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	REMOVED: Network examples
They were not working
This commit is contained in:
		@@ -188,22 +188,6 @@ Examples showing physics functionality with raylib. This functionality is provid
 | 
			
		||||
| 110 | [physics_restitution](physics/physics_restitution.c) | <img src="physics/physics_restitution.png" alt="physics_restitution" width="200"> | [Victor Fisac](https://github.com/victorfisac) |        |
 | 
			
		||||
| 111 | [physics_shatter](physics/physics_shatter.c)         | <img src="physics/physics_shatter.png" alt="physics_shatter" width="200">         | [Victor Fisac](https://github.com/victorfisac) |        |
 | 
			
		||||
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### category: network
 | 
			
		||||
 | 
			
		||||
Examples showing raylib network functionality. This functionality is provided by [rnet](../src/rnet.h) module.
 | 
			
		||||
 | 
			
		||||
**Note that rnet module is under development and not ready yet.**
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		||||
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| ## | example  | image  | developer  | new |
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		||||
|----|----------|--------|:----------:|:---:|
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| 112 | [network_ping_pong](network/network_ping_pong.c)       |       | [Jak Barnes](https://github.com/syphonx) |        |
 | 
			
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| 113 | [network_resolve_host](network/network_resolve_host.c) |       | [Jak Barnes](https://github.com/syphonx) |        |
 | 
			
		||||
| 114 | [network_tcp_client](network/network_tcp_client.c)     |       | [Jak Barnes](https://github.com/syphonx) |        |
 | 
			
		||||
| 115 | [network_tcp_server](network/network_tcp_server.c)     |       | [Jak Barnes](https://github.com/syphonx) |        |
 | 
			
		||||
| 116 | [network_test](network/network_test.c)                 |       | [Jak Barnes](https://github.com/syphonx) |        |
 | 
			
		||||
| 117 | [network_udp_client](network/network_udp_client.c)     |       | [Jak Barnes](https://github.com/syphonx) |        |
 | 
			
		||||
| 118 | [network_udp_server](network/network_udp_server.c)     |       | [Jak Barnes](https://github.com/syphonx) |        |
 | 
			
		||||
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		||||
### category: others
 | 
			
		||||
 | 
			
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Examples showing raylib misc functionality that does not fit in other categories, like standalone modules usage or examples integrating external libraries.
 | 
			
		||||
 
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@@ -1,212 +0,0 @@
 | 
			
		||||
/*******************************************************************************************
 | 
			
		||||
*
 | 
			
		||||
*   raylib [network] example - Client/Server ping-pong
 | 
			
		||||
*
 | 
			
		||||
*   This example has been created using raylib 3.0 (www.raylib.com)
 | 
			
		||||
*   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
 | 
			
		||||
*
 | 
			
		||||
*   Copyright (c) 2019-2020 Jak Barnes (@syphonx) and Ramon Santamaria (@raysan5)
 | 
			
		||||
*
 | 
			
		||||
********************************************************************************************/
 | 
			
		||||
 | 
			
		||||
#include "raylib.h"
 | 
			
		||||
 | 
			
		||||
#define RNET_IMPLEMENTATION
 | 
			
		||||
#include "extras/rnet.h"
 | 
			
		||||
 | 
			
		||||
float elapsed = 0.0f;
 | 
			
		||||
float delay = 1.0f;
 | 
			
		||||
bool ping = false;
 | 
			
		||||
bool pong = false;
 | 
			
		||||
bool connected = false;
 | 
			
		||||
bool clientConnected = false;
 | 
			
		||||
const char *pingmsg = "Ping!";
 | 
			
		||||
const char *pongmsg = "Pong!";
 | 
			
		||||
int msglen = 0;
 | 
			
		||||
SocketConfig serverConfig = { .host = "127.0.0.1", .port = "4950", .type = SOCKET_TCP, .server = true, .nonblocking = true };
 | 
			
		||||
SocketConfig clientConfig = { .host = "127.0.0.1", .port = "4950", .type = SOCKET_TCP, .nonblocking = true };
 | 
			
		||||
SocketConfig connectionConfig = { .nonblocking = true };
 | 
			
		||||
SocketResult *serverResult = NULL;
 | 
			
		||||
SocketResult *clientResult = NULL;
 | 
			
		||||
SocketSet *socketSet = NULL;
 | 
			
		||||
Socket *connection = NULL;
 | 
			
		||||
char receiveBuffer[512] = { 0 };
 | 
			
		||||
 | 
			
		||||
// Attempt to connect to the network (Either TCP, or UDP)
 | 
			
		||||
static void NetworkConnect(void)
 | 
			
		||||
{
 | 
			
		||||
    // If the server is configured as UDP, ignore connection requests
 | 
			
		||||
    if ((serverConfig.type == SOCKET_UDP) && (clientConfig.type == SOCKET_UDP))
 | 
			
		||||
    {
 | 
			
		||||
        ping = true;
 | 
			
		||||
        connected = true;
 | 
			
		||||
    }
 | 
			
		||||
    else
 | 
			
		||||
    {
 | 
			
		||||
        // If the client is connected, run the server code to check for a connection
 | 
			
		||||
        if (clientConnected)
 | 
			
		||||
        {
 | 
			
		||||
            int active = CheckSockets(socketSet, 0);
 | 
			
		||||
            if (active != 0) TraceLog(LOG_INFO, "There are currently %d socket(s) with data to be processed.", active);
 | 
			
		||||
 | 
			
		||||
            if (active > 0)
 | 
			
		||||
            {
 | 
			
		||||
                if ((connection = SocketAccept(serverResult->socket, &connectionConfig)) != NULL)
 | 
			
		||||
                {
 | 
			
		||||
                    AddSocket(socketSet, connection);
 | 
			
		||||
                    connected = true;
 | 
			
		||||
                    ping = true;
 | 
			
		||||
                }
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
        else
 | 
			
		||||
        {
 | 
			
		||||
            // Check if we're connected every _delay_ seconds
 | 
			
		||||
            elapsed += GetFrameTime();
 | 
			
		||||
            if (elapsed > delay)
 | 
			
		||||
            {
 | 
			
		||||
                if (IsSocketConnected(clientResult->socket)) clientConnected = 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.
 | 
			
		||||
static void UpdateNetwork(void)
 | 
			
		||||
{
 | 
			
		||||
    // CheckSockets, if any of the sockets in the socketSet are pending (received data, or requests)
 | 
			
		||||
    // then mark the socket as being ready. You can check this with IsSocketReady(clientResult->socket)
 | 
			
		||||
    int active = CheckSockets(socketSet, 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 ((serverConfig.type == SOCKET_UDP) && (clientConfig.type == SOCKET_UDP))
 | 
			
		||||
    {
 | 
			
		||||
        if (IsSocketReady(clientResult->socket)) bytesRecv = SocketReceive(clientResult->socket, receiveBuffer, msglen);
 | 
			
		||||
        if (IsSocketReady(serverResult->socket)) bytesRecv = SocketReceive(serverResult->socket, receiveBuffer, msglen);
 | 
			
		||||
    }
 | 
			
		||||
    else if (IsSocketReady(connection)) bytesRecv = SocketReceive(connection, receiveBuffer, msglen);
 | 
			
		||||
 | 
			
		||||
    // If we received data, was that data a "Ping!" or a "Pong!"
 | 
			
		||||
    if (bytesRecv > 0)
 | 
			
		||||
    {
 | 
			
		||||
        if (strcmp(receiveBuffer, pingmsg) == 0) { pong = true; }
 | 
			
		||||
        if (strcmp(receiveBuffer, 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 (serverConfig.type == SOCKET_UDP && clientConfig.type == SOCKET_UDP) SocketSend(clientResult->socket, pingmsg, msglen);
 | 
			
