[rnet] Review network examples formatting
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8 changed files with 566 additions and 638 deletions
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@ -1,6 +1,6 @@
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/*******************************************************************************************
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*
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* raylib [network] example - UDP Server
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*
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* raylib [network] example - UDP Server
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*
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* This example has been created using raylib 3.0 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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@ -14,66 +14,6 @@
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#define RNET_IMPLEMENTATION
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#include "rnet.h"
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#include <assert.h>
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#include <stdio.h>
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#include <string.h>
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float elapsed = 0.0f;
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float delay = 1.0f;
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bool ping = false;
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bool pong = false;
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const char * pingmsg = "Ping!";
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const char * pongmsg = "Pong!";
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int msglen = 0;
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SocketConfig server_cfg = {.host = "127.0.0.1", .port = "4950", .server = true, .type = SOCKET_UDP, .nonblocking = true};
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SocketResult *server_res = NULL;
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SocketSet * socket_set = NULL;
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char recvBuffer[512];
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// Once connected to the network, check the sockets for pending information
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// and when information is ready, send either a Ping or a Pong.
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void UpdateNetwork()
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{
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// CheckSockets
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//
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// If any of the sockets in the socket_set are pending (received data, or requests)
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// then mark the socket as being ready. You can check this with IsSocketReady(client_res->socket)
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int active = CheckSockets(socket_set, 0);
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if (active != 0) {
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TraceLog(LOG_DEBUG,
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"There are currently %d socket(s) with data to be processed.", active);
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}
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// IsSocketReady
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//
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// If the socket is ready, attempt to receive data from the socket
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// int bytesRecv = 0;
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// if (IsSocketReady(server_res->socket)) {
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// bytesRecv = SocketReceive(server_res->socket, recvBuffer, msglen);
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// }
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int bytesRecv = SocketReceive(server_res->socket, recvBuffer, msglen);
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// If we received data, was that data a "Ping!" or a "Pong!"
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if (bytesRecv > 0) {
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if (strcmp(recvBuffer, pingmsg) == 0) { pong = true; }
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if (strcmp(recvBuffer, pongmsg) == 0) { ping = true; }
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}
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// After each delay has expired, send a response "Ping!" for a "Pong!" and vice versa
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elapsed += GetFrameTime();
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if (elapsed > delay) {
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if (ping) {
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ping = false;
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SocketSend(server_res->socket, pingmsg, msglen);
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} else if (pong) {
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pong = false;
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SocketSend(server_res->socket, pongmsg, msglen);
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}
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elapsed = 0.0f;
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}
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}
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int main(void)
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{
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// Initialization
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@ -83,30 +23,37 @@ int main(void)
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InitWindow(screenWidth, screenHeight, "raylib [network] example - udp server");
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InitNetworkDevice();
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InitNetworkDevice(); // Init network communications
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const char *pingmsg = "Ping!";
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const char *pongmsg = "Pong!";
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bool ping = false;
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bool pong = false;
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float elapsed = 0.0f;
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float delay = 1.0f;
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// Create the server
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//
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// Performs
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// getaddrinfo
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// socket
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// setsockopt
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// bind
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// listen
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server_res = AllocSocketResult();
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if (!SocketCreate(&server_cfg, server_res))
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{
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TraceLog(LOG_WARNING, "Failed to open server: status %d, errno %d", server_res->status, server_res->socket->status);
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} else
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{
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if (!SocketBind(&server_cfg, server_res)) TraceLog(LOG_WARNING, "Failed to bind server: status %d, errno %d", server_res->status, server_res->socket->status);
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}
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SocketConfig serverConfig = {
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.host = "127.0.0.1",
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.port = "4950",
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.server = true,
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.type = SOCKET_UDP,
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.nonblocking = true
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};
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SocketResult *serverResult = NULL;
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SocketSet *socketSet = NULL;
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char receiveBuffer[512] = { 0 };
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// Create & Add sockets to the socket set
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socket_set = AllocSocketSet(1);
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msglen = strlen(pingmsg) + 1;
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memset(recvBuffer, '\0', sizeof(recvBuffer));
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AddSocket(socket_set, server_res->socket);
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// Create the server: getaddrinfo + socket + setsockopt + bind + listen
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serverResult = AllocSocketResult();
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if (!SocketCreate(&serverConfig, serverResult)) TraceLog(LOG_WARNING, "Failed to open server: status %d, errno %d", serverResult->status, serverResult->socket->status);
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else if (!SocketBind(&serverConfig, serverResult)) TraceLog(LOG_WARNING, "Failed to bind server: status %d, errno %d", serverResult->status, serverResult->socket->status);
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// Create and add sockets to the socket set
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socketSet = AllocSocketSet(1);
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AddSocket(socketSet, serverResult->socket);
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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@ -116,7 +63,46 @@ int main(void)
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{
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// Update
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//----------------------------------------------------------------------------------
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UpdateNetwork();
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// Once connected to the network, check the sockets for pending information
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// and when information is ready, send either a Ping or a Pong.
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// CheckSockets, if any of the sockets in the set are pending (received data, or requests)
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// then mark the socket as being ready. You can check this with IsSocketReady(client_res->socket)
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int active = CheckSockets(socketSet, 0);
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if (active != 0) TraceLog(LOG_INFO, "There are currently %d socket(s) with data to be processed.", active);
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// IsSocketReady, if the socket is ready, attempt to receive data from the socket
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// int bytesRecv = 0;
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// if (IsSocketReady(serverResult->socket)) {
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// bytesRecv = SocketReceive(serverResult->socket, receiveBuffer, msglen);
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// }
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int bytesRecv = SocketReceive(serverResult->socket, receiveBuffer, strlen(pingmsg) + 1);
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// If we received data, is that data a "Ping!" or a "Pong!"?
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if (bytesRecv > 0)
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{
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if (strcmp(receiveBuffer, pingmsg) == 0) { pong = true; }
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if (strcmp(receiveBuffer, pongmsg) == 0) { ping = true; }
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}
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// After each delay has expired, send a response "Ping!" for a "Pong!" and vice-versa
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elapsed += GetFrameTime();
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if (elapsed > delay)
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{
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if (ping)
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{
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ping = false;
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SocketSend(serverResult->socket, pingmsg, strlen(pingmsg) + 1);
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}
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else if (pong)
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{
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pong = false;
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SocketSend(serverResult->socket, pongmsg, strlen(pongmsg) + 1);
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}
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elapsed = 0.0f;
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}
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//----------------------------------------------------------------------------------
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// Draw
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ClearBackground(RAYWHITE);
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// TODO: Draw relevant connection info
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EndDrawing();
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//----------------------------------------------------------------------------------
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@ -133,7 +119,9 @@ int main(void)
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// De-Initialization
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//--------------------------------------------------------------------------------------
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CloseWindow(); // Close window and OpenGL context
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CloseNetworkDevice(); // Close network communication
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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