[rnet] module WIP (#809)

Added experimental network module
This commit is contained in:
Jak 2019-04-22 19:03:00 +01:00 committed by Ray
parent e41cb774c2
commit 4b8d06f501
11 changed files with 3459 additions and 0 deletions

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/*******************************************************************************************
*
* raylib [network] example - Client/Server ping-pong
*
* Welcome to raylib!
*
* To test examples, just press F6 and execute raylib_compile_execute script
* Note that compiled executable is placed in the same folder as .c file
*
* You can find all basic examples on C:\raylib\raylib\examples folder or
* raylib official webpage: www.raylib.com
*
* Enjoy using raylib. :)
*
* This example has been created using raylib 2.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h
*for details)
*
* Copyright (c) 2013-2016 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#include "rnet.h"
#include <assert.h>
#include <stdio.h>
#include <string.h>
float elapsed = 0.0f;
float delay = 1.0f;
bool ping = false;
bool pong = false;
bool connected = false;
bool client_connected = false;
const char * pingmsg = "Ping!";
const char * pongmsg = "Pong!";
int msglen = 0;
SocketConfig server_cfg = {.host = "127.0.0.1", .port = "4950", .type = SOCKET_TCP, .server = true, .nonblocking = true};
SocketConfig client_cfg = {.host = "127.0.0.1", .port = "4950", .type = SOCKET_TCP, .nonblocking = true};
SocketConfig connection_cfg = {.nonblocking = true};
SocketResult *server_res = NULL;
SocketResult *client_res = NULL;
SocketSet * socket_set = NULL;
Socket * connection = NULL;
char recvBuffer[512];
// Attempt to connect to the network (Either TCP, or UDP)
void NetworkConnect()
{
// If the server is configured as UDP, ignore connection requests
if (server_cfg.type == SOCKET_UDP && client_cfg.type == SOCKET_UDP) {
ping = true;
connected = true;
} else {
// If the client is connected, run the server code to check for a connection
if (client_connected) {
int active = CheckSockets(socket_set, 0);
if (active != 0) {
TraceLog(LOG_DEBUG,
"There are currently %d socket(s) with data to be processed.", active);
}
if (active > 0) {
if ((connection = SocketAccept(server_res->socket, &connection_cfg)) != NULL) {
AddSocket(socket_set, connection);
ping = true;
connected = true;
}
}
} else {
// Check if we're connected every _delay_ seconds
elapsed += GetFrameTime();
if (elapsed > delay) {
if (IsSocketConnected(client_res->socket)) {
client_connected = 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.
void NetworkUpdate()
{
// CheckSockets
//
// If any of the sockets in the socket_set are pending (received data, or requests)
// then mark the socket as being ready. You can check this with IsSocketReady(client_res->socket)
int active = CheckSockets(socket_set, 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 (server_cfg.type == SOCKET_UDP && client_cfg.type == SOCKET_UDP) {
if (IsSocketReady(client_res->socket)) {
bytesRecv = SocketReceive(client_res->socket, recvBuffer, msglen);
}
if (IsSocketReady(server_res->socket)) {
bytesRecv = SocketReceive(server_res->socket, recvBuffer, msglen);
}
} else {
if (IsSocketReady(connection)) {
bytesRecv = SocketReceive(connection, recvBuffer, msglen);
}
}
// If we received data, was that data a "Ping!" or a "Pong!"
