Write to HID with Chip Selection with .NET Console App - hid

Hi I am writing a simple console app that needs to write bytes to MCP2210 USB to SPI Master
I found this library over here, seems to do good job with connecting the device and reading the metadata.
I am writing message to the board as below
public static byte[] Talk()
{
var device = DeviceList.Local.GetHidDevices(1240, 222).FirstOrDefault();
if (device == null)
{
Console.WriteLine($"Could not find a device with Vendor Id:1240, Product Id:222 ");
return null;
}
var reportDescriptor = device.GetReportDescriptor();
foreach (var deviceItem in reportDescriptor.DeviceItems)
{
Console.WriteLine("Opening device for 20 seconds...");
if (!device.TryOpen(out var hidStream))
{
Console.WriteLine("Failed to open device.");
continue;
}
Console.WriteLine("Opened device.");
hidStream.ReadTimeout = Timeout.Infinite;
hidStream.Write(new byte[3] {60, 00, 00});
}
Not sure If I am writing it correctly.
While writing I need to do a chip selection as displayed in this other terminal
Any help is greatly appreciated
Here is the MC I am using https://www.microchip.com/wwwproducts/en/MCP2210

I do not see a closing of your stream. This may cause your data to not even being sent (at least not in time).
Consider using blocks with streams.
But with out parameters not possible.

Related

Can a BLE Server identify which component is connected to it?

I have this project, where I need to create a BLE-Server (ESP32) to exchange data with a Laptop/Smartphone etc.... . The code is written with Arduino IDE, using the ESP32 BLE Arduino library and seems like the following
void Setup() {
BLEDevice::init("MIDI_BOX"); // Name of the BLE_Device
pServer = BLEDevice::createServer();
pServer->setCallbacks(new MyServerCallbacks());
BLEService *pService = pServer->createService(SERVICE_UUID);
pCharacteristic = pService->createCharacteristic(
MIDI_CHARACTERISTIC_UUID,
BLECharacteristic::PROPERTY_READ |
BLECharacteristic::PROPERTY_WRITE |
BLECharacteristic::PROPERTY_NOTIFY |
BLECharacteristic::PROPERTY_WRITE_NR
);
pCharacteristic->addDescriptor(new BLE2902());
pCharacteristic->setCallbacks(new MyCallbacks());
pService->start();
BLEAdvertising *pAdvertising = BLEDevice::getAdvertising();
pAdvertising->addServiceUUID(SERVICE_UUID);
pAdvertising->setScanResponse(true);
pAdvertising->setMinPreferred(0x0); // set value to 0x00 to not advertise this parameter
BLEDevice::startAdvertising();
};
Having this said, when I want to connect my Laptop or Smartphone to this server. It needs to indetify which kind of device is connected to(Apple, Microsoft,). The manufacturer data seems a good idea for me but I don't how to get this information when there is a connection.
A callback fonction is provided by the BLEServer:
class MyServerCallbacks: public BLEServerCallbacks { //can I here do smth to get manufacturer data ??
void onConnect(BLEServer* pServer) {
deviceConnected = true;
};
void onDisconnect(BLEServer* pServer) {
deviceConnected = false;
}
};
Can anyone explain to me how it should be done, or are there any better way of thinking ?
Thnx in advance

How to make tap device use socket API?

I'm using tap device.
The problem is that you just can ->read() or ->write() one packet every system call.
After read the source file tun.c, I found there is struct socket in tun device and function tun_get_socket() can return it.
struct socket *tun_get_socket(struct file *file)
{
struct tun_file *tfile;
if (file->f_op != &tun_fops)
return ERR_PTR(-EINVAL);
tfile = file->private_data;
if (!tfile)
return ERR_PTR(-EBADFD);
return &tfile->socket;
}
EXPORT_SYMBOL_GPL(tun_get_socket);
The socket.ops is set with tun_socket_ops which have ->sendmsg() and ->recvmsg().
static const struct proto_ops tun_socket_ops = {
.sendmsg = tun_sendmsg,
.recvmsg = tun_recvmsg,
.release = tun_release,
};
The questions:
How to create one file descriptor to connect with this socket? That makes me to use ->sendmsg() and ->recvmsg() in userspace. My OS is CentOS7.9 with kernel version 3.10.0-1160.el7.x86_64.
Or is there other ways I can read or write multiple packets at one time from tap device?
Writing new kernel module is acceptable.

