public bool Connect() { if (ValueBag.Connected) { return(false); } try { FSUIPCConnection.Open(); ValueBag.Clear(); ValueBag.Connected = true; FsxiConnected?.Invoke(this, EventArgs.Empty); FsxiValueBagUpdated?.Invoke(this, EventArgs.Empty); updateThread = new Thread(new ParameterizedThreadStart(ThreadFunc)); updateThread.Start(this); return(true); } catch (FSUIPCException) { return(false); } catch (Exception e) { log.Error(e); return(false); } }
public static void CheckConnection(Object myObject = null, EventArgs myEventArgs = null) { mainForm.setProgress(true); try { FSUIPCConnection.Open(); connected = true; Logger.Log("Connected to FS"); Logger.Log("DLL version:" + FSUIPCConnection.DLLVersion.ToString()); mainForm.setStatus("Connected to FS"); mainForm.setProgress(false); TIMER.Enabled = false; TIMER.Tick += new EventHandler(CheckConnected); TIMER.Stop(); sendMessage(AppTitle + " is now connected!", 10); FLIGHTTIMER.Enabled = true; FLIGHTTIMER.Interval = 1000; FLIGHTTIMER.Tick += new EventHandler(updateData); FLIGHTTIMER.Start(); mainForm.fplForm.startInfoTimer(); } catch (Exception ex) { string e = ex.ToString(); } }
// The connect/disconnect buton private void btnToggleConnection_Click(object sender, EventArgs e) { if (FSUIPCConnection.IsOpen) { // Connection is currently open // Stop the main timer this.timerMain.Stop(); // Close the connection FSUIPCConnection.Close(); } else { // Try to open the connection try { this.lblConnectionStatus.Text = "Looking for a flight simulator..."; this.lblConnectionStatus.ForeColor = Color.Goldenrod; FSUIPCConnection.Open(); // If there was no problem, start the main timer this.timerMain.Start(); } catch (Exception ex) { // An error occured. Tell the user. MessageBox.Show("Connection Failed\n\n" + ex.Message, "FSUIPC", MessageBoxButtons.OK, MessageBoxIcon.Exclamation); } } configureForm(); }
/// <summary> /// Metodo per attivare la connessione ad FSUIPC /// </summary> public void ConnectToFS() { #if !FEDE_DEBUG FSUIPCConnection.Open(); #endif connected = true; }
static void Main(string[] args) { FSUIPCConnection.Open(); Offset <long> playerLatitude = new Offset <long>(0x0560); Offset <long> playerLongitude = new Offset <long>(0x0568); Offset <int> autoThrottle = new Offset <int>(0x0810); Offset <int> flightDirector = new Offset <int>(0x2EE0); while (true) { FSUIPCConnection.Process(); FsLongitude lon = new FsLongitude(playerLongitude.Value); FsLatitude lat = new FsLatitude(playerLatitude.Value); var atSwitch = autoThrottle.Value; var fdSwitch = flightDirector.Value; Thread.Sleep(5000); } }
private static void OnTimedEvent(Object source, ElapsedEventArgs e) { if (!isConnectedtoFSUIPC) { try { Console.Write("."); FSUIPCConnection.Open(); isConnectedtoFSUIPC = true; } catch (Exception ex) { isConnectedtoFSUIPC = false; } } else { try { FSUIPCConnection.Process(); } catch (Exception ex) { Errormessage.sendErrorMessage("FSUIPC Process", ex.Message); FSUIPCConnection.Close(); isConnectedtoFSUIPC = false; } } }
private void btnConnect_Click(object sender, EventArgs e) { switch (btnConnect.Text) { case "Connect": switch (cboxServer.Text) { case "Beta": sck.Connect("192.168.56.102", 6809); FSUIPCConnection.Open(); LATandLON.Start(); txtCallsign.Enabled = false; txtAircraft.Enabled = false; txtChatText.Enabled = true; btnChatSend.Enabled = true; lblStatus.Text = "Connected"; lblStatus.ForeColor = Color.ForestGreen; txtChat.Text = "You are now connect on network server!"; btnConnect.Text = "Flight Plan"; btnClose.Enabled = true; break; default: LATandLON.Stop(); FSUIPCConnection.Close(); sck.Close(); sck.Dispose(); txtCallsign.Enabled = true; txtAircraft.Enabled = true; txtChatText.Enabled = false; btnChatSend.Enabled = false; btnClose.Enabled = false; btnConnect.Enabled = false; lblStatus.Text = "Server Error"; lblStatus.ForeColor = Color.DarkRed; btnConnect.Text = "Connect"; txtChat.Text = txtChat.Text + "\r\nSelect one server!"; break; } break; case "Flight Plan": f.Show(); break; default: break; } }
