Network Gamepads Save

Stream input devices (mouses, gamepads, keyboards) to another host

Project README

network-gamepads - Pass input devices over a network connection

This project, split into a server part and a client part, allows you to use a keyboard, mouse, gamepad or other input device connected physically to one linux computer as if it were connected to another one via the network.

Originally written to support big-screen playing of single-screen multiplayer games, the project has developed to be generic enough to support just about any type of input device.

IMPORTANT NOTE: Do not type passwords or other credentials over this tool. While the connection establishment is secured by a password (to limit the pool of people able to connect), the password itself as well as all input is transmitted in plain text over the network.

Project components

The server

The server allows up to 8 clients to connect and creates a new virtual input interface for each, through which input events will be passed to the system. This component is intended to be run on the server hosting the game. It may be necessary to run the server component as root or add the user running it to the input group.

When installed, this component will be available as input-server

The client

The client grabs a single input device on the local computer and tries to stream all events originating from it to the server. The client tries to grab the input data exclusively, not allowing it to pass to local input processing. Using the client on your primary input device is not recommended. It may be necessary to run the client component as root or add the user running it to the input group.

When installed, this component will be available as input-client

Building & setup

Build prerequisites

A working C compiler and (GNU) make, in addition to the Linux uinput headers (linux/uinput.h), which is included in the package linux-libc-dev in Debian. For the the server libevdev (package libevdev-dev) is needed.

Build

After installing the prerequisite packages, building by running make should work without problems.

Installation

By running make install, both components are installed to /usr/local/bin.

To install only one component, run make install-server or make install-client, respectively. Neither is required though, running the tools directly from the build directory is fine.

Usage

Server

Run the server by starting input-server. By default, the server listens on :: port 9292. These settings can be overridden by specifying the environment variables SERVER_HOST and SERVER_PORT or the corresponding command line arguments.

To connect to the server, users need to provide a password. The default password is foobar. It may be overridden by specifying the environment variable SERVER_PW or the corresponding command line argument.

To limit the types of keys/axes a client may use on the server, black- and whitelists are used. These contain lines space-separated type.code pairs and either allow only these events (whitelists) or everything except these (blacklist). Instead of type.* enables or disables all events of the given type. Lines beginning with # are comments. Example lists for the most used types can be found in acls/. The default configuration allows all events.

Client

To stream an input device connected to your local computer, run input-client [-h <host>] [-n <name>] [input device node]. Optionally, you can specify some or all of the following parameters via environment variables or command line arguments:

  • SERVER_HOST: The host to connect to (Default: ::)
  • SERVER_PORT: The port to connect to (Default 9292)
  • SERVER_PW: The password required for the server (Default foobar)

The host (-h) argument specifies the server to connect to and will override a given SERVER_HOST environment variable.

The name (-n) argument can be used to specify an optional name used on the server, eg. for mapping devices to players or button mapping profiles. This name is also used as the evdev device name on the server.

The last option, the input device node, is optional. If you do not supply one, the client will ask you which device you want to stream.

While the client is running (and after it has successfully connected), input events generated should take effect on the computer running the server.

Background

Realization

The client component first tries to open the supplied device node for exclusive access, preventing other clients such as X11/xorg from also reacting to the input (Hence why starting the client on primary input devices is not really advisable). After opening the device node, the client reads struct input_event data objects and sends them to the server.

The server uses the uinput kernel facility to create virtual device nodes and inject the streamed events (after filtering them somewhat) into them. The events are then processed by the X server on the remote machine and treated as if the input devices were attached directly.

Protocol

A detailed description of the protocol may be found in protocol/protocol.md

Open Source Agenda is not affiliated with "Network Gamepads" Project. README Source: kitinfo/network-gamepads
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