From 4b8d06f50139b33d7670c286e2e3f006843ac8ba Mon Sep 17 00:00:00 2001 From: Jak <5613046+Syphonx@users.noreply.github.com> Date: Mon, 22 Apr 2019 19:03:00 +0100 Subject: [rnet] module WIP (#809) Added experimental network module --- examples/network/network_ping_pong.c | 225 ++++++++++++++++++++++++++++++++ examples/network/network_resolve_host.c | 80 ++++++++++++ examples/network/network_tcp_client.c | 151 +++++++++++++++++++++ examples/network/network_tcp_server.c | 165 +++++++++++++++++++++++ examples/network/network_test.c | 148 +++++++++++++++++++++ examples/network/network_udp_client.c | 128 ++++++++++++++++++ examples/network/network_udp_server.c | 134 +++++++++++++++++++ 7 files changed, 1031 insertions(+) create mode 100644 examples/network/network_ping_pong.c create mode 100644 examples/network/network_resolve_host.c create mode 100644 examples/network/network_tcp_client.c create mode 100644 examples/network/network_tcp_server.c create mode 100644 examples/network/network_test.c create mode 100644 examples/network/network_udp_client.c create mode 100644 examples/network/network_udp_server.c (limited to 'examples') diff --git a/examples/network/network_ping_pong.c b/examples/network/network_ping_pong.c new file mode 100644 index 00000000..719f6739 --- /dev/null +++ b/examples/network/network_ping_pong.c @@ -0,0 +1,225 @@ +/******************************************************************************************* + * + * raylib [network] example - Client/Server ping-pong + * + * Welcome to raylib! + * + * To test examples, just press F6 and execute raylib_compile_execute script + * Note that compiled executable is placed in the same folder as .c file + * + * You can find all basic examples on C:\raylib\raylib\examples folder or + * raylib official webpage: www.raylib.com + * + * Enjoy using raylib. :) + * + * This example has been created using raylib 2.0 (www.raylib.com) + * raylib is licensed under an unmodified zlib/libpng license (View raylib.h + *for details) + * + * Copyright (c) 2013-2016 Ramon Santamaria (@raysan5) + * + ********************************************************************************************/ + +#include "raylib.h" +#include "rnet.h" + +#include +#include +#include + +float elapsed = 0.0f; +float delay = 1.0f; +bool ping = false; +bool pong = false; +bool connected = false; +bool client_connected = false; +const char * pingmsg = "Ping!"; +const char * pongmsg = "Pong!"; +int msglen = 0; +SocketConfig server_cfg = {.host = "127.0.0.1", .port = "4950", .type = SOCKET_TCP, .server = true, .nonblocking = true}; +SocketConfig client_cfg = {.host = "127.0.0.1", .port = "4950", .type = SOCKET_TCP, .nonblocking = true}; +SocketConfig connection_cfg = {.nonblocking = true}; +SocketResult *server_res = NULL; +SocketResult *client_res = NULL; +SocketSet * socket_set = NULL; +Socket * connection = NULL; +char recvBuffer[512]; + +// Attempt to connect to the network (Either TCP, or UDP) +void NetworkConnect() +{ + // If the server is configured as UDP, ignore connection requests + if (server_cfg.type == SOCKET_UDP && client_cfg.type == SOCKET_UDP) { + ping = true; + connected = true; + } else { + // If the client is connected, run the server code to check for a connection + if (client_connected) { + int active = CheckSockets(socket_set, 0); + if (active != 0) { + TraceLog(LOG_DEBUG, + "There are currently %d socket(s) with data to be processed.", active); + } + if (active > 0) { + if ((connection = SocketAccept(server_res->socket, &connection_cfg)) != NULL) { + AddSocket(socket_set, connection); + ping = true; + connected = true; + } + } + } else { + // Check if we're connected every _delay_ seconds + elapsed += GetFrameTime(); + if (elapsed > delay) { + if (IsSocketConnected(client_res->socket)) { + client_connected = true; + } + elapsed = 0.0f; + } + } + } +} + +// Once connected to the network, check the sockets for pending information +// and when