- /*******************************************************************************************
- *
- * 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;
- }
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