REMOVED: Network examples

They were not working
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Ray 2021-11-02 18:59:52 +01:00
parent 1aaa55c38e
commit c3d32c156c
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@ -188,22 +188,6 @@ Examples showing physics functionality with raylib. This functionality is provid
| 110 | [physics_restitution](physics/physics_restitution.c) | <img src="physics/physics_restitution.png" alt="physics_restitution" width="200"> | [Victor Fisac](https://github.com/victorfisac) | | | 110 | [physics_restitution](physics/physics_restitution.c) | <img src="physics/physics_restitution.png" alt="physics_restitution" width="200"> | [Victor Fisac](https://github.com/victorfisac) | |
| 111 | [physics_shatter](physics/physics_shatter.c) | <img src="physics/physics_shatter.png" alt="physics_shatter" width="200"> | [Victor Fisac](https://github.com/victorfisac) | | | 111 | [physics_shatter](physics/physics_shatter.c) | <img src="physics/physics_shatter.png" alt="physics_shatter" width="200"> | [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 ### category: others
Examples showing raylib misc functionality that does not fit in other categories, like standalone modules usage or examples integrating external libraries. Examples showing raylib misc functionality that does not fit in other categories, like standalone modules usage or examples integrating external libraries.

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@ -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;
}

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@ -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;
}

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@ -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;
}

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@ -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;
}

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@ -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 <assert.h>
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;
}

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@ -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;
}

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@ -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;
}

