/*******************************************************************************************
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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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