feat: 添加接收处理函数
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@ -1,6 +1,6 @@
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<Project Sdk="Microsoft.NET.Sdk">
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<PropertyGroup>
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<OutputType>WinExe</OutputType>
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<OutputType>Exe</OutputType>
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<TargetFramework>net6.0</TargetFramework>
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<Nullable>enable</Nullable>
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<!--Avalonia doesen't support TrimMode=link currently,but we are working on that https://github.com/AvaloniaUI/Avalonia/issues/6892 -->
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@ -0,0 +1,40 @@
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namespace LoraGamepad.Util;
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public class CrcUtil
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{
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/// <summary>
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/// CRC8——MAXIM校验字节
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/// </summary>
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/// <param name="data">带校验数据</param>
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/// <returns>校验字节</returns>
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public static byte CRC8_Calculate(byte[] data)
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{
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byte crc8 = 0;
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for( int i = 0 ; i < data.Length; i++){
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crc8 = CRC8Table[crc8^data[i]];
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}
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return(crc8);
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}
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/// <summary>
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/// CRC8——MAXIM校验表
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/// </summary>
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private static byte[] CRC8Table = {
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0, 94, 188, 226, 97, 63, 221, 131, 194, 156, 126, 32, 163, 253, 31, 65,
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157, 195, 33, 127, 252, 162, 64, 30, 95, 1, 227, 189, 62, 96, 130, 220,
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35, 125, 159, 193, 66, 28, 254, 160, 225, 191, 93, 3, 128, 222, 60, 98,
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190, 224, 2, 92, 223, 129, 99, 61, 124, 34, 192, 158, 29, 67, 161, 255,
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70, 24, 250, 164, 39, 121, 155, 197, 132, 218, 56, 102, 229, 187, 89, 7,
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219, 133, 103, 57, 186, 228, 6, 88, 25, 71, 165, 251, 120, 38, 196, 154,
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101, 59, 217, 135, 4, 90, 184, 230, 167, 249, 27, 69, 198, 152, 122, 36,
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248, 166, 68, 26, 153, 199, 37, 123, 58, 100, 134, 216, 91, 5, 231, 185,
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140, 210, 48, 110, 237, 179, 81, 15, 78, 16, 242, 172, 47, 113, 147, 205,
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17, 79, 173, 243, 112, 46, 204, 146, 211, 141, 111, 49, 178, 236, 14, 80,
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175, 241, 19, 77, 206, 144, 114, 44, 109, 51, 209, 143, 12, 82, 176, 238,
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50, 108, 142, 208, 83, 13, 239, 177, 240, 174, 76, 18, 145, 207, 45, 115,
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202, 148, 118, 40, 171, 245, 23, 73, 8, 86, 180, 234, 105, 55, 213, 139,
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87, 9, 235, 181, 54, 104, 138, 212, 149, 203, 41, 119, 244, 170, 72, 22,
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233, 183, 85, 11, 136, 214, 52, 106, 43, 117, 151, 201, 74, 20, 246, 168,
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116, 42, 200, 150, 21, 75, 169, 247, 182, 232, 10, 84, 215, 137, 107, 53
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};
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}
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@ -0,0 +1,83 @@
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using System;
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using System.Collections.Concurrent;
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using System.Threading;
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namespace LoraGamepad.Util;
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/// <summary>
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/// 异步管道
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/// </summary>
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/// <typeparam name="T1">流入数据类型</typeparam>
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/// <typeparam name="T2">流出数据类型</typeparam>
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public abstract class IAsyncPipe<T1, T2> : IPipe<T1, T2> {
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private readonly ConcurrentQueue<T1> _dataQueue = new();
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private bool _isWorking;
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private DateTime _urgeTime;
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private DateTime _workTime;
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private readonly string _threadName;
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private readonly TimeSpan _waitWorkTimeMax;
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protected IAsyncPipe(string threadName = "IAsyncPipe", long waitWorkMills = 3000) {
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_threadName = threadName;
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_waitWorkTimeMax = TimeSpan.FromMilliseconds(waitWorkMills);
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}
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/// <summary>
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/// 催工
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/// </summary>
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private void UrgeWork() {
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_urgeTime = DateTime.Now;
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if (_isWorking) {
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// 在干活?打扰了..