View file

@ -1,387 +0,0 @@
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@ -147,8 +147,6 @@ Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "text", "text", "{8D3C83B7-F
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Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "physics", "physics", "{D6B669E2-68D0-4E62-83D1-E14DDD6A356F}" Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "physics", "physics", "{D6B669E2-68D0-4E62-83D1-E14DDD6A356F}"
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Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "network", "network", "{F62E751F-C5A9-46CA-AF6D-33925880EF83}"
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Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "other", "other", "{E9D708A5-9C1F-4B84-A795-C5F191801762}" Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "other", "other", "{E9D708A5-9C1F-4B84-A795-C5F191801762}"
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "text_writing_anim", "examples\text_writing_anim.vcxproj", "{F6FD9C75-AAA7-48C9-B19D-FD37C8FB9B7E}" 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", "
EndProject EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_texture_waves", "examples\shaders_texture_waves.vcxproj", "{291B4975-8EFF-4C7C-8AF3-44A77B8491B8}" Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_texture_waves", "examples\shaders_texture_waves.vcxproj", "{291B4975-8EFF-4C7C-8AF3-44A77B8491B8}"
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "network_ping_pong", "examples\network_ping_pong.vcxproj", "{ABE24543-FF93-4C1F-ADB4-AC6ED88682F5}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "network_resolve_host", "examples\network_resolve_host.vcxproj", "{ECC50F23-5205-43C3-8D72-98B03B2C7ED5}"
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "network_tcp_client", "examples\network_tcp_client.vcxproj", "{8A1BB135-57E2-4BF1-B923-3EA21C141C2F}"
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "network_tcp_server", "examples\network_tcp_server.vcxproj", "{537851A6-25F0-4F47-A43E-A0D272591DBA}"
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "network_test", "examples\network_test.vcxproj", "{D6EA45E6-7559-49A6-9CE2-E6CB770CAE73}"
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "network_udp_client", "examples\network_udp_client.vcxproj", "{19B5E933-AF1B-48E3-AC23-9359C00B8963}"
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "network_udp_server", "examples\network_udp_server.vcxproj", "{280017A6-E892-4E1C-902F-C7690CB55267}"
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "embedded_files_loading", "examples\embedded_files_loading.vcxproj", "{FDE6080B-E203-4066-910D-AD0302566008}" Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "embedded_files_loading", "examples\embedded_files_loading.vcxproj", "{FDE6080B-E203-4066-910D-AD0302566008}"
EndProject EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "easings_testbed", "examples\easings_testbed.vcxproj", "{E1B6D565-9D7C-46B7-9202-ECF54974DE50}" Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "easings_testbed", "examples\easings_testbed.vcxproj", "{E1B6D565-9D7C-46B7-9202-ECF54974DE50}"
@ -2043,118 +2027,6 @@ Global
