/*******************************************************************************************
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								*
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								*   raylib [network] example - TCP Client
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								*
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								*   This example has been created using raylib 3.0 (www.raylib.com)
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								*   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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								*
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								*   Copyright (c) 2019-2020 Jak Barnes (@syphonx) and Ramon Santamaria (@raysan5)
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								*
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								********************************************************************************************/
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								#include "raylib.h"
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								#define RNET_IMPLEMENTATION
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								#include "extras/rnet.h"
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								int main(void)
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								{
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								    // Initialization
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								    //--------------------------------------------------------------------------------------
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								    const int screenWidth = 800;
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								    const int screenHeight = 450;
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								    InitWindow(screenWidth, screenHeight, "raylib [network] example - tcp client");
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								    InitNetworkDevice();    // Init network communications
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								    const char *pingmsg = "Ping!";
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								    const char *pongmsg = "Pong!";
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								    bool ping = false;
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								    bool pong = false;
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								    float elapsed = 0.0f;
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								    float delay = 1.0f;
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								    bool connected = false;
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								    SocketConfig clientConfig = {
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								        .host = "127.0.0.1",
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								        .port = "4950",
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								        .type = SOCKET_TCP,
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								        .nonblocking = true
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								    };
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								    SocketSet *socketSet = NULL;
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								    SocketResult *clientResult = NULL;
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								    char receiveBuffer[512] = { 0 };
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								    // Create the client: getaddrinfo + socket + setsockopt + connect (TCP only)
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								    clientResult = LoadSocketResult();
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								    if (!SocketCreate(&clientConfig, clientResult)) TraceLog(LOG_WARNING, "Failed to open client: status %d, errno %d", clientResult->status, clientResult->socket->status);
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								    else
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								    {
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								        if (!(clientConfig.type == SOCKET_UDP))
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								        {
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								            if (!SocketConnect(&clientConfig, clientResult)) TraceLog(LOG_WARNING, "Failed to connect to server: status %d, errno %d", clientResult->status, clientResult->socket->status);
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								        }
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								    }
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								    // Create and add sockets to the socket set
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								    socketSet = LoadSocketSet(1);
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								    AddSocket(socketSet, clientResult->socket);
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								    SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
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								    //--------------------------------------------------------------------------------------
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								    // Main game loop
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								    while (!WindowShouldClose())    // Detect window close button or ESC key
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								    {
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								        // Update
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								        //----------------------------------------------------------------------------------
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								        if (connected)
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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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								            // CheckSockets, if any of the sockets in the socketSet are pending (received data, or requests)
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								            // then mark the socket as being ready. You can check this with IsSocketReady(clientResult->socket)
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								            int active = CheckSockets(socketSet, 0);
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								            if (active != 0) TraceLog(LOG_DEBUG, "There are currently %d socket(s) with data to be processed.", active);
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								            // IsSocketReady, 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(clientResult->socket)) bytesRecv = SocketReceive(clientResult->socket, receiveBuffer, (int)strlen(pingmsg) + 1);
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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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								            {
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								                if (strcmp(receiveBuffer, pingmsg) == 0) { pong = true; }
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								                if (strcmp(receiveBuffer, 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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								            {
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								                if (ping)
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								                {
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								                    ping = false;
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								                    SocketSend(clientResult->socket, pingmsg, (int)strlen(pingmsg) + 1);
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								                }
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								                else if (pong)
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								                {
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								                    pong = false;
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								                    SocketSend(clientResult->socket, pongmsg, (int)strlen(pingmsg) + 1);
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								                }
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								                elapsed = 0.0f;
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								            }
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								        }
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								        else
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								        {
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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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								            {
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								                if (IsSocketConnected(clientResult->socket)) { connected = true; }
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								                elapsed = 0.0f;
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								            }
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								        }
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								        //----------------------------------------------------------------------------------
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								        // Draw
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								        //----------------------------------------------------------------------------------
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								        BeginDrawing();
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								            ClearBackground(RAYWHITE);
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								            // TODO: Draw relevant connection info
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								        EndDrawing();
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								        //----------------------------------------------------------------------------------
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								    }
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								    // De-Initialization
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								    //--------------------------------------------------------------------------------------
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								    CloseNetworkDevice();   // Close network communication
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								    CloseWindow();          // Close window and OpenGL context
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								    //--------------------------------------------------------------------------------------
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								    return 0;
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								}
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