
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bool pong = false;
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float elapsed = 0.0f;
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float delay = 1.0f;
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SocketConfig clientConfig = {
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.host = "127.0.0.1",
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.port = "4950",
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.type = SOCKET_UDP,
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.nonblocking = true
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};
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SocketResult *clientResult = NULL;
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SocketSet *socketSet = NULL;
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char receiveBuffer[512] = { 0 };
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// Create the client: getaddrinfo + socket + setsockopt + connect (TCP only)
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clientResult = LoadSocketResult();
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if (!SocketCreate(&clientConfig, clientResult))
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{
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TraceLog(LOG_WARNING, "Failed to open client: status %d, errno %d", clientResult->status, clientResult->socket->status);
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}
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// Create and add sockets to the socket set
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socketSet = LoadSocketSet(1);
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AddSocket(socketSet, clientResult->socket);
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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// Once connected to the network, check the sockets for pending information
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// and when information is ready, send either a Ping or a Pong.
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// CheckSockets, if any of the sockets in the socketSet are pending (received data, or requests)
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// then mark the socket as being ready. You can check this with IsSocketReady(clientResult->socket)
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int active = CheckSockets(socketSet, 0);
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if (active != 0) TraceLog(LOG_INFO, "There are currently %d socket(s) with data to be processed.", active);
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// IsSocketReady, if the socket is ready, attempt to receive data from the socket
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int bytesRecv = 0;
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if (IsSocketReady(clientResult->socket)) bytesRecv = SocketReceive(clientResult->socket, receiveBuffer, strlen(pingmsg) + 1);
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// If we received data, was that data a "Ping!" or a "Pong!"
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if (bytesRecv > 0)
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{
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if (strcmp(receiveBuffer, pingmsg) == 0) { pong = true; }
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if (strcmp(receiveBuffer, pongmsg) == 0) { ping = true; }
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}
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// After each delay has expired, send a response "Ping!" for a "Pong!" and vice-versa
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elapsed += GetFrameTime();
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if (elapsed > delay)
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{
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if (ping)
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{
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ping = false;
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SocketSend(clientResult->socket, pingmsg, strlen(pingmsg) + 1);
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}
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else if (pong)
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{
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pong = false;
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SocketSend(clientResult->socket, pongmsg, strlen(pongmsg) + 1);
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}
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elapsed = 0.0f;
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}
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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// TODO: Draw relevant connection info
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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CloseNetworkDevice(); // Close network communication
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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} |