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// Run this example twice to create both a server and a client
#include "netchannel_demo.h"
NetChannelDemo app;
char *NetChannelDemo::get_title()
{
return "NetChannel demo.";
}
int NetChannelDemo::main(int argc, char **argv)
{
// Create a console window for text-output if not available
CL_ConsoleWindow console("My console");
console.redirect_stdio();
CL_SetupCore::init();
CL_SetupNetwork::init();
// try server - if already one, go as client.
if (run_server() == false) run_client();
CL_SetupNetwork::deinit();
CL_SetupCore::deinit();
// Display console close message and wait for a key
console.display_close_message();
return 1;
}
bool NetChannelDemo::run_server()
{
CL_NetSession *netgame = NULL;
try
{
netgame = new CL_NetSession("netchannel demo", 7667);
}
catch(CL_Error err)
{
std::cout << "Could not create server: " << err.message.c_str() << std::endl;
std::cout << "We will try to be client instead." << std::endl;
return false;
}
try
{
std::cout << "*** server running ***" << std::endl;
float start_time = CL_System::get_time() / 1000.0f;
while (true)
{
// Send Hello ping to clients each and every while:
float cur_time = CL_System::get_time() / 1000.0f;
if (cur_time - start_time > 2) // every two sec
{
static char *string = "Ping!...";
CL_NetMessage msg;
msg.data = string;
netgame->send(
0,
netgame->get_all(),
msg);
start_time = cur_time; // reset timer.
}
// check network events (new computers, etc.):
// check for joining computers - give full access to channel zero.
try
{
CL_NetComputer computer = netgame->receive_computer_join();
std::cout << "Computer joined." << std::endl;
netgame->set_access(0, computer);
}
catch (CL_Error err)
{
}
// keep ClanLib happy:
CL_System::keep_alive();
// Save some cpu power:
CL_System::sleep(100);
}
}
catch (CL_Error err)
{
std::cout << "Fatal server error: " << err.message.c_str() << std::endl;
}
delete netgame;
return true;
}
void NetChannelDemo::run_client()
{
CL_NetSession *netgame = NULL;
try
{
netgame = new CL_NetSession("netchannel demo", "localhost", 7667);
// CL_Network::find_game_at("netchannel demo", "localhost", 7667);
// CL_Network::find_games_broadcast("netchannel demo", 7667);
// netgame = CL_Network::receive_game_found(5000); // 5 sec timeout.
std::cout << "*** client running ***" << std::endl;
while (!netgame->receive_session_closed())
{
try
{
CL_NetMessage msg = netgame->receive(0);
std::cout << "Server said: " << msg.data.c_str() << std::endl;
}
catch (...)
{
}
// keep ClanLib happy:
CL_System::keep_alive();
// Save some cpu power:
CL_System::sleep(100);
}
std::cout << "Game closed" << std::endl;
}
catch (CL_Error err)
{
std::cout << "Fatal client error: " << err.message.c_str() << std::endl;
}
delete netgame;
}
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