├── ConsoleInput ├── ConsoleInput.csproj ├── Sync.cs ├── Program.cs ├── HandleController.cs └── Controller.cs ├── README_zhcn.md ├── LICENSE.txt ├── ConsoleInput.sln ├── README.md ├── .gitattributes └── .gitignore /ConsoleInput/ConsoleInput.csproj: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | Exe 5 | net7.0 6 | enable 7 | enable 8 | RemoteVirtualGamepad 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | -------------------------------------------------------------------------------- /ConsoleInput/Sync.cs: -------------------------------------------------------------------------------- 1 | using System.Runtime.InteropServices; 2 | 3 | namespace ConsoleInput; 4 | 5 | public class Sync 6 | { 7 | public static byte[] GetBytes(TStruct data) where TStruct : struct 8 | { 9 | int structSize = Marshal.SizeOf(typeof(TStruct)); 10 | byte[] buffer = new byte[structSize]; 11 | GCHandle handle = GCHandle.Alloc(buffer, GCHandleType.Pinned); 12 | Marshal.StructureToPtr(data, handle.AddrOfPinnedObject(), false); 13 | handle.Free(); 14 | return buffer; 15 | } 16 | 17 | public static TStruct GetStruct(byte[] buffer) where TStruct : struct 18 | { 19 | GCHandle handle = GCHandle.Alloc(buffer, GCHandleType.Pinned); 20 | var str = Marshal.PtrToStructure(handle.AddrOfPinnedObject()); 21 | handle.Free(); 22 | return str; 23 | } 24 | 25 | public static int Port { get; set; } = 54391; 26 | } -------------------------------------------------------------------------------- /ConsoleInput/Program.cs: -------------------------------------------------------------------------------- 1 | using ConsoleInput; 2 | using System.CommandLine; 3 | 4 | var tcpOption = new Option( 5 | name: "--tcp", 6 | description: "use tcp instead of udp.", 7 | getDefaultValue: () => false 8 | ); 9 | var gamepadCmd = new Command("gamepad", "I have a gamepad!"); 10 | var hostArg = new Argument("target_ip", "IP of your friends."); 11 | gamepadCmd.Add(hostArg); 12 | gamepadCmd.SetHandler((hostArgV, useTcp) => 13 | { 14 | Console.WriteLine($"Host: {hostArgV}"); 15 | Console.WriteLine($"Tcp: {useTcp}"); 16 | var master = new Controller(hostArgV, useTcp); 17 | master.Run(); 18 | 19 | }, hostArg, tcpOption); 20 | var commands = new RootCommand(); 21 | commands.Add(gamepadCmd); 22 | commands.AddGlobalOption(tcpOption); 23 | commands.SetHandler(async (useTcp) => 24 | { 25 | Console.WriteLine($"Tcp: {useTcp}"); 26 | var handle = new HandleController(useTcp); 27 | await handle.Run(); 28 | }, tcpOption); 29 | return await commands.InvokeAsync(args); -------------------------------------------------------------------------------- /README_zhcn.md: -------------------------------------------------------------------------------- 1 | # RemoteVirtualGamepad 2 | 3 | ## 用途 4 | 用于在远程桌面中使用手柄玩游戏。 5 | 6 | 目前大多数的远程桌面并不支持手柄,支持手柄的远程软件要么用不了,要么卡,要么倒闭了。于是写了这么一个软件,专门用于同步手柄的操作,现在你可以使用任何你喜欢的远程桌面软件观看画面,并使用手柄进行游戏了! 7 | 8 | ## 使用指南 9 | 1. 首先确保已经安装了虚拟手柄驱动:[ViGEmBus](https://github.com/ViGEm/ViGEmBus),从Release中下载安装程序并安装即可。 10 | 2. 确保两台电脑在局域网或虚拟局域网中(如 n2n、zerotier ),并知道IP。 11 | 3. 下载可执行程序,放在两台电脑中。 12 | 4. 在没有手柄的电脑上,直接运行`RemoteVirtualGamepad.exe`。 13 | 5. 在有手柄的电脑上,通过命令行运行,或增加命令行参数运行,如`RemoteVirtualGamepad.exe gamepad 192.168.100.200`,其中`192.168.100.200`替换为没有手柄的那个电脑的IP。 14 | 6. 正常运行!不出意外的话,没有手柄的电脑命令行将显示连接信息;有手柄的电脑上命令行显示`Connected: true`。如果失败的话,会有错误信息。 15 | 16 | ## TCP 17 | 现在默认使用UDP进行通信。如果出现问题,尝试切换成TCP。 18 | ``` 19 | RemoteVirtualGamepad.exe --tcp:true 20 | ``` 21 | 22 | ``` 23 | RemoteVirtualGamepad.exe --tcp:true gamepad 192.168.100.200 24 | ``` 25 | 26 | ## 注意 27 | 通信端口是`54391`,注意不要冲突。如不能连接,考虑手动开放一下防火墙端口。 28 | 29 | ## TODO 30 | 或许可以改进一下传输的频率、增加时间戳丢弃过时的状态。但是目前测试没有什么问题,就先不做了。 