if (bytesRecv > 0) {
if (strcmp(recvBuffer, pingmsg) == 0) { pong = true; }
if (strcmp(recvBuffer, 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 (server_cfg.type == SOCKET_UDP && client_cfg.type == SOCKET_UDP) {
SocketSend(client_res->socket, pingmsg, msglen);
} else {
SocketSend(client_res->socket, pingmsg, msglen);
}
} else if (pong) {
pong = false;
if (server_cfg.type == SOCKET_UDP && client_cfg.type == SOCKET_UDP) {
SocketSend(client_res->socket, pongmsg, msglen);
} else {
SocketSend(client_res->socket, pongmsg, msglen);
}
}
elapsed = 0.0f;
}
}
int main()
{
// Setup
int screenWidth = 800;
int screenHeight = 450;
InitWindow(
screenWidth, screenHeight, "raylib [network] example - ping pong");
SetTargetFPS(60);
SetTraceLogLevel(LOG_DEBUG);
// Networking
InitNetwork();
// Create the server
//
// Performs
// getaddrinfo
// socket
// setsockopt
// bind
// listen
server_res = AllocSocketResult();
if (!SocketCreate(&server_cfg, server_res)) {
TraceLog(LOG_WARNING, "Failed to open server: status %d, errno %d",
server_res->status, server_res->socket->status);
} else {
if (!SocketBind(&server_cfg, server_res)) {
TraceLog(LOG_WARNING, "Failed to bind server: status %d, errno %d",
server_res->status, server_res->socket->status);
} else {
if (!(server_cfg.type == SOCKET_UDP)) {
if (!SocketListen(&server_cfg, server_res)) {
TraceLog(LOG_WARNING,
"Failed to start listen server: status %d, errno %d",
server_res->status, server_res->socket->status);
}
}
}
}
// Create the client
//
// Performs
// getaddrinfo
// socket
// setsockopt
// connect (TCP only)
client_res = AllocSocketResult();
if (!SocketCreate(&client_cfg, client_res)) {
TraceLog(LOG_WARNING, "Failed to open client: status %d, errno %d",
client_res->status, client_res->socket->status);
} else {
if (!(client_cfg.type == SOCKET_UDP)) {
if (!SocketConnect(&client_cfg, client_res)) {
TraceLog(LOG_WARNING,
"Failed to connect to server: status %d, errno %d",
client_res->status, client_res->socket->status);
}
}
}
// Create & Add sockets to the socket set
socket_set = AllocSocketSet(3);
msglen = strlen(pingmsg) + 1;
memset(recvBuffer, '\0', sizeof(recvBuffer));
AddSocket(socket_set, server_res->socket);
AddSocket(socket_set, client_res->socket);
// Main game loop
while (!WindowShouldClose()) {
BeginDrawing();
ClearBackground(RAYWHITE);
if (connected) {
NetworkUpdate();
} else {
NetworkConnect();
}
EndDrawing();
}
// Cleanup
CloseWindow();
return 0;
}

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/*******************************************************************************************
*
* raylib [network] example - Resolve Host
*
* Welcome to raylib!
*
* To test examples, just press F6 and execute raylib_compile_execute script
* Note that compiled executable is placed in the same folder as .c file
*
* You can find all basic examples on C:\raylib\raylib\examples folder or
* raylib official webpage: www.raylib.com
*
* Enjoy using raylib. :)
*
* This example has been created using raylib 2.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h
*for details)
*
* Copyright (c) 2013-2016 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#include "rnet.h"
char buffer[ADDRESS_IPV6_ADDRSTRLEN];
uint16_t port = 0;
int main()
{
// Setup
int screenWidth = 800;
int screenHeight = 450;
InitWindow(
screenWidth, screenHeight, "raylib [network] example - ping pong");
SetTargetFPS(60);
SetTraceLogLevel(LOG_DEBUG);
// Networking
InitNetwork();
AddressInformation* addr = AllocAddressList(1);
int count = ResolveHost(
NULL,
"5210",
ADDRESS_TYPE_IPV4,
0 // Uncomment any of these flags
// ADDRESS_INFO_NUMERICHOST // or try them in conjunction to
// ADDRESS_INFO_NUMERICSERV // specify custom behaviour from
// ADDRESS_INFO_DNS_ONLY // the function getaddrinfo()
// ADDRESS_INFO_ALL //
// ADDRESS_INFO_FQDN // e.g. ADDRESS_INFO_CANONNAME | ADDRESS_INFO_NUMERICSERV
,
addr
);
if (count > 0)
{
GetAddressHostAndPort(addr[0], buffer, &port);
TraceLog(LOG_INFO, "Resolved to ip %s::%d\n", buffer, port);
}
// Main game loop
while (!WindowShouldClose())
{
// Draw
BeginDrawing();
// Clear
ClearBackground(RAYWHITE);
// End draw
EndDrawing();
}
// Cleanup
CloseWindow();
return 0;
}

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/*******************************************************************************************
*
* raylib [network] example - TCP Client
*
* Welcome to raylib!
