- /*******************************************************************************************
- *
- * raylib [network] example - UDP Server
- *
- * 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"
-
- int main(void)
- {
- // Initialization
- //--------------------------------------------------------------------------------------
- const int screenWidth = 800;
- const int screenHeight = 450;
-
- InitWindow(screenWidth, screenHeight, "raylib [network] example - udp server");
-
- InitNetworkDevice(); // Init network communications
-
- const char *pingmsg = "Ping!";
- const char *pongmsg = "Pong!";
-
- bool ping = false;
- bool pong = false;
- float elapsed = 0.0f;
- float delay = 1.0f;
-
- SocketConfig serverConfig = {
- .host = "127.0.0.1",
- .port = "4950",
- .server = true,
- .type = SOCKET_UDP,
- .nonblocking = true
- };
-
- SocketResult *serverResult = NULL;
- SocketSet *socketSet = NULL;
- char receiveBuffer[512] = { 0 };
-
- // 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);
-
- // Create and add sockets to the socket set
- socketSet = LoadSocketSet(1);
- AddSocket(socketSet, serverResult->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
- //----------------------------------------------------------------------------------
- // Once connected to the network, check the sockets for pending information
- // and when information is ready, send either a Ping or a Pong.
-
- // CheckSockets, if any of the sockets in the 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(socketSet, 0);
- if (active != 0) TraceLog(LOG_INFO, "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(serverResult->socket)) {
- // bytesRecv = SocketReceive(serverResult->socket, receiveBuffer, msglen);
- // }
- int bytesRecv = SocketReceive(serverResult->socket, receiveBuffer, (int)strlen(pingmsg) + 1);
-
- // If we received data, is 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;
- SocketSend(serverResult->socket, pingmsg, (int)strlen(pingmsg) + 1);
- }
- else if (pong)
- {
- pong = false;
- SocketSend(serverResult->socket, pongmsg, (int)strlen(pongmsg) + 1);
- }
-
- elapsed = 0.0f;
- }
- //----------------------------------------------------------------------------------
-
- // Draw
- //----------------------------------------------------------------------------------
- BeginDrawing();
-
- ClearBackground(RAYWHITE);
-
- // TODO: Draw relevant connection info
-
- EndDrawing();
- //----------------------------------------------------------------------------------
- }
-
- // De-Initialization
- //--------------------------------------------------------------------------------------
- CloseNetworkDevice(); // Close network communication
-
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
-
- return 0;
- }
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