I want to make a P2P networked (thinking about using mirror) game with unity, with no dedicated server, similar to Terraria and Valheim

I have managed to basically connect with my friend over internet, by forwarding my IP address from my router settings... this is not viable because there are few people willing to do what I did to play games with their friends. So how to actually do UDP hole punching (basically what I did manually to my router) in unity using the mirror networking solution...
A common solution to this problem is WebRTC, which takes care of the hole punching under the hood. Unity maintains this package which implements WebRTC. They also provide a great tutorial on how to use it. The nuts and bolts of it are:
using UnityEngine;
using Unity.WebRTC;
public class MyPlayerScript : MonoBehaviour
{
RTCPeerConnection localConnection, remoteConnection;
RTCDataChannel sendChannel, receiveChannel;
private void Awake()
{
// Initialize WebRTC
WebRTC.Initialize();
// Create local peer
localConnection = new RTCPeerConnection();
sendChannel = localConnection.CreateDataChannel("sendChannel");
channel.OnOpen = handleSendChannelStatusChange;
channel.OnClose = handleSendChannelStatusChange;
// Create remote peer
remoteConnection = new RTCPeerConnection();
remoteConnection.OnDataChannel = ReceiveChannelCallback;
// register comms paths
localConnection.OnIceCandidate = e => {
!string.IsNullOrEmpty(e.candidate)
|| remoteConnection.AddIceCandidate(ref e);
}
remoteConnection.OnIceCandidate = e => {
!string.IsNullOrEmpty(e.candidate)
|| localConnection.AddIceCandidate(ref e);
}
localConnection.OnIceConnectionChange = state => {
Debug.Log(state);
}
}
//handle begin
IEnumerator Call(){
var op1 = localConnection.CreateOffer();
yield return op1;
var op2 = localConnection.SetLocalDescription(ref op1.desc);
yield return op2;
var op3 = remoteConnection.SetRemoteDescription(ref op1.desc);
yield return op3;
var op4 = remoteConnection.CreateAnswer();
yield return op4;
var op5 = remoteConnection.setLocalDescription(op4.desc);
yield return op5;
var op6 = localConnection.setRemoteDescription(op4.desc);
yield return op6;
}
//handle send messages
void SendMessage(string message)
{
sendChannel.Send(message);
}
void SendBinary(byte[] bytes)
{
sendChannel.Send(bytes);
}
//handle receive messages
void ReceiveChannelCallback(RTCDataChannel channel)
{
receiveChannel = channel;
receiveChannel.OnMessage = HandleReceiveMessage;
}
void HandleReceiveMessage(byte[] bytes)
{
var message = System.Text.Encoding.UTF8.GetString(bytes);
Debug.Log(message);
}
//handle end
private void OnDestroy()
{
sendChannel.Close();
receiveChannel.Close();
localConnection.Close();
remoteConnection.Close();
WebRTC.Finalize();
}
}
I have also found a useful way to do this using mirror and the epic free relay for this. Thanks so much for the other answers, it really helped understand better what I needed to search and use!
You can use Photon Bolt or Photon Fusion to let players host a game on their local machine like minecraft, etc. Photon provides relay as well as tries to use STUN to establish direct peer to peer connection to the host via UDP. PUN2 is also a good choice, although I like Photon Bolt/Fusion better - it's less of a simple RPC framework and more programmer oriented. Also, PUN does not do any STUN direct peer connection, it will always be relayed. Photon Bolt and Fusion will first attempt a STUN direct peer connection and then fallback to relay if necessary. It's been around for years and is the best choice.
Sure you can develop a Unity game with Mirror (although without a relay built in) but it's not nearly as easy to setup and use as Photon Bolt/Fusion and they don't provide a relay. As someone mentioned, you might be able to hack something together in some way but yeah - not recommended.
Ugh, yeah don't use WebRTC for a Unity game (or probably anything other than streaming music/video like it was made for to be honest).
Unity's MLAPI is "under development" and their last API was suddenly dropped "deprecated", so I wouldn't use that.