*
* To test examples, just press F6 and execute raylib_compile_execute script
* Note that compiled executable is placed in the same folder as .c file
*
* You can find all basic examples on C:\raylib\raylib\examples folder or
* raylib official webpage: www.raylib.com
*
* Enjoy using raylib. :)
*
* This example has been created using raylib 2.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h
*for details)
*
* Copyright (c) 2013-2016 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#include "rnet.h"
#include <assert.h>
#include <stdio.h>
#include <string.h>
float elapsed = 0.0f;
float delay = 1.0f;
bool ping = false;
bool pong = false;
bool connected = false;
const char * pingmsg = "Ping!";
const char * pongmsg = "Pong!";
int msglen = 0;
SocketConfig client_cfg = {.host = "127.0.0.1", .port = "4950", .type = SOCKET_TCP, .nonblocking = true};
SocketResult *client_res = NULL;
SocketSet * socket_set = NULL;
char recvBuffer[512];
// Attempt to connect to the network (Either TCP, or UDP)
void NetworkConnect()
{
// Check if we're connected every _delay_ seconds
elapsed += GetFrameTime();
if (elapsed > delay) {
if (IsSocketConnected(client_res->socket)) { connected = 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.
void NetworkUpdate()
{
// CheckSockets
//
// If any of the sockets in the socket_set are pending (received data, or requests)
// then mark the socket as being ready. You can check this with IsSocketReady(client_res->socket)
int active = CheckSockets(socket_set, 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 (IsSocketReady(client_res->socket)) {
bytesRecv = SocketReceive(client_res->socket, recvBuffer, msglen);
}
// If we received data, was that data a "Ping!" or a "Pong!"
if (bytesRecv > 0) {
if (strcmp(recvBuffer, pingmsg) == 0) { pong = true; }
if (strcmp(recvBuffer, 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;
SocketSend(client_res->socket, pingmsg, msglen);
} else if (pong) {
pong = false;
SocketSend(client_res->socket, pongmsg, msglen);
}
elapsed = 0.0f;
}
}
int main()
{
// Setup
int screenWidth = 800;
int screenHeight = 450;
InitWindow(
screenWidth, screenHeight, "raylib [network] example - tcp client");
SetTargetFPS(60);
SetTraceLogLevel(LOG_DEBUG);
// Networking
InitNetwork();
// Create the client
//
// Performs
// getaddrinfo
// socket
// setsockopt
// connect (TCP only)
client_res = AllocSocketResult();
if (!SocketCreate(&client_cfg, client_res)) {
TraceLog(LOG_WARNING, "Failed to open client: status %d, errno %d",
client_res->status, client_res->socket->status);
} else {
if (!(client_cfg.type == SOCKET_UDP)) {
if (!SocketConnect(&client_cfg, client_res)) {
TraceLog(LOG_WARNING,
"Failed to connect to server: status %d, errno %d",
client_res->status, client_res->socket->status);
}
}
}
// Create & Add sockets to the socket set
socket_set = AllocSocketSet(1);
msglen = strlen(pingmsg) + 1;
memset(recvBuffer, '\0', sizeof(recvBuffer));
AddSocket(socket_set, client_res->socket);
// Main game loop
while (!WindowShouldClose()) {
BeginDrawing();
ClearBackground(RAYWHITE);
if (connected) {
NetworkUpdate();
} else {
NetworkConnect();
}
EndDrawing();
}
// Cleanup
CloseWindow();
return 0;
}

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/*******************************************************************************************
*
* raylib [network] example - TCP Server
*
* Welcome to raylib!
