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docs: rename client to device
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The-personified-devil committed Jul 10, 2024
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8 changes: 4 additions & 4 deletions wiki/ALVR-client-and-streamer-on-separate-networks.md
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Expand Up @@ -6,9 +6,9 @@ Here are explained two methods to connect PC and headset remotely, port-forwardi

## Important notes on security

* ALVR protocol does not have any encryption or authentication (apart from ALVR client IP address shown in ALVR streamer and the requirement to add client on ALVR streamer).
* It is recommended to run ALVR via encrypted tunnel (VPN) over the internet. In case VPN is not an option, access to ALVR streamer (UDP ports 9943 and 9944) should be restricted by Windows Firewall (only connections from known IP addresses of ALVR clients should be allowed) and ALVR streamer should not be left running unattended.
* **Warning!** SteamVR allows to control desktop from VR headset (i.e. a **malicious ALVR client could take over the PC**).
* ALVR protocol does not have any encryption or authentication (apart from ALVR device IP address shown in ALVR streamer and the requirement to add devices on ALVR streamer).
* It is recommended to run ALVR via encrypted tunnel (VPN) over the internet. In case VPN is not an option, access to ALVR streamer (UDP ports 9943 and 9944) should be restricted by Windows Firewall (only connections from known IP addresses of ALVR devices should be allowed) and ALVR streamer should not be left running unattended.
* **Warning!** SteamVR allows to control desktop from VR headset (i.e. a **malicious ALVR device could take over the PC**).
* As the license states ALVR IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND (see the file `LICENSE` in this GitHub repository for legal text/definition). You are on your own (especially if you run ALVR over the Internet without VPN).

## Port-forwarding
Expand All @@ -23,7 +23,7 @@ Port-forwarding allows to connect devices that are behind different NATs, i.e. l

You can now use ALVR to connect to your remote PC.

**Note**: The public IP can change often. Every time you want to use ALVR you need to check that your current public IP is the same as the last time. If the IP changed, you can update it using the "Configure client" interface, accessed with the `Configure` button next to your headset name on the streamer.
**Note**: The public IP can change often. Every time you want to use ALVR you need to check that your current public IP is the same as the last time. If the IP changed, you can update it using the "Edit connection" interface, accessed with the `Edit` button next to your headset name on the streamer.

## ZeroTier

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10 changes: 5 additions & 5 deletions wiki/Building-From-Source.md
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Expand Up @@ -70,7 +70,7 @@ If you want to edit and rebuild the code, you can skip the `prepare-deps` comman

## Fedora CUDA installation

If you are here for CUDA installation on Fedora you're at the right place! Else continue down to [Client Building](https://github.com/alvr-org/ALVR/wiki/Building-From-Source#client-building)
If you are here for CUDA installation on Fedora you're at the right place! Else continue down to [Android App Building](https://github.com/alvr-org/ALVR/wiki/Building-From-Source#android-app-building)

### 1. Install Nvidia drivers and Fedora CUDA driver

Expand Down Expand Up @@ -145,11 +145,11 @@ From the ALVR directory edit the ./alvr/xtask/src/dependencies.rs, and change tw

You should be good to go! Refer to [Streamer Building](https://github.com/alvr-org/ALVR/wiki/Building-From-Source#streamer-building) for the commands to build ALVR

# Client Building
# Android App Building

## 1. Installing necessary packages

For the client you need install:
For the app you need install:

* [Android Studio](https://developer.android.com/studio) or the [sdkmanager](https://developer.android.com/studio/command-line/sdkmanager)
* Android SDK Platform-Tools 29 (Android 10)
Expand Down Expand Up @@ -224,7 +224,7 @@ Move to the root directory of the project, then run this command:
cargo xtask prepare-deps --platform android
```

Before building the client, Android has to have us to agree to the licenses otherwise building the client will halt and fail. To accept the agreements, follow the instructions for your corresponding OS:
Before building the app, Android has to have us to agree to the licenses otherwise building the app will halt and fail. To accept the agreements, follow the instructions for your corresponding OS:

* Windows:

Expand All @@ -240,7 +240,7 @@ Before building the client, Android has to have us to agree to the licenses othe
sdkmanager --licenses
```

Next up is the proper build of the client. Run the following:
Next up is the proper build of the app. Run the following:

```bash
cargo xtask build-client --release
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2 changes: 1 addition & 1 deletion wiki/Configuration-Information-and-Recommendations.md
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Expand Up @@ -47,7 +47,7 @@

## Routing / Switching / Firewalling / General Info

- Ideally client and streamer should exist on the same logical (layer 2) network and subnet - this allows for no routing overhead, and the correct function of client discovery via [mDNS](https://en.wikipedia.org/wiki/Multicast_DNS)
- Ideally the headset and streamer should exist on the same logical (layer 2) network and subnet - this allows for no routing overhead, and the correct function of device discovery via [mDNS](https://en.wikipedia.org/wiki/Multicast_DNS)
- Twisted pair (normal copper ethernet cables) should never be run alongside power cables - this can cause signal noise and result in frame loss and lowered auto-negotiation speeds
- High quality CAT5E or higher (ideally CAT6A or CAT7) gigabit+ cabling should be used for modern networks
- In some cases firewall, anti-virus, malware, or EDR (enhanced detection and response) software may interfere with network traffic - Windows Defender and Sophos Endpoint Protection are reported to work without issue
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