diff --git a/examples/README.md b/examples/README.md
index 14d566b23..4fffb462e 100644
--- a/examples/README.md
+++ b/examples/README.md
@@ -188,22 +188,6 @@ Examples showing physics functionality with raylib. This functionality is provid
| 110 | [physics_restitution](physics/physics_restitution.c) |
| [Victor Fisac](https://github.com/victorfisac) | |
| 111 | [physics_shatter](physics/physics_shatter.c) |
| [Victor Fisac](https://github.com/victorfisac) | |
-### category: network
-
-Examples showing raylib network functionality. This functionality is provided by [rnet](../src/rnet.h) module.
-
-**Note that rnet module is under development and not ready yet.**
-
-| ## | example | image | developer | new |
-|----|----------|--------|:----------:|:---:|
-| 112 | [network_ping_pong](network/network_ping_pong.c) | | [Jak Barnes](https://github.com/syphonx) | |
-| 113 | [network_resolve_host](network/network_resolve_host.c) | | [Jak Barnes](https://github.com/syphonx) | |
-| 114 | [network_tcp_client](network/network_tcp_client.c) | | [Jak Barnes](https://github.com/syphonx) | |
-| 115 | [network_tcp_server](network/network_tcp_server.c) | | [Jak Barnes](https://github.com/syphonx) | |
-| 116 | [network_test](network/network_test.c) | | [Jak Barnes](https://github.com/syphonx) | |
-| 117 | [network_udp_client](network/network_udp_client.c) | | [Jak Barnes](https://github.com/syphonx) | |
-| 118 | [network_udp_server](network/network_udp_server.c) | | [Jak Barnes](https://github.com/syphonx) | |
-
### category: others
Examples showing raylib misc functionality that does not fit in other categories, like standalone modules usage or examples integrating external libraries.
diff --git a/examples/network/network_ping_pong.c b/examples/network/network_ping_pong.c
deleted file mode 100644
index 7b5dd2dd6..000000000
--- a/examples/network/network_ping_pong.c
+++ /dev/null
@@ -1,212 +0,0 @@
-/*******************************************************************************************
-*
-* raylib [network] example - Client/Server ping-pong
-*
-* This example has been created using raylib 3.0 (www.raylib.com)
-* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
-*
-* Copyright (c) 2019-2020 Jak Barnes (@syphonx) and Ramon Santamaria (@raysan5)
-*
-********************************************************************************************/
-
-#include "raylib.h"
-
-#define RNET_IMPLEMENTATION
-#include "extras/rnet.h"
-
-float elapsed = 0.0f;
-float delay = 1.0f;
-bool ping = false;
-bool pong = false;
-bool connected = false;
-bool clientConnected = false;
-const char *pingmsg = "Ping!";
-const char *pongmsg = "Pong!";
-int msglen = 0;
-SocketConfig serverConfig = { .host = "127.0.0.1", .port = "4950", .type = SOCKET_TCP, .server = true, .nonblocking = true };
-SocketConfig clientConfig = { .host = "127.0.0.1", .port = "4950", .type = SOCKET_TCP, .nonblocking = true };
-SocketConfig connectionConfig = { .nonblocking = true };
-SocketResult *serverResult = NULL;
-SocketResult *clientResult = NULL;
-SocketSet *socketSet = NULL;
-Socket *connection = NULL;
-char receiveBuffer[512] = { 0 };
-
-// Attempt to connect to the network (Either TCP, or UDP)
-static void NetworkConnect(void)
-{
- // If the server is configured as UDP, ignore connection requests
- if ((serverConfig.type == SOCKET_UDP) && (clientConfig.type == SOCKET_UDP))
- {
- ping = true;
- connected = true;
- }
- else
- {
- // If the client is connected, run the server code to check for a connection
- if (clientConnected)
- {
- int active = CheckSockets(socketSet, 0);
- if (active != 0) TraceLog(LOG_INFO, "There are currently %d socket(s) with data to be processed.", active);
-
- if (active > 0)
- {
- if ((connection = SocketAccept(serverResult->socket, &connectionConfig)) != NULL)
- {
- AddSocket(socketSet, connection);
- connected = true;
- ping = true;
- }
- }
- }
- else
- {
- // Check if we're connected every _delay_ seconds
- elapsed += GetFrameTime();
- if (elapsed > delay)
- {
- if (IsSocketConnected(clientResult->socket)) clientConnected = 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.
