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partial communication with PSMoveSharp file #6

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GoogleCodeExporter opened this issue Oct 10, 2015 · 7 comments
Closed

partial communication with PSMoveSharp file #6

GoogleCodeExporter opened this issue Oct 10, 2015 · 7 comments

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@GoogleCodeExporter
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I am trying to run the PS Move Sharp! file and it is not completely working.  
This is what is working on the tabs.

Move Overview tab:
Connect and Disconnect
Pause and Resume
Rumble Control
Calibrate

Clicking "Track All" send a command to the screen 
PSMOVE_CLIENT_REQUEST_TRACK_HUES but nothing is being tracked.  I have 
controller 1 selected but the box showing the 4 check boxes being connected are 
all unchecked.  I cannot check them either.I cannot select or change any data 
anywhere else on this tab.  Nothing is changing in the motion container.
----------------------------------------------
Nav Overview tab:
Laser Pointer tab:
Position Pointer tab:
nothing works on these tabs at all
----------------------------------------------
Camera tab:
Selecting different numbers of slices appears on my TV as such.  Clicking 
Unpause in this screen changes the controllers sphere a different color and 
gets rid of my sword.  It also displays 
PSMOVE_CLIENT_REQUEST_CAMERA_FRAME_PAUSE and then 
PSMOVE_CLIENT_REQUEST_FORCE_RGB.  Cannot go back and calibrate after this 
unless I click "Track all".

Anybody have a clue.

I am trying to help some students learn this and cannot be of any use if I 
cannot get past this. Please help.

I am using Win7 64 bit.  Visual Studio C# 2010 Express.  I am running v3.60 on 
the PlayStation and am up to date on the updates.


Original issue reported on code.google.com by jebadiah...@gmail.com on 29 Apr 2011 at 10:24

@GoogleCodeExporter
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Just tried it with visual studio c# 2008 and no change.

Original comment by jebadiah...@gmail.com on 2 May 2011 at 7:47

@GoogleCodeExporter
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Hi,

First, You should know that PSMoveSharp is just sample code and should not be 
considered a full application. Some of the tabs require an undocumented input 
sequence to activate properly (read the source).

Second, can you try the following steps:

1) Launch Move.Me and press a button to hide the startup screen.
2) Calibrate the Move controller by pointing it at the camera and pressing the 
Move button. If this is successful the sphere will be lit and you should see 
yourself holding a sword. You should also see "GEM[0] - TRACKING" on the left 
of the screen. Let me know what it says in the square brackets underneath that 
line.
3) Launch PSMoveSharpTest and connect to Move.Me
4) Under 'Connected', you should see a check mark next to "1" and you should 
see the "Motion" tab update.

Alternatively, if you do not calibrate the controller before connecting the 
PSMoveSharpTest application, you must press the "Calibrate" button while 
pointing the Move at the camera and then press the "Track all" button activate 
tracking on the Move.

Original comment by john.mcc...@gmail.com on 12 May 2011 at 3:20

@GoogleCodeExporter
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Do you need anymore assistance on this issue?

Thanks,
John

Original comment by john.mcc...@gmail.com on 10 Aug 2011 at 3:25

@GoogleCodeExporter
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Hi 
I had the same issues and resolved them (at least the ones on Nav tab) by 
configuring (or disabling) the windows firewall.
apparently the UDP data had trouble getting back from the PS3.

Baruch

Original comment by levin.ba...@gmail.com on 16 Aug 2011 at 10:22

@GoogleCodeExporter
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Hi,

Thanks Baruch. Let me summarize the Move.Me network protocol here.

1) The client application connects over TCP. This is a connection going from 
your development machine to the PS3. You know whether or not this succeeded by 
the Move.Me GUI indicating that a connection has been made. Also, your client 
software should return an error if it couldn't connect.

2) The client negotiates with the PS3 a UDP port for the PS3 to send data back 
on. UDP is a connection-less protocol so the PS3 has no way of knowing whether 
or not the packets made it from the PS3 back to the development machine. 

If you've gotten (1) to work but you don't get any data back, chances are you 
have a firewall (router or operating system provided) that is blocking incoming 
UDP packets. Disable or add exceptions to the firewall. 

If you can't get (1) to work, first step is to try and telnet from your machine 
to the PS3 on port 7899. If you can't telnet to the port you have some other 
network problem. It could still be firewall based- some firewalls don't allow 
outgoing connections on certain ports. But, it could be that the PS3's network 
setup is incorrect. You can see what IP address the PS3 is waiting for in the 
upper left hand window.

HTH,
John

Original comment by j...@johnmccutchan.com on 16 Aug 2011 at 10:37

@GoogleCodeExporter
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User error.

Original comment by john.mcc...@gmail.com on 19 Oct 2011 at 3:58

  • Changed state: Invalid

@GoogleCodeExporter
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confirmed! must manually add to the default Windows firewall, otherwise data 
can't be streamed even though connection can be made. In my case I have the 
Symantec Endpoint protection (Win7 x64) but the default Windows firewall is 
still functioning and blocked UDP packets, took me a long time to figure this 
out...

Original comment by hyz...@gmail.com on 16 Dec 2012 at 3:35

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