I have 1000 SQL servers and I have a scheduled task running on all of those which updates a table with just an integer, let's call it X (its a sum of some numbers). Now the ask is to create some sort of ticker which updates every few mins with the sum of the total of all the X's from all the 1000 servers and display it either on a webpage or a console. So I will need a service that runs centrally and gets this data from all those 1000 servers or service which runs on all the 1000 servers which pushes this info on the central server. Can you please help with do I achieve this.
And remember if this runs centrally then it should be a multithreaded service.
I am creating a immersive experience system for gaming and VR. Where the system controls LED light, seat vibration, gun recoil, depending on the feedback received from the game.
Sending data from the PC to the microcontroller over USB and control all these effects is done.
I am not able to get information on how to read these feedback data from game.
Thank you for the replay.
I am not developing game, I wan to capture(read) feedback messages from game using C# or C++. This is to control external hardware like seat vibrate, LED light, gun recoil etc.
So you want to use "some" output from the game, so that you can generate e.g. seat vibration, gun recoil, flashing of LEDs etc - is that right?
If I get it right: You want to generate seat vibration, gun recoil etc., based on some other feedback from the game. What kind of game output do you want to capture to generate these effects? Text messages? Synthetic speech or other sounds generated by the game? Visual effects on the screen? Are you expecting to capture the image of a gun being fired, recognize it as such, and from that generate your recoil effect?
For a vintage text-only game (such as classical Adventure or MUD), text capture would be trivial and analyzing it reasonably simple. But if you want to generate additional effects triggred by sound or graphics, and do it in a general, game-independent way, then you are up for a huge task. You simply can't do it in any reasonable way. If text output is available only as graphic character images on the screen, you cannot even do text anlysis. (Well, you might try with some OCR functionality, but chances are that it would fail miserably.)
If you had access to the source code of the game, you could probably - as the game initiates sound/visible effects - write to a textual log an indication of the effect genereated, and route it to some output available to your recoil or vibration or whatever functions you want to add. It would require that you can modify the game source code, and it would be specific to that game.
If you are hoping to capture non-text output from an arbitrary game, without having to "get under the hood" of the game, I cannot see how you can make it.
Let me try a simple thing. Games send rumble (vibration) or FFB data to gamepad right? which gives information like how much vibration applied to which motor. Is there a way I can capture that messages?
It seems as if you assume that all sorts of output more or less by definition go through some standard code that is instrumented for hooking up listeners (or piping the information through a plugin for processing before bneing passed on).
While such hook (/plugin) mechanisms have become increasingly more common in recent years, they are always explicitly programmed in the software you want to hook into. It could be implemented in some library, not necessarily in the application specific code.
Games have always had extreme performace requirements, and they use a big bag of tricks to avoid a waste of resources. This is not where you would expect the developers to waste CPU cycles on checking the list of hooked procedures, both because there usually wouldn't be any, and because it could mess up time dependent routines, introducing unexpected delays. Game software often works at a low level with the hardware available, for performance reasons, avoiding over-generalized, less efficient libraries.
If these games e.g. use standard Windows message passing to communicate with that gamepad, you might be able to intercept those Windows messages. Don't expect it to be straightforward - sitting outside a process and spying on every Widows message it sends, opens a well of security holes. I wouldn't waste too much enery on it: Most likely, the game code talks directly to a harware driver that implements no hook mechanism.
Your safest bet would be to make a physical probe that senses the signal going to the gamepad. What kind of interface is used? For USB, you can find "breakout boxes" that listens to the data in and out lines: The very most primitive ones give you the physical line voltage; more fancy ones process it into digital messages. For wireless systems, e.g. Bluetooth, probes usually give you the payload of the BT frame, but don't expect any higher level protocol interpretation - these probes are essentially used by people working at the level of signal transmission, not application level protocols. Furthermore, BT traffic is frequently encrypted, which might give you trouble. Even though a USB breakout requires intercepting the cable, in may be a lot easier because the channel is nor likely to be encrypted.
I have a standard C# .exe-file and inside it I have a byte array with a counting sequence (0,1,2...254,255). If I open the .exe-file in a hex-editor, then I can easily find my counting sequence and edit the data in the array. But what if I want to make the array larger, what should I then do? I still want the .exe-file to work fine after the changes, so the purpose of the .exe-file is not just to hold array data.
So what's the workaround? In embedded C-programming you can place things at specific addresses through the linker script. Is there not something similar in C# so I can place the array in the end of the file?
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