-static void UpdateNetwork(void)
-{
- // CheckSockets, if any of the sockets in the socketSet are pending (received data, or requests)
- // then mark the socket as being ready. You can check this with IsSocketReady(clientResult->socket)
- int active = CheckSockets(socketSet, 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 ((serverConfig.type == SOCKET_UDP) && (clientConfig.type == SOCKET_UDP))
- {
- if (IsSocketReady(clientResult->socket)) bytesRecv = SocketReceive(clientResult->socket, receiveBuffer, msglen);
- if (IsSocketReady(serverResult->socket)) bytesRecv = SocketReceive(serverResult->socket, receiveBuffer, msglen);
- }
- else if (IsSocketReady(connection)) bytesRecv = SocketReceive(connection, receiveBuffer, msglen);
-
- // If we received data, was that data a "Ping!" or a "Pong!"
- if (bytesRecv > 0)
- {
- if (strcmp(receiveBuffer, pingmsg) == 0) { pong = true; }
- if (strcmp(receiveBuffer, 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 (serverConfig.type == SOCKET_UDP && clientConfig.type == SOCKET_UDP) SocketSend(clientResult->socket, pingmsg, msglen);
- else SocketSend(clientResult->socket, pingmsg, msglen);
- }
- else if (pong)
- {
- pong = false;
- if (serverConfig.type == SOCKET_UDP && clientConfig.type == SOCKET_UDP) SocketSend(clientResult->socket, pongmsg, msglen);
- else SocketSend(clientResult->socket, pongmsg, msglen);
- }
-
- elapsed = 0.0f;
- }
-}
-
-int main(void)
-{
- // Initialization
- //--------------------------------------------------------------------------------------
- const int screenWidth = 800;
- const int screenHeight = 450;
-
- InitWindow(screenWidth, screenHeight, "raylib [network] example - ping pong");
-
- InitNetworkDevice(); // Init network communications
-
- // Create the server: getaddrinfo + socket + setsockopt + bind + listen
- serverResult = LoadSocketResult();
- if (!SocketCreate(&serverConfig, serverResult))
- {
- TraceLog(LOG_WARNING, "Failed to open server: status %d, errno %d", serverResult->status, serverResult->socket->status);
- }
- else
- {
- if (!SocketBind(&serverConfig, serverResult))
- {
- TraceLog(LOG_WARNING, "Failed to bind server: status %d, errno %d", serverResult->status, serverResult->socket->status);
- }
- else
- {
- if (!(serverConfig.type == SOCKET_UDP))
- {
- if (!SocketListen(&serverConfig, serverResult))
- {
- TraceLog(LOG_WARNING, "Failed to start listen server: status %d, errno %d", serverResult->status, serverResult->socket->status);
- }
- }
- }
- }
-
- // Create the client: getaddrinfo + socket + setsockopt + connect (TCP only)
- clientResult = LoadSocketResult();
- if (!SocketCreate(&clientConfig, clientResult))
- {
- TraceLog(LOG_WARNING, "Failed to open client: status %d, errno %d", clientResult->status, clientResult->socket->status);
- }
- else
- {
- if (!(clientConfig.type == SOCKET_UDP))
- {
- if (!SocketConnect(&clientConfig, clientResult))
- {
- TraceLog(LOG_WARNING, "Failed to connect to server: status %d, errno %d", clientResult->status, clientResult->socket->status);
- }
- }
- }
-
- // Create and add sockets to the socket set
- socketSet = LoadSocketSet(3);
-
- AddSocket(socketSet, serverResult->socket);
- AddSocket(socketSet, clientResult->socket);
-
- SetTargetFPS(60); // Set our game to run at 60 frames-per-second
- //--------------------------------------------------------------------------------------
-
- // Main game loop
- while (!WindowShouldClose()) // Detect window close button or ESC key
- {
- // Update
- //----------------------------------------------------------------------------------
- if (connected) UpdateNetwork();
- //else NetworkConnect();
- //----------------------------------------------------------------------------------
-
- // Draw
- //----------------------------------------------------------------------------------
- BeginDrawing();
-
- ClearBackground(RAYWHITE);
-
- // TODO: Draw relevant connection info
-
- EndDrawing();
- //----------------------------------------------------------------------------------
- }
-
- // De-Initialization
- //--------------------------------------------------------------------------------------
- CloseNetworkDevice(); // Close network communication
-
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
-
- return 0;
-}
\ No newline at end of file
diff --git a/examples/network/network_resolve_host.c b/examples/network/network_resolve_host.c
deleted file mode 100644
index a00ccb2d2..000000000
--- a/examples/network/network_resolve_host.c
+++ /dev/null
@@ -1,78 +0,0 @@
-/*******************************************************************************************
-*
-* raylib [network] example - Resolve Host
-*
-* This example has been created using raylib 3.0 (www.raylib.com)
-* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
