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163 lines
6.3 KiB
Markdown
163 lines
6.3 KiB
Markdown
# servicepoint2
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[![crates.io](https://img.shields.io/crates/v/servicepoint2.svg)](https://crates.io/crates/servicepoint2)
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[![Crates.io Total Downloads](https://img.shields.io/crates/d/servicepoint2)](https://crates.io/crates/servicepoint2)
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[![docs.rs](https://img.shields.io/docsrs/servicepoint2)](https://docs.rs/servicepoint2/latest/servicepoint2/)
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[![GPLv3 licensed](https://img.shields.io/crates/l/servicepoint2)](./LICENSE)
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In [CCCB](https://berlin.ccc.de/), there is a big pixel matrix hanging on the wall. It is called "Service Point
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Display" or "Airport Display".
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This repository contains a library for parsing, encoding and sending packets to this display via UDP.
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## Note on stability
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This library is still in early development.
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You can absolutely use it and it works, but expect minor breaking changes with every version bump.
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Please specify the full version including patch in your Cargo.toml until 1.0 is released.
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Expect bugs and/or missing features in the language bindings for now. If you need something specific, open an issue or a pull request.
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## Installation
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### Rust
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```bash
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cargo add servicepoint2
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```
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### C / C++
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Copy the header to your project and compile against.
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You have the choice of linking statically (recommended) or dynamically.
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- The C example shows how to link statically against the `staticlib` variant.
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- When linked dynamically, you have to provide the `cdylib` at runtime in the _same_ version, as there are no API/ABI guarantees yet.
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### C# / F#
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NuGet packages are not a good way to distribute native projects ([relevant issue](https://github.com/dotnet/sdk/issues/33845)).
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Because of that, there is no NuGet package you can use directly.
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I recommend adding this repository as a submodule and building from source. You'll need the `cdylib` build of the native library at runtime for the relevant platform. On Linux/macOS/BSD, this should be `servicepoint2/target/release/libservicepoint2.so`.
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Building the `ServicePoint2` class library automatically regenerates the BindGen folder, which means the language binding will always match your library.
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## Examples
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More are available in the `examples` folder.
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### Rust
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This is where the library works the best.
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Any API usage accepted by the compiler in a safe context is either safe or buggy (issues welcome).
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```rust
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fn main() {
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// establish connection
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let connection = servicepoint2::Connection::open("172.23.42.29:2342")
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.expect("connection failed");
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// clear screen content
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connection.send(servicepoint2::Command::Clear)
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.expect("send failed");
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}
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```
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### C# / F#
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Uses C bindings internally to provide a similar API to rust. Things to keep in mind:
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- You will get a `NullPointerException` when trying to call a method where the native instance has been consumed already (e.g. when `Send`ing a command instance twice). Send a clone instead of the original if you want to keep using it.
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- Some lower-level APIs _will_ panic in native code when used improperly.
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Example: manipulating the `Span<byte>` of an object after freeing the instance.
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- C# specifics are documented in the library. Use the rust documentation for everything else. Naming and semantics are the same apart from CamelCase instead of kebap_case.
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- You will only get rust backtraces in debug builds of the native code.
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- F# is not explicitly tested. If there are usability or functionality problems, please open an issue.
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```csharp
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using ServicePoint2;
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// using statement calls Dispose() on scope exit, which frees unmanaged instances
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using var connection = Connection.Open("127.0.0.1:2342");
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using var pixels = PixelGrid.New(Constants.PixelWidth, Constants.PixelHeight);
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while (true)
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{
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pixels.Fill(true);
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connection.Send(Command.BitmapLinearWin(0, 0, pixels.Clone()));
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Thread.Sleep(5000);
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pixels.Fill(false);
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connection.Send(Command.BitmapLinearWin(0, 0, pixels.Clone()));
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Thread.Sleep(5000);
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}
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```
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### C and other languages
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The lowest common denominator. Things to keep in mind:
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- This is a chainsaw. You will cut your leg.
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- function names are: `sp2_` \<struct_name\> \<rust name\>.
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- Use the rust documentation.
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- Instances get consumed in the same way they do when writing rust / C# code. Do not use an instance after an (implicit!) free.
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- Option<T> or Result<T, E> turn into nullable return values - check for NULL!
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- There are no specifics for C++ here yet. You might get a nicer header when generating directly for C++, but it should be usable.
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```c++
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#include <stdio.h>
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#include "servicepoint2.h"
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int main(void) {
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sp2_Connection *connection = sp2_connection_open("localhost:2342");
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if (connection == NULL)
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return 1;
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sp2_PixelGrid *pixels = sp2_pixel_grid_new(sp2_PIXEL_WIDTH, sp2_PIXEL_HEIGHT);
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sp2_pixel_grid_fill(pixels, true);
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command = sp2_command_bitmap_linear_win(0, 0, pixels); // pixels get consumed here
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if (command == NULL)
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return 4;
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if (!sp2_connection_send(connection, command)) // command gets consumed here
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return 5;
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// connection does not get consumed and has to be freed manually
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sp2_connection_dealloc(connection);
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return 0;
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}
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```
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## Features
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This library has multiple compression libraries as optional dependencies.
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If you do not need compression/decompression support you can disable those features.
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In the likely case you only need one of them, you can include that one specifically.
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```toml
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[dependencies.servicepoint2]
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git = "https://github.com/kaesaecracker/servicepoint.git"
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default-features = false
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features = ["compression-bz"]
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```
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Language bindings will not know which features are available and may fail at runtime.
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It is recommended to include all features for builds used outside of rust.
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## Projects using the library
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- screen simulator (rust): https://github.com/kaesaecracker/pixel-receiver-rs
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- tanks game (C#): https://github.com/kaesaecracker/cccb-tanks-cs
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To add yourself to the list, open a pull request.
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## Where is servicepoint1?
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This library is a spiritual mix of a not-yet-working rust library called `servicepoint` and a bunch of working but also unfinished C# code. Because most of the API concept and a bunch of code is taken from the rust library, the result is called `servicepoint2`.
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## Contributing
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Contributions are accepted in any form (issues, documentation, feature requests, code, review, ...).
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All creatures welcome.
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