{291B4975-8EFF-4C7C-8AF3-44A77B8491B8}.Release|x64.Build.0 = Release|x64 {291B4975-8EFF-4C7C-8AF3-44A77B8491B8}.Release|x64.Build.0 = Release|x64
{291B4975-8EFF-4C7C-8AF3-44A77B8491B8}.Release|x86.ActiveCfg = Release|Win32 {291B4975-8EFF-4C7C-8AF3-44A77B8491B8}.Release|x86.ActiveCfg = Release|Win32
{291B4975-8EFF-4C7C-8AF3-44A77B8491B8}.Release|x86.Build.0 = Release|Win32 {291B4975-8EFF-4C7C-8AF3-44A77B8491B8}.Release|x86.Build.0 = Release|Win32
{ABE24543-FF93-4C1F-ADB4-AC6ED88682F5}.Debug.DLL|x64.ActiveCfg = Debug.DLL|x64
{ABE24543-FF93-4C1F-ADB4-AC6ED88682F5}.Debug.DLL|x64.Build.0 = Debug.DLL|x64
{ABE24543-FF93-4C1F-ADB4-AC6ED88682F5}.Debug.DLL|x86.ActiveCfg = Debug.DLL|Win32
{ABE24543-FF93-4C1F-ADB4-AC6ED88682F5}.Debug.DLL|x86.Build.0 = Debug.DLL|Win32
{ABE24543-FF93-4C1F-ADB4-AC6ED88682F5}.Debug|x64.ActiveCfg = Debug|x64
{ABE24543-FF93-4C1F-ADB4-AC6ED88682F5}.Debug|x64.Build.0 = Debug|x64
{ABE24543-FF93-4C1F-ADB4-AC6ED88682F5}.Debug|x86.ActiveCfg = Debug|Win32
{ABE24543-FF93-4C1F-ADB4-AC6ED88682F5}.Debug|x86.Build.0 = Debug|Win32
{ABE24543-FF93-4C1F-ADB4-AC6ED88682F5}.Release.DLL|x64.ActiveCfg = Release.DLL|x64
{ABE24543-FF93-4C1F-ADB4-AC6ED88682F5}.Release.DLL|x64.Build.0 = Release.DLL|x64
{ABE24543-FF93-4C1F-ADB4-AC6ED88682F5}.Release.DLL|x86.ActiveCfg = Release.DLL|Win32
{ABE24543-FF93-4C1F-ADB4-AC6ED88682F5}.Release.DLL|x86.Build.0 = Release.DLL|Win32
{ABE24543-FF93-4C1F-ADB4-AC6ED88682F5}.Release|x64.ActiveCfg = Release|x64
{ABE24543-FF93-4C1F-ADB4-AC6ED88682F5}.Release|x64.Build.0 = Release|x64
{ABE24543-FF93-4C1F-ADB4-AC6ED88682F5}.Release|x86.ActiveCfg = Release|Win32
{ABE24543-FF93-4C1F-ADB4-AC6ED88682F5}.Release|x86.Build.0 = Release|Win32
{ECC50F23-5205-43C3-8D72-98B03B2C7ED5}.Debug.DLL|x64.ActiveCfg = Debug.DLL|x64
{ECC50F23-5205-43C3-8D72-98B03B2C7ED5}.Debug.DLL|x64.Build.0 = Debug.DLL|x64
{ECC50F23-5205-43C3-8D72-98B03B2C7ED5}.Debug.DLL|x86.ActiveCfg = Debug.DLL|Win32
{ECC50F23-5205-43C3-8D72-98B03B2C7ED5}.Debug.DLL|x86.Build.0 = Debug.DLL|Win32
{ECC50F23-5205-43C3-8D72-98B03B2C7ED5}.Debug|x64.ActiveCfg = Debug|x64
{ECC50F23-5205-43C3-8D72-98B03B2C7ED5}.Debug|x64.Build.0 = Debug|x64
{ECC50F23-5205-43C3-8D72-98B03B2C7ED5}.Debug|x86.ActiveCfg = Debug|Win32
{ECC50F23-5205-43C3-8D72-98B03B2C7ED5}.Debug|x86.Build.0 = Debug|Win32
{ECC50F23-5205-43C3-8D72-98B03B2C7ED5}.Release.DLL|x64.ActiveCfg = Release.DLL|x64
{ECC50F23-5205-43C3-8D72-98B03B2C7ED5}.Release.DLL|x64.Build.0 = Release.DLL|x64
{ECC50F23-5205-43C3-8D72-98B03B2C7ED5}.Release.DLL|x86.ActiveCfg = Release.DLL|Win32
{ECC50F23-5205-43C3-8D72-98B03B2C7ED5}.Release.DLL|x86.Build.0 = Release.DLL|Win32
{ECC50F23-5205-43C3-8D72-98B03B2C7ED5}.Release|x64.ActiveCfg = Release|x64
{ECC50F23-5205-43C3-8D72-98B03B2C7ED5}.Release|x64.Build.0 = Release|x64
{ECC50F23-5205-43C3-8D72-98B03B2C7ED5}.Release|x86.ActiveCfg = Release|Win32
{ECC50F23-5205-43C3-8D72-98B03B2C7ED5}.Release|x86.Build.0 = Release|Win32
{8A1BB135-57E2-4BF1-B923-3EA21C141C2F}.Debug.DLL|x64.ActiveCfg = Debug.DLL|x64
{8A1BB135-57E2-4BF1-B923-3EA21C141C2F}.Debug.DLL|x64.Build.0 = Debug.DLL|x64
{8A1BB135-57E2-4BF1-B923-3EA21C141C2F}.Debug.DLL|x86.ActiveCfg = Debug.DLL|Win32
