/* Copyright (C) 2024 BIAGINI Nathan This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. */ #include #include #include // Has to be defined in exactly *one* source file before including the nbnet header #define NBNET_IMPL #include "shared.h" static bool running = true; static bool connected = false; static bool disconnected = false; void OnConnected(void) { Log(LOG_INFO, "Connected"); connected = true; // Start sending messages } void OnDisconnected(void) { Log(LOG_INFO, "Disconnected"); // Stop the main loop disconnected = true; running = false; // Retrieve the server code used when closing our client connection if (NBN_GameClient_GetServerCloseCode() == ECHO_SERVER_BUSY_CODE) { Log(LOG_INFO, "Another client is already connected"); } } void OnMessageReceived(void) { // Get info about the received message NBN_MessageInfo msg_info = NBN_GameClient_GetMessageInfo(); assert(msg_info.type == NBN_BYTE_ARRAY_MESSAGE_TYPE); // Retrieve the received message NBN_ByteArrayMessage *msg = (NBN_ByteArrayMessage *)msg_info.data; Log(LOG_INFO, "Received echo: %s (%d bytes)", msg->bytes, msg->length); // Destroy the received message NBN_ByteArrayMessage_Destroy(msg); } int SendEchoMessage(const char *msg) { unsigned int length = strlen(msg); // Compute message length // Reliably send bytes to the server if (NBN_GameClient_SendReliableByteArray((uint8_t *)msg, length) < 0) return -1; return 0; } int main(int argc, char *argv[]) { if (argc != 2) { printf("Usage: client MSG\n"); // Error, quit the client application #ifdef __EMSCRIPTEN__ emscripten_force_exit(1); #else return 1; #endif } const char *msg = argv[1]; if (strlen(msg) > NBN_BYTE_ARRAY_MAX_SIZE - 1) { Log(LOG_ERROR, "Message length cannot exceed %d. Exit", NBN_BYTE_ARRAY_MAX_SIZE - 1); // Error, quit the client application #ifdef __EMSCRIPTEN__ emscripten_force_exit(1); #else return 1; #endif } #ifdef __EMSCRIPTEN__ NBN_WebRTC_Register(); // Register the WebRTC driver #else NBN_UDP_Register(); // Register the UDP driver #endif // __EMSCRIPTEN__ // Start the client with a protocol name (must be the same than the one used by the server) // the server host and port if (NBN_GameClient_Start(ECHO_PROTOCOL_NAME, "127.0.0.1", ECHO_EXAMPLE_PORT) < 0) { Log(LOG_ERROR, "Failed to start client"); // Error, quit the client application #ifdef __EMSCRIPTEN__ emscripten_force_exit(1); #else return 1; #endif } // Number of seconds between client ticks double dt = 1.0 / ECHO_TICK_RATE; while (running) { int ev; // Poll for client events while ((ev = NBN_GameClient_Poll()) != NBN_NO_EVENT) { if (ev < 0) { Log(LOG_ERROR, "An error occured while polling client events. Exit"); // Stop main loop running = false; break; } switch (ev) { // Client is connected to the server case NBN_CONNECTED: OnConnected(); break; // Client has disconnected from the server case NBN_DISCONNECTED: OnDisconnected(); break; // A message has been received from the server case NBN_MESSAGE_RECEIVED: OnMessageReceived(); break; } } if (disconnected) break; if (connected) { if (SendEchoMessage(msg) < 0) { Log(LOG_ERROR, "Failed to send message. Exit"); // Stop main loop running = false; break; } } // Pack all enqueued messages as packets and send them if (NBN_GameClient_SendPackets() < 0) { Log(LOG_ERROR, "Failed to send packets. Exit"); // Stop main loop running = false; break; } // Cap the client tick rate EchoSleep(dt); } // Stop the client NBN_GameClient_Stop(); #ifdef __EMSCRIPTEN__ emscripten_force_exit(0); #else return 0; #endif }