-*
-* Copyright (c) 2019-2020 Jak Barnes (@syphonx) and Ramon Santamaria (@raysan5)
-*
-********************************************************************************************/
-
-#include "raylib.h"
-
-#define RNET_IMPLEMENTATION
-#include "extras/rnet.h"
-
-int main(void)
-{
- // Initialization
- //--------------------------------------------------------------------------------------
- const int screenWidth = 800;
- const int screenHeight = 450;
-
- InitWindow(screenWidth, screenHeight, "raylib [network] example - resolve host");
-
- InitNetworkDevice(); // Init network communications
-
- char buffer[ADDRESS_IPV6_ADDRSTRLEN];
- unsigned short port = 0;
-
- AddressInformation *address = LoadAddressList(1);
-
- // Address info 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
- int count = ResolveHost(NULL, "5210", ADDRESS_TYPE_IPV4, 0, address);
-
- if (count > 0)
- {
- GetAddressHostAndPort(address[0], buffer, &port);
- TraceLog(LOG_INFO, "Resolved to ip %s::%d", buffer, port);
- }
-
- SetTargetFPS(60); // Set our game to run at 60 frames-per-second
- //--------------------------------------------------------------------------------------
-
- // Main game loop
- while (!WindowShouldClose()) // Detect window close button or ESC key
- {
- // Update
- //----------------------------------------------------------------------------------
- // TODO: Update your variables here
- //----------------------------------------------------------------------------------
-
- // Draw
- //----------------------------------------------------------------------------------
- BeginDrawing();
-
- ClearBackground(RAYWHITE);
-
- // TODO: Draw relevant connection info
-
- EndDrawing();
- //----------------------------------------------------------------------------------
- }
-
- // De-Initialization
- //--------------------------------------------------------------------------------------
- CloseNetworkDevice(); // Close network communication
-
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
-
- return 0;
-}
\ No newline at end of file
diff --git a/examples/network/network_tcp_client.c b/examples/network/network_tcp_client.c
deleted file mode 100644
index ad78c691e..000000000
--- a/examples/network/network_tcp_client.c
+++ /dev/null
@@ -1,142 +0,0 @@
-/*******************************************************************************************
-*
-* raylib [network] example - TCP Client
-*
-* This example has been created using raylib 3.0 (www.raylib.com)
-* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
-*
-* Copyright (c) 2019-2020 Jak Barnes (@syphonx) and Ramon Santamaria (@raysan5)
-*
-********************************************************************************************/
-
-#include "raylib.h"
-
-#define RNET_IMPLEMENTATION
-#include "extras/rnet.h"
-
-int main(void)
-{
- // Initialization
- //--------------------------------------------------------------------------------------
- const int screenWidth = 800;
- const int screenHeight = 450;
-
- InitWindow(screenWidth, screenHeight, "raylib [network] example - tcp client");
-
- InitNetworkDevice(); // Init network communications
-
- const char *pingmsg = "Ping!";
- const char *pongmsg = "Pong!";
-
- bool ping = false;
- bool pong = false;
- float elapsed = 0.0f;
- float delay = 1.0f;
- bool connected = false;
-
- SocketConfig clientConfig = {
- .host = "127.0.0.1",
- .port = "4950",
- .type = SOCKET_TCP,
- .nonblocking = true
- };
-
- SocketSet *socketSet = NULL;
- SocketResult *clientResult = NULL;
- char receiveBuffer[512] = { 0 };
-
- // Create the client: getaddrinfo + socket + setsockopt + connect (TCP only)
- clientResult = LoadSocketResult();
- if (!SocketCreate(&clientConfig, clientResult)) TraceLog(LOG_WARNING, "Failed to open client: status %d, errno %d", clientResult->status, clientResult->socket->status);
- else
- {
- if (!(clientConfig.type == SOCKET_UDP))
- {
- if (!SocketConnect(&clientConfig, clientResult)) TraceLog(LOG_WARNING, "Failed to connect to server: status %d, errno %d", clientResult->status, clientResult->socket->status);
- }
- }
-
- // Create and add sockets to the socket set
- socketSet = LoadSocketSet(1);
- AddSocket(socketSet, clientResult->socket);
-
- SetTargetFPS(60); // Set our game to run at 60 frames-per-second
- //--------------------------------------------------------------------------------------
-
- // Main game loop
- while (!WindowShouldClose()) // Detect window close button or ESC key
- {
- // Update
- //----------------------------------------------------------------------------------
- if (connected)
- {
- // Once connected to the network, check the sockets for pending information
- // and when information is ready, send either a Ping or a Pong.