		||||
            else SocketSend(clientResult->socket, pingmsg, msglen);
 | 
			
		||||
        }
 | 
			
		||||
        else if (pong)
 | 
			
		||||
        {
 | 
			
		||||
            pong = false;
 | 
			
		||||
            if (serverConfig.type == SOCKET_UDP && clientConfig.type == SOCKET_UDP) SocketSend(clientResult->socket, pongmsg, msglen);
 | 
			
		||||
            else SocketSend(clientResult->socket, pongmsg, msglen);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        elapsed = 0.0f;
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
int main(void)
 | 
			
		||||
{
 | 
			
		||||
    // Initialization
 | 
			
		||||
    //--------------------------------------------------------------------------------------
 | 
			
		||||
    const int screenWidth = 800;
 | 
			
		||||
    const int screenHeight = 450;
 | 
			
		||||
 | 
			
		||||
    InitWindow(screenWidth, screenHeight, "raylib [network] example - ping pong");
 | 
			
		||||
 | 
			
		||||
    InitNetworkDevice();    // Init network communications
 | 
			
		||||
 | 
			
		||||
    //  Create the server: getaddrinfo + socket + setsockopt + bind + listen
 | 
			
		||||
    serverResult = LoadSocketResult();
 | 
			
		||||
    if (!SocketCreate(&serverConfig, serverResult))
 | 
			
		||||
    {
 | 
			
		||||
        TraceLog(LOG_WARNING, "Failed to open server: status %d, errno %d", serverResult->status, serverResult->socket->status);
 | 
			
		||||
    }
 | 
			
		||||
    else
 | 
			
		||||
    {
 | 
			
		||||
        if (!SocketBind(&serverConfig, serverResult))
 | 
			
		||||
        {
 | 
			
		||||
            TraceLog(LOG_WARNING, "Failed to bind server: status %d, errno %d", serverResult->status, serverResult->socket->status);
 | 
			
		||||
        }
 | 
			
		||||
        else
 | 
			
		||||
        {
 | 
			
		||||
            if (!(serverConfig.type == SOCKET_UDP))
 | 
			
		||||
            {
 | 
			
		||||
                if (!SocketListen(&serverConfig, serverResult))
 | 
			
		||||
                {
 | 
			
		||||
                    TraceLog(LOG_WARNING, "Failed to start listen server: status %d, errno %d", serverResult->status, serverResult->socket->status);
 | 
			
		||||
                }
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    // Create the client: getaddrinfo + socket + setsockopt + connect (TCP only)
 | 
			
		||||
    clientResult = LoadSocketResult();
 | 
			
		||||
    if (!SocketCreate(&clientConfig, clientResult))
 | 
			
		||||
    {
 | 
			
		||||
        TraceLog(LOG_WARNING, "Failed to open client: status %d, errno %d", clientResult->status, clientResult->socket->status);
 | 
			
		||||
    }
 | 
			
		||||
    else
 | 
			
		||||
    {
 | 
			
		||||
        if (!(clientConfig.type == SOCKET_UDP))
 | 
			
		||||
        {
 | 
			
		||||
            if (!SocketConnect(&clientConfig, clientResult))
 | 
			
		||||
            {
 | 
			
		||||
                TraceLog(LOG_WARNING, "Failed to connect to server: status %d, errno %d", clientResult->status, clientResult->socket->status);
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    // Create and add sockets to the socket set
 | 
			
		||||
    socketSet = LoadSocketSet(3);
 | 
			
		||||
 | 
			
		||||
    AddSocket(socketSet, serverResult->socket);
 | 
			
		||||
    AddSocket(socketSet, clientResult->socket);
 | 
			
		||||
 | 
			
		||||
    SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
 | 
			
		||||
    //--------------------------------------------------------------------------------------
 | 
			
		||||
 | 
			
		||||
    // Main game loop
 | 
			
		||||
    while (!WindowShouldClose())    // Detect window close button or ESC key
 | 
			
		||||
    {
 | 
			
		||||
        // Update
 | 
			
		||||
        //----------------------------------------------------------------------------------
 | 
			
		||||
        if (connected) UpdateNetwork();
 | 
			
		||||
        //else NetworkConnect();
 | 
			
		||||
        //----------------------------------------------------------------------------------
 | 
			
		||||
 | 
			
		||||
        // Draw
 | 
			
		||||
        //----------------------------------------------------------------------------------
 | 
			
		||||
        BeginDrawing();
 | 
			
		||||
 | 
			
		||||
            ClearBackground(RAYWHITE);
 | 
			
		||||
 | 
			
		||||
            // TODO: Draw relevant connection info
 | 
			
		||||
 | 
			
		||||
        EndDrawing();
 | 
			
		||||
        //----------------------------------------------------------------------------------
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    // De-Initialization
 | 
			
		||||
    //--------------------------------------------------------------------------------------
 | 
			
		||||
    CloseNetworkDevice();   // Close network communication
 | 
			
		||||
 | 
			
		||||
    CloseWindow();          // Close window and OpenGL context
 | 
			
		||||
    //--------------------------------------------------------------------------------------
 | 
			
		||||
 | 
			
		||||
    return 0;
 | 
			
		||||
}
 | 
			
		||||
@@ -1,78 +0,0 @@
 | 
			
		||||
/*******************************************************************************************
 | 
			
		||||
*
 | 
			
		||||
*   raylib [network] example - Resolve Host
 | 
			
		||||
*
 | 
			
		||||
*   This example has been created using raylib 3.0 (www.raylib.com)
 | 
			
		||||
*   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
 | 
			
		||||
*
 | 
			
		||||
*   Copyright (c) 2019-2020 Jak Barnes (@syphonx) and Ramon Santamaria (@raysan5)
 | 
			
		||||
*
 | 
			
		||||
********************************************************************************************/
 | 
			
		||||
 | 
			
		||||
#include "raylib.h"
 | 
			
		||||
 | 
			
		||||
#define RNET_IMPLEMENTATION
 | 
			
		||||
#include "extras/rnet.h"
 | 
			
		||||
 | 
			
		||||
int main(void)
 | 
			
		||||
{
 | 
			
		||||
    // Initialization
 | 
			
		||||
    //--------------------------------------------------------------------------------------
 | 
			
		||||
    const int screenWidth = 800;
 | 
			
		||||
    const int screenHeight = 450;
 | 
			
		||||
 | 
			
		||||
    InitWindow(screenWidth, screenHeight, "raylib [network] example - resolve host");
 | 
			
		||||
 | 
			
		||||
    InitNetworkDevice();    // Init network communications
 | 
			
		||||
 | 
			
		||||
    char buffer[ADDRESS_IPV6_ADDRSTRLEN];
 | 
			
		||||
    unsigned short port = 0;
 | 
			
		||||
 | 
			
		||||
    AddressInformation *address = LoadAddressList(1);
 | 
			
		||||
 | 
			
		||||
    // Address info 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
 | 
			
		||||
    int count = ResolveHost(NULL, "5210", ADDRESS_TYPE_IPV4, 0, address);
 | 
			
		||||
 | 
			
		||||
    if (count > 0)
 | 
			
		||||
    {
 | 
			
		||||
        GetAddressHostAndPort(address[0], buffer, &port);
 | 
			
		||||
        TraceLog(LOG_INFO, "Resolved to ip %s::%d", buffer, port);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
 | 
			
		||||
    //--------------------------------------------------------------------------------------
 | 
			
		||||
 | 
			
		||||
    // Main game loop
 | 
			
		||||
    while (!WindowShouldClose())    // Detect window close button or ESC key
 | 
			
		||||
    {
 | 
			
		||||
        // Update
 | 
			
		||||
        //----------------------------------------------------------------------------------
 | 
			
		||||
        // TODO: Update your variables here
 | 
			
		||||
        //----------------------------------------------------------------------------------
 | 
			
		||||
 | 
			
		||||
        // Draw
 | 
			
		||||
        //----------------------------------------------------------------------------------
 | 
			
