/* 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 NBN_ConnectionHandle client = 0; // Echo the received message static int EchoReceivedMessage(void) { // Get info about the received message NBN_MessageInfo msg_info = NBN_GameServer_GetMessageInfo(); assert(msg_info.sender == client); assert(msg_info.type == NBN_BYTE_ARRAY_MESSAGE_TYPE); // Retrieve the received message NBN_ByteArrayMessage *msg = (NBN_ByteArrayMessage *)msg_info.data; // If the send fails the client will be disconnected and a NBN_CLIENT_DISCONNECTED event // will be received (see event polling in main) if (NBN_GameServer_SendReliableByteArrayTo(client, msg->bytes, msg->length) < 0) return -1; // Destroy the received message NBN_ByteArrayMessage_Destroy(msg); return 0; } static bool error = false; int main(void) { #ifdef __EMSCRIPTEN__ NBN_WebRTC_Register(); // Register the WebRTC driver #else NBN_UDP_Register(); // Register the UDP driver #endif // __EMSCRIPTEN__ // Start the server with a protocol name and a port if (NBN_GameServer_Start(ECHO_PROTOCOL_NAME, ECHO_EXAMPLE_PORT) < 0) { Log(LOG_ERROR, "Failed to start the server"); // Error, quit the server application #ifdef __EMSCRIPTEN__ emscripten_force_exit(1); #else return 1; #endif } // Number of seconds between server ticks double dt = 1.0 / ECHO_TICK_RATE; while (true) { int ev; // Poll for server events while ((ev = NBN_GameServer_Poll()) != NBN_NO_EVENT) { if (ev < 0) { Log(LOG_ERROR, "Something went wrong"); // Error, quit the server application error = true; break; } switch (ev) { // New connection request... case NBN_NEW_CONNECTION: // Echo server work with one single client at a time if (client) { NBN_GameServer_RejectIncomingConnectionWithCode(ECHO_SERVER_BUSY_CODE); } else { NBN_GameServer_AcceptIncomingConnection(); client = NBN_GameServer_GetIncomingConnection(); } break; // The client has disconnected case NBN_CLIENT_DISCONNECTED: assert(NBN_GameServer_GetDisconnectedClient() == client); client = 0; break; // A message has been received from the client case NBN_CLIENT_MESSAGE_RECEIVED: if (EchoReceivedMessage() < 0) { Log(LOG_ERROR, "Failed to echo received message"); // Error, quit the server application error = true; } break; } } // Pack all enqueued messages as packets and send them if (NBN_GameServer_SendPackets() < 0) { Log(LOG_ERROR, "Failed to send packets"); // Error, quit the server application error = true; break; } // Cap the server tick rate EchoSleep(dt); } // Stop the server NBN_GameServer_Stop(); int ret = error ? 1 : 0; #ifdef __EMSCRIPTEN__ emscripten_force_exit(ret); #else return ret; #endif }