31 | 32 | ## 感谢 33 | XInput .net 绑定: https://github.com/amerkoleci/Vortice.Windows 34 | 35 | 虚拟手柄: https://github.com/ViGEm/ViGEm.NET 36 | 37 | 网络库: https://github.com/landriesnidis/STTech.BytesIO 38 | -------------------------------------------------------------------------------- /LICENSE.txt: -------------------------------------------------------------------------------- 1 | MIT License 2 | 3 | Copyright (c) 2022 dicarne 4 | 5 | Permission is hereby granted, free of charge, to any person obtaining a copy 6 | of this software and associated documentation files (the "Software"), to deal 7 | in the Software without restriction, including without limitation the rights 8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 9 | copies of the Software, and to permit persons to whom the Software is 10 | furnished to do so, subject to the following conditions: 11 | 12 | The above copyright notice and this permission notice shall be included in all 13 | copies or substantial portions of the Software. 14 | 15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 21 | SOFTWARE. 22 | -------------------------------------------------------------------------------- /ConsoleInput.sln: -------------------------------------------------------------------------------- 1 | 2 | Microsoft Visual Studio Solution File, Format Version 12.00 3 | # Visual Studio Version 17 4 | VisualStudioVersion = 17.4.32916.344 5 | MinimumVisualStudioVersion = 10.0.40219.1 6 | Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "ConsoleInput", "ConsoleInput\ConsoleInput.csproj", "{6A9F0716-66E3-4135-B9E3-616BBA5FFA54}" 7 | EndProject 8 | Global 9 | GlobalSection(SolutionConfigurationPlatforms) = preSolution 10 | Debug|Any CPU = Debug|Any CPU 11 | Debug|x64 = Debug|x64 12 | Debug|x86 = Debug|x86 13 | Release|Any CPU = Release|Any CPU 14 | Release|x64 = Release|x64 15 | Release|x86 = Release|x86 16 | EndGlobalSection 17 | GlobalSection(ProjectConfigurationPlatforms) = postSolution 18 | {6A9F0716-66E3-4135-B9E3-616BBA5FFA54}.Debug|Any CPU.ActiveCfg = Debug|Any CPU 19 | {6A9F0716-66E3-4135-B9E3-616BBA5FFA54}.Debug|Any CPU.Build.0 = Debug|Any CPU 20 | {6A9F0716-66E3-4135-B9E3-616BBA5FFA54}.Debug|x64.ActiveCfg = Debug|Any CPU 21 | {6A9F0716-66E3-4135-B9E3-616BBA5FFA54}.Debug|x64.Build.0 = Debug|Any CPU 22 | {6A9F0716-66E3-4135-B9E3-616BBA5FFA54}.Debug|x86.ActiveCfg = Debug|Any CPU 23 | {6A9F0716-66E3-4135-B9E3-616BBA5FFA54}.Debug|x86.Build.0 = Debug|Any CPU 24 | {6A9F0716-66E3-4135-B9E3-616BBA5FFA54}.Release|Any CPU.ActiveCfg = Release|Any CPU 25 | {6A9F0716-66E3-4135-B9E3-616BBA5FFA54}.Release|Any CPU.Build.0 = Release|Any CPU 26 | {6A9F0716-66E3-4135-B9E3-616BBA5FFA54}.Release|x64.ActiveCfg = Release|Any CPU 27 | {6A9F0716-66E3-4135-B9E3-616BBA5FFA54}.Release|x64.Build.0 = Release|Any CPU 28 | {6A9F0716-66E3-4135-B9E3-616BBA5FFA54}.Release|x86.ActiveCfg = Release|Any CPU 29 | {6A9F0716-66E3-4135-B9E3-616BBA5FFA54}.Release|x86.Build.0 = Release|Any CPU 30 | EndGlobalSection 31 | GlobalSection(SolutionProperties) = preSolution 32 | HideSolutionNode = FALSE 33 | EndGlobalSection 34 | GlobalSection(ExtensibilityGlobals) = postSolution 35 | SolutionGuid = {D353BF51-F1EA-4369-8A8B-5F6EB1277659} 36 | EndGlobalSection 37 | EndGlobal 38 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # RemoteVirtualGamepad 2 | [中文](README_zhcn.md) 3 | 4 | ## Usage 5 | For playing games with a gamepad in Remote Desktop. 6 | 7 | Currently most remote desktops do not support gamepads, and the remote software that does support gamepads either doesn't work, is stuck, or has gone out of business. So this software was written to synchronize gamepad operation, and now you can use any remote desktop software you like to watch the screen and play games with the gamepad! 