/// <summary> /// Returns an FSUIPCSnapshot instance with the current state of the sim /// /// /// </summary> /// <param name="connectCooldown">Time between reconnect tries to Simulator, in miliseconds. /// Defaults to 30000.</param> /// <returns></returns> public static FSUIPCSnapshot Pool(int connectCooldown = 30000) { // TODO: do not block the current thread on this // application may receive a OS taskkill command. // Maybe expose connected = true? while (!connected) { try { FSUIPCConnection.Open(); connected = true; } catch (FSUIPCException crap) { switch (crap.FSUIPCErrorCode) { case FSUIPCError.FSUIPC_ERR_OPEN: connected = true; break; case FSUIPCError.FSUIPC_ERR_NOFS: Thread.Sleep(connectCooldown); break; default: throw new ApplicationException( "Unexpected exception trying FSUIPC.Open(). Check inner exception.", crap); } } } try { FSUIPCConnection.Process(); } catch (Exception crap) { // TODO: catch ONLY relevant execeptions // connected = false; throw new ApplicationException("Provider.Pool() failed with:", crap); } if (connected) { FSUIPCSnapshot data = new FSUIPCSnapshot(true); // FSUIPC will return data even if the user is in scenario screen // or any other screen really. // TODO: actually filter invalid locations return(data.Position.SequenceEqual(new double[] { 0, 0 }) ? null : data); } return(null); }
private void btnConnect_Click(object sender, EventArgs e) { sck.Connect("37.59.115.154", 6809); FSUIPCConnection.Open(); lblStatus.Text = "Connected"; lblStatus.ForeColor = Color.ForestGreen; txtChat.Text = "You are now connect on network server!"; }
private void timer1_Tick(object sender, EventArgs e) { try { FSUIPCConnection.Open(); } catch { ; } }
private void FSUIPCReconnectTimer_Tick(object sender, EventArgs e) { try { FSUIPCConnection.Close(); FSUIPCConnection.Open(); } catch { } }
private void button1_Click(object sender, EventArgs e) { //Connect to FSUIPC button FSUIPCConnection.Open(); if (FSUIPCConnection.IsOpen) { label1.Show(); BroadcastPosition(); } }
private void btnConnectar_Click(object sender, EventArgs e) { try { // Attempt to open a connection to FSUIPC (running on any version of Flight Sim) FSUIPCConnection.Open(); // Opened OK so disable the Connect button this.btnConnectar.Enabled = false; this.chkEnableAIRadar.Enabled = true; // Start the timer ticking to drive the rest of the application this.timer1.Interval = 200; this.timer1.Enabled = true; // Set the AI object AI = FSUIPCConnection.AITrafficServices; } catch (Exception ex) { // Badness occurred - show the error message MessageBox.Show(ex.Message, AppTitle, MessageBoxButtons.OK, MessageBoxIcon.Error); FSUIPCConnection.Close(); Debug.WriteLine(ex.Message); } if (simconnect == null) { try { // the constructor is similar to SimConnect_Open in the native API // the ConfigIndex enables you to choose which Simconnect profile to use (in a SimConnect.cfg) if you are // connecting over a network. Leaving it to zero for a local connection here. simconnect = new SimConnect("C# Monitoring AI Objects", this.Handle, WM_USER_SIMCONNECT, null, 0); // setButtons(false, true, true); initDataRequest(); } catch { MessageBox.Show("Make sure Microsoft ESP is running and that you have