mirror of
https://github.com/bdnugget/nbnet.git
synced 2026-11-07 05:27:27 +00:00
209 lines
5.2 KiB
C
209 lines
5.2 KiB
C
/*
|
|
|
|
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 <stdio.h>
|
|
#include <stdbool.h>
|
|
#include <string.h>
|
|
|
|
// 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
|
|
}
|