├── 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/
--------------------------------------------------------------------------------