		||||
        BeginDrawing();
 | 
			
		||||
 | 
			
		||||
            ClearBackground(RAYWHITE);
 | 
			
		||||
 | 
			
		||||
            // TODO: Draw relevant connection info
 | 
			
		||||
 | 
			
		||||
        EndDrawing();
 | 
			
		||||
        //----------------------------------------------------------------------------------
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    // De-Initialization
 | 
			
		||||
    //--------------------------------------------------------------------------------------
 | 
			
		||||
    CloseNetworkDevice();   // Close network communication
 | 
			
		||||
 | 
			
		||||
    CloseWindow();          // Close window and OpenGL context
 | 
			
		||||
    //--------------------------------------------------------------------------------------
 | 
			
		||||
 | 
			
		||||
    return 0;
 | 
			
		||||
}
 | 
			
		||||
@@ -1,142 +0,0 @@
 | 
			
		||||
/*******************************************************************************************
 | 
			
		||||
*
 | 
			
		||||
*   raylib [network] example - TCP Client
 | 
			
		||||
*
 | 
			
		||||
*   This example has been created using raylib 3.0 (www.raylib.com)
 | 
			
		||||
*   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
 | 
			
		||||
*
 | 
			
		||||
*   Copyright (c) 2019-2020 Jak Barnes (@syphonx) and Ramon Santamaria (@raysan5)
 | 
			
		||||
*
 | 
			
		||||
********************************************************************************************/
 | 
			
		||||
 | 
			
		||||
#include "raylib.h"
 | 
			
		||||
 | 
			
		||||
#define RNET_IMPLEMENTATION
 | 
			
		||||
#include "extras/rnet.h"
 | 
			
		||||
 | 
			
		||||
int main(void)
 | 
			
		||||
{
 | 
			
		||||
    // Initialization
 | 
			
		||||
    //--------------------------------------------------------------------------------------
 | 
			
		||||
    const int screenWidth = 800;
 | 
			
		||||
    const int screenHeight = 450;
 | 
			
		||||
 | 
			
		||||
    InitWindow(screenWidth, screenHeight, "raylib [network] example - tcp client");
 | 
			
		||||
 | 
			
		||||
    InitNetworkDevice();    // Init network communications
 | 
			
		||||
 | 
			
		||||
    const char *pingmsg = "Ping!";
 | 
			
		||||
    const char *pongmsg = "Pong!";
 | 
			
		||||
 | 
			
		||||
    bool ping = false;
 | 
			
		||||
    bool pong = false;
 | 
			
		||||
    float elapsed = 0.0f;
 | 
			
		||||
    float delay = 1.0f;
 | 
			
		||||
    bool connected = false;
 | 
			
		||||
 | 
			
		||||
    SocketConfig clientConfig = {
 | 
			
		||||
        .host = "127.0.0.1",
 | 
			
		||||
        .port = "4950",
 | 
			
		||||
        .type = SOCKET_TCP,
 | 
			
		||||
        .nonblocking = true
 | 
			
		||||
    };
 | 
			
		||||
 | 
			
		||||
    SocketSet *socketSet = NULL;
 | 
			
		||||
    SocketResult *clientResult = NULL;
 | 
			
		||||
    char receiveBuffer[512] = { 0 };
 | 
			
		||||
 | 
			
		||||
    // Create the client: getaddrinfo + socket + setsockopt + connect (TCP only)
 | 
			
		||||
    clientResult = LoadSocketResult();
 | 
			
		||||
    if (!SocketCreate(&clientConfig, clientResult)) TraceLog(LOG_WARNING, "Failed to open client: status %d, errno %d", clientResult->status, clientResult->socket->status);
 | 
			
		||||
    else
 | 
			
		||||
    {
 | 
			
		||||
        if (!(clientConfig.type == SOCKET_UDP))
 | 
			
		||||
        {
 | 
			
		||||
            if (!SocketConnect(&clientConfig, clientResult)) TraceLog(LOG_WARNING, "Failed to connect to server: status %d, errno %d", clientResult->status, clientResult->socket->status);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    // Create and add sockets to the socket set
 | 
			
		||||
    socketSet = LoadSocketSet(1);
 | 
			
		||||
    AddSocket(socketSet, clientResult->socket);
 | 
			
		||||
 | 
			
		||||
    SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
 | 
			
		||||
    //--------------------------------------------------------------------------------------
 | 
			
		||||
 | 
			
		||||
    // Main game loop
 | 
			
		||||
    while (!WindowShouldClose())    // Detect window close button or ESC key
 | 
			
		||||
    {
 | 
			
		||||
        // Update
 | 
			
		||||
        //----------------------------------------------------------------------------------
 | 
			
		||||
        if (connected)
 | 
			
		||||
        {
 | 
			
		||||
            // Once connected to the network, check the sockets for pending information
 | 
			
		||||
            // and when information is ready, send either a Ping or a Pong.
 | 
			
		||||
 | 
			
		||||
            // CheckSockets, if any of the sockets in the socketSet are pending (received data, or requests)
 | 
			
		||||
            // then mark the socket as being ready. You can check this with IsSocketReady(clientResult->socket)
 | 
			
		||||
            int active = CheckSockets(socketSet, 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(clientResult->socket)) bytesRecv = SocketReceive(clientResult->socket, receiveBuffer, (int)strlen(pingmsg) + 1);
 | 
			
		||||
 | 
			
		||||
            // If we received data, was that data a "Ping!" or a "Pong!"
 | 
			
		||||
            if (bytesRecv > 0)
 | 
			
		||||
            {
 | 
			
		||||
                if (strcmp(receiveBuffer, pingmsg) == 0) { pong = true; }
 | 
			
		||||
                if (strcmp(receiveBuffer, 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(clientResult->socket, pingmsg, (int)strlen(pingmsg) + 1);
 | 
			
		||||
                }
 | 
			
		||||
                else if (pong)
 | 
			
		||||
                {
 | 
			
		||||
                    pong = false;
 | 
			
		||||
                    SocketSend(clientResult->socket, pongmsg, (int)strlen(pingmsg) + 1);
 | 
			
		||||
                }
 | 
			
		||||
 | 
			
		||||
                elapsed = 0.0f;
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
        else
 | 
			
		||||
        {
 | 
			
		||||
            // Check if we're connected every delay seconds
 | 
			
		||||
            elapsed += GetFrameTime();
 | 
			
		||||
            if (elapsed > delay)
 | 
			
		||||
            {
 | 
			
		||||
                if (IsSocketConnected(clientResult->socket)) { connected = true; }
 | 
			
		||||
                elapsed = 0.0f;
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
        //----------------------------------------------------------------------------------
 | 
			
		||||
 | 
			
		||||
        // Draw
 | 
			
		||||
        //----------------------------------------------------------------------------------
 | 
			
		||||
        BeginDrawing();
 | 
			
		||||
 | 
			
		||||
            ClearBackground(RAYWHITE);
 | 
			
		||||
 | 
			
		||||
            // TODO: Draw relevant connection info
 | 
			
		||||
 | 
			
		||||
        EndDrawing();
 | 
			
		||||
        //----------------------------------------------------------------------------------
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    // De-Initialization
 | 
			
		||||
    //--------------------------------------------------------------------------------------
 | 
			
		||||
    CloseNetworkDevice();   // Close network communication
 | 
			
		||||
 | 
			
		||||
    CloseWindow();          // Close window and OpenGL context
 | 
			
		||||
    //--------------------------------------------------------------------------------------
 | 
			
		||||
 | 
			
		||||
    return 0;
 | 
			
		||||
}
 | 
			
		||||
@@ -1,162 +0,0 @@
 | 
			
		||||
/*******************************************************************************************
 | 
			
		||||
*
 | 
			
		||||
*   raylib [network] example - TCP Server
 | 
			
		||||
*
 | 
			
		||||
*   This example has been created using raylib 3.0 (www.raylib.com)
 | 
			
		||||
*   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
 | 
			
		||||
*
 | 
			
		||||
*   Copyright (c) 2019-2020 Jak Barnes (@syphonx) and Ramon Santamaria (@raysan5)
 | 
			