the SimConnect client installed.", "Unable to connect to ESP"); } } // Store the current object type being monitored monitoredObjectType = SIMCONNECT_SIMOBJECT_TYPE.AIRCRAFT; // Refresh the list of monitored objects for this specific request // first, Clear any current objects and stop all data requests for those objects ResetDataAndShutDownRequests(); // Now, Initiate a request for the list of objects we are interested in monitoring in the given radius simconnect.RequestDataOnSimObjectType(DATA_REQUESTS.REQUEST_AI_OBJECT_ID_BYTYPE, DEFINITIONS.AI_Entity_Definition, MONITOR_RADIUS, monitoredObjectType); }
/// <summary> /// Returns true on successfull connection, false otherwise /// </summary> /// <returns></returns> public static bool Connect() { try { FSUIPCConnection.Open(); } catch (Exception crap) { return(false); } return(true); }
public bool DwcOpen() { try { FSUIPCConnection.Close(); FSUIPCConnection.Open(); return(true); } catch { return(false); } }
/// <summary> /// Tries to connect to FSX /// </summary> /// <returns></returns> private bool ConnectToFSX() { try { // Attempt to open a connection to FSUIPC (running on any version of Flight Sim) FSUIPCConnection.Open(); return(true); } catch (Exception) { FSUIPCConnection.Close(); return(false); } }
private void openFSUIPC() { try { FSUIPCConnection.Open(); bridgeTimer.Interval = 200; bridgeTimer.Enabled = true; } catch (Exception ex) { // Badness occurred - show the error message MessageBox.Show(ex.Message, "Bridge Test", MessageBoxButtons.OK, MessageBoxIcon.Error); FSUIPCConnection.Close(); } }
private void TimerConnection_Tick(Object sender, EventArgs e) { try { FSUIPCConnection.Open(); // 如果连接上 FSUIPC 就停止 timerConnection.Stop(); timerMain.Start(); GetFullObject(); // 更新显示状态 ConfigureForm(); } catch { // No connection found. Don't need to do anything, just keep trying } }
private void FsuipcConnectTimerCallback(object state) { if (!_isFsuipcConnected) { try { FSUIPCConnection.Open(); _isFsuipcConnected = true; Log.Info("FSUIPC connection is opened."); } catch (Exception ex) { _isFsuipcConnected = false; Log.Error("FSUIPC connection could not be made!", ex); } } }
// This method is called every 1 second by the connection timer. private void timerConnection_Tick(object sender, EventArgs e) { // Try to open the connection try { FSUIPCConnection.Open(); // If there was no problem, stop this timer and start the main timer this.timerConnection.Stop(); this.timerMain.Start(); // Update the connection status configureForm(); } catch { // No connection found. Don't need to do anything, just keep trying } }
// This method is called every 1 second by the connection timer. private void TimerConnection_Tick(object sender, ElapsedEventArgs e) { // The connection counter prevents excessive instances of an error // from appearing in the log. connectionCounter++; // Try to open the connection try { FSUIPCConnection.Open(); // If there was no problem, stop this timer and start the main timer this.TimerConnection.Stop(); this.SetCommandKeyMenuText(); this.TimerMain.Elapsed += TimerMain_Tick; this.TimerMain.AutoReset = true; this.TimerMain.Start(); this.TimerLowPriority.Elapsed += TimerLowPriority_Tick; this.TimerLowPriority.AutoReset = true; this.TimerLowPriority.Start(); // load airport database inst.Speak("loading airport database"); dbLoadWorker.RunWorkerAsync(); // write version info to the debug log logger.Debug($"simulator version: {FSUIPCConnection.FlightSimVersionConnected}"); logger.Debug($"FSUIPC version: {FSUIPCConnection.FSUIPCVersion}"); logger.Debug($"FSUIPC .net DLL version: {FSUIPCConnection.DLLVersion}"); } catch (Exception ex) { if (connectionCounter <= 5) { logger.Debug($"Connection failed [attempt #{connectionCounter}]: {ex.Message}: {ex.Source}:{ex.StackTrace}"); //logger.Debug($"Inner exception {ex.InnerException.Message}"); } else if (connectionCounter == 35) { Tolk.Output("Connection timed out. See the TFM log for more details. Please restart TFM to continue."); logger.Debug("Connection timeout: The simulator or fsuipc are not running. Make sure they are running before starting TFM."); this.TimerConnection.Stop(); // Command keys menu item is not needed when FSUIPC is not running. commandKeysMenuItem.Visible = false; } } }
public bool Connect() { try { FSUIPCConnection.Open(); if (FSUIPCConnection.IsOpen) { Log.Logger.Information("IPCManager: FSUIPC Connected"); } } catch { Log.Logger.Error("IPCManager: Exception while opening FSUIPC"); } return(IsConnected); }
private void openFSUIPC() { try { FSUIPCConnection.Open(); //this.connect.Enabled = false; Logger.Log("Connected to FS"); mainForm.setStatus("Connected to FS"); mainForm.setProgress(false); TIMER.Enabled = false; TIMER.Stop(); sendMessage(AppTitle + " is now connected!", 10); startRUNTIMER(); } catch (Exception) { } }
private void OnConnectionTimerEvent(Object source, ElapsedEventArgs e) { try { FSUIPCConnection.Open(); } catch { Logger.Instance.LogMessage(TracingLevel.INFO, "connection failed"); } if (FSUIPCConnection.IsOpen) { _connectionTimer.Enabled = false; Logger.Instance.LogMessage(TracingLevel.INFO, "connected"); ConnectionChanged?.Invoke(this, true); SetupMainTimer(); } }
public Boolean Connect() { try { if (!isopen) { FSUIPCConnection.Open(); isopen = FSUIPCConnection.IsOpen; } status = "Connection opened to Simulator: " + FSUIPCConnection.FlightSimVersionConnected; return(isopen); } catch (Exception e) { isopen = false; status = e.Message; return(isopen); } }
public static void Reconnect() { try { FSUIPCConnection.Close(); FSUIPCConnection.Open(); /*FSUIPCConnection.Open(); * connected = true; * Logger.Log("Connected to FS"); * Logger.Log("DLL version:" + FSUIPCConnection.DLLVersion.ToString()); * mainForm.setStatus("Connected to FS"); * mainForm.setProgress(false); * sendMessage(AppTitle + " is now connected!", 10);*/ } catch (Exception ex) { string e = ex.ToString(); } }
private void button1_Click(object sender, EventArgs e) { if (ModifierKeys.HasFlag(Keys.Control)) { ConnectionStatus(true); } else { try { FSUIPCConnection.Open(FlightSim.Any); ConnectionStatus(); } catch (FSUIPCException ex) { GlobalData.ErrorLogInput(ex, "WARNING"); MessageBox.Show("Error: " + ex.Message, "Uh oh!", MessageBoxButtons.OK); } } }
public static void FSUIPC_Connect() { try { FSUIPCConnection.Open(); FsuiipcOpen = true; } catch (Exception crap) { Console.WriteLine("{0} Exception caught.", crap); if (FSUIPCConnection.FlightSimVersionConnected.ToString() == "Any") { FsuiipcOpen = false; FSUIPCConnection.Close(); FSUIPC_Connect(); } } }
private bool ConnectToSim() { try { FSUIPCConnection.Open(); return(true); } catch (FSUIPCException crap) { switch (crap.FSUIPCErrorCode) { case FSUIPCError.FSUIPC_ERR_NOFS: break; case FSUIPCError.FSUIPC_ERR_OPEN: return(true); } } return(false); }
private void btnFS_Click(object sender, RoutedEventArgs e) { if (FSUIPCConnection.IsOpen) { HandleDroneActions(false); FSUIPCConnection.Close(); } else { lblStatus.Content = "Looking for a flight simulator..."; try { FSUIPCConnection.Open(); HandleDroneActions(true); } catch (FSUIPCException ex) { System.Windows.MessageBox.Show(ex.Message, "Connection Failed. "); } } setConnectionStatus(); }