*
* To test examples, just press F6 and execute raylib_compile_execute script
* Note that compiled executable is placed in the same folder as .c file
*
* You can find all basic examples on C:\raylib\raylib\examples folder or
* raylib official webpage: www.raylib.com
*
* Enjoy using raylib. :)
*
* This example has been created using raylib 2.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h
*for details)
*
* Copyright (c) 2013-2016 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#include "rnet.h"
#include <assert.h>
#include <stdio.h>
#include <string.h>
float elapsed = 0.0f;
float delay = 1.0f;
bool ping = false;
bool pong = false;
bool connected = false;
const char * pingmsg = "Ping!";
const char * pongmsg = "Pong!";
int msglen = 0;
SocketConfig server_cfg = {.host = "127.0.0.1", .port = "4950", .type = SOCKET_TCP, .server = true, .nonblocking = true};
SocketConfig connection_cfg = {.nonblocking = true};
SocketResult *server_res = NULL;
SocketSet * socket_set = NULL;
Socket * connection = NULL;
char recvBuffer[512];
// Attempt to connect to the network (Either TCP, or UDP)
void NetworkConnect()
{
int active = CheckSockets(socket_set, 0);
if (active != 0) {
TraceLog(LOG_DEBUG,
"There are currently %d socket(s) with data to be processed.", active);
}
if (active > 0) {
if ((connection = SocketAccept(server_res->socket, &connection_cfg)) != NULL) {
AddSocket(socket_set, connection);
ping = true;
connected = true;
}
}
}
// Once connected to the network, check the sockets for pending information
// and when information is ready, send either a Ping or a Pong.
void NetworkUpdate()
{
// CheckSockets
//
// If any of the sockets in the socket_set are pending (received data, or requests)
// then mark the socket as being ready. You can check this with IsSocketReady(client_res->socket)
int active = CheckSockets(socket_set, 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 (IsSocketReady(connection)) {
bytesRecv = SocketReceive(connection, recvBuffer, msglen);
}
// If we received data, was that data a "Ping!" or a "Pong!"
if (bytesRecv > 0) {
if (strcmp(recvBuffer, pingmsg) == 0) { pong = true; }
if (strcmp(recvBuffer, 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;
SocketSend(connection, pingmsg, msglen);
} else if (pong) {
pong = false;
SocketSend(connection, pongmsg, msglen);
}
elapsed = 0.0f;
}
}
int main()
{
// Setup
int screenWidth = 800;
int screenHeight = 450;
InitWindow(
screenWidth, screenHeight, "raylib [network] example - tcp server");
SetTargetFPS(60);
SetTraceLogLevel(LOG_DEBUG);
// Networking
InitNetwork();
// Create the server
//
// Performs
// getaddrinfo
// socket
// setsockopt
// bind
// listen
server_res = AllocSocketResult();
if (!SocketCreate(&server_cfg, server_res)) {
TraceLog(LOG_WARNING, "Failed to open server: status %d, errno %d",
server_res->status, server_res->socket->status);
} else {
if (!SocketBind(&server_cfg, server_res)) {
TraceLog(LOG_WARNING, "Failed to bind server: status %d, errno %d",
server_res->status, server_res->socket->status);
} else {
if (!(server_cfg.type == SOCKET_UDP)) {
if (!SocketListen(&server_cfg, server_res)) {
TraceLog(LOG_WARNING,
"Failed to start listen server: status %d, errno %d",
server_res->status, server_res->socket->status);
}
}
}
}
// Create & Add sockets to the socket set
socket_set = AllocSocketSet(2);
msglen = strlen(pingmsg) + 1;
memset(recvBuffer, '\0', sizeof(recvBuffer));
AddSocket(socket_set, server_res->socket);
// Main game loop
while (!WindowShouldClose()) {
BeginDrawing();
ClearBackground(RAYWHITE);
if (connected) {
NetworkUpdate();
} else {
NetworkConnect();
}
EndDrawing();
}
// Cleanup
CloseWindow();
return 0;
}

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/*******************************************************************************************
*
* raylib [network] example - Network Test
*
* Welcome to raylib!
