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path: root/examples/network/network_ping_pong.c
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/*******************************************************************************************
 *
 *   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 <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;
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;
}