		||||
*
 | 
			
		||||
********************************************************************************************/
 | 
			
		||||
 | 
			
		||||
#include "raylib.h"
 | 
			
		||||
 | 
			
		||||
#define RNET_IMPLEMENTATION
 | 
			
		||||
#include "extras/rnet.h"
 | 
			
		||||
 | 
			
		||||
int main(void)
 | 
			
		||||
{
 | 
			
		||||
    // Initialization
 | 
			
		||||
    //--------------------------------------------------------------------------------------
 | 
			
		||||
    const int screenWidth = 800;
 | 
			
		||||
    const int screenHeight = 450;
 | 
			
		||||
 | 
			
		||||
    InitWindow(screenWidth, screenHeight, "raylib [network] example - tcp server");
 | 
			
		||||
 | 
			
		||||
    InitNetworkDevice();    // Init network communications
 | 
			
		||||
 | 
			
		||||
    const char *pingmsg = "Ping!";
 | 
			
		||||
    const char *pongmsg = "Pong!";
 | 
			
		||||
 | 
			
		||||
    bool ping = false;
 | 
			
		||||
    bool pong = false;
 | 
			
		||||
    float elapsed = 0.0f;
 | 
			
		||||
    float delay = 1.0f;
 | 
			
		||||
    bool connected = false;
 | 
			
		||||
 | 
			
		||||
    SocketConfig serverConfig = {
 | 
			
		||||
        .host = "127.0.0.1",
 | 
			
		||||
        .port = "4950",
 | 
			
		||||
        .type = SOCKET_TCP,
 | 
			
		||||
        .server = true,
 | 
			
		||||
        .nonblocking = true
 | 
			
		||||
    };
 | 
			
		||||
 | 
			
		||||
    SocketConfig connectionConfig = { .nonblocking = true };
 | 
			
		||||
 | 
			
		||||
    Socket *connection = NULL;
 | 
			
		||||
    SocketSet *socketSet = NULL;
 | 
			
		||||
    SocketResult *serverResult = NULL;
 | 
			
		||||
    char receiveBuffer[512] = { 0 };
 | 
			
		||||
 | 
			
		||||
    //  Create the server: getaddrinfo + socket + setsockopt + bind + listen
 | 
			
		||||
    serverResult = LoadSocketResult();
 | 
			
		||||
    if (!SocketCreate(&serverConfig, serverResult))
 | 
			
		||||
    {
 | 
			
		||||
        TraceLog(LOG_WARNING, "Failed to open server: status %d, errno %d", serverResult->status, serverResult->socket->status);
 | 
			
		||||
    }
 | 
			
		||||
    else
 | 
			
		||||
    {
 | 
			
		||||
        if (!SocketBind(&serverConfig, serverResult))
 | 
			
		||||
        {
 | 
			
		||||
            TraceLog(LOG_WARNING, "Failed to bind server: status %d, errno %d", serverResult->status, serverResult->socket->status);
 | 
			
		||||
        }
 | 
			
		||||
        else
 | 
			
		||||
        {
 | 
			
		||||
            if (!(serverConfig.type == SOCKET_UDP))
 | 
			
		||||
            {
 | 
			
		||||
                if (!SocketListen(&serverConfig, serverResult)) TraceLog(LOG_WARNING, "Failed to start listen server: status %d, errno %d", serverResult->status, serverResult->socket->status);
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    // Create and add sockets to the socket set
 | 
			
		||||
    socketSet = LoadSocketSet(2);
 | 
			
		||||
    AddSocket(socketSet, serverResult->socket);
 | 
			
		||||
 | 
			
		||||
    SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
 | 
			
		||||
    //--------------------------------------------------------------------------------------
 | 
			
		||||
 | 
			
		||||
    // Main game loop
 | 
			
		||||
    while (!WindowShouldClose())    // Detect window close button or ESC key
 | 
			
		||||
    {
 | 
			
		||||
        // Update
 | 
			
		||||
        //----------------------------------------------------------------------------------
 | 
			
		||||
        if (connected)
 | 
			
		||||
        {
 | 
			
		||||
            // Once connected to the network, check the sockets for pending information
 | 
			
		||||
            // and when information is ready, send either a Ping or a Pong.
 | 
			
		||||
 | 
			
		||||
            // CheckSockets, if any of the sockets in the socketSet 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(socketSet, 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, receiveBuffer, (int)strlen(pingmsg) + 1);
 | 
			
		||||
 | 
			
		||||
            // If we received data, was that data a "Ping!" or a "Pong!"
 | 
			
		||||
            if (bytesRecv > 0)
 | 
			
		||||
            {
 | 
			
		||||
                if (strcmp(receiveBuffer, pingmsg) == 0) { pong = true; }
 | 
			
		||||
                if (strcmp(receiveBuffer, 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, (int)strlen(pingmsg) + 1);
 | 
			
		||||
                }
 | 
			
		||||
                else if (pong)
 | 
			
		||||
                {
 | 
			
		||||
                    pong = false;
 | 
			
		||||
                    SocketSend(connection, pongmsg, (int)strlen(pingmsg) + 1);
 | 
			
		||||
                }
 | 
			
		||||
 | 
			
		||||
                elapsed = 0.0f;
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
        else
 | 
			
		||||
        {
 | 
			
		||||
            // Attempt to connect to the network (Either TCP, or UDP)
 | 
			
		||||
            int active = CheckSockets(socketSet, 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(serverResult->socket, &connectionConfig)) != NULL)
 | 
			
		||||
                {
 | 
			
		||||
                    AddSocket(socketSet, connection);
 | 
			
		||||
                    connected = true;
 | 
			
		||||
                    ping = true;
 | 
			
		||||
                }
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
        //----------------------------------------------------------------------------------
 | 
			
		||||
 | 
			
		||||
        // Draw
 | 
			
		||||
        //----------------------------------------------------------------------------------
 | 
			
		||||
        BeginDrawing();
 | 
			
		||||
 | 
			
		||||
            ClearBackground(RAYWHITE);
 | 
			
		||||
 | 
			
		||||
            // TODO: Draw relevant connection info
 | 
			
		||||
 | 
			
		||||
        EndDrawing();
 | 
			
		||||
        //----------------------------------------------------------------------------------
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    // De-Initialization
 | 
			
		||||
    //--------------------------------------------------------------------------------------
 | 
			
		||||
    CloseNetworkDevice();   // Close network communication
 | 
			
		||||
 | 
			
		||||
    CloseWindow();          // Close window and OpenGL context
 | 
			
		||||
    //--------------------------------------------------------------------------------------
 | 
			
		||||
 | 
			
		||||
    return 0;
 | 
			
		||||
}
 | 
			
		||||
@@ -1,164 +0,0 @@
 | 
			
		||||
/*******************************************************************************************
 | 
			
		||||
*
 | 
			
		||||
*   raylib [network] example - Network Test
 | 
			
		||||
*
 | 
			
		||||
*   This example has been created using raylib 3.0 (www.raylib.com)
 | 
			
		||||
*   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
 | 
			
		||||
*
 | 
			
		||||
*   Copyright (c) 2019-2020 Jak Barnes (@syphonx) and Ramon Santamaria (@raysan5)
 | 
			
		||||
*
 | 
			
		||||
********************************************************************************************/
 | 
			
		||||
 | 
			
		||||
#include "raylib.h"
 | 
			
		||||
 | 
			
		||||
#define RNET_IMPLEMENTATION
 | 
			
		||||
#include "extras/rnet.h"
 | 
			
		||||
 | 
			
		||||
#include <assert.h>
 | 
			
		||||
 | 
			
		||||
void test_network_initialise()
 | 
			
		||||
{
 | 
			
		||||
    assert(InitNetworkDevice() == true);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void test_socket_result()
 | 
			