-
- // CheckSockets, if any of the sockets in the socketSet are pending (received data, or requests)
- // then mark the socket as being ready. You can check this with IsSocketReady(clientResult->socket)
- int active = CheckSockets(socketSet, 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(clientResult->socket)) bytesRecv = SocketReceive(clientResult->socket, receiveBuffer, (int)strlen(pingmsg) + 1);
-
- // If we received data, was that data a "Ping!" or a "Pong!"
- if (bytesRecv > 0)
- {
- if (strcmp(receiveBuffer, pingmsg) == 0) { pong = true; }
- if (strcmp(receiveBuffer, 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(clientResult->socket, pingmsg, (int)strlen(pingmsg) + 1);
- }
- else if (pong)
- {
- pong = false;
- SocketSend(clientResult->socket, pongmsg, (int)strlen(pingmsg) + 1);
- }
-
- elapsed = 0.0f;
- }
- }
- else
- {
- // Check if we're connected every delay seconds
- elapsed += GetFrameTime();
- if (elapsed > delay)
- {
- if (IsSocketConnected(clientResult->socket)) { connected = true; }
- elapsed = 0.0f;
- }
- }
- //----------------------------------------------------------------------------------
-
- // Draw
- //----------------------------------------------------------------------------------
- BeginDrawing();
-
- ClearBackground(RAYWHITE);
-
- // TODO: Draw relevant connection info
-
- EndDrawing();
- //----------------------------------------------------------------------------------
- }
-
- // De-Initialization
- //--------------------------------------------------------------------------------------
- CloseNetworkDevice(); // Close network communication
-
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
-
- return 0;
-}
\ No newline at end of file
diff --git a/examples/network/network_tcp_server.c b/examples/network/network_tcp_server.c
deleted file mode 100644
index bffe03fa5..000000000
--- a/examples/network/network_tcp_server.c
+++ /dev/null
@@ -1,162 +0,0 @@
-/*******************************************************************************************
-*
-* raylib [network] example - TCP Server
-*
-* This example has been created using raylib 3.0 (www.raylib.com)
-* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
-*
-* Copyright (c) 2019-2020 Jak Barnes (@syphonx) and Ramon Santamaria (@raysan5)
-*
-********************************************************************************************/
-
-#include "raylib.h"
-
-#define RNET_IMPLEMENTATION
-#include "extras/rnet.h"
-
-int main(void)
-{
- // Initialization
- //--------------------------------------------------------------------------------------
- const int screenWidth = 800;
- const int screenHeight = 450;
-
- InitWindow(screenWidth, screenHeight, "raylib [network] example - tcp server");
-
- InitNetworkDevice(); // Init network communications
-
- const char *pingmsg = "Ping!";
- const char *pongmsg = "Pong!";
-
- bool ping = false;
- bool pong = false;
- float elapsed = 0.0f;
- float delay = 1.0f;
- bool connected = false;
-
- SocketConfig serverConfig = {
- .host = "127.0.0.1",
- .port = "4950",
- .type = SOCKET_TCP,
- .server = true,
- .nonblocking = true
- };
-
- SocketConfig connectionConfig = { .nonblocking = true };
-
- Socket *connection = NULL;
- SocketSet *socketSet = NULL;
- SocketResult *serverResult = NULL;
- char receiveBuffer[512] = { 0 };
-
- // Create the server: getaddrinfo + socket + setsockopt + bind + listen
- serverResult = LoadSocketResult();
- if (!SocketCreate(&serverConfig, serverResult))
- {
- TraceLog(LOG_WARNING, "Failed to open server: status %d, errno %d", serverResult->status, serverResult->socket->status);
- }
- else
- {
- if (!SocketBind(&serverConfig, serverResult))
- {
- TraceLog(LOG_WARNING, "Failed to bind server: status %d, errno %d", serverResult->status, serverResult->socket->status);
- }
- else
- {
- if (!(serverConfig.type == SOCKET_UDP))
- {
- if (!SocketListen(&serverConfig, serverResult)) TraceLog(LOG_WARNING, "Failed to start listen server: status %d, errno %d", serverResult->status, serverResult->socket->status);
- }
- }
- }
-
- // Create and add sockets to the socket set
- socketSet = LoadSocketSet(2);
- AddSocket(socketSet, serverResult->socket);
-
- SetTargetFPS(60); // Set our game to run at 60 frames-per-second
- //--------------------------------------------------------------------------------------
-
- // Main game loop
- while (!WindowShouldClose()) // Detect window close button or ESC key
- {
- // Update
- //----------------------------------------------------------------------------------
- if (connected)
- {
- // Once connected to the network, check the sockets for pending information
- // and when information is ready, send either a Ping or a Pong.