information is ready, send either a Ping or a Pong. +void NetworkUpdate() +{ + // CheckSockets + // + // If any of the sockets in the socket_set are pending (received data, or requests) + // then mark the socket as being ready. You can check this with IsSocketReady(client_res->socket) + int active = CheckSockets(socket_set, 0); + if (active != 0) { + TraceLog(LOG_DEBUG, + "There are currently %d socket(s) with data to be processed.", active); + } + + // IsSocketReady + // + // If the socket is ready, attempt to receive data from the socket + int bytesRecv = 0; + if (server_cfg.type == SOCKET_UDP && client_cfg.type == SOCKET_UDP) { + if (IsSocketReady(client_res->socket)) { + bytesRecv = SocketReceive(client_res->socket, recvBuffer, msglen); + } + if (IsSocketReady(server_res->socket)) { + bytesRecv = SocketReceive(server_res->socket, recvBuffer, msglen); + } + } else { + if (IsSocketReady(connection)) { + bytesRecv = SocketReceive(connection, recvBuffer, msglen); + } + } + + // If we received data, was that data a "Ping!" or a "Pong!" + if (bytesRecv > 0) { + if (strcmp(recvBuffer, pingmsg) == 0) { pong = true; } + if (strcmp(recvBuffer, pongmsg) == 0) { ping = true; } + } + + // After each delay has expired, send a response "Ping!" for a "Pong!" and vice versa + elapsed += GetFrameTime(); + if (elapsed > delay) { + if (ping) { + ping = false; + if (server_cfg.type == SOCKET_UDP && client_cfg.type == SOCKET_UDP) { + SocketSend(client_res->socket, pingmsg, msglen); + } else { + SocketSend(client_res->socket, pingmsg, msglen); + } + } else if (pong) { + pong = false; + if (server_cfg.type == SOCKET_UDP && client_cfg.type == SOCKET_UDP) { + SocketSend(client_res->socket, pongmsg, msglen); + } else { + SocketSend(client_res->socket, pongmsg, msglen); + } + } + elapsed = 0.0f; + } +} + +int main() +{ + // Setup + int screenWidth = 800; + int screenHeight = 450; + InitWindow( + screenWidth, screenHeight, "raylib [network] example - ping pong"); + SetTargetFPS(60); + SetTraceLogLevel(LOG_DEBUG); + + // Networking + InitNetwork(); + + // Create the server + // + // Performs + // getaddrinfo + // socket + // setsockopt + // bind + // listen + server_res = AllocSocketResult(); + if (!SocketCreate(&server_cfg, server_res)) { + TraceLog(LOG_WARNING, "Failed to open server: status %d, errno %d", + server_res->status, server_res->socket->status); + } else { + if (!SocketBind(&server_cfg, server_res)) { + TraceLog(LOG_WARNING, "Failed to bind server: status %d, errno %d", + server_res->status, server_res->socket->status); + } else { + if (!(server_cfg.type == SOCKET_UDP)) { + if (!SocketListen(&server_cfg, server_res)) { + TraceLog(LOG_WARNING, + "Failed to start listen server: status %d, errno %d", + server_res->status, server_res->socket->status); + } + } + } + } + + // Create the client + // + // Performs + // getaddrinfo + // socket + // setsockopt + // connect (TCP only) + client_res = AllocSocketResult(); + if (!SocketCreate(&client_cfg, client_res)) { + TraceLog(LOG_WARNING, "Failed to open client: status %d, errno %d", + client_res->status, client_res->socket->status); + } else { + if (!(client_cfg.type == SOCKET_UDP)) { + if (!SocketConnect(&client_cfg, client_res)) { + TraceLog(LOG_WARNING, + "Failed to connect to server: status %d, errno %d", + client_res->status, client_res->socket->status); + } + } + } + + // Create & Add sockets to the socket set + socket_set = AllocSocketSet(3); + msglen = strlen(pingmsg) + 1; + memset(recvBuffer, '\0', sizeof(recvBuffer)); + AddSocket(socket_set, server_res->socket); + AddSocket(socket_set, client_res->socket); + + // Main game loop + while (!WindowShouldClose()) { + BeginDrawing(); + ClearBackground(RAYWHITE); + if (connected) { + NetworkUpdate(); + } else { + NetworkConnect(); + } + EndDrawing(); + } + + // Cleanup + CloseWindow(); + return 0; +} \ No newline at end of file diff --git a/examples/network/network_resolve_host.c b/examples/network/network_resolve_host.c