		||||
{
 | 
			
		||||
    SocketResult *result = LoadSocketResult();
 | 
			
		||||
    assert(result != NULL);
 | 
			
		||||
    UnloadSocketResult(&result);
 | 
			
		||||
    assert(result == NULL);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void test_socket()
 | 
			
		||||
{
 | 
			
		||||
    Socket *socket = LoadSocket();
 | 
			
		||||
    assert(socket != NULL);
 | 
			
		||||
    UnloadSocket(&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 = LoadAddressList(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 = LoadSocket();
 | 
			
		||||
    SocketResult *server_res = LoadSocketResult();
 | 
			
		||||
    SocketSet *socket_set = LoadSocketSet(1);
 | 
			
		||||
 | 
			
		||||
    assert(SocketCreate(&server_cfg, server_res));
 | 
			
		||||
    assert(AddSocket(socket_set, server_res->socket));
 | 
			
		||||
    assert(SocketListen(&server_cfg, server_res));
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
int main(void)
 | 
			
		||||
{
 | 
			
		||||
    // Initialization
 | 
			
		||||
    //--------------------------------------------------------------------------------------
 | 
			
		||||
    const int screenWidth = 800;
 | 
			
		||||
    const int screenHeight = 450;
 | 
			
		||||
 | 
			
		||||
    InitWindow(screenWidth, screenHeight, "raylib [network] example - network test");
 | 
			
		||||
 | 
			
		||||
    InitNetworkDevice();    // Init network communications
 | 
			
		||||
 | 
			
		||||
    // Run some tests
 | 
			
		||||
    test_resolve_host();
 | 
			
		||||
    //test_socket_create();
 | 
			
		||||
    //test_resolve_ip();
 | 
			
		||||
 | 
			
		||||
    SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
 | 
			
		||||
    //--------------------------------------------------------------------------------------
 | 
			
		||||
 | 
			
		||||
    // Main game loop
 | 
			
		||||
    while (!WindowShouldClose())    // Detect window close button or ESC key
 | 
			
		||||
    {
 | 
			
		||||
        // Update
 | 
			
		||||
        //----------------------------------------------------------------------------------
 | 
			
		||||
        // TODO: Update your variables here
 | 
			
		||||
        //----------------------------------------------------------------------------------
 | 
			
		||||
 | 
			
		||||
        // Draw
 | 
			
		||||
        //----------------------------------------------------------------------------------
 | 
			
		||||
        BeginDrawing();
 | 
			
		||||
 | 
			
		||||
            ClearBackground(RAYWHITE);
 | 
			
		||||
 | 
			
		||||
            // TODO: Draw relevant connection info
 | 
			
		||||
 | 
			
		||||
        EndDrawing();
 | 
			
		||||
        //----------------------------------------------------------------------------------
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    // De-Initialization
 | 
			
		||||
    //--------------------------------------------------------------------------------------
 | 
			
		||||
    CloseNetworkDevice();   // Close network communication
 | 
			
		||||
 | 
			
		||||
    CloseWindow();          // Close window and OpenGL context
 | 
			
		||||
    //--------------------------------------------------------------------------------------
 | 
			
		||||
 | 
			
		||||
    return 0;
 | 
			
		||||
}
 | 
			
		||||
@@ -1,124 +0,0 @@
 | 
			
		||||
/*******************************************************************************************
 | 
			
		||||
*
 | 
			
		||||
*   raylib [network] example - UDP Client
 | 
			
		||||
*
 | 
			
		||||
*   This example has been created using raylib 3.0 (www.raylib.com)
 | 
			
		||||
*   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
 | 
			
		||||
*
 | 
			
		||||
*   Copyright (c) 2019-2020 Jak Barnes (@syphonx) and Ramon Santamaria (@raysan5)
 | 
			
		||||
*
 | 
			
		||||
********************************************************************************************/
 | 
			
		||||
 | 
			
		||||
#include "raylib.h"
 | 
			
		||||
 | 
			
		||||
#define RNET_IMPLEMENTATION
 | 
			
		||||
#include "extras/rnet.h"
 | 
			
		||||
 | 
			
		||||
int main(void)
 | 
			
		||||
{
 | 
			
		||||
    // Initialization
 | 
			
		||||
    //--------------------------------------------------------------------------------------
 | 
			
		||||
    const int screenWidth = 800;
 | 
			
		||||
    const int screenHeight = 450;
 | 
			
		||||
 | 
			
		||||
    InitWindow(screenWidth, screenHeight, "raylib [network] example - udp client");
 | 
			
		||||
 | 
			
		||||
    InitNetworkDevice();    // Init network communications
 | 
			
		||||
 | 
			
		||||
    const char *pingmsg = "Ping!";
 | 
			
		||||
    const char *pongmsg = "Pong!";
 | 
			
		||||
 | 
			
		||||
    bool ping = true;
 | 
			
		||||
    bool pong = false;
 | 
			
		||||
    float elapsed = 0.0f;
 | 
			
		||||
    float delay = 1.0f;
 | 
			
		||||
 | 
			
		||||
    SocketConfig clientConfig = {
 | 
			
		||||
        .host = "127.0.0.1",
 | 
			
		||||
        .port = "4950",
 | 
			
		||||
        .type = SOCKET_UDP,
 | 
			
		||||
        .nonblocking = true
 | 
			
		||||
    };
 | 
			
		||||
 | 
			
		||||
    SocketResult *clientResult = NULL;
 | 
			
		||||
    SocketSet *socketSet = NULL;
 | 
			
		||||
    char receiveBuffer[512] = { 0 };
 | 
			
		||||
 | 
			
		||||
    // Create the client: getaddrinfo + socket + setsockopt + connect (TCP only)
 | 
			
		||||
    clientResult = LoadSocketResult();
 | 
			
		||||
    if (!SocketCreate(&clientConfig, clientResult))
 | 
			
		||||
    {
 | 
			
		||||
        TraceLog(LOG_WARNING, "Failed to open client: status %d, errno %d", clientResult->status, clientResult->socket->status);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    //  Create and add sockets to the socket set
 | 
			
		||||
    socketSet = LoadSocketSet(1);
 | 
			
		||||
    AddSocket(socketSet, clientResult->socket);
 | 
			
		||||
 | 
			
		||||
    SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
 | 
			
		||||
    //--------------------------------------------------------------------------------------
 | 
			
		||||
 | 
			
		||||
    // Main game loop
 | 
			
		||||
    while (!WindowShouldClose())    // Detect window close button or ESC key
 | 
			
		||||
    {
 | 
			
		||||
        // Update
 | 
			
		||||
        //----------------------------------------------------------------------------------
 | 
			
		||||
        // Once connected to the network, check the sockets for pending information
 | 
			
		||||
        // and when information is ready, send either a Ping or a Pong.
 | 
			
		||||
 | 
			
		||||
        // CheckSockets, if any of the sockets in the socketSet are pending (received data, or requests)
 | 
			
		||||
        // then mark the socket as being ready. You can check this with IsSocketReady(clientResult->socket)
 | 
			
		||||
        int active = CheckSockets(socketSet, 0);
 | 
			
		||||
        if (active != 0) TraceLog(LOG_INFO, "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(clientResult->socket)) bytesRecv = SocketReceive(clientResult->socket, receiveBuffer, (int)strlen(pingmsg) + 1);
 | 
			
		||||
 | 
			
		||||
        // If we received data, was that data a "Ping!" or a "Pong!"
 | 
			
		||||
        if (bytesRecv > 0)
 | 
			
		||||
        {
 | 
			
		||||
            if (strcmp(receiveBuffer, pingmsg) == 0) { pong = true; }
 | 
			
		||||
            if (strcmp(receiveBuffer, 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(clientResult->socket, pingmsg, (int)strlen(pingmsg) + 1);
 | 
			