-
- // CheckSockets, if any of the sockets in the socketSet 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(socketSet, 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, receiveBuffer, (int)strlen(pingmsg) + 1);
-
- // If we received data, was that data a "Ping!" or a "Pong!"
- if (bytesRecv > 0)
- {
- if (strcmp(receiveBuffer, pingmsg) == 0) { pong = true; }
- if (strcmp(receiveBuffer, 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, (int)strlen(pingmsg) + 1);
- }
- else if (pong)
- {
- pong = false;
- SocketSend(connection, pongmsg, (int)strlen(pingmsg) + 1);
- }
-
- elapsed = 0.0f;
- }
- }
- else
- {
- // Attempt to connect to the network (Either TCP, or UDP)
- int active = CheckSockets(socketSet, 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(serverResult->socket, &connectionConfig)) != NULL)
- {
- AddSocket(socketSet, connection);
- connected = true;
- ping = true;
- }
- }
- }
- //----------------------------------------------------------------------------------
-
- // Draw
- //----------------------------------------------------------------------------------
- BeginDrawing();
-
- ClearBackground(RAYWHITE);
-
- // TODO: Draw relevant connection info
-
- EndDrawing();
- //----------------------------------------------------------------------------------
- }
-
- // De-Initialization
- //--------------------------------------------------------------------------------------
- CloseNetworkDevice(); // Close network communication
-
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
-
- return 0;
-}
\ No newline at end of file
diff --git a/examples/network/network_test.c b/examples/network/network_test.c
deleted file mode 100644
index 70349e79c..000000000
--- a/examples/network/network_test.c
+++ /dev/null
@@ -1,164 +0,0 @@
-/*******************************************************************************************
-*
-* raylib [network] example - Network Test
-*
-* This example has been created using raylib 3.0 (www.raylib.com)
-* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
-*
-* Copyright (c) 2019-2020 Jak Barnes (@syphonx) and Ramon Santamaria (@raysan5)
-*
-********************************************************************************************/
-
-#include "raylib.h"
-
-#define RNET_IMPLEMENTATION
-#include "extras/rnet.h"
-
-#include
-
-void test_network_initialise()
-{
- assert(InitNetworkDevice() == true);
-}
-
-void test_socket_result()
-{
- SocketResult *result = LoadSocketResult();
- assert(result != NULL);
- UnloadSocketResult(&result);
- assert(result == NULL);
-}
-
-void test_socket()
-{
- Socket *socket = LoadSocket();
- assert(socket != NULL);
- UnloadSocket(&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 = LoadAddressList(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 = LoadSocket();
- SocketResult *server_res = LoadSocketResult();
- SocketSet *socket_set = LoadSocketSet(1);
-
- assert(SocketCreate(&server_cfg, server_res));
- assert(AddSocket(socket_set, server_res->socket));
- assert(SocketListen(&server_cfg, server_res));
-}
-
-int main(void)
-{
- // Initialization
- //--------------------------------------------------------------------------------------
- const int screenWidth = 800;
- const int screenHeight = 450;
-
- InitWindow(screenWidth, screenHeight, "raylib [network] example - network test");
-
- InitNetworkDevice(); // Init network communications
-
- // Run some tests
- test_resolve_host();
- //test_socket_create();
- //test_resolve_ip();
-
- SetTargetFPS(60); // Set our game to run at 60 frames-per-second
- //--------------------------------------------------------------------------------------
-
- // Main game loop
- while (!WindowShouldClose()) // Detect window close button or ESC key
- {
- // Update
- //----------------------------------------------------------------------------------
- // TODO: Update your variables here
- //----------------------------------------------------------------------------------
-
- // Draw
- //----------------------------------------------------------------------------------
- BeginDrawing();
-
- ClearBackground(RAYWHITE);
-
- // TODO: Draw relevant connection info
-
- EndDrawing();
- //----------------------------------------------------------------------------------
- }
-
- // De-Initialization
- //--------------------------------------------------------------------------------------
- CloseNetworkDevice(); // Close network communication
-
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
-
- return 0;
-}
\ No newline at end of file
diff --git a/examples/network/network_udp_client.c b/examples/network/network_udp_client.c
deleted file mode 100644
index bcf9fc076..000000000
--- a/examples/network/network_udp_client.c
+++ /dev/null
@@ -1,124 +0,0 @@
-/*******************************************************************************************
-*
-* raylib [network] example - UDP Client
-*
-* This example has been created using raylib 3.0 (www.raylib.com)
-* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
-*
-* Copyright (c) 2019-2020 Jak Barnes (@syphonx) and Ramon Santamaria (@raysan5)
-*
-********************************************************************************************/
-
-#include "raylib.h"
-
-#define RNET_IMPLEMENTATION
-#include "extras/rnet.h"
-
-int main(void)
-{
- // Initialization
- //--------------------------------------------------------------------------------------
- const int screenWidth = 800;
- const int screenHeight = 450;
-
- InitWindow(screenWidth, screenHeight, "raylib [network] example - udp client");