8 | 9 | ## How to use 10 | 1. First make sure you have installed the virtual gamepad driver: [ViGEmBus](https://github.com/ViGEm/ViGEmBus), just download the installer from Release and install it. 11 | 2. Make sure the two computers are on a LAN or virtual LAN (e.g. n2n, zerotier) and know the IP. 12 | 3. Download the executable program and put it in both computers. 13 | 4. On the computer without a gamepad, run `RemoteVirtualGamepad.exe` directly. 14 | 5. On the computer with the gamepad, run it from the command line or add command line parameters, such as `RemoteVirtualGamepad.exe gamepad 192.168.100.200`, where `192.168.100.200` is replaced by the IP of the computer without the gamepad. 15 | 6. Run it! If nothing happens, the command line of the computer without the gamepad will show the connection information; the command line on the computer with the gamepad will show `Connected: true`. If it fails, there will be an error message. 16 | 17 | ## TCP 18 | UDP is now used by default. If problems occur, try switching to TCP. 19 | ``` 20 | RemoteVirtualGamepad.exe --tcp:true 21 | ``` 22 | 23 | ``` 24 | RemoteVirtualGamepad.exe --tcp:true gamepad 192.168.100.200 25 | ``` 26 | ## Be careful 27 | The communication port is `54391`, be careful not to conflict. If you cannot connect, consider opening the firewall port manually. 28 | 29 | ## TODO 30 | Maybe we can improve the frequency of transmission, add timestamps to discard obsolete state. But there is nothing wrong with the current test, so let's leave it for now. 31 | 32 | ## Thanks 33 | XInput .net binding: https://github.com/amerkoleci/Vortice.Windows 34 | 35 | Virtual gamepad: https://github.com/ViGEm/ViGEm.NET 36 | 37 | Network lib: https://github.com/landriesnidis/STTech.BytesIO 38 | -------------------------------------------------------------------------------- /.gitattributes: -------------------------------------------------------------------------------- 1 | ############################################################################### 2 | # Set default behavior to automatically normalize line endings. 3 | ############################################################################### 4 | * text=auto 5 | 6 | ############################################################################### 7 | # Set default behavior for command prompt diff. 8 | # 9 | # This is need for earlier builds of msysgit that does not have it on by 10 | # default for csharp files. 11 | # Note: This is only used by command line 12 | ############################################################################### 13 | #*.cs diff=csharp 14 | 15 | ############################################################################### 16 | # Set the merge driver for project and solution files 17 | # 18 | # Merging from the command prompt will add diff markers to the files if there 19 | # are conflicts (Merging from VS is not affected by the settings below, in VS 20 | # the diff markers are never inserted). Diff markers may cause the following 21 | # file extensions to fail to load in VS. An alternative would be to treat 22 | # these files as binary and thus will always conflict and require user 23 | # intervention with every merge. To do so, just uncomment the entries below 24 | ############################################################################### 25 | #*.sln merge=binary 26 | #*.csproj merge=binary 27 | #*.vbproj merge=binary 28 | #*.vcxproj merge=binary 29 | #*.vcproj merge=binary 30 | #*.dbproj merge=binary 31 | #*.fsproj merge=binary 32 | #*.lsproj merge=binary 33 | #*.wixproj merge=binary 34 | #*.modelproj merge=binary 35 | #*.sqlproj merge=binary 36 | #*.wwaproj merge=binary 37 | 38 | ############################################################################### 39 | # behavior for image files 40 | # 41 | # image files are treated as binary by default. 