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			212 lines
		
	
	
		
			7.9 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			212 lines
		
	
	
		
			7.9 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
/*******************************************************************************************
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*
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*   raylib [network] example - Client/Server ping-pong
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*
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*   This example has been created using raylib 3.0 (www.raylib.com)
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*   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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*   Copyright (c) 2019-2020 Jak Barnes (@syphonx) and Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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#define RNET_IMPLEMENTATION
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#include "rnet.h"
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float elapsed = 0.0f;
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float delay = 1.0f;
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bool ping = false;
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bool pong = false;
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bool connected = false;
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bool clientConnected = false;
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const char *pingmsg = "Ping!";
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const char *pongmsg = "Pong!";
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int msglen = 0;
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SocketConfig serverConfig = { .host = "127.0.0.1", .port = "4950", .type = SOCKET_TCP, .server = true, .nonblocking = true };
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SocketConfig clientConfig = { .host = "127.0.0.1", .port = "4950", .type = SOCKET_TCP, .nonblocking = true };
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SocketConfig connectionConfig = { .nonblocking = true };
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SocketResult *serverResult = NULL;
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SocketResult *clientResult = NULL;
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SocketSet *socketSet = NULL;
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Socket *connection = NULL;
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char receiveBuffer[512] = { 0 };
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// Attempt to connect to the network (Either TCP, or UDP)
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static void NetworkConnect(void)
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{
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    // If the server is configured as UDP, ignore connection requests
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    if ((serverConfig.type == SOCKET_UDP) && (clientConfig.type == SOCKET_UDP))
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    {
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        ping = true;
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        connected = true;
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    } 
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    else 
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    {
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        // If the client is connected, run the server code to check for a connection
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        if (clientConnected) 
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        {
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            int active = CheckSockets(socketSet, 0);
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            if (active != 0) TraceLog(LOG_INFO, "There are currently %d socket(s) with data to be processed.", active);
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            if (active > 0) 
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            {
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                if ((connection = SocketAccept(serverResult->socket, &connectionConfig)) != NULL)
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                {
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                    AddSocket(socketSet, connection);
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                    connected = true;
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                    ping = true;
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                }
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            }
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        } 
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        else
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        {
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            // Check if we're connected every _delay_ seconds
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            elapsed += GetFrameTime();
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            if (elapsed > delay)
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            {
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                if (IsSocketConnected(clientResult->socket)) clientConnected = true;
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                elapsed = 0.0f;
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            }
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        }
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    }
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}
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// Once connected to the network, check the sockets for pending information
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// and when information is ready, send either a Ping or a Pong.
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static void UpdateNetwork(void)
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{
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    // CheckSockets, if any of the sockets in the socketSet are pending (received data, or requests)
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    // then mark the socket as being ready. You can check this with IsSocketReady(clientResult->socket)
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    int active = CheckSockets(socketSet, 0);
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    if (active != 0) TraceLog(LOG_DEBUG, "There are currently %d socket(s) with data to be processed.", active);
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    // IsSocketReady, if the socket is ready, attempt to receive data from the socket
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    int bytesRecv = 0;
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    if ((serverConfig.type == SOCKET_UDP) && (clientConfig.type == SOCKET_UDP))
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    {
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        if (IsSocketReady(clientResult->socket)) bytesRecv = SocketReceive(clientResult->socket, receiveBuffer, msglen);
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        if (IsSocketReady(serverResult->socket)) bytesRecv = SocketReceive(serverResult->socket, receiveBuffer, msglen);
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    } 
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    else if (IsSocketReady(connection)) bytesRecv = SocketReceive(connection, receiveBuffer, msglen);
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    // If we received data, was that data a "Ping!" or a "Pong!"
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    if (bytesRecv > 0)
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    {
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        if (strcmp(receiveBuffer, pingmsg) == 0) { pong = true; }
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        if (strcmp(receiveBuffer, pongmsg) == 0) { ping = true; }
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    }
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    // After each delay has expired, send a response "Ping!" for a "Pong!" and vice versa
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    elapsed += GetFrameTime();
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    if (elapsed > delay)
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    {
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        if (ping)
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        {
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            ping = false;
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            if (serverConfig.type == SOCKET_UDP && clientConfig.type == SOCKET_UDP) SocketSend(clientResult->socket, pingmsg, msglen);
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            else SocketSend(clientResult->socket, pingmsg, msglen);
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        } 
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        else if (pong)
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        {
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            pong = false;
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            if (serverConfig.type == SOCKET_UDP && clientConfig.type == SOCKET_UDP) SocketSend(clientResult->socket, pongmsg, msglen);
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            else SocketSend(clientResult->socket, pongmsg, msglen);
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        }
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        elapsed = 0.0f;
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    }
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}
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int main(void)
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{
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    // Initialization
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    //--------------------------------------------------------------------------------------
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    const int screenWidth = 800;
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    const int screenHeight = 450;
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    InitWindow(screenWidth, screenHeight, "raylib [network] example - ping pong");
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    InitNetworkDevice();    // Init network communications
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    //  Create the server: getaddrinfo + socket + setsockopt + bind + listen
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    serverResult = LoadSocketResult();
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    if (!SocketCreate(&serverConfig, serverResult)) 
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    {
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        TraceLog(LOG_WARNING, "Failed to open server: status %d, errno %d", serverResult->status, serverResult->socket->status);
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    }
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    else
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    {
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        if (!SocketBind(&serverConfig, serverResult))
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        {
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            TraceLog(LOG_WARNING, "Failed to bind server: status %d, errno %d", serverResult->status, serverResult->socket->status);
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        } 
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        else
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        {
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            if (!(serverConfig.type == SOCKET_UDP))
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            {
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                if (!SocketListen(&serverConfig, serverResult))
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                {
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                    TraceLog(LOG_WARNING, "Failed to start listen server: status %d, errno %d", serverResult->status, serverResult->socket->status);
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                }
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            }
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        }
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    }
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    // Create the client: getaddrinfo + socket + setsockopt + connect (TCP only)
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    clientResult = LoadSocketResult();
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    if (!SocketCreate(&clientConfig, clientResult)) 
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    {
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        TraceLog(LOG_WARNING, "Failed to open client: status %d, errno %d", clientResult->status, clientResult->socket->status);
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    }
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    else
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    {
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        if (!(clientConfig.type == SOCKET_UDP))
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        {
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            if (!SocketConnect(&clientConfig, clientResult))
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            {
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                TraceLog(LOG_WARNING, "Failed to connect to server: status %d, errno %d", clientResult->status, clientResult->socket->status);
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            }
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        }
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    }
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    // Create and add sockets to the socket set
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    socketSet = LoadSocketSet(3);
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    AddSocket(socketSet, serverResult->socket);
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    AddSocket(socketSet, clientResult->socket);
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    SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
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    //--------------------------------------------------------------------------------------
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    // Main game loop
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    while (!WindowShouldClose())    // Detect window close button or ESC key
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    {
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        // Update
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        //----------------------------------------------------------------------------------
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        if (connected) UpdateNetwork();
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        //else NetworkConnect();
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        //----------------------------------------------------------------------------------
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        // Draw
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        //----------------------------------------------------------------------------------
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        BeginDrawing();
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            ClearBackground(RAYWHITE);
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            // TODO: Draw relevant connection info
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        EndDrawing();
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        //----------------------------------------------------------------------------------
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    }
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    // De-Initialization
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    //--------------------------------------------------------------------------------------
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    CloseNetworkDevice();   // Close network communication
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    CloseWindow();          // Close window and OpenGL context
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    //--------------------------------------------------------------------------------------
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    return 0;
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} |