*
* To test examples, just press F6 and execute raylib_compile_execute script
* Note that compiled executable is placed in the same folder as .c file
*
* You can find all basic examples on C:\raylib\raylib\examples folder or
* raylib official webpage: www.raylib.com
*
* Enjoy using raylib. :)
*
* This example has been created using raylib 2.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h
*for details)
*
* Copyright (c) 2013-2016 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#include "rnet.h"
#include <assert.h>
void test_network_initialise()
{
assert(InitNetwork() == true);
}
void test_socket_result()
{
SocketResult *result = AllocSocketResult();
assert(result != NULL);
FreeSocketResult(&result);
assert(result == NULL);
}
void test_socket()
{
Socket *socket = AllocSocket();
assert(socket != NULL);
FreeSocket(&socket);
assert(socket == NULL);
}
void test_resolve_ip()
{
const char *host = "8.8.8.8";
const char *port = "8080";
char ip[ADDRESS_IPV6_ADDRSTRLEN];
char service[ADDRESS_MAXSERV];
memset(ip, '\0', ADDRESS_IPV6_ADDRSTRLEN);
ResolveIP(host, port, NAME_INFO_NUMERICHOST, ip, service);
TraceLog(LOG_INFO, "Resolved %s to %s", host, ip);
assert(strcmp(ip, "8.8.8.8") == 0);
memset(ip, '\0', ADDRESS_IPV6_ADDRSTRLEN);
ResolveIP(host, port, NAME_INFO_DEFAULT, ip, service);
TraceLog(LOG_INFO, "Resolved %s to %s", host, ip);
assert(strcmp(ip, "google-public-dns-a.google.com") == 0);
memset(ip, '\0', ADDRESS_IPV6_ADDRSTRLEN);
ResolveIP(host, port, NAME_INFO_NOFQDN, ip, service);
TraceLog(LOG_INFO, "Resolved %s to %s", host, ip);
assert(strcmp(ip, "google-public-dns-a") == 0);
memset(ip, '\0', ADDRESS_IPV6_ADDRSTRLEN);
ResolveIP(host, port, NAME_INFO_NUMERICHOST, ip, service);
TraceLog(LOG_INFO, "Resolved %s to %s", host, ip);
assert(strcmp(ip, "8.8.8.8") == 0);
memset(ip, '\0', ADDRESS_IPV6_ADDRSTRLEN);
ResolveIP(host, port, NAME_INFO_NAMEREQD, ip, service);
TraceLog(LOG_INFO, "Resolved %s to %s", host, ip);
assert(strcmp(ip, "google-public-dns-a.google.com") == 0);
memset(ip, '\0', ADDRESS_IPV6_ADDRSTRLEN);
ResolveIP(host, port, NAME_INFO_NUMERICSERV, ip, service);
TraceLog(LOG_INFO, "Resolved %s to %s", host, ip);
assert(strcmp(ip, "google-public-dns-a.google.com") == 0);
memset(ip, '\0', ADDRESS_IPV6_ADDRSTRLEN);
ResolveIP(host, port, NAME_INFO_DGRAM, ip, service);
TraceLog(LOG_INFO, "Resolved %s to %s", host, ip);
assert(strcmp(ip, "google-public-dns-a.google.com") == 0);
}
void test_resolve_host()
{
const char * address = "localhost";
const char * port = "80";
AddressInformation *addr = AllocAddressList(3);
int count = ResolveHost(address, port, ADDRESS_TYPE_ANY, 0, addr);
assert(GetAddressFamily(addr[0]) == ADDRESS_TYPE_IPV6);
assert(GetAddressFamily(addr[1]) == ADDRESS_TYPE_IPV4);
assert(GetAddressSocketType(addr[0]) == 0);
assert(GetAddressProtocol(addr[0]) == 0);
// for (size_t i = 0; i < count; i++) { PrintAddressInfo(addr[i]); }
}
void test_address()
{
}
void test_address_list()
{
}
void test_socket_create()
{
SocketConfig server_cfg = {.host = "127.0.0.1", .port = "8080", .server = true, .nonblocking = true};
Socket * socket = AllocSocket();
SocketResult *server_res = AllocSocketResult();
SocketSet * socket_set = AllocSocketSet(1);
assert(SocketCreate(&server_cfg, server_res));
assert(AddSocket(socket_set, server_res->socket));
assert(SocketListen(&server_cfg, server_res));
}
int main()
{
int screenWidth = 800;
int screenHeight = 450;
InitWindow(
screenWidth, screenHeight, "raylib [network] example - network test");
