212 lines
7.9 KiB
C
212 lines
7.9 KiB
C
/*******************************************************************************************
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*
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* raylib [network] example - Client/Server ping-pong
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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 "extras/rnet.h"
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float elapsed = 0.0f;
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float delay = 1.0f;
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bool ping = false;
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bool pong = false;
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bool connected = false;
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bool clientConnected = false;
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const char *pingmsg = "Ping!";
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const char *pongmsg = "Pong!";
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int msglen = 0;
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SocketConfig serverConfig = { .host = "127.0.0.1", .port = "4950", .type = SOCKET_TCP, .server = true, .nonblocking = true };
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SocketConfig clientConfig = { .host = "127.0.0.1", .port = "4950", .type = SOCKET_TCP, .nonblocking = true };
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SocketConfig connectionConfig = { .nonblocking = true };
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SocketResult *serverResult = NULL;
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SocketResult *clientResult = NULL;
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SocketSet *socketSet = NULL;
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Socket *connection = NULL;
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char receiveBuffer[512] = { 0 };
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// Attempt to connect to the network (Either TCP, or UDP)
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static void NetworkConnect(void)
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{
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// If the server is configured as UDP, ignore connection requests
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if ((serverConfig.type == SOCKET_UDP) && (clientConfig.type == SOCKET_UDP))
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{
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ping = true;
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connected = true;
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}
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else
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{
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// If the client is connected, run the server code to check for a connection
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if (clientConnected)
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{
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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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if (active > 0)
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{
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if ((connection = SocketAccept(serverResult->socket, &connectionConfig)) != NULL)
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{
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AddSocket(socketSet, connection);
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connected = true;
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ping = true;
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}
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}
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}
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else
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{
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// Check if we're connected every _delay_ seconds
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elapsed += GetFrameTime();
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if (elapsed > delay)
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{
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if (IsSocketConnected(clientResult->socket)) clientConnected = true;
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elapsed = 0.0f;
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}
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}
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}
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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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static void UpdateNetwork(void)
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{
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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_DEBUG, "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 ((serverConfig.type == SOCKET_UDP) && (clientConfig.type == SOCKET_UDP))
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{
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if (IsSocketReady(clientResult->socket)) bytesRecv = SocketReceive(clientResult->socket, receiveBuffer, msglen);
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if (IsSocketReady(serverResult->socket)) bytesRecv = SocketReceive(serverResult->socket, receiveBuffer, msglen);
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}
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else if (IsSocketReady(connection)) bytesRecv = SocketReceive(connection, receiveBuffer, msglen);
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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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if (serverConfig.type == SOCKET_UDP && clientConfig.type == SOCKET_UDP) SocketSend(clientResult->socket, pingmsg, msglen);
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else SocketSend(clientResult->socket, pingmsg, msglen);
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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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if (serverConfig.type == SOCKET_UDP && clientConfig.type == SOCKET_UDP) SocketSend(clientResult->socket, pongmsg, msglen);
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else SocketSend(clientResult->socket, pongmsg, msglen);
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}
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elapsed = 0.0f;
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}
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}
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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 - ping pong");
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InitNetworkDevice(); // Init network communications
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// Create the server: getaddrinfo + socket + setsockopt + bind + listen
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serverResult = LoadSocketResult();
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if (!SocketCreate(&serverConfig, serverResult))
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{
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TraceLog(LOG_WARNING, "Failed to open server: status %d, errno %d", serverResult->status, serverResult->socket->status);
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}
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else
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{
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if (!SocketBind(&serverConfig, serverResult))
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{
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TraceLog(LOG_WARNING, "Failed to bind server: status %d, errno %d", serverResult->status, serverResult->socket->status);
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}
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else
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{
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if (!(serverConfig.type == SOCKET_UDP))
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{
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if (!SocketListen(&serverConfig, serverResult))
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{
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TraceLog(LOG_WARNING, "Failed to start listen server: status %d, errno %d", serverResult->status, serverResult->socket->status);
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}
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}
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}
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}
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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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else
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{
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if (!(clientConfig.type == SOCKET_UDP))
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{
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if (!SocketConnect(&clientConfig, clientResult))
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{
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TraceLog(LOG_WARNING, "Failed to connect to server: status %d, errno %d", clientResult->status, clientResult->socket->status);
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}
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}
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}
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// Create and add sockets to the socket set
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socketSet = LoadSocketSet(3);
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AddSocket(socketSet, serverResult->socket);
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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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if (connected) UpdateNetwork();
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//else NetworkConnect();
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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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} |