Added Using HarmonyLinkServer section to the Readme

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Jordon Brooks 2023-06-26 19:37:38 +01:00
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@ -14,6 +14,39 @@ The central goal with HarmonyLink is to provide a comprehensive and interactive
2. **Real-Time Metrics**: Games can access real-time data about the handheld device's power usage and docking status through HarmonyLink.
3. **Cross-Platform Compatibility**: HarmonyLink extends its functionality to Windows games running on Proton/Wine.
## Using HarmonyLinkServer
For users who wish to run the precompiled release version of HarmonyLinkServer, please follow the instructions specific to your platform below.
### Windows Users
1. Navigate to the [latest release](https://github.com/Jordonbc/HarmonyLinkServer/releases/latest) on the project's GitHub page.
2. Download the `.zip` archive for Windows.
3. Extract the contents of the `.zip` archive to a directory of your choice.
4. Open a command prompt in the directory where you extracted the files.
5. Run the HarmonyLinkServer executable by typing `./harmony_link_server.exe`.
Please note that you'll need to manually start the program each time you want to use it.
### Steam Deck (Linux) Users
1. Navigate to the [latest release](https://github.com/Jordonbc/HarmonyLinkServer/releases/latest) on the project's GitHub page.
2. Download the `.zip` archive for Linux.
3. Extract the contents of the `.zip` archive to a directory of your choice.
#### Running in Desktop Mode
To use HarmonyLinkServer in Desktop Mode, follow these steps:
1. Open a terminal in the directory where you extracted the files.
2. Run the HarmonyLinkServer executable by typing `./harmony_link_server`.
Please note that you'll need to keep the terminal window open while using HarmonyLinkServer in desktop mode.
#### Optional: Setting Up as a Service for Gamemode
For a seamless experience in gamemode, you have the option to set up HarmonyLinkServer as a service on your Steam Deck. Please be aware that this setup process will require a moderate level of technical knowledge.
## How It Works
HarmonyLink operates using a client-server structure. This server-side application runs on the host side (native Linux or Windows), and games access the metrics via an API.