Play sounds synchronously using snd_pcm_writei

I need to play sounds upon certain events, and want to minimize
processor load, because some image processing is being done too, and
processor performance is limited.
For the present, I play only one sound at a time, and I do it as
follows:
At program startup, sounds are read from .wav files
and the raw pcm data are loaded into memory
a sound device is opened (snd_pcm_open() in mode SND_PCM_NONBLOCK)
a worker thread is started which continously calls snd_pcm_writei()
as long as it is fed with data (data->remaining > 0).
Somewhat resumed, the worker thread function is
static void *Thread_Func (void *arg)
{
thrdata_t *data = (thrdata_t *)arg;
snd_pcm_sframes_t res;
while (1)
{ pthread_mutex_lock (&lock);
if (data->shall_stop)
{ data->shall_stop = false;
snd_pcm_drop (data->pcm_device);
snd_pcm_prepare (data->pcm_device);
data->remaining = 0;
}
if (data->remaining > 0)
{ res = snd_pcm_writei (data->pcm_device, data->bufptr, data->remaining);
if (res == -EAGAIN) continue;
if (res < 0) // error
{ fprintf (stderr, "snd_pcm_writeX() error: %s\n", snd_strerror(result));
snd_pcm_recover (data->sub_device, res);
}
else // another chunk has been handed over to sound hw
{ data->bufptr += res * bytes_per_frame;
data->remaining -= res;
}
if (data->remaining == 0) snd_pcm_prepare (data->pcm_device);
}
pthread_mutex_unlock (&lock);
usleep (sleep_us); // processor relief
}
} // Thread_Func
Ok, so this works well for one sound at a time. How do I play various?
I found dmix, but it seems a tool on user level, to mix streams coming
from separate programs.
Furthermore, I found the Simple Mixer Interface in the ALSA Project C
Library Interface, without any hint or example or tutorial about how
to use all these function described by one line of text each.
As a last resort I could calculate the mean value of all the buffers
to be played synchronously. So long I've been avoiding that, hoping
that an ALSA solution might use sound hardware resources, thus
relieving the main processor.
I'd be thankful for any hint about how to continue.

How to performs I/O to block device from block device driver under Linux

I have a task to write a block device driver (/dev/dua - for example) , this block device is must be looks like to OS as a disk device like /dev/sda. So, this driver must process data blocks and write it to other block device.
I looking for a right way to performs I/O operations on the backend device like "/dev/sdb".
I have played with the vfs_read/write routines it's works at glance for disk sector sized transfers. But, probably there is more effective way to performs I/O on backend device ?
TIA.
Follows a piece of code (original has been found here : https://github.com/asimkadav/block-filter) implements a "filtering" feature, so it can be used as a method to performs I/O on a backend block device `
void misc_request_fn(struct request_queue *q, struct bio *bio) {
printk ("we are passing bios.\n");
// here is where we trace requests...
original_request_fn (q, bio);
return;
}
void register_block_device(char *path) {
struct request_queue *blkdev_queue = NULL;
if (path == NULL) {
printk ("Block device empty.\n");
return;
}
printk ("Will open %s.\n", path);
blkdev = lookup_bdev(path);
if (IS_ERR(blkdev)) {
printk ("No such block device.\n");
return;
}
printk ("Found block device %p with bs %d.\n", blkdev, blkdev->bd_block_size);
blkdev_queue = bdev_get_queue(blkdev);
original_request_fn = blkdev_queue->request_fn;
blkdev_queue->request_fn = misc_request_fn;
}
`