42 | ############################################################################### 43 | #*.jpg binary 44 | #*.png binary 45 | #*.gif binary 46 | 47 | ############################################################################### 48 | # diff behavior for common document formats 49 | # 50 | # Convert binary document formats to text before diffing them. This feature 51 | # is only available from the command line. Turn it on by uncommenting the 52 | # entries below. 53 | ############################################################################### 54 | #*.doc diff=astextplain 55 | #*.DOC diff=astextplain 56 | #*.docx diff=astextplain 57 | #*.DOCX diff=astextplain 58 | #*.dot diff=astextplain 59 | #*.DOT diff=astextplain 60 | #*.pdf diff=astextplain 61 | #*.PDF diff=astextplain 62 | #*.rtf diff=astextplain 63 | #*.RTF diff=astextplain 64 | -------------------------------------------------------------------------------- /ConsoleInput/HandleController.cs: -------------------------------------------------------------------------------- 1 | using Nefarius.ViGEm.Client; 2 | using Nefarius.ViGEm.Client.Targets; 3 | using Vortice.XInput; 4 | using Nefarius.ViGEm.Client.Targets.Xbox360; 5 | using STTech.BytesIO.Tcp; 6 | using System.Net.Sockets; 7 | using System.Net; 8 | 9 | namespace ConsoleInput; 10 | public class HandleController 11 | { 12 | ViGEmClient client; 13 | IXbox360Controller control; 14 | Gamepad current; 15 | bool UseTCP { get; set; } = true; 16 | public HandleController(bool useTCP) 17 | { 18 | UseTCP = useTCP; 19 | client = new ViGEmClient(); 20 | control = client.CreateXbox360Controller(); 21 | control.Connect(); 22 | control.AutoSubmitReport = false; 23 | } 24 | public async Task Run() 25 | { 26 | if (UseTCP) 27 | { 28 | var server = new TcpServer(); 29 | server.Port = Sync.Port; 30 | server.Started += Server_Started; 31 | server.Closed += Server_Closed; 32 | server.ClientConnected += Server_ClientConnected; 33 | server.ClientDisconnected += Server_ClientDisconnected; 34 | await server.StartAsync(); 35 | } 36 | else 37 | { 38 | var server2 = new UdpClient(Sync.Port); 39 | IPEndPoint RemoteIpEndPoint = new IPEndPoint(IPAddress.Any, 0); 40 | while (true) 41 | { 42 | var receiveBytes = server2.Receive(ref RemoteIpEndPoint); 43 | receiveData(receiveBytes); 44 | } 45 | } 46 | } 47 | 48 | 49 | void SyncGamePad() 50 | { 51 | control.SetButtonState(Xbox360Button.A, current.Buttons.HasCode(GamepadButtons.A)); 52 | control.SetButtonState(Xbox360Button.B, current.Buttons.HasCode(GamepadButtons.B)); 53 | control.SetButtonState(Xbox360Button.X, current.Buttons.HasCode(GamepadButtons.X)); 54 | control.SetButtonState(Xbox360Button.Y, current.Buttons.HasCode(GamepadButtons.Y)); 55 | control.SetButtonState(Xbox360Button.Start, current.Buttons.HasCode(GamepadButtons.Start)); 56 | control.SetButtonState(Xbox360Button.Back, current.Buttons.HasCode(GamepadButtons.Back)); 57 | control.SetButtonState(Xbox360Button.LeftShoulder, current.Buttons.HasCode(GamepadButtons.LeftShoulder)); 58 | control.SetButtonState(Xbox360Button.RightShoulder, current.Buttons.HasCode(GamepadButtons.RightShoulder)); 59 | control.SetButtonState(Xbox360Button.LeftThumb, current.Buttons.HasCode(GamepadButtons.LeftThumb)); 60 | control.SetButtonState(Xbox360Button.RightThumb, current.Buttons.HasCode(GamepadButtons.RightThumb)); 61 | 62 | control.SetButtonState(Xbox360Button.Up, current.Buttons.HasCode(GamepadButtons.DPadUp)); 63 | control.SetButtonState(Xbox360Button.Down, current.Buttons.HasCode(GamepadButtons.DPadDown)); 64 | control.SetButtonState(Xbox360Button.Left, current.Buttons.HasCode(GamepadButtons.DPadLeft)); 65 | control.SetButtonState(Xbox360Button.Right, current.Buttons.HasCode(GamepadButtons.DPadRight)); 66 | 67 | control.SetButtonState(Xbox360Button.Guide, current.Buttons.HasCode(GamepadButtons.Guide)); 68 | 69 | control.SetAxisValue(Xbox360Axis.LeftThumbY, current.LeftThumbY); 70 | control.SetAxisValue(Xbox360Axis.LeftThumbX, current.LeftThumbX); 71 | control.SetAxisValue(Xbox360Axis.RightThumbY, current.RightThumbX); 72 | control.SetAxisValue(Xbox360Axis.RightThumbY, current.RightThumbY); 73 | control.SubmitReport(); 74 | } 75 | 76 | private void Server_ClientDisconnected(object? sender, STTech.BytesIO.Tcp.Entity.ClientDisconnectedEventArgs e) 77 | { 78 | Console.WriteLine($"Disconnected, from {e.Client.Host}"); 79 | } 80 | 81 | private void Server_ClientConnected(object? sender, STTech.BytesIO.Tcp.Entity.ClientConnectedEventArgs e) 82 | { 83 | e.Client.OnDataReceived += Client_OnDataReceived; 84 | Console.WriteLine($"Connected! from {e.Client.Host}"); 85 | } 86 | 87 | private void Client_OnDataReceived(object? sender, STTech.BytesIO.Core.DataReceivedEventArgs e) 88 | { 89 | 90 | receiveData(e.Data); 91 | } 92 | 93 | void receiveData(byte[] data) 94 | { 95 | current = Sync.GetStruct(data); 96 | SyncGamePad(); 97 | } 98 | 99 | private void Server_Closed(object? sender, EventArgs e) 100 | { 101 | 102 | } 103 | 104 | private void Server_Started(object? sender, EventArgs e) 105 | { 106 | Console.WriteLine("Start!"); 107 | Console.WriteLine($"Ensure you have installed ViGEmBus driver!"); 108 | } 109 | } 110 | 111 | public static class GamepadHelper 112 | { 113 | public static bool HasCode(this GamepadButtons b, GamepadButtons target) 114 | { 115 | return (b & target) != 0; 116 | } 117 | } -------------------------------------------------------------------------------- /ConsoleInput/Controller.cs: -------------------------------------------------------------------------------- 1 | using STTech.BytesIO.Core; 2 | using System.Net; 3 | using Vortice.XInput; 4 | using TcpClient = STTech.BytesIO.Tcp.TcpClient; 5 | using UdpClient = System.Net.Sockets.UdpClient; 6 | 7 | namespace ConsoleInput; 8 | public class Controller 9 | { 10 | public int userIndex { get; set; } = 0; 11 | public bool ok { get; set; } = false; 12 | public bool connected { get; set; } = false; 13 | bool UseTCP { get; set; } = true; 14 | BytesClient? tcpClient { get; set; } 15 | UdpClient? udpClient { get; set; } 16 | public Controller(string ip, bool useTcp) 17 | { 18 | UseTCP = useTcp; 19 | if (UseTCP) 20 | { 21 | var iclient = new TcpClient(); 22 | iclient.Port = Sync.Port; 23 | iclient.Host = ip; 24 | iclient.OnDataReceived += Client_OnDataReceived; 25 | iclient.OnConnectedSuccessfully += Client_OnConnectedSuccessfully; 26 | iclient.OnDisconnected += Client_OnDisconnected; 27 | tcpClient = iclient; 28 | } 29 | else 30 | { 31 | IPAddress locateIp = IPAddress.Parse(ip); 32 | udpRemoteIp = new IPEndPoint(locateIp, Sync.Port); 33 | udpClient = new UdpClient(Sync.Port); 34 | connected = true; 35 | } 36 | } 37 | IPEndPoint? udpRemoteIp { get; set; } 38 | void Connect() 39 | { 40 | if(UseTCP) 41 | { 42 | var res = tcpClient!.Connect(); 43 | if (!res.IsSuccess) 44 | { 45 | Console.WriteLine(res.Exception.ToString()); 46 | Thread.Sleep(100); 47 | Connect(); 48 | } 49 | else 50 | { 51 | connected = true; 52 | } 53 | } 54 | } 55 | public void Run() 56 | { 57 | Connect(); 58 | while (true) 59 | { 60 | try 61 | { 62 | if (Console.KeyAvailable) 63 | { 64 | switch (Console.ReadKey(true).KeyChar) 65 | { 66 | case char c when c >= '1' && c <= '4': 67 | userIndex = c - '1'; 68 | break; 69 | } 70 | } 71 | 72 | ok = XInput.GetState(userIndex, out State state); 73 | 74 | if (!ok) 75 | { 76 | state = new State(); // empty state variable if GetState failed 77 | } 78 | 79 | Console.SetCursorPosition(0, 0); 80 | ClearLine(); Console.WriteLine($"Connected: {connected}"); 81 | ClearLine(); Console.WriteLine($"========================================================================="); 82 | ClearLine(); Console.WriteLine($"Press 1-4 to select gamepad, triggers control rumble "); 83 | ClearLine(); Console.WriteLine($"========================================================================="); 84 | ClearLine(); Console.WriteLine($"Gamepad : {userIndex + 1} {(ok ? "(ok)" : "(not ok)")}"); 85 | ClearLine(); Console.WriteLine($"Buttons : {state.Gamepad.Buttons}"); 86 | ClearLine(); Console.WriteLine($"Left Thumb : X = {state.Gamepad.LeftThumbX} Y = {state.Gamepad.LeftThumbY}"); 87 | ClearLine(); Console.WriteLine($"Left Trigger : {state.Gamepad.LeftTrigger}"); 88 | ClearLine(); Console.WriteLine($"Right Thumb : X = {state.Gamepad.RightThumbX} Y = {state.Gamepad.RightThumbY}"); 89 | ClearLine(); Console.WriteLine($"Right Trigger : {state.Gamepad.RightTrigger}"); 90 | if (connected) 91 | { 92 | var binary = Sync.GetBytes(state.Gamepad); 93 | if (UseTCP) 94 | { 95 | tcpClient!.Send(binary); 96 | } 97 | else 98 | { 99 | udpClient!.Send(binary, binary.Length, udpRemoteIp); 100 | } 101 | 102 | } 103 | 104 | Thread.Sleep(20); 105 | } 106 | catch (Exception ex) 107 | { 108 | Console.WriteLine(ex.ToString()); 109 | Thread.Sleep(1000); 110 | } 111 | } 112 | } 113 | 114 | private void Client_OnDisconnected(object? sender, STTech.BytesIO.Core.DisconnectedEventArgs e) 115 | { 116 | connected = false; 117 | Thread.Sleep(100); 118 | Console.WriteLine("Reconnecting..."); 119 | Connect(); 120 | } 121 | 122 | private void Client_OnConnectedSuccessfully(object? sender, STTech.BytesIO.Core.ConnectedSuccessfullyEventArgs e) 123 | { 124 | connected = true; 125 | } 126 | 127 | private void Client_OnDataReceived(object? sender, STTech.BytesIO.Core.DataReceivedEventArgs e) 128 | { 129 | 130 | } 131 | 132 | static void ClearLine() 133 | { 134 | Console.Write("\r" + new string(' ', Console.WindowWidth) + "\r"); 135 | } 136 | } 137 | 138 | -------------------------------------------------------------------------------- /.gitignore: -------------------------------------------------------------------------------- 1 | ## Ignore Visual Studio temporary files, build results, and 2 | ## files generated by popular Visual Studio add-ons. 3 | ## 4 | ## Get latest from https://github.com/github/gitignore/blob/master/VisualStudio.gitignore 5 | 6 | # User-specific files 7 | *.rsuser 8 | *.suo 9 | *.user 10 | *.userosscache 11 | *.sln.docstates 12 | 13 | # User-specific files (MonoDevelop/Xamarin Studio) 14 | *.userprefs 15 | 16 | # Mono auto generated files 17 | mono_crash.* 18 | 19 | # Build results 20 | [Dd]ebug/ 21 | [Dd]ebugPublic/ 22 | [Rr]elease/ 23 | [Rr]eleases/ 24 | x64/ 25 | x86/ 26 | [Ww][Ii][Nn]32/ 27 | [Aa][Rr][Mm]/ 28 | [Aa][Rr][Mm]64/ 29 | bld/ 30 | [Bb]in/ 31 | [Oo]bj/ 32 | [Oo]ut/ 33 | [Ll]og/ 34 | [Ll]ogs/ 35 | 36 | # Visual Studio 2015/2017 cache/options directory 37 | .vs/ 38 | # Uncomment if you have tasks that create the project's static files in wwwroot 39 | #wwwroot/ 40 | 41 | # Visual Studio 2017 auto generated files 42 | Generated\ Files/ 43 | 44 | # MSTest test Results 45 | [Tt]est[Rr]esult*/ 46 | [Bb]uild[Ll]og.