-
- InitNetworkDevice(); // Init network communications
-
- const char *pingmsg = "Ping!";
- const char *pongmsg = "Pong!";
-
- bool ping = true;
- bool pong = false;
- float elapsed = 0.0f;
- float delay = 1.0f;
-
- SocketConfig clientConfig = {
- .host = "127.0.0.1",
- .port = "4950",
- .type = SOCKET_UDP,
- .nonblocking = true
- };
-
- SocketResult *clientResult = NULL;
- SocketSet *socketSet = NULL;
- char receiveBuffer[512] = { 0 };
-
- // Create the client: getaddrinfo + socket + setsockopt + connect (TCP only)
- clientResult = LoadSocketResult();
- if (!SocketCreate(&clientConfig, clientResult))
- {
- TraceLog(LOG_WARNING, "Failed to open client: status %d, errno %d", clientResult->status, clientResult->socket->status);
- }
-
- // Create and add sockets to the socket set
- socketSet = LoadSocketSet(1);
- AddSocket(socketSet, clientResult->socket);
-
- SetTargetFPS(60); // Set our game to run at 60 frames-per-second
- //--------------------------------------------------------------------------------------
-
- // Main game loop
- while (!WindowShouldClose()) // Detect window close button or ESC key
- {
- // Update
- //----------------------------------------------------------------------------------
- // Once connected to the network, check the sockets for pending information
- // and when information is ready, send either a Ping or a Pong.
-
- // CheckSockets, if any of the sockets in the socketSet are pending (received data, or requests)
- // then mark the socket as being ready. You can check this with IsSocketReady(clientResult->socket)
- int active = CheckSockets(socketSet, 0);
- if (active != 0) TraceLog(LOG_INFO, "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(clientResult->socket)) bytesRecv = SocketReceive(clientResult->socket, receiveBuffer, (int)strlen(pingmsg) + 1);
-
- // If we received data, was that data a "Ping!" or a "Pong!"
- if (bytesRecv > 0)
- {
- if (strcmp(receiveBuffer, pingmsg) == 0) { pong = true; }
- if (strcmp(receiveBuffer, 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(clientResult->socket, pingmsg, (int)strlen(pingmsg) + 1);
- }
- else if (pong)
- {
- pong = false;
- SocketSend(clientResult->socket, pongmsg, (int)strlen(pongmsg) + 1);
- }
-
- elapsed = 0.0f;
- }
- //----------------------------------------------------------------------------------
-
- // Draw
- //----------------------------------------------------------------------------------
- BeginDrawing();
-
- ClearBackground(RAYWHITE);
-
- // TODO: Draw relevant connection info
-
- EndDrawing();
- //----------------------------------------------------------------------------------
- }
-
- // De-Initialization
- //--------------------------------------------------------------------------------------
- CloseNetworkDevice(); // Close network communication
-
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
-
- return 0;
-}
\ No newline at end of file
diff --git a/examples/network/network_udp_server.c b/examples/network/network_udp_server.c
deleted file mode 100644
index eae1c6b33..000000000
--- a/examples/network/network_udp_server.c
+++ /dev/null
@@ -1,128 +0,0 @@
-/*******************************************************************************************
-*
-* raylib [network] example - UDP Server
-*
-* This example has been created using raylib 3.0 (www.raylib.com)
-* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
-*
-* Copyright (c) 2019-2020 Jak Barnes (@syphonx) and Ramon Santamaria (@raysan5)
-*
-********************************************************************************************/
-
-#include "raylib.h"
-
-#define RNET_IMPLEMENTATION
-#include "extras/rnet.h"
-
-int main(void)
-{
- // Initialization
- //--------------------------------------------------------------------------------------
- const int screenWidth = 800;
- const int screenHeight = 450;
-
- InitWindow(screenWidth, screenHeight, "raylib [network] example - udp server");
-
- InitNetworkDevice(); // Init network communications
-
- const char *pingmsg = "Ping!";
- const char *pongmsg = "Pong!";
-
- bool ping = false;
- bool pong = false;
- float elapsed = 0.0f;
- float delay = 1.0f;
-
- SocketConfig serverConfig = {
- .host = "127.0.0.1",
- .port = "4950",
- .server = true,
- .type = SOCKET_UDP,
- .nonblocking = true
- };
-
- SocketResult *serverResult = NULL;
- SocketSet *socketSet = NULL;
- char receiveBuffer[512] = { 0 };
-
- // Create the server: getaddrinfo + socket + setsockopt + bind + listen
- serverResult = LoadSocketResult();
-
- if (!SocketCreate(&serverConfig, serverResult)) TraceLog(LOG_WARNING, "Failed to open server: status %d, errno %d", serverResult->status, serverResult->socket->status);
- else if (!SocketBind(&serverConfig, serverResult)) TraceLog(LOG_WARNING, "Failed to bind server: status %d, errno %d", serverResult->status, serverResult->socket->status);
-
- // Create and add sockets to the socket set
- socketSet = LoadSocketSet(1);
- AddSocket(socketSet, serverResult->socket);
-
- SetTargetFPS(60); // Set our game to run at 60 frames-per-second
- //--------------------------------------------------------------------------------------
-
- // Main game loop
- while (!WindowShouldClose()) // Detect window close button or ESC key
- {
- // Update
- //----------------------------------------------------------------------------------
- // Once connected to the network, check the sockets for pending information
- // and when information is ready, send either a Ping or a Pong.