new file mode 100644 index 00000000..195e03b5 --- /dev/null +++ b/examples/network/network_resolve_host.c @@ -0,0 +1,80 @@ +/******************************************************************************************* + * + * raylib [network] example - Resolve Host + * + * Welcome to raylib! + * + * To test examples, just press F6 and execute raylib_compile_execute script + * Note that compiled executable is placed in the same folder as .c file + * + * You can find all basic examples on C:\raylib\raylib\examples folder or + * raylib official webpage: www.raylib.com + * + * Enjoy using raylib. :) + * + * This example has been created using raylib 2.0 (www.raylib.com) + * raylib is licensed under an unmodified zlib/libpng license (View raylib.h + *for details) + * + * Copyright (c) 2013-2016 Ramon Santamaria (@raysan5) + * + ********************************************************************************************/ + +#include "raylib.h" +#include "rnet.h" + +char buffer[ADDRESS_IPV6_ADDRSTRLEN]; +uint16_t port = 0; + +int main() +{ + // Setup + int screenWidth = 800; + int screenHeight = 450; + InitWindow( + screenWidth, screenHeight, "raylib [network] example - ping pong"); + SetTargetFPS(60); + + SetTraceLogLevel(LOG_DEBUG); + + // Networking + InitNetwork(); + + AddressInformation* addr = AllocAddressList(1); + int count = ResolveHost( + NULL, + "5210", + ADDRESS_TYPE_IPV4, + 0 // Uncomment any of these flags + // ADDRESS_INFO_NUMERICHOST // or try them in conjunction to + // ADDRESS_INFO_NUMERICSERV // specify custom behaviour from + // ADDRESS_INFO_DNS_ONLY // the function getaddrinfo() + // ADDRESS_INFO_ALL // + // ADDRESS_INFO_FQDN // e.g. ADDRESS_INFO_CANONNAME | ADDRESS_INFO_NUMERICSERV + , + addr + ); + + if (count > 0) + { + GetAddressHostAndPort(addr[0], buffer, &port); + TraceLog(LOG_INFO, "Resolved to ip %s::%d\n", buffer, port); + } + + // Main game loop + while (!WindowShouldClose()) + { + // Draw + BeginDrawing(); + + // Clear + ClearBackground(RAYWHITE); + + // End draw + EndDrawing(); + } + + // Cleanup + CloseWindow(); + return 0; +} \ No newline at end of file diff --git a/examples/network/network_tcp_client.c b/examples/network/network_tcp_client.c new file mode 100644 index 00000000..6eed205a --- /dev/null +++ b/examples/network/network_tcp_client.c @@ -0,0 +1,151 @@ +/******************************************************************************************* + * + * raylib [network] example - TCP Client + * + * Welcome to raylib! + * + * To test examples, just press F6 and execute raylib_compile_execute script + * Note that compiled executable is placed in the same folder as .c file + * + * You can find all basic examples on C:\raylib\raylib\examples folder or + * raylib official webpage: www.raylib.com + * + * Enjoy using raylib. :) + * + * This example has been created using raylib 2.0 (www.raylib.com) + * raylib is licensed under an unmodified zlib/libpng license (View raylib.h + *for details) + * + * Copyright (c) 2013-2016 Ramon Santamaria (@raysan5) + * + ********************************************************************************************/ + +#include "raylib.h" +#include "rnet.h" + +#include +#include +#include + +float elapsed = 0.0f; +float delay = 1.0f; +bool ping = false; +bool pong = false; +bool connected = false; +const char * pingmsg = "Ping!"; +const char * pongmsg = "Pong!"; +int msglen = 0; +SocketConfig client_cfg = {.host = "127.0.0.1", .port = "4950", .type = SOCKET_TCP, .nonblocking = true}; +SocketResult *client_res = NULL; +SocketSet * socket_set = NULL; +char recvBuffer[512]; + +// Attempt to connect to the network (Either TCP, or UDP) +void NetworkConnect() +{ + // Check if we're connected every _delay_ seconds + elapsed += GetFrameTime(); + if (elapsed > delay) { + if (IsSocketConnected(client_res->socket)) { connected = true; } + elapsed = 0.0f; + } +} + +// Once connected to the network, check the sockets