* 47 | 48 | # NUnit 49 | *.VisualState.xml 50 | TestResult.xml 51 | nunit-*.xml 52 | 53 | # Build Results of an ATL Project 54 | [Dd]ebugPS/ 55 | [Rr]eleasePS/ 56 | dlldata.c 57 | 58 | # Benchmark Results 59 | BenchmarkDotNet.Artifacts/ 60 | 61 | # .NET Core 62 | project.lock.json 63 | project.fragment.lock.json 64 | artifacts/ 65 | 66 | # ASP.NET Scaffolding 67 | ScaffoldingReadMe.txt 68 | 69 | # StyleCop 70 | StyleCopReport.xml 71 | 72 | # Files built by Visual Studio 73 | *_i.c 74 | *_p.c 75 | *_h.h 76 | *.ilk 77 | *.meta 78 | *.obj 79 | *.iobj 80 | *.pch 81 | *.pdb 82 | *.ipdb 83 | *.pgc 84 | *.pgd 85 | *.rsp 86 | *.sbr 87 | *.tlb 88 | *.tli 89 | *.tlh 90 | *.tmp 91 | *.tmp_proj 92 | *_wpftmp.csproj 93 | *.log 94 | *.vspscc 95 | *.vssscc 96 | .builds 97 | *.pidb 98 | *.svclog 99 | *.scc 100 | 101 | # Chutzpah Test files 102 | _Chutzpah* 103 | 104 | # Visual C++ cache files 105 | ipch/ 106 | *.aps 107 | *.ncb 108 | *.opendb 109 | *.opensdf 110 | *.sdf 111 | *.cachefile 112 | *.VC.db 113 | *.VC.VC.opendb 114 | 115 | # Visual Studio profiler 116 | *.psess 117 | *.vsp 118 | *.vspx 119 | *.sap 120 | 121 | # Visual Studio Trace Files 122 | *.e2e 123 | 124 | # TFS 2012 Local Workspace 125 | $tf/ 126 | 127 | # Guidance Automation Toolkit 128 | *.gpState 129 | 130 | # ReSharper is a .NET coding add-in 131 | _ReSharper*/ 132 | *.[Rr]e[Ss]harper 133 | *.DotSettings.user 134 | 135 | # TeamCity is a build add-in 136 | _TeamCity* 137 | 138 | # DotCover is a Code Coverage Tool 139 | *.dotCover 140 | 141 | # AxoCover is a Code Coverage Tool 142 | .axoCover/* 143 | !.axoCover/settings.json 144 | 145 | # Coverlet is a free, cross platform Code Coverage Tool 146 | coverage*.json 147 | coverage*.xml 148 | coverage*.info 149 | 150 | # Visual Studio code coverage results 151 | *.coverage 152 | *.coveragexml 153 | 154 | # NCrunch 155 | _NCrunch_* 156 | .*crunch*.local.xml 157 | nCrunchTemp_* 158 | 159 | # MightyMoose 160 | *.mm.* 161 | AutoTest.Net/ 162 | 163 | # Web workbench (sass) 164 | .sass-cache/ 165 | 166 | # Installshield output folder 167 | [Ee]xpress/ 168 | 169 | # DocProject is a documentation generator add-in 170 | DocProject/buildhelp/ 171 | DocProject/Help/*.HxT 172 | DocProject/Help/*.HxC 173 | DocProject/Help/*.hhc 174 | DocProject/Help/*.hhk 175 | DocProject/Help/*.hhp 176 | DocProject/Help/Html2 177 | DocProject/Help/html 178 | 179 | # Click-Once directory 180 | publish/ 181 | 182 | # Publish Web Output 183 | *.[Pp]ublish.xml 184 | *.azurePubxml 185 | # Note: Comment the next line if you want to checkin your web deploy settings, 186 | # but database connection strings (with potential passwords) will be unencrypted 187 | *.pubxml 188 | *.publishproj 189 | 190 | # Microsoft Azure Web App publish settings. Comment the next line if you want to 191 | # checkin your Azure Web App publish settings, but sensitive information contained 192 | # in these scripts will be unencrypted 193 | PublishScripts/ 194 | 195 | # NuGet Packages 196 | *.nupkg 197 | # NuGet Symbol Packages 198 | *.snupkg 199 | # The packages folder can be ignored because of Package Restore 200 | **/[Pp]ackages/* 201 | # except build/, which is used as an MSBuild target. 202 | !**/[Pp]ackages/build/ 203 | # Uncomment if necessary however generally it will be regenerated when needed 204 | #!**/[Pp]ackages/repositories.config 205 | # NuGet v3's project.json files produces more ignorable files 206 | *.nuget.props 207 | *.nuget.targets 208 | 209 | # Microsoft Azure Build Output 210 | csx/ 211 | *.build.csdef 212 | 213 | # Microsoft Azure Emulator 214 | ecf/ 215 | rcf/ 216 | 217 | # Windows Store app package directories and files 218 | AppPackages/ 219 | BundleArtifacts/ 220 | Package.StoreAssociation.xml 221 | _pkginfo.txt 222 | *.appx 223 | *.appxbundle 224 | *.appxupload 225 | 226 | # Visual Studio cache files 227 | # files ending in .cache can be ignored 228 | *.