-
- // CheckSockets, if any of the sockets in the 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(socketSet, 0);
- if (active != 0) TraceLog(LOG_INFO, "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(serverResult->socket)) {
- // bytesRecv = SocketReceive(serverResult->socket, receiveBuffer, msglen);
- // }
- int bytesRecv = SocketReceive(serverResult->socket, receiveBuffer, (int)strlen(pingmsg) + 1);
-
- // If we received data, is that data a "Ping!" or a "Pong!"?
- if (bytesRecv > 0)
- {
- if (strcmp(receiveBuffer, pingmsg) == 0) { pong = true; }
- if (strcmp(receiveBuffer, 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(serverResult->socket, pingmsg, (int)strlen(pingmsg) + 1);
- }
- else if (pong)
- {
- pong = false;
- SocketSend(serverResult->socket, pongmsg, (int)strlen(pongmsg) + 1);
- }
-
- elapsed = 0.0f;
- }
- //----------------------------------------------------------------------------------
-
- // Draw
- //----------------------------------------------------------------------------------
- BeginDrawing();
-
- ClearBackground(RAYWHITE);
-
- // TODO: Draw relevant connection info
-
- EndDrawing();
- //----------------------------------------------------------------------------------
- }
-
- // De-Initialization
- //--------------------------------------------------------------------------------------
- CloseNetworkDevice(); // Close network communication
-
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
-
- return 0;
-}
\ No newline at end of file
diff --git a/projects/VS2019/examples/network_ping_pong.vcxproj b/projects/VS2019/examples/network_ping_pong.vcxproj
deleted file mode 100644
index a03a68325..000000000
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diff --git a/projects/VS2019/examples/network_resolve_host.vcxproj b/projects/VS2019/examples/network_resolve_host.vcxproj
deleted file mode 100644
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diff --git a/projects/VS2019/raylib.sln b/projects/VS2019/raylib.sln
index 9e26bbb23..aa92a456c 100644
--- a/projects/VS2019/raylib.sln
+++ b/projects/VS2019/raylib.sln
@@ -147,8 +147,6 @@ Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "text", "text", "{8D3C83B7-F
EndProject
Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "physics", "physics", "{D6B669E2-68D0-4E62-83D1-E14DDD6A356F}"
EndProject
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-EndProject
Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "other", "other", "{E9D708A5-9C1F-4B84-A795-C5F191801762}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "text_writing_anim", "examples\text_writing_anim.vcxproj", "{F6FD9C75-AAA7-48C9-B19D-FD37C8FB9B7E}"
@@ -245,20 +243,6 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_texture_drawing", "
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "embedded_files_loading", "examples\embedded_files_loading.vcxproj", "{FDE6080B-E203-4066-910D-AD0302566008}"
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "easings_testbed", "examples\easings_testbed.vcxproj", "{E1B6D565-9D7C-46B7-9202-ECF54974DE50}"
