Files
VRIO/src/VRio.Core/Device/VRioPipeService.cs
T
CydandClaude Fable 5 e507f1740c Named-pipe transport for the DOSBox-X fork's namedpipe backend
Both devices now serve \.\pipe\vrio and \.\pipe\vplasma for the whole
app lifetime alongside the COM rows — the com0com-free path. Framing per
the pinned contract (0x00 len data / 0x01 DTR+RTS lines, one lines frame
on connect, unknown type = log + drop): PipeFraming/PipeFrameDecoder and
VRioPipeService (TX paced at the wire rate, peer DTR edges feed
HostHandshake) in VRio.Core, listener-only VPlasmaPipeService twin in
VPlasma.Core. Busy pipe names retry, so vRIO's built-in glass and the
standalone vPLASMA coexist. README documents the transport and the fork
conf lines.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-12 23:03:02 -05:00

390 lines
13 KiB
C#

using System.Diagnostics;
using System.IO.Pipes;
using System.Runtime.InteropServices;
namespace VRio.Core.Device;
/// <summary>
/// Serves a <see cref="VRioDevice"/> over the named pipe that the DOSBox-X
/// fork's <c>serial1=namedpipe pipe:vrio</c> backend connects to — the
/// com0com-free transport. vRIO is the pipe <em>server</em> (the device is
/// always present); DOSBox-X is the client and background-retries while the
/// pipe is missing, so this service listens for the whole app lifetime
/// alongside the COM path at no cost. An unconnected pipe is an unplugged
/// cable: the device keeps running, transmit bytes fall on the floor.
///
/// <para>Framing per <see cref="PipeFraming"/>. On connect we immediately
/// send our lines frame (DTR+RTS high — "board present", the same lines the
/// serial path asserts via DtrEnable/RtsEnable); the peer's DTR edges surface
/// through <see cref="HostHandshake"/> exactly like the DSR blips through a
/// null modem, and a disconnect drops all lines low. The game hardware-resets
/// the RIO by pulsing DTR, and the in-band lines frames keep that edge's
/// position in the byte stream — the reason the contract multiplexes control
/// onto the data pipe instead of using a second one.</para>
///
/// <para>Outbound bytes are paced one per 10-bit frame time exactly like
/// <see cref="VRioSerialService"/> (see its remarks for the full rationale).
/// With the 9600-baud wire gone, this pacer is the only thing standing
/// between the host and an impossible burst, so each paced byte travels as
/// its own 3-byte data frame and the inter-byte timing survives the pipe.</para>
/// </summary>
public sealed class VRioPipeService : IDisposable
{
/// <summary>The contract pipe name: DOSBox-X connects to <c>\\.\pipe\vrio</c>.</summary>
public const string DefaultPipeName = "vrio";
// Pacing mirrors VRioSerialService: one byte per 10-bit frame at 9600
// baud; sleep until ~1.8 ms from the slot, then spin the remainder.
private static readonly long BytePeriodTicks = Stopwatch.Frequency * 10 / VRioSerialService.BaudRate;
private static readonly long SpinThresholdTicks = Stopwatch.Frequency * 18 / 10_000;
private readonly VRioDevice _device;
private readonly string _pipeName;
private readonly object _txGate = new();
private readonly Queue<byte> _txQueue = new();
private readonly PipeFrameDecoder _decoder = new();
private NamedPipeServerStream? _pipe;
private Thread? _server;
private Thread? _writer;
private volatile bool _running;
private volatile bool _clientConnected;
private bool _peerDtr, _peerRts;
private bool _timerResolutionRaised;
public VRioPipeService(VRioDevice device, string pipeName = DefaultPipeName)
{
_device = device ?? throw new ArgumentNullException(nameof(device));
if (string.IsNullOrWhiteSpace(pipeName))
throw new ArgumentException("Pipe name is required.", nameof(pipeName));
_pipeName = pipeName;
_device.Transmit += Write;
_decoder.Data += (buffer, count) => _device.OnReceived(buffer, count);
_decoder.Lines += OnPeerLines;
}
/// <summary>The served pipe name (without the <c>\\.\pipe\</c> prefix).</summary>
public string PipeName => _pipeName;
/// <summary>True while a client is connected.</summary>
public bool IsClientConnected => _clientConnected;
/// <summary>A client connected (true) or went away (false).</summary>
public event Action<bool>? ClientChanged;
/// <summary>
/// The host's DTR line changed (the game pulses it to hardware-reset the
/// board). Same semantics as <see cref="VRioSerialService.HostHandshake"/>:
/// the argument is the new line state as seen on our DSR pin.