SetTargetFPS(60);
// Run the tests
test_network_initialise();
test_resolve_host();
// test_socket_create();
// Main game loop
while (!WindowShouldClose()) {
BeginDrawing();
ClearBackground(RAYWHITE);
DrawText("Congrats! You created your first window!", 190, 200, 20, LIGHTGRAY);
EndDrawing();
}
CloseWindow();
return 0;
}

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/*******************************************************************************************
*
* raylib [network] example - UDP Client
*
* Welcome to raylib!
*
* To test examples, just press F6 and execute raylib_compile_execute script
* Note that compiled executable is placed in the same folder as .c file
*
* You can find all basic examples on C:\raylib\raylib\examples folder or
* raylib official webpage: www.raylib.com
*
* Enjoy using raylib. :)
*
* This example has been created using raylib 2.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h
*for details)
*
* Copyright (c) 2013-2016 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#include "rnet.h"
#include <assert.h>
#include <stdio.h>
#include <string.h>
float elapsed = 0.0f;
float delay = 1.0f;
bool ping = false;
bool pong = false;
const char * pingmsg = "Ping!";
const char * pongmsg = "Pong!";
int msglen = 0;
SocketConfig client_cfg = {.host = "127.0.0.1", .port = "4950", .type = SOCKET_UDP, .nonblocking = true};
SocketResult *client_res = NULL;
SocketSet * socket_set = NULL;
char recvBuffer[512];
// Once connected to the network, check the sockets for pending information
// and when information is ready, send either a Ping or a Pong.
void NetworkUpdate()
{
// CheckSockets
//
// If any of the sockets in the socket_set are pending (received data, or requests)
// then mark the socket as being ready. You can check this with IsSocketReady(client_res->socket)
int active = CheckSockets(socket_set, 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 (IsSocketReady(client_res->socket)) {
bytesRecv = SocketReceive(client_res->socket, recvBuffer, msglen);
}
// If we received data, was that data a "Ping!" or a "Pong!"
if (bytesRecv > 0) {
if (strcmp(recvBuffer, pingmsg) == 0) { pong = true; }
if (strcmp(recvBuffer, 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;
SocketSend(client_res->socket, pingmsg, msglen);
} else if (pong) {
pong = false;
SocketSend(client_res->socket, pongmsg, msglen);
}
elapsed = 0.0f;
}
}
int main()
{
// Setup
int screenWidth = 800;
int screenHeight = 450;
InitWindow(
screenWidth, screenHeight, "raylib [network] example - udp client");
SetTargetFPS(60);
SetTraceLogLevel(LOG_DEBUG);
// Networking
InitNetwork();
// Create the client
//
// Performs
// getaddrinfo
// socket
// setsockopt
// connect (TCP only)
client_res = AllocSocketResult();
if (!SocketCreate(&client_cfg, client_res)) {
TraceLog(LOG_WARNING, "Failed to open client: status %d, errno %d",
client_res->status, client_res->socket->status);
}
// Create & Add sockets to the socket set
socket_set = AllocSocketSet(1);
msglen = strlen(pingmsg) + 1;
ping = true;
memset(recvBuffer, '\0', sizeof(recvBuffer));
AddSocket(socket_set, client_res->socket);
// Main game loop
while (!WindowShouldClose()) {
BeginDrawing();
ClearBackground(RAYWHITE);
NetworkUpdate();
EndDrawing();
}
// Cleanup
CloseWindow();
return 0;
}

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/*******************************************************************************************
*
* raylib [network] example - UDP Server
*
* Welcome to raylib!