		||||
            }
 | 
			
		||||
            else if (pong)
 | 
			
		||||
            {
 | 
			
		||||
                pong = false;
 | 
			
		||||
                SocketSend(clientResult->socket, pongmsg, (int)strlen(pongmsg) + 1);
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            elapsed = 0.0f;
 | 
			
		||||
        }
 | 
			
		||||
        //----------------------------------------------------------------------------------
 | 
			
		||||
 | 
			
		||||
        // Draw
 | 
			
		||||
        //----------------------------------------------------------------------------------
 | 
			
		||||
        BeginDrawing();
 | 
			
		||||
 | 
			
		||||
            ClearBackground(RAYWHITE);
 | 
			
		||||
 | 
			
		||||
            // TODO: Draw relevant connection info
 | 
			
		||||
 | 
			
		||||
        EndDrawing();
 | 
			
		||||
        //----------------------------------------------------------------------------------
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    // De-Initialization
 | 
			
		||||
    //--------------------------------------------------------------------------------------
 | 
			
		||||
    CloseNetworkDevice();   // Close network communication
 | 
			
		||||
 | 
			
		||||
    CloseWindow();          // Close window and OpenGL context
 | 
			
		||||
    //--------------------------------------------------------------------------------------
 | 
			
		||||
 | 
			
		||||
    return 0;
 | 
			
		||||
}
 | 
			
		||||
@@ -1,128 +0,0 @@
 | 
			
		||||
/*******************************************************************************************
 | 
			
		||||
*
 | 
			
		||||
*   raylib [network] example - UDP Server
 | 
			
		||||
*
 | 
			
		||||
*   This example has been created using raylib 3.0 (www.raylib.com)
 | 
			
		||||
*   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
 | 
			
		||||
*
 | 
			
		||||
*   Copyright (c) 2019-2020 Jak Barnes (@syphonx) and Ramon Santamaria (@raysan5)
 | 
			
		||||
*
 | 
			
		||||
********************************************************************************************/
 | 
			
		||||
 | 
			
		||||
#include "raylib.h"
 | 
			
		||||
 | 
			
		||||
#define RNET_IMPLEMENTATION
 | 
			
		||||
#include "extras/rnet.h"
 | 
			
		||||
 | 
			
		||||
int main(void)
 | 
			
		||||
{
 | 
			
		||||
    // Initialization
 | 
			
		||||
    //--------------------------------------------------------------------------------------
 | 
			
		||||
    const int screenWidth = 800;
 | 
			
		||||
    const int screenHeight = 450;
 | 
			
		||||
 | 
			
		||||
    InitWindow(screenWidth, screenHeight, "raylib [network] example - udp server");
 | 
			
		||||
 | 
			
		||||
    InitNetworkDevice();    // Init network communications
 | 
			
		||||
 | 
			
		||||
    const char *pingmsg = "Ping!";
 | 
			
		||||
    const char *pongmsg = "Pong!";
 | 
			
		||||
 | 
			
		||||
    bool ping = false;
 | 
			
		||||
    bool pong = false;
 | 
			
		||||
    float elapsed = 0.0f;
 | 
			
		||||
    float delay = 1.0f;
 | 
			
		||||
 | 
			
		||||
    SocketConfig serverConfig = {
 | 
			
		||||
        .host = "127.0.0.1",
 | 
			
		||||
        .port = "4950",
 | 
			
		||||
        .server = true,
 | 
			
		||||
        .type = SOCKET_UDP,
 | 
			
		||||
        .nonblocking = true
 | 
			
		||||
    };
 | 
			
		||||
 | 
			
		||||
    SocketResult *serverResult = NULL;
 | 
			
		||||
    SocketSet *socketSet = NULL;
 | 
			
		||||
    char receiveBuffer[512] = { 0 };
 | 
			
		||||
 | 
			
		||||
    //  Create the server: getaddrinfo + socket + setsockopt + bind + listen
 | 
			
		||||
    serverResult = LoadSocketResult();
 | 
			
		||||
 | 
			
		||||
    if (!SocketCreate(&serverConfig, serverResult)) TraceLog(LOG_WARNING, "Failed to open server: status %d, errno %d", serverResult->status, serverResult->socket->status);
 | 
			
		||||
    else if (!SocketBind(&serverConfig, serverResult)) TraceLog(LOG_WARNING, "Failed to bind server: status %d, errno %d", serverResult->status, serverResult->socket->status);
 | 
			
		||||
 | 
			
		||||
    //  Create and add sockets to the socket set
 | 
			
		||||
    socketSet = LoadSocketSet(1);
 | 
			
		||||
    AddSocket(socketSet, serverResult->socket);
 | 
			
		||||
 | 
			
		||||
    SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
 | 
			
		||||
    //--------------------------------------------------------------------------------------
 | 
			
		||||
 | 
			
		||||
    // Main game loop
 | 
			
		||||
    while (!WindowShouldClose())    // Detect window close button or ESC key
 | 
			
		||||
    {
 | 
			
		||||
        // Update
 | 
			
		||||
        //----------------------------------------------------------------------------------
 | 
			
		||||
        // Once connected to the network, check the sockets for pending information
 | 
			
		||||
        // and when information is ready, send either a Ping or a Pong.
 | 
			
		||||
 | 
			
		||||
        // CheckSockets, if any of the sockets in the 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(socketSet, 0);
 | 
			
		||||
        if (active != 0) TraceLog(LOG_INFO, "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(serverResult->socket)) {
 | 
			
		||||
        //      bytesRecv = SocketReceive(serverResult->socket, receiveBuffer, msglen);
 | 
			
		||||
        //  }
 | 
			
		||||
        int bytesRecv = SocketReceive(serverResult->socket, receiveBuffer, (int)strlen(pingmsg) + 1);
 | 
			
		||||
 | 
			
		||||
        // If we received data, is that data a "Ping!" or a "Pong!"?
 | 
			
		||||
        if (bytesRecv > 0)
 | 
			
		||||
        {
 | 
			
		||||
            if (strcmp(receiveBuffer, pingmsg) == 0) { pong = true; }
 | 
			
		||||
            if (strcmp(receiveBuffer, 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(serverResult->socket, pingmsg, (int)strlen(pingmsg) + 1);
 | 
			
		||||
            }
 | 
			
		||||
            else if (pong)
 | 
			
		||||
            {
 | 
			
		||||
                pong = false;
 | 
			
		||||
                SocketSend(serverResult->socket, pongmsg, (int)strlen(pongmsg) + 1);
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            elapsed = 0.0f;
 | 
			
		||||
        }
 | 
			
		||||
        //----------------------------------------------------------------------------------
 | 
			
		||||
 | 
			
		||||
        // Draw
 | 
			
		||||
        //----------------------------------------------------------------------------------
 | 
			
		||||
        BeginDrawing();
 | 
			
		||||
 | 
			
		||||
            ClearBackground(RAYWHITE);
 | 
			
		||||
 | 
			
		||||
            // TODO: Draw relevant connection info
 | 
			
		||||
 | 
			
		||||
        EndDrawing();
 | 
			
		||||
        //----------------------------------------------------------------------------------
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    // De-Initialization
 | 
			
		||||
    //--------------------------------------------------------------------------------------
 | 
			
		||||
    CloseNetworkDevice();   // Close network communication
 | 
			
		||||
 | 
			
		||||
    CloseWindow();          // Close window and OpenGL context
 | 
			
		||||
    //--------------------------------------------------------------------------------------
 | 
			