/// </summary>
public event Action<bool>? HostHandshake;
/// <summary>Pipe-level log lines (listen/connect/errors).</summary>
public event Action<string>? Logged;
/// <summary>Start listening (idempotent). Clients may come and go forever.</summary>
public void Start()
{
if (_running)
return;
_running = true;
lock (_txGate) _txQueue.Clear();
_server = new Thread(ServerLoop) { IsBackground = true, Name = $"vRIO pipe server ({_pipeName})" };
_server.Start();
_writer = new Thread(WriteLoop) { IsBackground = true, Name = $"vRIO pipe writer ({_pipeName})" };
_writer.Start();
Logged?.Invoke($@"Listening on \\.\pipe\{_pipeName} (TX paced at the wire rate) — DOSBox-X connects when it boots");
}
/// <summary>Stop listening and drop any client (idempotent).</summary>
public void Stop()
{
if (!_running)
return;
_running = false;
lock (_txGate)
{
_txQueue.Clear();
Monitor.PulseAll(_txGate); // wake the writer so it can exit
}
NamedPipeServerStream? pipe = _pipe;
_pipe = null;
try { pipe?.Dispose(); }
catch (IOException) { }
// A WaitForConnection pending on the disposed stream can survive the
// Dispose on net48; a throwaway client connect releases it either way.
try
{
using var poke = new NamedPipeClientStream(".", _pipeName, PipeDirection.Out);
poke.Connect(100);
}
catch (Exception ex) when (ex is IOException or TimeoutException or UnauthorizedAccessException) { }
_server?.Join(1000);
_server = null;
_writer?.Join(1000);
_writer = null;
if (_timerResolutionRaised)
{
timeEndPeriod(1);
_timerResolutionRaised = false;
}
_clientConnected = false;
Logged?.Invoke("Pipe server stopped");
}
private void ServerLoop()
{
bool busyLogged = false; // log the name collision once, not per retry
while (_running)
{
NamedPipeServerStream pipe;
try
{
pipe = new NamedPipeServerStream(_pipeName, PipeDirection.InOut, 1,
PipeTransmissionMode.Byte, PipeOptions.Asynchronous);
}
catch (Exception ex) when (ex is IOException or UnauthorizedAccessException)
{
// Name already served — most likely a second vRIO instance.
if (!busyLogged)
{
busyLogged = true;
Logged?.Invoke($@"\\.\pipe\{_pipeName} is busy ({ex.Message.TrimEnd('.')}) — retrying until it frees up");
}
for (int i = 0; i < 20 && _running; i++)
Thread.Sleep(100);
continue;
}
busyLogged = false;
_pipe = pipe;
try
{
pipe.WaitForConnection();
}
catch (Exception ex) when (ex is IOException or ObjectDisposedException or InvalidOperationException)
{
// Disposed by Stop(), or a client vanished mid-connect.
_pipe = null;
try { pipe.Dispose(); }
catch (IOException) { }
continue;
}
if (!_running || !OnClientConnected(pipe))
{
_pipe = null;
try { pipe.Dispose(); }
catch (IOException) { }
continue;
}
ReadUntilDisconnect(pipe);
OnClientDisconnected();
_pipe = null;
try { pipe.Dispose(); }
catch (IOException) { }
}
}
/// <summary>Per-connection setup; false if the client died before it finished.</summary>
private bool OnClientConnected(NamedPipeServerStream pipe)
{
_decoder.Reset();
_peerDtr = _peerRts = false;
lock (_txGate) _txQueue.Clear();
// Our lines frame goes first, before the writer can interleave data
// (it only writes once _clientConnected flips below): DTR+RTS high,
// board present — the peer maps them to its DSR/CTS.
try
{
byte[] lines = PipeFraming.EncodeLines(PipeFraming.LinesPresent);
pipe.Write(lines, 0, lines.Length);
pipe.Flush();
}
catch (Exception ex) when (ex is IOException or ObjectDisposedException or InvalidOperationException)
{
return false;
}
// 1 ms system timer resolution while a client is connected, so the
// pacer's Thread.Sleep(1) actually sleeps ~1 ms.