[Cc]ache 229 | # but keep track of directories ending in .cache 230 | !?*.[Cc]ache/ 231 | 232 | # Others 233 | ClientBin/ 234 | ~$* 235 | *~ 236 | *.dbmdl 237 | *.dbproj.schemaview 238 | *.jfm 239 | *.pfx 240 | *.publishsettings 241 | orleans.codegen.cs 242 | 243 | # Including strong name files can present a security risk 244 | # (https://github.com/github/gitignore/pull/2483#issue-259490424) 245 | #*.snk 246 | 247 | # Since there are multiple workflows, uncomment next line to ignore bower_components 248 | # (https://github.com/github/gitignore/pull/1529#issuecomment-104372622) 249 | #bower_components/ 250 | 251 | # RIA/Silverlight projects 252 | Generated_Code/ 253 | 254 | # Backup & report files from converting an old project file 255 | # to a newer Visual Studio version. Backup files are not needed, 256 | # because we have git ;-) 257 | _UpgradeReport_Files/ 258 | Backup*/ 259 | UpgradeLog*.XML 260 | UpgradeLog*.htm 261 | ServiceFabricBackup/ 262 | *.rptproj.bak 263 | 264 | # SQL Server files 265 | *.mdf 266 | *.ldf 267 | *.ndf 268 | 269 | # Business Intelligence projects 270 | *.rdl.data 271 | *.bim.layout 272 | *.bim_*.settings 273 | *.rptproj.rsuser 274 | *- [Bb]ackup.rdl 275 | *- [Bb]ackup ([0-9]).rdl 276 | *- [Bb]ackup ([0-9][0-9]).rdl 277 | 278 | # Microsoft Fakes 279 | FakesAssemblies/ 280 | 281 | # GhostDoc plugin setting file 282 | *.GhostDoc.xml 283 | 284 | # Node.js Tools for Visual Studio 285 | .ntvs_analysis.dat 286 | node_modules/ 287 | 288 | # Visual Studio 6 build log 289 | *.plg 290 | 291 | # Visual Studio 6 workspace options file 292 | *.opt 293 | 294 | # Visual Studio 6 auto-generated workspace file (contains which files were open etc.) 295 | *.vbw 296 | 297 | # Visual Studio LightSwitch build output 298 | **/*.HTMLClient/GeneratedArtifacts 299 | **/*.DesktopClient/GeneratedArtifacts 300 | **/*.DesktopClient/ModelManifest.xml 301 | **/*.Server/GeneratedArtifacts 302 | **/*.Server/ModelManifest.xml 303 | _Pvt_Extensions 304 | 305 | # Paket dependency manager 306 | .paket/paket.exe 307 | paket-files/ 308 | 309 | # FAKE - F# Make 310 | .fake/ 311 | 312 | # CodeRush personal settings 313 | .cr/personal 314 | 315 | # Python Tools for Visual Studio (PTVS) 316 | __pycache__/ 317 | *.pyc 318 | 319 | # Cake - Uncomment if you are using it 320 | # tools/** 321 | # !tools/packages.config 322 | 323 | # Tabs Studio 324 | *.tss 325 | 326 | # Telerik's JustMock configuration file 327 | *.jmconfig 328 | 329 | # BizTalk build output 330 | *.btp.cs 331 | *.btm.cs 332 | *.odx.cs 333 | *.xsd.cs 334 | 335 | # OpenCover UI analysis results 336 | OpenCover/ 337 | 338 | # Azure Stream Analytics local run output 339 | ASALocalRun/ 340 | 341 | # MSBuild Binary and Structured Log 342 | *.binlog 343 | 344 | # NVidia Nsight GPU debugger configuration file 345 | *.nvuser 346 | 347 | # MFractors (Xamarin productivity tool) working folder 348 | .mfractor/ 349 | 350 | # Local History for Visual Studio 351 | .localhistory/ 352 | 353 | # BeatPulse healthcheck temp database 354 | healthchecksdb 355 | 356 | # Backup folder for Package Reference Convert tool in Visual Studio 2017 357 | MigrationBackup/ 358 | 359 | # Ionide (cross platform F# VS Code tools) working folder 360 | .ionide/ 361 | 362 | # Fody - auto-generated XML schema 363 | FodyWeavers.xsd 364 | 365 | Properties/ --------------------------------------------------------------------------------