		||||
 | 
			
		||||
    return 0;
 | 
			
		||||
}
 | 
			
		||||
@@ -1,387 +0,0 @@
 | 
			
		||||
<?xml version="1.0" encoding="utf-8"?>
 | 
			
		||||
<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
 | 
			
		||||
  <ItemGroup Label="ProjectConfigurations">
 | 
			
		||||
    <ProjectConfiguration Include="Debug.DLL|Win32">
 | 
			
		||||
      <Configuration>Debug.DLL</Configuration>
 | 
			
		||||
      <Platform>Win32</Platform>
 | 
			
		||||
    </ProjectConfiguration>
 | 
			
		||||
    <ProjectConfiguration Include="Debug.DLL|x64">
 | 
			
		||||
      <Configuration>Debug.DLL</Configuration>
 | 
			
		||||
      <Platform>x64</Platform>
 | 
			
		||||
    </ProjectConfiguration>
 | 
			
		||||
    <ProjectConfiguration Include="Debug|Win32">
 | 
			
		||||
      <Configuration>Debug</Configuration>
 | 
			
		||||
      <Platform>Win32</Platform>
 | 
			
		||||
    </ProjectConfiguration>
 | 
			
		||||
    <ProjectConfiguration Include="Debug|x64">
 | 
			
		||||
      <Configuration>Debug</Configuration>
 | 
			
		||||
      <Platform>x64</Platform>
 | 
			
		||||
    </ProjectConfiguration>
 | 
			
		||||
    <ProjectConfiguration Include="Release.DLL|Win32">
 | 
			
		||||
      <Configuration>Release.DLL</Configuration>
 | 
			
		||||
      <Platform>Win32</Platform>
 | 
			
		||||
    </ProjectConfiguration>
 | 
			
		||||
    <ProjectConfiguration Include="Release.DLL|x64">
 | 
			
		||||
      <Configuration>Release.DLL</Configuration>
 | 
			
		||||
      <Platform>x64</Platform>
 | 
			
		||||
    </ProjectConfiguration>
 | 
			
		||||
    <ProjectConfiguration Include="Release|Win32">
 | 
			
		||||
      <Configuration>Release</Configuration>
 | 
			
		||||
      <Platform>Win32</Platform>
 | 
			
		||||
    </ProjectConfiguration>
 | 
			
		||||
    <ProjectConfiguration Include="Release|x64">
 | 
			
		||||
      <Configuration>Release</Configuration>
 | 
			
		||||
      <Platform>x64</Platform>
 | 
			
		||||
    </ProjectConfiguration>
 | 
			
		||||
  </ItemGroup>
 | 
			
		||||
  <PropertyGroup Label="Globals">
 | 
			
		||||
    <ProjectGuid>{ABE24543-FF93-4C1F-ADB4-AC6ED88682F5}</ProjectGuid>
 | 
			
		||||
    <Keyword>Win32Proj</Keyword>
 | 
			
		||||
    <RootNamespace>network_ping_pong</RootNamespace>
 | 
			
		||||
    <WindowsTargetPlatformVersion>10.0</WindowsTargetPlatformVersion>
 | 
			
		||||
    <ProjectName>network_ping_pong</ProjectName>
 | 
			
		||||
  </PropertyGroup>
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		||||
  <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
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		||||
    <PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
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    <CharacterSet>Unicode</CharacterSet>
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		||||
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 | 
			
		||||
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 | 
			
		||||
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 | 
			
		||||
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		||||
    <PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
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		||||
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		||||
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		||||
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@@ -147,8 +147,6 @@ Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "text", "text", "{8D3C83B7-F
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		||||
EndProject
 | 
			
		||||
Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "physics", "physics", "{D6B669E2-68D0-4E62-83D1-E14DDD6A356F}"
 | 
			
		||||
EndProject
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		||||
Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "network", "network", "{F62E751F-C5A9-46CA-AF6D-33925880EF83}"
 | 
			
		||||
EndProject
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		||||
Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "other", "other", "{E9D708A5-9C1F-4B84-A795-C5F191801762}"
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		||||
EndProject
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "text_writing_anim", "examples\text_writing_anim.vcxproj", "{F6FD9C75-AAA7-48C9-B19D-FD37C8FB9B7E}"
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@@ -245,20 +243,6 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_texture_drawing", "
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EndProject
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_texture_waves", "examples\shaders_texture_waves.vcxproj", "{291B4975-8EFF-4C7C-8AF3-44A77B8491B8}"
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		||||
EndProject
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "network_ping_pong", "examples\network_ping_pong.vcxproj", "{ABE24543-FF93-4C1F-ADB4-AC6ED88682F5}"
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		||||
EndProject
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "network_resolve_host", "examples\network_resolve_host.vcxproj", "{ECC50F23-5205-43C3-8D72-98B03B2C7ED5}"
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		||||
EndProject
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "network_tcp_client", "examples\network_tcp_client.vcxproj", "{8A1BB135-57E2-4BF1-B923-3EA21C141C2F}"
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		||||
EndProject
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "network_tcp_server", "examples\network_tcp_server.vcxproj", "{537851A6-25F0-4F47-A43E-A0D272591DBA}"
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		||||
EndProject
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "network_test", "examples\network_test.vcxproj", "{D6EA45E6-7559-49A6-9CE2-E6CB770CAE73}"
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		||||
EndProject
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "network_udp_client", "examples\network_udp_client.vcxproj", "{19B5E933-AF1B-48E3-AC23-9359C00B8963}"
 | 
			
		||||
EndProject
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "network_udp_server", "examples\network_udp_server.vcxproj", "{280017A6-E892-4E1C-902F-C7690CB55267}"
 | 
			
		||||
EndProject
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "embedded_files_loading", "examples\embedded_files_loading.vcxproj", "{FDE6080B-E203-4066-910D-AD0302566008}"
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		||||
EndProject
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "easings_testbed", "examples\easings_testbed.vcxproj", "{E1B6D565-9D7C-46B7-9202-ECF54974DE50}"
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		||||
@@ -2043,118 +2027,6 @@ Global
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		{D6EA45E6-7559-49A6-9CE2-E6CB770CAE73}.Release.DLL|x86.ActiveCfg = Release.DLL|Win32
 | 
			
		||||
		{D6EA45E6-7559-49A6-9CE2-E6CB770CAE73}.Release.DLL|x86.Build.0 = Release.DLL|Win32
 | 
			
		||||
		{D6EA45E6-7559-49A6-9CE2-E6CB770CAE73}.Release|x64.ActiveCfg = Release|x64
 | 
			
		||||
		{D6EA45E6-7559-49A6-9CE2-E6CB770CAE73}.Release|x64.Build.0 = Release|x64
 | 
			
		||||
		{D6EA45E6-7559-49A6-9CE2-E6CB770CAE73}.Release|x86.ActiveCfg = Release|Win32
 | 
			
		||||
		{D6EA45E6-7559-49A6-9CE2-E6CB770CAE73}.Release|x86.Build.0 = Release|Win32
 | 
			
		||||
		{19B5E933-AF1B-48E3-AC23-9359C00B8963}.Debug.DLL|x64.ActiveCfg = Debug.DLL|x64
 | 
			
		||||
		{19B5E933-AF1B-48E3-AC23-9359C00B8963}.Debug.DLL|x64.Build.0 = Debug.DLL|x64
 | 
			
		||||
		{19B5E933-AF1B-48E3-AC23-9359C00B8963}.Debug.DLL|x86.ActiveCfg = Debug.DLL|Win32
 | 
			
		||||
		{19B5E933-AF1B-48E3-AC23-9359C00B8963}.Debug.DLL|x86.Build.0 = Debug.DLL|Win32
 | 
			
		||||
		{19B5E933-AF1B-48E3-AC23-9359C00B8963}.Debug|x64.ActiveCfg = Debug|x64
 | 
			
		||||
		{19B5E933-AF1B-48E3-AC23-9359C00B8963}.Debug|x64.Build.0 = Debug|x64
 | 
			
		||||
		{19B5E933-AF1B-48E3-AC23-9359C00B8963}.Debug|x86.ActiveCfg = Debug|Win32
 | 
			
		||||
		{19B5E933-AF1B-48E3-AC23-9359C00B8963}.Debug|x86.Build.0 = Debug|Win32
 | 
			
		||||
		{19B5E933-AF1B-48E3-AC23-9359C00B8963}.Release.DLL|x64.ActiveCfg = Release.DLL|x64
 | 
			