_timerResolutionRaised = timeBeginPeriod(1) == 0;
_clientConnected = true;
Logged?.Invoke("Pipe client connected — sent lines DTR+RTS (board present)");
ClientChanged?.Invoke(true);
return true;
}
private void OnClientDisconnected()
{
_clientConnected = false;
lock (_txGate) _txQueue.Clear();
if (_timerResolutionRaised)
{
timeEndPeriod(1);
_timerResolutionRaised = false;
}
// Contract: a disconnect drops all lines low on the surviving side.
if (_peerDtr)
{
_peerDtr = false;
HostHandshake?.Invoke(false);
}
_peerRts = false;
if (_running)
{
Logged?.Invoke("Pipe client disconnected");
ClientChanged?.Invoke(false);
}
}
private void ReadUntilDisconnect(NamedPipeServerStream pipe)
{
var buffer = new byte[512];
while (_running)
{
int n;
try
{
n = pipe.Read(buffer, 0, buffer.Length);
}
catch (Exception ex) when (ex is IOException or ObjectDisposedException or InvalidOperationException or OperationCanceledException)
{
if (_running)
Logged?.Invoke($"Pipe error: {ex.Message}");
return;
}
if (n == 0)
return; // client closed its end
if (!_decoder.Feed(buffer, n))
{
Logged?.Invoke($"Pipe protocol violation: {_decoder.Violation} — dropping the connection");
return;
}
}
}
private void OnPeerLines(byte lines)
{
_peerRts = (lines & PipeFraming.LineRts) != 0; // tracked; nothing consumes CTS today
bool dtr = (lines & PipeFraming.LineDtr) != 0;
if (dtr == _peerDtr)
return;
_peerDtr = dtr;
HostHandshake?.Invoke(dtr);
}
// The device's Transmit handler: queue the frame for the paced writer so
// the caller (UI click, reader thread mid-reply) never blocks on the pipe.
private void Write(byte[] data)
{
if (!_running || !_clientConnected)
return; // no host on the pipe — a real UART shifts into an unterminated line
lock (_txGate)
{
foreach (byte b in data)
_txQueue.Enqueue(b);
Monitor.Pulse(_txGate);
}
}
private void WriteLoop()
{
// One data frame per paced byte, so the pipe carries the same
// inter-byte spacing a 9600-baud wire would.
var frame = new byte[] { PipeFraming.DataType, 1, 0 };
long slot = Stopwatch.GetTimestamp();
while (_running)
{
lock (_txGate)
{
while (_txQueue.Count == 0)
{
if (!_running)
return;
Monitor.Wait(_txGate, 200); // timed, so a missed pulse can't wedge shutdown
}
frame[2] = _txQueue.Dequeue();
}
// This byte's wire slot: one frame after the previous byte, or now
// if the line has been idle (no burst "catch-up" debt).
slot = Math.Max(slot + BytePeriodTicks, Stopwatch.GetTimestamp());
PaceUntil(slot);
NamedPipeServerStream? pipe = _pipe;
if (pipe is null || !_clientConnected)
continue; // client left while this byte waited its slot — it's stale, drop it
try
{
pipe.Write(frame, 0, frame.Length);
pipe.Flush();
}
catch (Exception ex) when (ex is IOException or ObjectDisposedException or InvalidOperationException)
{
// The client died mid-write; the backlog is already stale.
// Drop it and keep serving — the server loop notices the EOF
// and cycles back to WaitForConnection.
lock (_txGate) _txQueue.Clear();
continue;
}
// If the wait overshot its slot, pace the next byte from the
// actual emission instead — a stall must not cause a catch-up burst.
long now = Stopwatch.GetTimestamp();
if (now > slot)
slot = now;
}
}
private static void PaceUntil(long slotTicks)
{
while (true)
{
long remaining = slotTicks - Stopwatch.GetTimestamp();
if (remaining <= 0)
return;
if (remaining > SpinThresholdTicks)
Thread.Sleep(1);
else
Thread.SpinWait(64);
}
}
[DllImport("winmm.dll")]
private static extern uint timeBeginPeriod(uint uMilliseconds);
[DllImport("winmm.dll")]
private static extern uint timeEndPeriod(uint uMilliseconds);
public void Dispose()
{
_device.Transmit -= Write;
Stop();
}
}