[rnet] Review network examples formatting

This commit is contained in:
Ray 2020-02-20 12:42:37 +01:00
parent 19390eaf09
commit e176a476c0
8 changed files with 566 additions and 638 deletions

View file

@ -1,151 +1,142 @@
/*******************************************************************************************
*
* 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)
*
********************************************************************************************/
*
* 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 "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()
int main(void)
{
// Check if we're connected every _delay_ seconds
elapsed += GetFrameTime();
if (elapsed > delay) {
if (IsSocketConnected(client_res->socket)) { connected = true; }
elapsed = 0.0f;
}
}
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
// 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);
}
InitWindow(screenWidth, screenHeight, "raylib [network] example - tcp client");
// 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);
}
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;
// 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; }
}
SocketConfig clientConfig = {
.host = "127.0.0.1",
.port = "4950",
.type = SOCKET_TCP,
.nonblocking = true
};
SocketSet *socketSet = NULL;
SocketResult *clientResult = NULL;
char receiveBuffer[512] = { 0 };
// 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 the client: getaddrinfo + socket + setsockopt + connect (TCP only)
clientResult = AllocSocketResult();
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 & 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);
// Create and add sockets to the socket set
socketSet = AllocSocketSet(1);
AddSocket(socketSet, clientResult->socket);
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) {
BeginDrawing();
ClearBackground(RAYWHITE);
if (connected) {
NetworkUpdate();
} else {
NetworkConnect();
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, 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, strlen(pingmsg) + 1);
}
else if (pong)
{
pong = false;
SocketSend(clientResult->socket, pongmsg, 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();
//----------------------------------------------------------------------------------
}
// Cleanup
CloseWindow();
// De-Initialization
//--------------------------------------------------------------------------------------
CloseNetworkDevice(); // Close network communication
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}