for pending information +// and when information is ready, send either a Ping or a Pong. +void NetworkUpdate() +{ + // CheckSockets + // + // If any of the sockets in the socket_set are pending (received data, or requests) + // then mark the socket as being ready. You can check this with IsSocketReady(client_res->socket) + int active = CheckSockets(socket_set, 0); + if (active != 0) { + TraceLog(LOG_DEBUG, + "There are currently %d socket(s) with data to be processed.", active); + } + + // IsSocketReady + // + // If the socket is ready, attempt to receive data from the socket + int bytesRecv = 0; + if (IsSocketReady(client_res->socket)) { + bytesRecv = SocketReceive(client_res->socket, recvBuffer, msglen); + } + + // If we received data, was that data a "Ping!" or a "Pong!" + if (bytesRecv > 0) { + if (strcmp(recvBuffer, pingmsg) == 0) { pong = true; } + if (strcmp(recvBuffer, pongmsg) == 0) { ping = true; } + } + + // After each delay has expired, send a response "Ping!" for a "Pong!" and vice versa + elapsed += GetFrameTime(); + if (elapsed > delay) { + if (ping) { + ping = false; + SocketSend(client_res->socket, pingmsg, msglen); + } else if (pong) { + pong = false; + SocketSend(client_res->socket, pongmsg, msglen); + } + elapsed = 0.0f; + } +} + +int main() +{ + // Setup + int screenWidth = 800; + int screenHeight = 450; + InitWindow( + screenWidth, screenHeight, "raylib [network] example - tcp client"); + SetTargetFPS(60); + SetTraceLogLevel(LOG_DEBUG); + + // Networking + InitNetwork(); + + // Create the client + // + // Performs + // getaddrinfo + // socket + // setsockopt + // connect (TCP only) + client_res = AllocSocketResult(); + if (!SocketCreate(&client_cfg, client_res)) { + TraceLog(LOG_WARNING, "Failed to open client: status %d, errno %d", + client_res->status, client_res->socket->status); + } else { + if (!(client_cfg.type == SOCKET_UDP)) { + if (!SocketConnect(&client_cfg, client_res)) { + TraceLog(LOG_WARNING, + "Failed to connect to server: status %d, errno %d", + client_res->status, client_res->socket->status); + } + } + } + + // Create & Add sockets to the socket set + socket_set = AllocSocketSet(1); + msglen = strlen(pingmsg) + 1; + memset(recvBuffer, '\0', sizeof(recvBuffer)); + AddSocket(socket_set, client_res->socket); + + // Main game loop + while (!WindowShouldClose()) { + BeginDrawing(); + ClearBackground(RAYWHITE); + if (connected) { + NetworkUpdate(); + } else { + NetworkConnect(); + } + EndDrawing(); + } + + // Cleanup + CloseWindow(); + return 0; +} \ No newline at end of file diff --git a/examples/network/network_tcp_server.c b/examples/network/network_tcp_server.c new file mode 100644 index 00000000..89e9c181 --- /dev/null +++ b/examples/network/network_tcp_server.c @@ -0,0 +1,165 @@ +/******************************************************************************************* + * + * raylib [network] example - TCP Server + * + * Welcome to raylib! + * + * To test examples, just press F6 and execute raylib_compile_execute script + * Note that compiled executable is placed in the same folder as .c file + * + * You can find all basic examples on C:\raylib\raylib\examples folder or + * raylib official webpage: www.raylib.com + * + * Enjoy using raylib. :) + * + * This example has been created using raylib 2.0 (www.raylib.com) + * raylib is licensed under an unmodified zlib/libpng license (View raylib.h + *for details) + * + * Copyright (c) 2013-2016 Ramon Santamaria (@raysan5) + * + ********************************************************************************************/ + +#include "raylib.h" +#include "rnet.h" + +#include +#include +#include + +float elapsed = 0.0f; +float delay = 1.0f; +bool ping = false; +bool pong = false; +bool connected = false; +const char * pingmsg = "Ping!"; +const char * pongmsg = "Pong!"; +int msglen = 0; +SocketConfig server_cfg = {.host = "127.0.0.1", .port = "4950", .type = SOCKET_TCP, .server = true, .nonblocking = true}; +SocketConfig connection_cfg = {.nonblocking = true}; +SocketResult *server_res = NULL; +SocketSet * socket_set = NULL; +Socket * connection = NULL; +char recvBuffer[512]; + +// Attempt to connect to the network (Either TCP, or UDP) +void NetworkConnect() +{ + int active = CheckSockets(socket_set, 0); + if (active != 0) { + TraceLog(LOG_DEBUG, + "There are currently %d socket(s) with data to be processed.", active); + } + if (active > 0) { + if ((connection = SocketAccept(server_res->socket, &connection_cfg)) != NULL) { + AddSocket(socket_set, connection); + ping = true; + connected = true; + } + } +} + +// Once connected to the network, check the sockets for pending information +// and when information is ready, send either a Ping or a Pong. +void NetworkUpdate() +{ + // CheckSockets + // + // If any of the sockets in the socket_set are pending (received data, or requests) + // then mark the socket as being ready. You can check this with IsSocketReady(client_res->socket) + int active = CheckSockets(socket_set, 0); + if (active != 0) { + TraceLog(LOG_DEBUG, + "There are currently %d socket(s) with data to be processed.", active); + } + + // IsSocketReady + // + // If the socket is ready, attempt to receive data from the socket + int bytesRecv = 0; + if (IsSocketReady(connection)) { + bytesRecv = SocketReceive(connection, recvBuffer, msglen); + } + + // If we received data, was that data a "Ping!" or a "Pong!" + if (bytesRecv > 0) { + if (strcmp(recvBuffer, pingmsg) == 0) { pong = true; } + if (strcmp(recvBuffer, pongmsg) == 0) { ping = true; } + } + + // After each delay has expired, send a response "Ping!" for a "Pong!" and vice versa + elapsed += GetFrameTime(); + if (elapsed > delay) { + if (ping) { + ping = false; + SocketSend(connection, pingmsg, msglen); + } else if (pong) { + pong = false; + SocketSend(connection, pongmsg, msglen); + } + elapsed = 0.0f; + } +} + +int main() +{ + // Setup + int screenWidth = 800; + int screenHeight = 450; + InitWindow( + screenWidth, screenHeight, "raylib [network] example - tcp server"); + SetTargetFPS(60); + SetTraceLogLevel(LOG_DEBUG); + + // Networking + InitNetwork(); + + // Create the server + // + // Performs + // getaddrinfo + // socket + // setsockopt + // bind + // listen + server_res = AllocSocketResult(); + if (!SocketCreate(&server_cfg, server_res)) { + TraceLog(LOG_WARNING, "Failed to open server: status %d, errno %d", + server_res->status, server_res->socket->status); + } else { + if (!SocketBind(&server_cfg, server_res)) { + TraceLog(LOG_WARNING, "Failed to bind server: status %d, errno %d", + server_res->status, server_res->socket->status); + } else { + if (!(server_cfg.type == SOCKET_UDP)) { + if (!SocketListen(&server_cfg, server_res)) { + TraceLog(LOG_WARNING, + "Failed to start listen server: status %d, errno %d", + server_res->status, server_res->socket->status); + } + } + } + } + + // Create & Add sockets to the socket set + socket_set = AllocSocketSet(2); + msglen = strlen(pingmsg) + 1; + memset(recvBuffer, '\0', sizeof(recvBuffer)); + AddSocket(socket_set, server_res->socket); + + // Main game loop + while (!WindowShouldClose()) { + BeginDrawing(); + ClearBackground(RAYWHITE); + if (connected) { + NetworkUpdate(); + } else { + NetworkConnect(); + } + EndDrawing(); + } + + // Cleanup + CloseWindow(); + return 0; +} \ No newline at end of file diff --git a/examples/network/network_test.c b/examples/network/network_test.c new file mode 100644 index 00000000..f18a8b13 --- /dev/null +++ b/examples/network/network_test.c @@ -0,0 +1,148 @@ +/******************************************************************************************* + * + * raylib [network] example - Network Test + * + * Welcome to raylib! + * + * To test examples, just press F6 and execute raylib_compile_execute script + * Note that compiled executable is placed in the same folder as .c file + * + * You can find all basic examples on C:\raylib\raylib\examples