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return;
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}
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_isWorking = true;
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var thread = new Thread(() => {
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// 在失业的边缘反复横跳
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while (!TryStrike()) {
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// 干活
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Process(_dataQueue);
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}
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}) {
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IsBackground = true,
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Name = _threadName
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};
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thread.Start();
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}
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/// <summary>
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/// 尝试罢工
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/// </summary>
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/// <returns>是否罢工成功</returns>
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private bool TryStrike() {
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if (!_dataQueue.IsEmpty) {
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// 有活继续干
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_workTime = DateTime.Now;
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} else if (DateTime.Now - _workTime > _waitWorkTimeMax) {
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// 闲3秒罢工
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_isWorking = false;
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}
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return !_isWorking;
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}
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protected abstract void Process(ConcurrentQueue<T1> queue);
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public override void Push(T1 pack) {
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if (pack == null) {
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return;
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}
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_dataQueue.Enqueue(pack);
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UrgeWork();
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}
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/// <summary>
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/// 数据是否停止流入达到指定时间
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/// </summary>
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/// <param name="time"></param>
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/// <returns></returns>
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protected bool IsPushStop(TimeSpan time) {
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return DateTime.Now - _urgeTime > time;
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}
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}
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@ -0,0 +1,20 @@
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using System.Collections.Generic;
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namespace LoraGamepad.Util;
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/// <summary>
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/// 数据管道基类
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/// </summary>
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/// <typeparam name="T1">入口数据类型</typeparam>
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/// <typeparam name="T2">出口数据类型</typeparam>
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public abstract class IPipe<T1, T2> {
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public delegate void OutFuncDelegate(T2 data);
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public OutFuncDelegate OnOut;
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public abstract void Push(T1 data);
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public void Push(IEnumerable<T1> data) {
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foreach (var x in data) {
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Push(x);
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}
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}
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}
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@ -0,0 +1,49 @@
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using System;
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using System.Collections.Concurrent;
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using System.Linq;
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using System.Threading;
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namespace LoraGamepad.Util;
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public class SerialPipeIn: IAsyncPipe<byte,byte[]>
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{
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protected override void Process(ConcurrentQueue<byte> queue)
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{
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if (!queue.TryPeek(out var first))
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{
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SpinWait.SpinUntil(() => false, 1);
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// 队列无数据
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return;
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}
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if (0xFE != first) {
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// 未匹配到包头,扔掉继续
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queue.TryDequeue(out _);
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return;
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}
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if (queue.Count < 14) {
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// 数据长度过低
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return;
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}
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var pack = queue.Take(14).ToArray();
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if (pack[13] != CrcUtil.CRC8_Calculate(pack.Skip(1).SkipLast(1).ToArray())) {
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// crc校验失败,砍头
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queue.TryDequeue(out _);
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return;
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}
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// 队列消除整包数据
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for (var i = 0; i < 14; i++) {
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queue.TryDequeue(out _);
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}
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// 输出数据,砍头砍尾
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// Console.WriteLine(BitConverter.ToString(pack));
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OnOut(pack.Skip(1).SkipLast(1).ToArray());
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}
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}
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@ -1,7 +1,11 @@
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using System;
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using System.Collections.ObjectModel;
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using System.Diagnostics;
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using System.Linq;
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using System.Reactive;
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using System.Threading;
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using LoraGamepad.Models;
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using LoraGamepad.Util;
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using ReactiveUI;
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namespace LoraGamepad.ViewModels;
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private ObservableCollection<CBPortItem> _portList = new();
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public CBPortItem PortSelectItem { get; set; }
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private readonly SerialPipeIn _serialPipeIn;
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public ReactiveCommand<Unit, Unit> OpenPort { get; }
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public ReactiveCommand<Unit, Unit> ClosePort { get; }
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public Thread ReadThread;
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public TProViewModel()
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{
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PortList = CBPortItem.GetPortList();
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_serialPipeIn = new SerialPipeIn();
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ReadThread = new Thread(ReadThreadEntry);
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OpenPort = ReactiveCommand.Create(PortOpenButtonClick);
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ClosePort = ReactiveCommand.Create(PortCloseButtonClick);
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}
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public void ReadThreadEntry()
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{
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while (true)
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{
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if (SerialPort.Me.TryRead(out var data))
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{
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// Console.WriteLine(BitConverter.ToString(data));
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_serialPipeIn.Push(data);
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}
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Thread.Sleep(1);
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}
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}
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/// <summary>
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SerialPort.Me.Open(PortSelectItem.PortName,420000,1000);
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IsOpenPortButtonVisible = false;
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IsClosePortButtonVisible = true;
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ReadThread.Start();
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}
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/// <summary>
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