		||||
		{19B5E933-AF1B-48E3-AC23-9359C00B8963}.Release.DLL|x64.Build.0 = Release.DLL|x64
 | 
			
		||||
		{19B5E933-AF1B-48E3-AC23-9359C00B8963}.Release.DLL|x86.ActiveCfg = Release.DLL|Win32
 | 
			
		||||
		{19B5E933-AF1B-48E3-AC23-9359C00B8963}.Release.DLL|x86.Build.0 = Release.DLL|Win32
 | 
			
		||||
		{19B5E933-AF1B-48E3-AC23-9359C00B8963}.Release|x64.ActiveCfg = Release|x64
 | 
			
		||||
		{19B5E933-AF1B-48E3-AC23-9359C00B8963}.Release|x64.Build.0 = Release|x64
 | 
			
		||||
		{19B5E933-AF1B-48E3-AC23-9359C00B8963}.Release|x86.ActiveCfg = Release|Win32
 | 
			
		||||
		{19B5E933-AF1B-48E3-AC23-9359C00B8963}.Release|x86.Build.0 = Release|Win32
 | 
			
		||||
		{280017A6-E892-4E1C-902F-C7690CB55267}.Debug.DLL|x64.ActiveCfg = Debug.DLL|x64
 | 
			
		||||
		{280017A6-E892-4E1C-902F-C7690CB55267}.Debug.DLL|x64.Build.0 = Debug.DLL|x64
 | 
			
		||||
		{280017A6-E892-4E1C-902F-C7690CB55267}.Debug.DLL|x86.ActiveCfg = Debug.DLL|Win32
 | 
			
		||||
		{280017A6-E892-4E1C-902F-C7690CB55267}.Debug.DLL|x86.Build.0 = Debug.DLL|Win32
 | 
			
		||||
		{280017A6-E892-4E1C-902F-C7690CB55267}.Debug|x64.ActiveCfg = Debug|x64
 | 
			
		||||
		{280017A6-E892-4E1C-902F-C7690CB55267}.Debug|x64.Build.0 = Debug|x64
 | 
			
		||||
		{280017A6-E892-4E1C-902F-C7690CB55267}.Debug|x86.ActiveCfg = Debug|Win32
 | 
			
		||||
		{280017A6-E892-4E1C-902F-C7690CB55267}.Debug|x86.Build.0 = Debug|Win32
 | 
			
		||||
		{280017A6-E892-4E1C-902F-C7690CB55267}.Release.DLL|x64.ActiveCfg = Release.DLL|x64
 | 
			
		||||
		{280017A6-E892-4E1C-902F-C7690CB55267}.Release.DLL|x64.Build.0 = Release.DLL|x64
 | 
			
		||||
		{280017A6-E892-4E1C-902F-C7690CB55267}.Release.DLL|x86.ActiveCfg = Release.DLL|Win32
 | 
			
		||||
		{280017A6-E892-4E1C-902F-C7690CB55267}.Release.DLL|x86.Build.0 = Release.DLL|Win32
 | 
			
		||||
		{280017A6-E892-4E1C-902F-C7690CB55267}.Release|x64.ActiveCfg = Release|x64
 | 
			
		||||
		{280017A6-E892-4E1C-902F-C7690CB55267}.Release|x64.Build.0 = Release|x64
 | 
			
		||||
		{280017A6-E892-4E1C-902F-C7690CB55267}.Release|x86.ActiveCfg = Release|Win32
 | 
			
		||||
		{280017A6-E892-4E1C-902F-C7690CB55267}.Release|x86.Build.0 = Release|Win32
 | 
			
		||||
		{FDE6080B-E203-4066-910D-AD0302566008}.Debug.DLL|x64.ActiveCfg = Debug.DLL|x64
 | 
			
		||||
		{FDE6080B-E203-4066-910D-AD0302566008}.Debug.DLL|x64.Build.0 = Debug.DLL|x64
 | 
			
		||||
		{FDE6080B-E203-4066-910D-AD0302566008}.Debug.DLL|x86.ActiveCfg = Debug.DLL|Win32
 | 
			
		||||
@@ -2340,7 +2212,6 @@ Global
 | 
			
		||||
		{8DD0EB7E-668E-452D-91D7-906C64A9C8AC} = {DA049009-21FF-4AC0-84E4-830DD1BCD0CE}
 | 
			
		||||
		{8D3C83B7-F1E0-4C2E-9E34-EE5F6AB2502A} = {8716DC0F-4FDE-4F57-8E25-5F78DFB80FE1}
 | 
			
		||||
		{D6B669E2-68D0-4E62-83D1-E14DDD6A356F} = {8716DC0F-4FDE-4F57-8E25-5F78DFB80FE1}
 | 
			
		||||
		{F62E751F-C5A9-46CA-AF6D-33925880EF83} = {8716DC0F-4FDE-4F57-8E25-5F78DFB80FE1}
 | 
			
		||||
		{E9D708A5-9C1F-4B84-A795-C5F191801762} = {8716DC0F-4FDE-4F57-8E25-5F78DFB80FE1}
 | 
			
		||||
		{F6FD9C75-AAA7-48C9-B19D-FD37C8FB9B7E} = {8D3C83B7-F1E0-4C2E-9E34-EE5F6AB2502A}
 | 
			
		||||
		{1FE8758D-7E8A-41F3-9B6D-FD50E9A2A03D} = {8D3C83B7-F1E0-4C2E-9E34-EE5F6AB2502A}
 | 
			
		||||
@@ -2389,13 +2260,6 @@ Global
 | 
			
		||||
		{11F33A39-74B7-4018-B5F9-CC285A673A8F} = {5317807F-61D4-4E0F-B6DC-2D9F12621ED9}
 | 
			
		||||
		{A6F5E35E-B4A7-41B3-853A-75558E6E0715} = {5317807F-61D4-4E0F-B6DC-2D9F12621ED9}
 | 
			
		||||
		{291B4975-8EFF-4C7C-8AF3-44A77B8491B8} = {5317807F-61D4-4E0F-B6DC-2D9F12621ED9}
 | 
			
		||||
		{ABE24543-FF93-4C1F-ADB4-AC6ED88682F5} = {F62E751F-C5A9-46CA-AF6D-33925880EF83}
 | 
			
		||||
		{ECC50F23-5205-43C3-8D72-98B03B2C7ED5} = {F62E751F-C5A9-46CA-AF6D-33925880EF83}
 | 
			
		||||
		{8A1BB135-57E2-4BF1-B923-3EA21C141C2F} = {F62E751F-C5A9-46CA-AF6D-33925880EF83}
 | 
			
		||||
		{537851A6-25F0-4F47-A43E-A0D272591DBA} = {F62E751F-C5A9-46CA-AF6D-33925880EF83}
 | 
			
		||||
		{D6EA45E6-7559-49A6-9CE2-E6CB770CAE73} = {F62E751F-C5A9-46CA-AF6D-33925880EF83}
 | 
			
		||||
		{19B5E933-AF1B-48E3-AC23-9359C00B8963} = {F62E751F-C5A9-46CA-AF6D-33925880EF83}
 | 
			
		||||
		{280017A6-E892-4E1C-902F-C7690CB55267} = {F62E751F-C5A9-46CA-AF6D-33925880EF83}
 | 
			
		||||
		{FDE6080B-E203-4066-910D-AD0302566008} = {E9D708A5-9C1F-4B84-A795-C5F191801762}
 | 
			
		||||
		{E1B6D565-9D7C-46B7-9202-ECF54974DE50} = {E9D708A5-9C1F-4B84-A795-C5F191801762}
 | 
			
		||||
		{6237BEDE-BAAA-4A06-9C5E-8089BAA14C8B} = {E9D708A5-9C1F-4B84-A795-C5F191801762}
 | 
			
		||||
 
 | 
			
		||||
		Reference in New Issue
	
	Block a user