/*******************************************************************************************
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*
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* raylib [network] example - Client/Server ping-pong
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*
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* Welcome to raylib!
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*
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* To test examples, just press F6 and execute raylib_compile_execute script
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* Note that compiled executable is placed in the same folder as .c file
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*
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* You can find all basic examples on C:\raylib\raylib\examples folder or
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* raylib official webpage: www.raylib.com
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*
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* Enjoy using raylib. :)
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*
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* This example has been created using raylib 2.0 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h
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*for details)
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*
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* Copyright (c) 2013-2016 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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#include "rnet.h"
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#include <assert.h>
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#include <stdio.h>
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#include <string.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 client_connected = 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 server_cfg = {.host = "127.0.0.1", .port = "4950", .type = SOCKET_TCP, .server = true, .nonblocking = true};
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SocketConfig client_cfg = {.host = "127.0.0.1", .port = "4950", .type = SOCKET_TCP, .nonblocking = true};
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SocketConfig connection_cfg = {.nonblocking = true};
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SocketResult *server_res = NULL;
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SocketResult *client_res = NULL;
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SocketSet * socket_set = NULL;
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Socket * connection = NULL;
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char recvBuffer[512];
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// Attempt to connect to the network (Either TCP, or UDP)
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void NetworkConnect()
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{
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// If the server is configured as UDP, ignore connection requests
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if (server_cfg.type == SOCKET_UDP && client_cfg.type == SOCKET_UDP) {
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ping = true;
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connected = true;
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} else {
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// If the client is connected, run the server code to check for a connection
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if (client_connected) {
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int active = CheckSockets(socket_set, 0);
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if (active != 0) {
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TraceLog(LOG_DEBUG,
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"There are currently %d socket(s) with data to be processed.", active);
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}
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if (active > 0) {
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if ((connection = SocketAccept(server_res->socket, &connection_cfg)) != NULL) {
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AddSocket(socket_set, connection);
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ping = true;
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connected = true;
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}
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}
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} else {
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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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if (IsSocketConnected(client_res->socket)) {
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client_connected = true;
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}
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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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void NetworkUpdate()
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{
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// CheckSockets
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//
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// If any of the sockets in the socket_set are pending (received data, or requests)
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// then mark the socket as being ready. You can check this with IsSocketReady(client_res->socket)
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int active = CheckSockets(socket_set, 0);
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if (active != 0) {
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TraceLog(LOG_DEBUG,
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"There are currently %d socket(s) with data to be processed.", active);
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}
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// IsSocketReady
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//
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// If the socket is ready, attempt to receive data from the socket
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int bytesRecv = 0;
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if (server_cfg.type == SOCKET_UDP && client_cfg.type == SOCKET_UDP) {
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if (IsSocketReady(client_res->socket)) {
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bytesRecv = SocketReceive(client_res->socket, recvBuffer, msglen);
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}
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if (IsSocketReady(server_res->socket)) {
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bytesRecv = SocketReceive(server_res->socket, recvBuffer, msglen);
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}
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} else {
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if (IsSocketReady(connection)) {
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bytesRecv = SocketReceive(connection, recvBuffer, msglen);
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}
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}
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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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if (strcmp(recvBuffer, pingmsg) == 0) { pong = true; }
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if (strcmp(recvBuffer, 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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if (ping) {
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ping = false;
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if (server_cfg.type == SOCKET_UDP && client_cfg.type == SOCKET_UDP) {
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SocketSend(client_res->socket, pingmsg, msglen);
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} else {
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SocketSend(client_res->socket, pingmsg, msglen);
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}
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} else if (pong) {
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pong = false;
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if (server_cfg.type == SOCKET_UDP && client_cfg.type == SOCKET_UDP) {
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SocketSend(client_res->socket, pongmsg, msglen);
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} else {
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SocketSend(client_res->socket, pongmsg, msglen);
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}
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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()
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{
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// Setup
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int screenWidth = 800;
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int screenHeight = 450;
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InitWindow(
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screenWidth, screenHeight, "raylib [network] example - ping pong");
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SetTargetFPS(60);
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SetTraceLogLevel(LOG_DEBUG);
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// Networking
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InitNetwork();
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// Create the server
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//
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// Performs
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// getaddrinfo
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// socket
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// setsockopt
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// bind
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// listen
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server_res = AllocSocketResult();
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if (!SocketCreate(&server_cfg, server_res)) {
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TraceLog(LOG_WARNING, "Failed to open server: status %d, errno %d",
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server_res->status, server_res->socket->status);
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} else {
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if (!SocketBind(&server_cfg, server_res)) {
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TraceLog(LOG_WARNING, "Failed to bind server: status %d, errno %d",
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server_res->status, server_res->socket->status);
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} else {
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if (!(server_cfg.type == SOCKET_UDP)) {
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if (!SocketListen(&server_cfg, server_res)) {
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TraceLog(LOG_WARNING,
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"Failed to start listen server: status %d, errno %d",
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server_res->status, server_res->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
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//
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// Performs
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// getaddrinfo
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// socket
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// setsockopt
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// connect (TCP only)
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client_res = AllocSocketResult();
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if (!SocketCreate(&client_cfg, client_res)) {
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TraceLog(LOG_WARNING, "Failed to open client: status %d, errno %d",
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client_res->status, client_res->socket->status);
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} else {
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if (!(client_cfg.type == SOCKET_UDP)) {
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if (!SocketConnect(&client_cfg, client_res)) {
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TraceLog(LOG_WARNING,
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"Failed to connect to server: status %d, errno %d",
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client_res->status, client_res->socket->status);
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}
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}
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}
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// Create & Add sockets to the socket set
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socket_set = AllocSocketSet(3);
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msglen = strlen(pingmsg) + 1;
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memset(recvBuffer, '\0', sizeof(recvBuffer));
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AddSocket(socket_set, server_res->socket);
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AddSocket(socket_set, client_res->socket);
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// Main game loop
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while (!WindowShouldClose()) {
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BeginDrawing();
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ClearBackground(RAYWHITE);
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if (connected) {
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NetworkUpdate();
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} else {
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NetworkConnect();
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}
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EndDrawing();
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}
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// Cleanup
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CloseWindow();
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return 0;
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}
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