With this application you can send messages over LocoNet. The main purpose is software testing or reverse engineering.
If you are in a hurry there is a cheat sheet that will give you an overview:
Here you will find a reference of the functions:
This dialog box pops up on application start. You have to choose the connection parameters, necessary to connect to the LoconetOverTcp server.
Type in the name of the host (computer) where the LoconetOverTcp server is
running. If you want to use a server that is currently running on your
local machine, use the default localhost
. A DNS name like
lbserver.domain.de
is allowed. You can also enter a IPv4 (like 192.168.1.23
)
or IPv6 (like ::1
) address.
Type in the port number on which the server is listening for connections.
A port number is a positive integer in the range up to 65535 that identifies a
service that a server might provide. If you do not know what a port or
service is try 1234
which is the default port number used by the server.
Press this button when you have finished to enter the server host and port. The program will try to connect to the server and close this dialog box. If a connection could not be established an error message will be displayed and the connection settings dialog will be shown again.
Press this button when you decide to abort and close the program.
Press this button or the “F1” key when you need more information.
To send a message enter the message as hexadecimal bytes and then press the Send button.
Depending on the LoconetOverTcp Server and the LocoNet Interface used, you can send invalid message (e.g. illegal opcodes, messages with invalid length or invalid high bits). But most times you will send valid messages. LocoNetMessageTest will help you to validate these while typing.
From left to right, top to down:
The following keys are defined:
Here you can enter the message as hexadecimal bytes. Use spaces, commas, semicolons or tabs as separator. It is allowed to enter bytes as one or two chars and lower or upper case. Remember that there are some rules to obey on the format of a LocoNet message .
When the checksum is calculated by LocoNetMessageTest this is the place where it is displayed. The box is empty, when the Add Checksum check box is not ticked or the message is invalid.
This is the place where you get information about the message you are just typing or any response from the LoconetOverTcp server used. These Colors are used:
Usually this should be checked and LocoNetMessageTest is trying to parse your message.
When you would like to send messages that are generally invalid on LocoNet uncheck this. Then you are allowed to enter messages with invalid length, invalid high bytes and invalid checksum. Be aware that it depends on the LoconetOverTcp server and the interface you use, if this messages will ever go out to the LocoNet. Using a LoconetMonitor in parallel is advised.
When checked LocoNetMessageTest calculates and adds the checksum automatically.
When unchecked no checksum is added. You have to enter it manually.
This button is only enabled when LocoNetMessageTest thinks that your entry is valid. This depends also on the settings of the check boxes.
When you press the button the message is sent to the LoconetOverTcp server. You will see the response in the Error Message Field.
The rules for your entry in the field “Message” are:
The entry should only contain valid hex chars (“0
”..“9
”, “a
”..“f
” or “A
”..“F
”)
and separators (space, “,
”, “:
” or “;
”).
Each number should be a valid byte value in the range 0
.. FF
.
Leading “0
” are allowed.
Messages with a length in the range of 2 to 127 are allowed, but keep in mind that not all interfaces can transmit such long messages. I have a LocoBuffer USB that has a limit of 48 bytes. The length of the message includes the checksum byte even if the “Add Checksum” Check Box is unchecked.
When validation is enabled by the “Validate” Check Box it is additionally tested that:
80
” to “FF
”.00
” to “7F
”.