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nolodevicesdk's Issues

Q: SDK version? and OnNoloDevNeedUpdate?

The older SDK (2 days ago) had a 3 versioning numbers 1.1.3 that is removed from this SDK.

The new listener interface adds a OnNoloDevNeedUpdate(int Versions) method. How does it work?

Does it communicate version information? If the devices "needs update" how can software respond to it? Is the VersionID and HMDVersionID fields fixed for the life of the hardware?

NoloClientLib.dll fails to load via LoadLibrary Win32 API

Hi, I'm doing a test with Nolo. I receive the following output when loading NoloClientLib.dll through LoadLibrary. This is the Win32 API for loading DLL files. It's kind of a nonstarter. LoadLibrary fails to load the module.

'som_db.exe' (Win32): Loaded 'C:\Users\Michael\Sword of Moonlight\tool\VR\NoloClientLib.dll'. Loading disabled by Include/Exclude setting.
'som_db.exe' (Win32): Loaded 'C:\Windows\SysWOW64\msvcp140.dll'. Loading disabled by Include/Exclude setting.
'som_db.exe' (Win32): Loaded 'C:\Windows\SysWOW64\vcruntime140.dll'. Loading disabled by Include/Exclude setting.
'som_db.exe' (Win32): Unloaded 'C:\Windows\SysWOW64\msvcp140.dll'
'som_db.exe' (Win32): Unloaded 'C:\Windows\SysWOW64\vcruntime140.dll'
'som_db.exe' (Win32): Unloaded 'C:\Users\Michael\Sword of Moonlight\tool\VR\NoloClientLib.dll'

My system Windows 10 with Visual Studio 2017 installed. I've never had this kind of problem before. Other than modules failing to initialize. The host software is built with Visual Studio 2010 static C++ runtime. I don't think that's a problem... or incompatibility with a module using 2017 via DLL, but I don't know for certain. It shouldn't be.

Request: Build C-Runtime into DLL/EXE. Can Assistant program act as server?

Hello, I am new to Nolo, I was given a kit a few days ago. I've written a letter to the email here a few days ago.

I wonder some things: One is if it's possible to not have to redistribute Visual Studio run-times to use your binaries here? I.e. by using the static-library option when building them. Two is the server EXE is not very end-user friendly...

The Nolo Assistant program has a game mode, that says Start Game. Wouldn't that be a better user experience? This way my software would not have to launch a nondescript EXE called NoloServer.exe. I think gamers will be happier if their running programs have user-interfaces and so they can tell what they are, and they can voluntarily run them or not if so.

Thank you.

P.S. The demo on the SDK download the other day is not working, however I was surprised to find today it's replaced with a link to this GitHub project. I will have to try again with these files.

Q: StartNoloServer is optional? (driver_huaweinolo)

The sample project (OpenVR) doesn't use StartNoloServer:

void NoloDeviceManager::InitNoloDevice()
{
	//StartNoloServer();
	SetEventListener(this);
	OpenNoloZeroMQ();
}

What happens in this case? Is it equivalent to doing StartNoloServer(); before using any other API? Thank you.

Is it possible future (or current) SDK will find another way to access the Nolo device? I.e. Is it recommended to not use this API?

FixedEyePosition is unaligned float data

I think FixedEyePosition is stored at 16bit address, because of pack to 1 char, and "UCHAR leftPackNumber" and "UCHAR rightPackNumber;" are 16-bit. #pragma pack(push,1) removes padding after the two CHAR data. #pragma pack(push,4) may be desirable to standardize for 32-bit and 64-bit.

What is FixedEyePosition?

#pragma pack(push,1) 
	struct NOLOData
	{
		Controller leftData;
		Controller rightData;
		HMD hmdData;
		BaseStation bsData;
		byte expandData[64];
		NoloSensorData NoloSensorData;

		//NEW
		UCHAR leftPackNumber;
		UCHAR rightPackNumber;
		NVector3 FixedEyePosition;
	};
	#pragma pack(pop)

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