Files
riojoy/src/RioJoy.Core/Serial/SerialLampSink.cs
T
CydandClaude Opus 4.8 1348040e1c Phase 5: tray app + profiles + runtime wiring
Wire the Core pieces into a runnable tray app with per-game profiles and the
three-state serial-yield auto-switch:

- Profiles/: RioProfile + AppConfig model; ConfigStore (System.Text.Json,
  round-tripped); RioIniImporter ports the legacy RIO.ini (button table, invert
  flags, plasma greeting); AutoSwitchResolver + AutoSwitchWatcher resolve the
  foreground executable into Yield (native game) / Activate (profile) / Idle, with
  native always winning and change-only notifications. IForegroundProcessProvider
  abstracts the OS.
- RioRuntime assembles a profile's live pipeline: serial ButtonPressed/Released +
  KeyPressed/Released → InputRouter (via RioAddress); AnalogReply → AxisCalibrator
  → the six joystick axes; RIO commands → calibration resets + version/check
  requests + lamp re-init. SerialLampSink sends lamp feedback over the link;
  NullJoystickSink is a placeholder until the Phase 1 HID feeder exists.
- RioJoy.Tray: NotifyIcon menu mirroring the legacy console menu (axis resets,
  version/status, raw-axes & poll-rate toggles, quit) + profile selection
  (auto vs. manual) + "start with Windows"; RioCoordinator owns the serial
  acquire/release tied to the watcher (native-game COM-port yield). OS adapters:
  ForegroundProcessProvider (Win32 foreground PID→exe) and AutoStartManager (HKCU
  Run key).
- tests: 18 new xUnit tests (123 total) for config round-trip, ini import,
  the three-state resolver + watcher, and RioRuntime end-to-end over the fake
  transport (button→joystick, keypad-offset→keyboard, analog→six axes).

The joystick output stays a no-op until the Phase 1 driver; on-cabinet
verification of the acquire/release lifecycle remains.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-26 15:36:58 -05:00

36 lines
942 B
C#

using RioJoy.Core.Mapping;
namespace RioJoy.Core.Serial;
/// <summary>
/// <see cref="ILampSink"/> that sends lamp feedback back to the RIO as
/// <c>LampRequest</c> packets over the serial link. Writes are fire-and-forget
/// (lamp feedback is best-effort and must not block input routing).
/// </summary>
public sealed class SerialLampSink : ILampSink
{
private readonly RioSerialLink _link;
public SerialLampSink(RioSerialLink link)
{
_link = link ?? throw new ArgumentNullException(nameof(link));
}
public void SetLamp(int address, byte lampState)
{
_ = SendAsync((byte)address, lampState);
}
private async Task SendAsync(byte address, byte state)
{
try
{
await _link.SetLampAsync(address, state).ConfigureAwait(false);
}
catch
{
// Best-effort: a dropped lamp update must not crash the input path.
}
}
}