{8A1BB135-57E2-4BF1-B923-3EA21C141C2F}.Debug.DLL|x86.Build.0 = Debug.DLL|Win32
{8A1BB135-57E2-4BF1-B923-3EA21C141C2F}.Debug|x64.ActiveCfg = Debug|x64
{8A1BB135-57E2-4BF1-B923-3EA21C141C2F}.Debug|x64.Build.0 = Debug|x64
{8A1BB135-57E2-4BF1-B923-3EA21C141C2F}.Debug|x86.ActiveCfg = Debug|Win32
{8A1BB135-57E2-4BF1-B923-3EA21C141C2F}.Debug|x86.Build.0 = Debug|Win32
{8A1BB135-57E2-4BF1-B923-3EA21C141C2F}.Release.DLL|x64.ActiveCfg = Release.DLL|x64
{8A1BB135-57E2-4BF1-B923-3EA21C141C2F}.Release.DLL|x64.Build.0 = Release.DLL|x64
{8A1BB135-57E2-4BF1-B923-3EA21C141C2F}.Release.DLL|x86.ActiveCfg = Release.DLL|Win32
{8A1BB135-57E2-4BF1-B923-3EA21C141C2F}.Release.DLL|x86.Build.0 = Release.DLL|Win32
{8A1BB135-57E2-4BF1-B923-3EA21C141C2F}.Release|x64.ActiveCfg = Release|x64
{8A1BB135-57E2-4BF1-B923-3EA21C141C2F}.Release|x64.Build.0 = Release|x64
{8A1BB135-57E2-4BF1-B923-3EA21C141C2F}.Release|x86.ActiveCfg = Release|Win32
{8A1BB135-57E2-4BF1-B923-3EA21C141C2F}.Release|x86.Build.0 = Release|Win32
{537851A6-25F0-4F47-A43E-A0D272591DBA}.Debug.DLL|x64.ActiveCfg = Debug.DLL|x64
{537851A6-25F0-4F47-A43E-A0D272591DBA}.Debug.DLL|x64.Build.0 = Debug.DLL|x64
{537851A6-25F0-4F47-A43E-A0D272591DBA}.Debug.DLL|x86.ActiveCfg = Debug.DLL|Win32
{537851A6-25F0-4F47-A43E-A0D272591DBA}.Debug.DLL|x86.Build.0 = Debug.DLL|Win32
{537851A6-25F0-4F47-A43E-A0D272591DBA}.Debug|x64.ActiveCfg = Debug|x64
{537851A6-25F0-4F47-A43E-A0D272591DBA}.Debug|x64.Build.0 = Debug|x64
{537851A6-25F0-4F47-A43E-A0D272591DBA}.Debug|x86.ActiveCfg = Debug|Win32
{537851A6-25F0-4F47-A43E-A0D272591DBA}.Debug|x86.Build.0 = Debug|Win32
{537851A6-25F0-4F47-A43E-A0D272591DBA}.Release.DLL|x64.ActiveCfg = Release.DLL|x64
{537851A6-25F0-4F47-A43E-A0D272591DBA}.Release.DLL|x64.Build.0 = Release.DLL|x64
{537851A6-25F0-4F47-A43E-A0D272591DBA}.Release.DLL|x86.ActiveCfg = Release.DLL|Win32
{537851A6-25F0-4F47-A43E-A0D272591DBA}.Release.DLL|x86.Build.0 = Release.DLL|Win32
{537851A6-25F0-4F47-A43E-A0D272591DBA}.Release|x64.ActiveCfg = Release|x64
{537851A6-25F0-4F47-A43E-A0D272591DBA}.Release|x64.Build.0 = Release|x64
{537851A6-25F0-4F47-A43E-A0D272591DBA}.Release|x86.ActiveCfg = Release|Win32
{537851A6-25F0-4F47-A43E-A0D272591DBA}.Release|x86.Build.0 = Release|Win32
{D6EA45E6-7559-49A6-9CE2-E6CB770CAE73}.Debug.DLL|x64.ActiveCfg = Debug.DLL|x64
{D6EA45E6-7559-49A6-9CE2-E6CB770CAE73}.Debug.DLL|x64.Build.0 = Debug.DLL|x64
{D6EA45E6-7559-49A6-9CE2-E6CB770CAE73}.Debug.DLL|x86.ActiveCfg = Debug.DLL|Win32
{D6EA45E6-7559-49A6-9CE2-E6CB770CAE73}.Debug.DLL|x86.Build.0 = Debug.DLL|Win32
{D6EA45E6-7559-49A6-9CE2-E6CB770CAE73}.Debug|x64.ActiveCfg = Debug|x64
{D6EA45E6-7559-49A6-9CE2-E6CB770CAE73}.Debug|x64.Build.0 = Debug|x64
{D6EA45E6-7559-49A6-9CE2-E6CB770CAE73}.Debug|x86.ActiveCfg = Debug|Win32
{D6EA45E6-7559-49A6-9CE2-E6CB770CAE73}.Debug|x86.Build.0 = Debug|Win32
{D6EA45E6-7559-49A6-9CE2-E6CB770CAE73}.Release.DLL|x64.ActiveCfg = Release.DLL|x64
{D6EA45E6-7559-49A6-9CE2-E6CB770CAE73}.Release.DLL|x64.Build.0 = Release.DLL|x64
{D6EA45E6-7559-49A6-9CE2-E6CB770CAE73}.Release.DLL|x86.ActiveCfg = Release.DLL|Win32
{D6EA45E6-7559-49A6-9CE2-E6CB770CAE73}.Release.DLL|x86.Build.0 = Release.DLL|Win32
