- /*******************************************************************************************
- *
- * raylib [network] example - UDP Client
- *
- * 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;
- const char * pingmsg = "Ping!";
- const char * pongmsg = "Pong!";
- int msglen = 0;
- SocketConfig client_cfg = {.host = "127.0.0.1", .port = "4950", .type = SOCKET_UDP, .nonblocking = true};
- SocketResult *client_res = NULL;
- SocketSet * socket_set = NULL;
- char recvBuffer[512];
-
- // 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(client_res->socket)) {
- bytesRecv = SocketReceive(client_res->socket, 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(client_res->socket, pingmsg, msglen);
- } else if (pong) {
- pong = false;
- SocketSend(client_res->socket, pongmsg, msglen);
- }
- elapsed = 0.0f;
- }
- }
-
- int main()
- {
- // Setup
- int screenWidth = 800;
- int screenHeight = 450;
- InitWindow(
- screenWidth, screenHeight, "raylib [network] example - udp client");
- SetTargetFPS(60);
- SetTraceLogLevel(LOG_DEBUG);
-
- // Networking
- InitNetwork();
-
- // Create the client
- //
- // Performs
- // getaddrinfo
- // socket
- // setsockopt
- // connect (TCP only)
- client_res = AllocSocketResult();
- if (!SocketCreate(&client_cfg, client_res)) {
- TraceLog(LOG_WARNING, "Failed to open client: status %d, errno %d",
- client_res->status, client_res->socket->status);
- }
-
- // Create & Add sockets to the socket set
- socket_set = AllocSocketSet(1);
- msglen = strlen(pingmsg) + 1;
- ping = true;
- memset(recvBuffer, '\0', sizeof(recvBuffer));
- AddSocket(socket_set, client_res->socket);
-
- // Main game loop
- while (!WindowShouldClose()) {
- BeginDrawing();
- ClearBackground(RAYWHITE);
- NetworkUpdate();
- EndDrawing();
- }
-
- // Cleanup
- CloseWindow();
- return 0;
- }
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