folder or + * raylib official webpage: www.raylib.com + * + * Enjoy using raylib. :) + * + * This example has been created using raylib 2.0 (www.raylib.com) + * raylib is licensed under an unmodified zlib/libpng license (View raylib.h + *for details) + * + * Copyright (c) 2013-2016 Ramon Santamaria (@raysan5) + * + ********************************************************************************************/ + +#include "raylib.h" +#include "rnet.h" + +#include + +void test_network_initialise() +{ + assert(InitNetwork() == true); +} + +void test_socket_result() +{ + SocketResult *result = AllocSocketResult(); + assert(result != NULL); + FreeSocketResult(&result); + assert(result == NULL); +} + +void test_socket() +{ + Socket *socket = AllocSocket(); + assert(socket != NULL); + FreeSocket(&socket); + assert(socket == NULL); +} + +void test_resolve_ip() +{ + const char *host = "8.8.8.8"; + const char *port = "8080"; + char ip[ADDRESS_IPV6_ADDRSTRLEN]; + char service[ADDRESS_MAXSERV]; + + memset(ip, '\0', ADDRESS_IPV6_ADDRSTRLEN); + ResolveIP(host, port, NAME_INFO_NUMERICHOST, ip, service); + TraceLog(LOG_INFO, "Resolved %s to %s", host, ip); + assert(strcmp(ip, "8.8.8.8") == 0); + + memset(ip, '\0', ADDRESS_IPV6_ADDRSTRLEN); + ResolveIP(host, port, NAME_INFO_DEFAULT, ip, service); + TraceLog(LOG_INFO, "Resolved %s to %s", host, ip); + assert(strcmp(ip, "google-public-dns-a.google.com") == 0); + + memset(ip, '\0', ADDRESS_IPV6_ADDRSTRLEN); + ResolveIP(host, port, NAME_INFO_NOFQDN, ip, service); + TraceLog(LOG_INFO, "Resolved %s to %s", host, ip); + assert(strcmp(ip, "google-public-dns-a") == 0); + + memset(ip, '\0', ADDRESS_IPV6_ADDRSTRLEN); + ResolveIP(host, port, NAME_INFO_NUMERICHOST, ip, service); + TraceLog(LOG_INFO, "Resolved %s to %s", host, ip); + assert(strcmp(ip, "8.8.8.8") == 0); + + memset(ip, '\0', ADDRESS_IPV6_ADDRSTRLEN); + ResolveIP(host, port, NAME_INFO_NAMEREQD, ip, service); + TraceLog(LOG_INFO, "Resolved %s to %s", host, ip); + assert(strcmp(ip, "google-public-dns-a.google.com") == 0); + + memset(ip, '\0', ADDRESS_IPV6_ADDRSTRLEN); + ResolveIP(host, port, NAME_INFO_NUMERICSERV, ip, service); + TraceLog(LOG_INFO, "Resolved %s to %s", host, ip); + assert(strcmp(ip, "google-public-dns-a.google.com") == 0); + + memset(ip, '\0', ADDRESS_IPV6_ADDRSTRLEN); + ResolveIP(host, port, NAME_INFO_DGRAM, ip, service); + TraceLog(LOG_INFO, "Resolved %s to %s", host, ip); + assert(strcmp(ip, "google-public-dns-a.google.com") == 0); +} + +void test_resolve_host() +{ + const char * address = "localhost"; + const char * port = "80"; + AddressInformation *addr = AllocAddressList(3); + int count = ResolveHost(address, port, ADDRESS_TYPE_ANY, 0, addr); + + assert(GetAddressFamily(addr[0]) == ADDRESS_TYPE_IPV6); + assert(GetAddressFamily(addr[1]) == ADDRESS_TYPE_IPV4); + assert(GetAddressSocketType(addr[0]) == 0); + assert(GetAddressProtocol(addr[0]) == 0); + // for (size_t i = 0; i < count; i++) { PrintAddressInfo(addr[i]); } +} + +void test_address() +{ +} + +void test_address_list() +{ +} + +void test_socket_create() +{ + SocketConfig server_cfg = {.host = "127.0.0.1", .port = "8080", .server = true, .nonblocking = true}; + Socket * socket = AllocSocket(); + SocketResult *server_res = AllocSocketResult(); + SocketSet * socket_set = AllocSocketSet(1); + assert(SocketCreate(&server_cfg, server_res)); + assert(AddSocket(socket_set, server_res->socket)); + assert(SocketListen(&server_cfg, server_res)); +} + +int main() +{ + int screenWidth = 800; + int screenHeight = 450; + InitWindow( + screenWidth, screenHeight, "raylib [network] example - network test"); + SetTargetFPS(60); + + // Run the tests + test_network_initialise(); + test_resolve_host(); + // test_socket_create(); + + // Main game loop + while (!WindowShouldClose()) { + BeginDrawing(); + ClearBackground(RAYWHITE); + DrawText("Congrats! You created your first window!", 190, 200, 20, LIGHTGRAY); + EndDrawing(); + } + CloseWindow(); + + return 