/*******************************************************************************************
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								 *
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								 *   raylib [network] example - TCP Server
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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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								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  connection_cfg = {.nonblocking = true};
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								SocketResult *server_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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								    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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								}
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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 (IsSocketReady(connection)) {
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								        bytesRecv = SocketReceive(connection, recvBuffer, msglen);
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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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								            SocketSend(connection, pingmsg, msglen);
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								        } else if (pong) {
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								            pong = false;
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								            SocketSend(connection, 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()
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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 - tcp server");
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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 & Add sockets to the socket set
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								    socket_set = AllocSocketSet(2);
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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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								    // 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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