Port the RIO wire protocol from legacy/riovjoy2.cpp into testable C#: - Protocol/: command + length table, 7-bit checksum, packet builder, and a streaming receive-side framing state machine (PacketParser) that mirrors the legacy ReadCommBlock framing/resync (high-bit-mid-packet abort). Typed RIO->PC decodes: AnalogReport (14-bit sign-extend), VersionInfo, CheckStatus; lamp-state composition. - Serial/: RioSerialLink drives an async receive loop with ACK/NAK reply policy (legacy force-accept vs. opt-in VerifyInboundChecksum), the analog poll timer, and the >5s reset-recovery watchdog. IRioTransport abstracts the COM port; the SerialPort-backed transport does 9600 8N1 + DTR reset pulse, and acquire/release is just create/dispose (foundation for native-game serial yield). - tests/RioJoy.Core.Tests: 54 xUnit tests covering checksum, framing/resync, builder round-trips, analog sign-extension + sentinel rejection, lamp combos, and the read loop driven against an in-memory fake transport. Hardware verification (version/check/analog against a cabinet) remains; it can't be done off-device. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
33 lines
1.4 KiB
C#
33 lines
1.4 KiB
C#
namespace RioJoy.Core.Serial;
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/// <summary>Tunables for <see cref="RioSerialLink"/>.</summary>
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public sealed record RioSerialLinkOptions
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{
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/// <summary>
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/// How often to request an analog update while the link runs. The legacy
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/// watch thread polls on a ~55 ms timeout (riovjoy2.cpp#L1069).
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/// </summary>
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public TimeSpan AnalogPollInterval { get; init; } = TimeSpan.FromMilliseconds(55);
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/// <summary>
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/// If no <see cref="Protocol.RioCommand.AnalogReply"/> arrives within this
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/// window, issue a general reset to recover (legacy >5 s rule,
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/// riovjoy2.cpp#L1096).
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/// </summary>
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public TimeSpan AnalogRecoveryTimeout { get; init; } = TimeSpan.FromSeconds(5);
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/// <summary>Whether the link should automatically poll for analog updates.</summary>
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public bool AutoPollAnalog { get; init; } = true;
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/// <summary>
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/// When <see langword="true"/>, a button packet that fails its checksum is
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/// NAK'd (the documented protocol). When <see langword="false"/> (default),
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/// every framed packet is ACK'd regardless of checksum, matching the legacy
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/// receive path which force-accepts (see docs/PROTOCOL.md §2 ⚠️).
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/// </summary>
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public bool VerifyInboundChecksum { get; init; }
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/// <summary>Read buffer size for the receive loop.</summary>
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public int ReadBufferSize { get; init; } = 256;
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}
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