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- {280017A6-E892-4E1C-902F-C7690CB55267}.Debug.DLL|x86.Build.0 = Debug.DLL|Win32
- {280017A6-E892-4E1C-902F-C7690CB55267}.Debug|x64.ActiveCfg = Debug|x64
- {280017A6-E892-4E1C-902F-C7690CB55267}.Debug|x64.Build.0 = Debug|x64
- {280017A6-E892-4E1C-902F-C7690CB55267}.Debug|x86.ActiveCfg = Debug|Win32
- {280017A6-E892-4E1C-902F-C7690CB55267}.Debug|x86.Build.0 = Debug|Win32
- {280017A6-E892-4E1C-902F-C7690CB55267}.Release.DLL|x64.ActiveCfg = Release.DLL|x64
- {280017A6-E892-4E1C-902F-C7690CB55267}.Release.DLL|x64.Build.0 = Release.DLL|x64
- {280017A6-E892-4E1C-902F-C7690CB55267}.Release.DLL|x86.ActiveCfg = Release.DLL|Win32
- {280017A6-E892-4E1C-902F-C7690CB55267}.Release.DLL|x86.Build.0 = Release.DLL|Win32
- {280017A6-E892-4E1C-902F-C7690CB55267}.Release|x64.ActiveCfg = Release|x64
- {280017A6-E892-4E1C-902F-C7690CB55267}.Release|x64.Build.0 = Release|x64
- {280017A6-E892-4E1C-902F-C7690CB55267}.Release|x86.ActiveCfg = Release|Win32
- {280017A6-E892-4E1C-902F-C7690CB55267}.Release|x86.Build.0 = Release|Win32
{FDE6080B-E203-4066-910D-AD0302566008}.Debug.DLL|x64.ActiveCfg = Debug.DLL|x64
{FDE6080B-E203-4066-910D-AD0302566008}.Debug.DLL|x64.Build.0 = Debug.DLL|x64
{FDE6080B-E203-4066-910D-AD0302566008}.Debug.DLL|x86.ActiveCfg = Debug.DLL|Win32
@@ -2340,7 +2212,6 @@ Global
{8DD0EB7E-668E-452D-91D7-906C64A9C8AC} = {DA049009-21FF-4AC0-84E4-830DD1BCD0CE}
{8D3C83B7-F1E0-4C2E-9E34-EE5F6AB2502A} = {8716DC0F-4FDE-4F57-8E25-5F78DFB80FE1}
{D6B669E2-68D0-4E62-83D1-E14DDD6A356F} = {8716DC0F-4FDE-4F57-8E25-5F78DFB80FE1}
- {F62E751F-C5A9-46CA-AF6D-33925880EF83} = {8716DC0F-4FDE-4F57-8E25-5F78DFB80FE1}
{E9D708A5-9C1F-4B84-A795-C5F191801762} = {8716DC0F-4FDE-4F57-8E25-5F78DFB80FE1}
{F6FD9C75-AAA7-48C9-B19D-FD37C8FB9B7E} = {8D3C83B7-F1E0-4C2E-9E34-EE5F6AB2502A}
{1FE8758D-7E8A-41F3-9B6D-FD50E9A2A03D} = {8D3C83B7-F1E0-4C2E-9E34-EE5F6AB2502A}
@@ -2389,13 +2260,6 @@ Global
{11F33A39-74B7-4018-B5F9-CC285A673A8F} = {5317807F-61D4-4E0F-B6DC-2D9F12621ED9}
{A6F5E35E-B4A7-41B3-853A-75558E6E0715} = {5317807F-61D4-4E0F-B6DC-2D9F12621ED9}
{291B4975-8EFF-4C7C-8AF3-44A77B8491B8} = {5317807F-61D4-4E0F-B6DC-2D9F12621ED9}
- {ABE24543-FF93-4C1F-ADB4-AC6ED88682F5} = {F62E751F-C5A9-46CA-AF6D-33925880EF83}
- {ECC50F23-5205-43C3-8D72-98B03B2C7ED5} = {F62E751F-C5A9-46CA-AF6D-33925880EF83}
- {8A1BB135-57E2-4BF1-B923-3EA21C141C2F} = {F62E751F-C5A9-46CA-AF6D-33925880EF83}
- {537851A6-25F0-4F47-A43E-A0D272591DBA} = {F62E751F-C5A9-46CA-AF6D-33925880EF83}
- {D6EA45E6-7559-49A6-9CE2-E6CB770CAE73} = {F62E751F-C5A9-46CA-AF6D-33925880EF83}
- {19B5E933-AF1B-48E3-AC23-9359C00B8963} = {F62E751F-C5A9-46CA-AF6D-33925880EF83}
- {280017A6-E892-4E1C-902F-C7690CB55267} = {F62E751F-C5A9-46CA-AF6D-33925880EF83}
{FDE6080B-E203-4066-910D-AD0302566008} = {E9D708A5-9C1F-4B84-A795-C5F191801762}
{E1B6D565-9D7C-46B7-9202-ECF54974DE50} = {E9D708A5-9C1F-4B84-A795-C5F191801762}
{6237BEDE-BAAA-4A06-9C5E-8089BAA14C8B} = {E9D708A5-9C1F-4B84-A795-C5F191801762}