0; +} \ No newline at end of file diff --git a/examples/network/network_udp_client.c b/examples/network/network_udp_client.c new file mode 100644 index 00000000..c1c89c8d --- /dev/null +++ b/examples/network/network_udp_client.c @@ -0,0 +1,128 @@ +/******************************************************************************************* + * + * raylib [network] example - UDP Client + * + * Welcome to raylib! + * + * To test examples, just press F6 and execute raylib_compile_execute script + * Note that compiled executable is placed in the same folder as .c file + * + * You can find all basic examples on C:\raylib\raylib\examples folder or + * raylib official webpage: www.raylib.com + * + * Enjoy using raylib. :) + * + * This example has been created using raylib 2.0 (www.raylib.com) + * raylib is licensed under an unmodified zlib/libpng license (View raylib.h + *for details) + * + * Copyright (c) 2013-2016 Ramon Santamaria (@raysan5) + * + ********************************************************************************************/ + +#include "raylib.h" +#include "rnet.h" + +#include +#include +#include + +float elapsed = 0.0f; +float delay = 1.0f; +bool ping = false; +bool pong = false; +const char * pingmsg = "Ping!"; +const char * pongmsg = "Pong!"; +int msglen = 0; +SocketConfig client_cfg = {.host = "127.0.0.1", .port = "4950", .type = SOCKET_UDP, .nonblocking = true}; +SocketResult *client_res = NULL; +SocketSet * socket_set = NULL; +char recvBuffer[512]; + +// Once connected to the network, check the sockets for pending information +// and when information is ready, send either a Ping or a Pong. +void NetworkUpdate() +{ + // CheckSockets + // + // If any of the sockets in the socket_set are pending (received data, or requests) + // then mark the socket as being ready. You can check this with IsSocketReady(client_res->socket) + int active = CheckSockets(socket_set, 0); + if (active != 0) { + TraceLog(LOG_DEBUG, + "There are currently %d socket(s) with data to be processed.", active); + } + + // IsSocketReady + // + // If the socket is ready, attempt to receive data from the socket + int bytesRecv = 0; + if (IsSocketReady(client_res->socket)) { + bytesRecv = SocketReceive(client_res->socket, recvBuffer, msglen); + } + + // If we received data, was that data a "Ping!" or a "Pong!" + if (bytesRecv > 0) { + if (strcmp(recvBuffer, pingmsg) == 0) { pong = true; } + if (strcmp(recvBuffer, pongmsg) == 0) { ping = true; } + } + + // After each delay has expired, send a response "Ping!" for a "Pong!" and vice versa + elapsed += GetFrameTime(); + if (elapsed > delay) { + if (ping) { + ping = false; + SocketSend(client_res->socket, pingmsg, msglen); + } else if (pong) { + pong = false; + SocketSend(client_res->socket, pongmsg, msglen); + } + elapsed = 0.0f; + } +} + +int main() +{ + // Setup + int screenWidth = 800; + int screenHeight = 450; + InitWindow( + screenWidth, screenHeight, "raylib [network] example - udp client"); + SetTargetFPS(60); + SetTraceLogLevel(LOG_DEBUG); + + // Networking + InitNetwork(); + + // Create the client + // + // Performs + // getaddrinfo + // socket + // setsockopt + // connect (TCP only) + client_res = AllocSocketResult(); + if (!SocketCreate(&client_cfg, client_res)) { + TraceLog(LOG_WARNING, "Failed to open client: status %d, errno %d", + client_res->status, client_res->socket->status); + } + + // Create & Add sockets to the socket set + socket_set = AllocSocketSet(1); + msglen = strlen(pingmsg) + 1; + ping = true; + memset(recvBuffer, '\0', sizeof(recvBuffer)); + AddSocket(socket_set, client_res->socket); + + // Main game loop + while (!WindowShouldClose()) { + BeginDrawing(); + ClearBackground(RAYWHITE); + NetworkUpdate(); + EndDrawing(); + } + + // Cleanup + CloseWindow(); + return 0; +} \ No newline at end of file diff --git a/examples/network/network_udp_server.c b/examples/network/network_udp_server.c new file mode 100644 