Comments (5)
Ok, I'll look into it.
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I've added your code to the sample app and I can verify that it works if I pick a random service, but as I don't have Parsec myself I would appreciate if you can confirm that this indeed works for you.
Thanks!
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Works perfectly now for my remote setup, thank you very much!
from joltphysics.
Is there no way to detect this programmatically? (I don't have Parsec)
I guess a command line can be added, but my guess is also that nobody is going to find out about it.
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Not sure if there is a precise way to do that, but an imprecise way would be to check if "Parsec" service is running.
That would result in false positives (the same service is running on both hosts and clients), but IMO that's the lesser of two evils. If someone is running both Parsec service and Jolt samples on the same machine, chances are pretty high that they do it on a remote work machine, and if not, it's not that big of a deal anyway.
So, something like this (the code can be tested with any running service, not necessarily "Parsec"):
bool isServiceRunning(const char* serviceName) {
bool isRunning = false;
if (SC_HANDLE manager = OpenSCManager(nullptr, nullptr, SC_MANAGER_CONNECT)) {
if (SC_HANDLE service = OpenServiceA(manager, serviceName, SERVICE_QUERY_STATUS)) {
SERVICE_STATUS status;
if (QueryServiceStatus(service, &status)) {
isRunning = status.dwCurrentState == SERVICE_RUNNING;
}
CloseServiceHandle(service);
}
CloseServiceHandle(manager);
}
return isRunning;
}
It can be called on startup with isServiceRunning("Parsec")
and cached together with GetSystemMetrics(SM_REMOTESESSION)
(likely no reason to re-run the checks on every frame).
Unfortunately, it looks like everything Parsec is doing is symmetric for hosts and clients. For example, both will have "Parsec Virtual Display Adapter" connected all the time, etc., so if there is a robust way to tell them apart, I'm not aware of it.
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Related Issues (20)
- Some userdata variables are still uint32_t HOT 2
- Support multiple collisions per vertex for a soft body
- CharacterContactListener: add OnContactPersisted and OnContactRemoved HOT 3
- Should DecoratedShapeSettings allow for raw pointers in its constructor? HOT 3
- Epsilon values in asserts causing issues in Debug builds HOT 9
- Automatic transmission HOT 2
- Crash in SkeletonMapperTest sample HOT 3
- [MSVC] Internal compiler error
- Compile error on Sample project HOT 5
- [Question] I intergrate JoltPhysics into my project with exception thrown HOT 1
- Is it possible to cast sphere ? HOT 2
- Misaligned ABI when using JPH_DOUBLE_PRECISION causes a problem on the VirtualCharacter HOT 13
- Slow HeightfieldShape Save/RestoreBinaryState HOT 2
- Poor performance with high amount of static colliders HOT 1
- Why the character cannot collide with the floor ? HOT 1
- [Feature Request] CharacterVirtual needs support for enhanced internal edge removal HOT 4
- Problem serializing/deserializing BodyCreationSettings with sRestoreWithChildren HOT 2
- GCC 14 inlining failed in call to always_inline HOT 2
- Annoying identical color HOT 2
- Assert hit on a scene without constraints w/ `JPH::TempAllocatorMalloc`. HOT 1
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