{D6EA45E6-7559-49A6-9CE2-E6CB770CAE73}.Release|x64.ActiveCfg = Release|x64
{D6EA45E6-7559-49A6-9CE2-E6CB770CAE73}.Release|x64.Build.0 = Release|x64
{D6EA45E6-7559-49A6-9CE2-E6CB770CAE73}.Release|x86.ActiveCfg = Release|Win32
{D6EA45E6-7559-49A6-9CE2-E6CB770CAE73}.Release|x86.Build.0 = Release|Win32
{19B5E933-AF1B-48E3-AC23-9359C00B8963}.Debug.DLL|x64.ActiveCfg = Debug.DLL|x64
{19B5E933-AF1B-48E3-AC23-9359C00B8963}.Debug.DLL|x64.Build.0 = Debug.DLL|x64
{19B5E933-AF1B-48E3-AC23-9359C00B8963}.Debug.DLL|x86.ActiveCfg = Debug.DLL|Win32
{19B5E933-AF1B-48E3-AC23-9359C00B8963}.Debug.DLL|x86.Build.0 = Debug.DLL|Win32
{19B5E933-AF1B-48E3-AC23-9359C00B8963}.Debug|x64.ActiveCfg = Debug|x64
{19B5E933-AF1B-48E3-AC23-9359C00B8963}.Debug|x64.Build.0 = Debug|x64
{19B5E933-AF1B-48E3-AC23-9359C00B8963}.Debug|x86.ActiveCfg = Debug|Win32
{19B5E933-AF1B-48E3-AC23-9359C00B8963}.Debug|x86.Build.0 = Debug|Win32
{19B5E933-AF1B-48E3-AC23-9359C00B8963}.Release.DLL|x64.ActiveCfg = Release.DLL|x64
{19B5E933-AF1B-48E3-AC23-9359C00B8963}.Release.DLL|x64.Build.0 = Release.DLL|x64
{19B5E933-AF1B-48E3-AC23-9359C00B8963}.Release.DLL|x86.ActiveCfg = Release.DLL|Win32
{19B5E933-AF1B-48E3-AC23-9359C00B8963}.Release.DLL|x86.Build.0 = Release.DLL|Win32
{19B5E933-AF1B-48E3-AC23-9359C00B8963}.Release|x64.ActiveCfg = Release|x64
{19B5E933-AF1B-48E3-AC23-9359C00B8963}.Release|x64.Build.0 = Release|x64
{19B5E933-AF1B-48E3-AC23-9359C00B8963}.Release|x86.ActiveCfg = Release|Win32
{19B5E933-AF1B-48E3-AC23-9359C00B8963}.Release|x86.Build.0 = Release|Win32
{280017A6-E892-4E1C-902F-C7690CB55267}.Debug.DLL|x64.ActiveCfg = Debug.DLL|x64
{280017A6-E892-4E1C-902F-C7690CB55267}.Debug.DLL|x64.Build.0 = Debug.DLL|x64
{280017A6-E892-4E1C-902F-C7690CB55267}.Debug.DLL|x86.ActiveCfg = Debug.DLL|Win32
{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.ActiveCfg = Debug.DLL|x64
{FDE6080B-E203-4066-910D-AD0302566008}.Debug.DLL|x64.Build.0 = 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 {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} {8DD0EB7E-668E-452D-91D7-906C64A9C8AC} = {DA049009-21FF-4AC0-84E4-830DD1BCD0CE}
{8D3C83B7-F1E0-4C2E-9E34-EE5F6AB2502A} = {8716DC0F-4FDE-4F57-8E25-5F78DFB80FE1} {8D3C83B7-F1E0-4C2E-9E34-EE5F6AB2502A} = {8716DC0F-4FDE-4F57-8E25-5F78DFB80FE1}
{D6B669E2-68D0-4E62-83D1-E14DDD6A356F} = {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} {E9D708A5-9C1F-4B84-A795-C5F191801762} = {8716DC0F-4FDE-4F57-8E25-5F78DFB80FE1}
{F6FD9C75-AAA7-48C9-B19D-FD37C8FB9B7E} = {8D3C83B7-F1E0-4C2E-9E34-EE5F6AB2502A} {F6FD9C75-AAA7-48C9-B19D-FD37C8FB9B7E} = {8D3C83B7-F1E0-4C2E-9E34-EE5F6AB2502A}
{1FE8758D-7E8A-41F3-9B6D-FD50E9A2A03D} = {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} {11F33A39-74B7-4018-B5F9-CC285A673A8F} = {5317807F-61D4-4E0F-B6DC-2D9F12621ED9}
{A6F5E35E-B4A7-41B3-853A-75558E6E0715} = {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} {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} {FDE6080B-E203-4066-910D-AD0302566008} = {E9D708A5-9C1F-4B84-A795-C5F191801762}
{E1B6D565-9D7C-46B7-9202-ECF54974DE50} = {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} {6237BEDE-BAAA-4A06-9C5E-8089BAA14C8B} = {E9D708A5-9C1F-4B84-A795-C5F191801762}