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68
WledDdpClient.cs
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68
WledDdpClient.cs
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using System;
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using System.Net.Sockets;
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using System.Threading.Tasks;
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public class WledDdpClient
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{
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private readonly UdpClient _udp;
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private readonly string _ip;
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private const int Port = 4048; // Standard DDP UDP port
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private byte _sequence = 1;
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public WledDdpClient(string ipAddress)
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{
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_ip = ipAddress;
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_udp = new UdpClient();
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}
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public async Task SendFrameAsync(byte[] rgbData)
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{
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// Max payload per packet to stay under standard 1500 byte MTU
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const int maxPixelsPerPacket = 480;
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const int maxBytesPerPacket = maxPixelsPerPacket * 3;
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int totalBytes = rgbData.Length;
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int offset = 0;
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while (offset < totalBytes)
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{
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int chunkLength = Math.Min(maxBytesPerPacket, totalBytes - offset);
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bool isLast = (offset + chunkLength) >= totalBytes;
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byte[] packet = new byte[10 + chunkLength];
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// Byte 0: Flags. 0x40 = Version 1. 0x01 = Push bit.
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// We only "Push" to the display on the final chunk of the frame.
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packet[0] = (byte)(isLast ? 0x41 : 0x40);
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// Byte 1: Sequence (0-15)
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packet[1] = _sequence;
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// Byte 2: Data type (1 = RGB)
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packet[2] = 1;
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// Byte 3: Destination ID (Default 1)
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packet[3] = 1;
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// Bytes 4-7: Data Offset (32-bit Big Endian)
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packet[4] = (byte)(offset >> 24);
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packet[5] = (byte)(offset >> 16);
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packet[6] = (byte)(offset >> 8);
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packet[7] = (byte)(offset);
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// Bytes 8-9: Data Length (16-bit Big Endian)
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packet[8] = (byte)(chunkLength >> 8);
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packet[9] = (byte)(chunkLength);
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// Copy the pixel payload into the packet
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Buffer.BlockCopy(rgbData, offset, packet, 10, chunkLength);
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await _udp.SendAsync(packet, packet.Length, _ip, Port);
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offset += chunkLength;
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}
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// Increment sequence for the next frame (wrap at 15)
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_sequence = (byte)((_sequence + 1) % 16);
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}
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}
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