index 00000000..982cdf63 --- /dev/null +++ b/examples/network/network_udp_server.c @@ -0,0 +1,134 @@ +/******************************************************************************************* + * + * raylib [network] example - UDP Server + * + * Welcome to raylib! + * + * To test examples, just press F6 and execute raylib_compile_execute script + * Note that compiled executable is placed in the same folder as .c file + * + * You can find all basic examples on C:\raylib\raylib\examples folder or + * raylib official webpage: www.raylib.com + * + * Enjoy using raylib. :) + * + * This example has been created using raylib 2.0 (www.raylib.com) + * raylib is licensed under an unmodified zlib/libpng license (View raylib.h + *for details) + * + * Copyright (c) 2013-2016 Ramon Santamaria (@raysan5) + * + ********************************************************************************************/ + +#include "raylib.h" +#include "rnet.h" + +#include +#include +#include + +float elapsed = 0.0f; +float delay = 1.0f; +bool ping = false; +bool pong = false; +const char * pingmsg = "Ping!"; +const char * pongmsg = "Pong!"; +int msglen = 0; +SocketConfig server_cfg = {.host = "127.0.0.1", .port = "4950", .server = true, .type = SOCKET_UDP, .nonblocking = true}; +SocketResult *server_res = NULL; +SocketSet * socket_set = NULL; +char recvBuffer[512]; + +// Once connected to the network, check the sockets for pending information +// and when information is ready, send either a Ping or a Pong. +void NetworkUpdate() +{ + // CheckSockets + // + // If any of the sockets in the socket_set are pending (received data, or requests) + // then mark the socket as being ready. You can check this with IsSocketReady(client_res->socket) + int active = CheckSockets(socket_set, 0); + if (active != 0) { + TraceLog(LOG_DEBUG, + "There are currently %d socket(s) with data to be processed.", active); + } + + // IsSocketReady + // + // If the socket is ready, attempt to receive data from the socket + // int bytesRecv = 0; + // if (IsSocketReady(server_res->socket)) { + // bytesRecv = SocketReceive(server_res->socket, recvBuffer, msglen); + // } + int bytesRecv = SocketReceive(server_res->socket, recvBuffer, msglen); + + // If we received data, was that data a "Ping!" or a "Pong!" + if (bytesRecv > 0) { + if (strcmp(recvBuffer, pingmsg) == 0) { pong = true; } + if (strcmp(recvBuffer, pongmsg) == 0) { ping = true; } + } + + // After each delay has expired, send a response "Ping!" for a "Pong!" and vice versa + elapsed += GetFrameTime(); + if (elapsed > delay) { + if (ping) { + ping = false; + SocketSend(server_res->socket, pingmsg, msglen); + } else if (pong) { + pong = false; + SocketSend(server_res->socket, pongmsg, msglen); + } + elapsed = 0.0f; + } +} + +int main() +{ + // Setup + int screenWidth = 800; + int screenHeight = 450; + InitWindow( + screenWidth, screenHeight, "raylib [network] example - udp server"); + SetTargetFPS(60); + SetTraceLogLevel(LOG_DEBUG); + + // Networking + InitNetwork(); + + // Create the server + // + // Performs + // getaddrinfo + // socket + // setsockopt + // bind + // listen + server_res = AllocSocketResult(); + if (!SocketCreate(&server_cfg, server_res)) { + TraceLog(LOG_WARNING, "Failed to open server: status %d, errno %d", + server_res->status, server_res->socket->status); + } else { + if (!SocketBind(&server_cfg, server_res)) { + TraceLog(LOG_WARNING, "Failed to bind server: status %d, errno %d", + server_res->status, server_res->socket->status); + } + } + + // Create & Add sockets to the socket set + socket_set = AllocSocketSet(1); + msglen = strlen(pingmsg) + 1; + memset(recvBuffer, '\0', sizeof(recvBuffer)); + AddSocket(socket_set, server_res->socket); + + // Main game loop + while (!WindowShouldClose()) { + BeginDrawing(); + ClearBackground(RAYWHITE); + NetworkUpdate(); + EndDrawing(); + } + + // Cleanup + CloseWindow(); + return 0; +} \ No newline at end of file -- cgit v1.2.3