Very cool, Jeff.

The issue with using in C# scripts is that, like translated LSL -> C# scripts, they are embedded within some C# preamble in order to compile the script, which one can see at OpenSim/Region/ScriptEngine/Shared/CodeTools/Compiler.cs:CreateCSCompilerScript().

I should think that one could work around this by moving using statements in a 
C# script into that preamble.

On 03/05/11 00:49, Jeff Kelley wrote:
That's a thing I was dreaming for years : Linking a physical, real-world
object to an opensim object. You move the object in opensim, the real
object moves. You move the real object, the object in opensim moves. All in
real-time.

Here is a short demo video, in mov and mp4 (H.264) format. If your web
browser can't handle either, download the .mp4 version and open it with
VLC. I don't Youtube, sorry.

http://www.pescadoo.net/tmp/fun_with_udp.mov    (1Mb)
http://www.pescadoo.net/tmp/fun_with_udp.mp4    (1.9Mb)

Right is the familiar Imprudence window. The object with eight yellow bars
is a multi-slider, similar to a mixing desk. Each bar can be clicked and
dragged to the desired value.

Left is a less-familiar window with another application running. The app is
Cycling74' Max/MSP, although that could any app that can animate objects
(graphical or physical) and read/write network sockets.

In this video, i first move the slider in opensim and you see the sliders
in the external app moving. Then I move the sliders in the external app,
and the sliders in opensim move. No delay. Real-time.

But there is more fun. The external app is linked to a physical "control
surface", with motorized sliders. Unfortunately I can't show it in the
video, missing a camcorder. I use a Behringer BCF2000. See it here:

http://www.behringer.com/EN/images/lightboxphotos/BCF2000_P0246_Left_XL.jpg

It is attached to my desktop machine (not the simulator host) via USB/MIDI.
You could as well control lights with DMX, motors with Arduino, a robotic
device, or conversely move an opensim object with a dataglove, or anything
you may imagine.

How does it work?

The opensim object contains two C# script, one for sending and one for
receiving UDP messages using System.Net.Sockets (two scripts are needed
because the receiver runs a forever loop and events can't interrupt). The
simulator host and my desktop machine (both on same LAN) communicate
through UDP messages.

I omit the prim handling script for brevity. It is pure LSL and there is
nothing new here. It reads and writes couples of (track_number, value) via
link messages to the C# sender and receiver. Since i am a beginner in C#,
there is much room for improvement. I was not able to declare a 'use'
clause, so I had to fully qualify each instance and method, making the code
quite ugly.



UDP Sender script
-----------------

//c#

public static void SendUDPPacket (string hostNameOrAddress,
                                   int destinationPort, string data) {

     // Resolve the host name to an IP Address
     System.Net.IPAddress[] ipAddresses
         = System.Net.Dns.GetHostAddresses(hostNameOrAddress);

     // Use the first IP Address in the list
     System.Net.IPAddress destination = ipAddresses[0];
     System.Net.IPEndPoint endPoint
         = new System.Net.IPEndPoint(destination, destinationPort);

     byte[] buffer = System.Text.Encoding.ASCII.GetBytes(data);

     // Send the packet
     System.Net.Sockets.Socket socket = new System.Net.Sockets.Socket
         (System.Net.Sockets.AddressFamily.InterNetwork,
          System.Net.Sockets.SocketType.Dgram,
          System.Net.Sockets.ProtocolType.Udp);

     socket.SendTo(buffer, endPoint);
     socket.Close();
}

int SLIDER_IN  = 101;       // Link Messages input
int SLIDER_OUT = 102;       // Link Messages output

string  remoteAddr = "192.168.0.21";
int     remotePort = 51000;

// Receiving a link message from the sliders

public void default_event_link_message (
     LSL_Types.LSLInteger sender_num,
     LSL_Types.LSLInteger num,
     LSL_Types.LSLString str,    // Channel number
     LSL_Types.LSLString id) {   // Channel value

     // Send the message over UDP

     if (num == SLIDER_OUT)
         SendUDPPacket (remoteAddr, remotePort, str+" "+id);
}



UDP Receiver script
-------------------

//c#

public static System.Net.Sockets.Socket BindUDPSocket (int listenPort) {

     // Local endpoint
     System.Net.IPEndPoint endPoint
         = new System.Net.IPEndPoint(System.Net.IPAddress.Any, listenPort);

     // Create socket
     System.Net.Sockets.Socket socket = new System.Net.Sockets.Socket
         (System.Net.Sockets.AddressFamily.InterNetwork,
          System.Net.Sockets.SocketType.Dgram,
          System.Net.Sockets.ProtocolType.Udp);

     // Bind socket
     socket.Bind(endPoint);
     return socket;
}


int listenPort = 50000;

int SLIDER_IN  = 101;       // Link Messages input
int SLIDER_OUT = 102;       // Link Messages output

public void default_event_state_entry() {
     System.Net.Sockets.Socket socket = BindUDPSocket (listenPort);
     byte[] buffer = new byte[1024];

     // Receiving a message from UDP (loop forever)

     while (true) {
         socket.Receive(buffer);
         string msg = System.Text.ASCIIEncoding.ASCII.GetString(buffer);

         // 1st word is Channel number
         // 2nd word is Channel value

         string[] parse = msg.Split(' ');

         // Send the message using LinkMessage

         llMessageLinked (LINK_THIS, SLIDER_IN, parse[0], parse[1]);

         System.Array.Clear (buffer, 0, 1024);
     }
}


Thanks to Nick Olsen for C# code
http://nickstips.wordpress.com/2010/09/03/c-creating-and-sending-udp-packets/
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--
Justin Clark-Casey (justincc)
http://justincc.org/blog
http://twitter.com/justincc
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