*
* To test examples, just press F6 and execute raylib_compile_execute script
* Note that compiled executable is placed in the same folder as .c file
*
* You can find all basic examples on C:\raylib\raylib\examples folder or
* raylib official webpage: www.raylib.com
*
* Enjoy using raylib. :)
*
* This example has been created using raylib 2.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h
*for details)
*
* Copyright (c) 2013-2016 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#include "rnet.h"
#include <assert.h>
#include <stdio.h>
#include <string.h>
float elapsed = 0.0f;
float delay = 1.0f;
bool ping = false;
bool pong = false;
const char * pingmsg = "Ping!";
const char * pongmsg = "Pong!";
int msglen = 0;
SocketConfig server_cfg = {.host = "127.0.0.1", .port = "4950", .server = true, .type = SOCKET_UDP, .nonblocking = true};
SocketResult *server_res = NULL;
SocketSet * socket_set = NULL;
char recvBuffer[512];
// Once connected to the network, check the sockets for pending information
// and when information is ready, send either a Ping or a Pong.
void NetworkUpdate()
{
// CheckSockets
//
// If any of the sockets in the socket_set are pending (received data, or requests)
// then mark the socket as being ready. You can check this with IsSocketReady(client_res->socket)
int active = CheckSockets(socket_set, 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 (IsSocketReady(server_res->socket)) {
// bytesRecv = SocketReceive(server_res->socket, recvBuffer, msglen);
// }
int bytesRecv = SocketReceive(server_res->socket, recvBuffer, msglen);
// If we received data, was that data a "Ping!" or a "Pong!"
if (bytesRecv > 0) {
if (strcmp(recvBuffer, pingmsg) == 0) { pong = true; }
if (strcmp(recvBuffer, 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;
SocketSend(server_res->socket, pingmsg, msglen);
} else if (pong) {
pong = false;
SocketSend(server_res->socket, pongmsg, msglen);
}
elapsed = 0.0f;
}
}
int main()
{
// Setup
int screenWidth = 800;
int screenHeight = 450;
InitWindow(
screenWidth, screenHeight, "raylib [network] example - udp server");
SetTargetFPS(60);
SetTraceLogLevel(LOG_DEBUG);
// Networking
InitNetwork();
// Create the server
//
// Performs
// getaddrinfo
// socket
// setsockopt
// bind
// listen
server_res = AllocSocketResult();
if (!SocketCreate(&server_cfg, server_res)) {
TraceLog(LOG_WARNING, "Failed to open server: status %d, errno %d",
server_res->status, server_res->socket->status);
} else {
if (!SocketBind(&server_cfg, server_res)) {
TraceLog(LOG_WARNING, "Failed to bind server: status %d, errno %d",
server_res->status, server_res->socket->status);
}
}
// Create & Add sockets to the socket set
socket_set = AllocSocketSet(1);
msglen = strlen(pingmsg) + 1;
memset(recvBuffer, '\0', sizeof(recvBuffer));
AddSocket(socket_set, server_res->socket);
// Main game loop
while (!WindowShouldClose()) {
BeginDrawing();
ClearBackground(RAYWHITE);
NetworkUpdate();
EndDrawing();
}
// Cleanup
CloseWindow();
return 0;
}