Chad knows this better, but I think this is going to be really hard: the
debugstub is handwritten (using X#) assembler code..
the network code (i think)..
Post by Sebastian SchockeWas wondering... if I finish adding support for UDP (send and receive),
does that mean we can start adding debugging over Ethernet?
Was thinking of it as follows...
- User calls NetworkStack.ConfigIP() to configure the network
- Kernel then automatically sends a UDP broadcast to try and find the debugger
- our VS Debugger then replies to the broadcast
- Kernel receives the reply, and saves the debug IP
- From then on, instead of sending to serial everytime the debugstub is
called, send using UDP instead
I have not looked at the actual debugger or debugstub implementation, so I
don't know how realistic this is.
Also, I am sure we will have to bring in some feature for re-using a
UDPPacket instance, because allocating a byte buffer everytime we call the
debugstub is impossible memory wise, but I think I can make that work quite
easily if someone can tackle the debugstub and VS debugger part.
I think it may be up to 5x faster than the serial implementation, if done correctly.
Thoughts?
----- Original Message -----
Sent: Saturday, March 3, 2012 2:28:45 PM
Subject: Re: [Cosmos-Dev] UDP Network support
Post by Sebastian SchockeJust did a new check-in with limited UDP support
The UdpClient class can be used to send UDP packets. No receiving YET...
am working on it.
Thats great!!!
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