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#include <iostream>
#include <functional>
#include "jin.h"
using namespace std;
using namespace jin::core;
using namespace jin::graphics;
using namespace jin::input;
using namespace jin::audio;
using namespace jin::time;
using namespace jin::thread;
using namespace jin::net;
Timers timers;
void onEvent(jin::input::Event* e)
{
static Game* game = Game::get();
if (e->type == EventType::QUIT)
game->stop();
}
void onUpdate(int ms)
{
timers.update(ms);
}
void onDraw()
{
}
void netWorkThread(Thread* t)
{
Thread::Variant v = t->demand(1);
Socket* socket = (Socket*)v.pointer;
char buffer[2048] = {0};
while (true)
{
Socket* client = socket->accept();
if (client != nullptr)
{
client->receive(buffer, sizeof(buffer));
cout << buffer;
}
}
}
int main(int argc, char* argv[])
{
Game* game = Game::get();
Game::Setting setting;
setting.eventHandler = onEvent;
setting.updater = onUpdate;
setting.drawer = onDraw;
setting.loader = nullptr;
game->init(&setting);
Window* wnd = Window::get();
Window::Setting wndSetting;
wndSetting.width = 400;
wndSetting.height = 300;
wndSetting.title = "test";
wndSetting.fps = 60;
wndSetting.vsync = false;
wndSetting.fullscreen = false;
wndSetting.resizable = true;
wnd->init(&wndSetting);
Net::get()->init();
// server
Socket socket(SocketType::TCP, 6438);
Thread t("Receive Network Data", netWorkThread);
t.start();
t.send(1, &socket);
game->run();
game->quit();
wnd->quit();
return 0;
}
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