using System;
using System.IO;
using System.IO.Ports;
using System.Threading;
using NewLife.Data;
namespace NewLife.Net.Application
{
/// <summary>串口服务器。把收发数据映射到本地的指定串口</summary>
/// <remarks>
/// 一定要注意:串口编程最大的问题在于硬件设备可能极为不稳定,响应速度不可估计,所以需要尽可能的等待。
///
/// 串口读取的学问非常的大,影响响应比较慢,要等一会才能得到数据,并且可能只是得到一部分,而无限制的等待,又会让整个读取变得相当漫长。
/// 一般来说,串口传输的数据,是指定长度有头有尾的帧数据。因此,只需要设定好等待时间和帧大小,就能很好的读取数据。
/// </remarks>
public class SerialServer : NetServer<SerialServer.Session>
{
#region 属性
private String _PortName = "COM1";
/// <summary>串口名。默认COM1</summary>
public String PortName { get { return _PortName; } set { _PortName = value; } }
private Boolean _AutoClose = true;
/// <summary>每次收发完数据之后自动关闭</summary>
public Boolean AutoClose { get { return _AutoClose; } set { _AutoClose = value; } }
private SerialPort _Serial;
/// <summary>串口对象</summary>
public SerialPort Serial { get { return _Serial; } set { _Serial = value; } }
private Int32 _Timeout = 1000;
/// <summary>超时时间</summary>
public Int32 Timeout { get { return _Timeout; } set { _Timeout = value; } }
private Int32 _ReceivedBytesThreshold = 1;
/// <summary>每一帧长度</summary>
public Int32 ReceivedBytesThreshold { get { return _ReceivedBytesThreshold; } set { _ReceivedBytesThreshold = value; } }
#endregion
#region 构造
/// <summary>实例化一个串口服务器</summary>
public SerialServer()
{
Port = 24;
Name = "串口服务";
}
/// <summary>子类重载实现资源释放逻辑时必须首先调用基类方法</summary>
/// <param name="disposing">从Dispose调用(释放所有资源)还是析构函数调用(释放非托管资源)</param>
protected override void OnDispose(Boolean disposing)
{
base.OnDispose(disposing);
var sp = Serial;
Serial = null;
if (sp != null) sp.Dispose();
}
#endregion
#region 事件
/// <summary>创建窗口对象时触发</summary>
public event EventHandler OnCreate;
void RaiseCreate()
{
if (OnCreate != null) OnCreate(this, EventArgs.Empty);
}
#endregion
#region 业务
#endregion
#region 会话
/// <summary>串口服务会话</summary>
public class Session : NetSession<SerialServer>
{
static readonly Byte[] vspStart = new Byte[] { 0xFF, 0xFA, 0x2C };
static readonly Byte[] vspEnd = new Byte[] { 0xFF, 0xF0 };
/// <summary>收到客户端发来的数据</summary>
/// <param name="e"></param>
protected override void OnReceive(ReceivedEventArgs e)
{
var ms = e.Stream;
if (ms == null || ms.Length <= 0) return;
var sp = Host.Serial;
if (sp == null)
{
sp = new SerialPort(Host.PortName);
Host.Serial = sp;
//sp.BaudRate = 9600;
//sp.DataBits = 8;
//sp.Parity = Parity.None;
//sp.StopBits = StopBits.One;
if (Host.Timeout > 0) sp.ReadTimeout = sp.WriteTimeout = Host.Timeout;
//sp.ReadBufferSize = sp.WriteBufferSize = 1024;
//sp.Handshake = Handshake.None;
//sp.DataReceived += new SerialDataReceivedEventHandler(sp_DataReceived);
if (Host.ReceivedBytesThreshold > 0) sp.ReceivedBytesThreshold = Host.ReceivedBytesThreshold;
// 如果不设置,有时候可能读不到数据
sp.RtsEnable = true;
sp.DtrEnable = true;
Host.RaiseCreate();
}
//var ms = e.GetStream();
#region 特殊处理VSP格式
// 特殊处理VSP格式。有可能是先开始FFF0才到FFFA
while (ms.Position < ms.Length && (ms.StartsWith(vspStart) || ms.StartsWith(vspEnd) && ms.StartsWith(vspStart)))
{
var data = ms.ReadTo(vspEnd);
if (data != null)
{
WriteLog("VSP: {0}", data.ToHex());
switch (data[0])
{
case 0x01:
Array.Reverse(data, 1, 4);
var rate = BitConverter.ToInt32(data, 1);
if (rate > 0) sp.BaudRate = rate;
break;
case 0x02:
if (data[1] > 0) sp.DataBits = data[1];
break;
case 0x03:
if (data[1] > 0) sp.Parity = (Parity)data[1];
break;
case 0x04:
if (data[1] > 0) sp.StopBits = (StopBits)data[1];
break;
case 0x05:
if (data[1] > 0) sp.Handshake = (Handshake)data[1];
break;
default:
break;
}
}
}
#endregion
if (ms.Position >= ms.Length) return;
// 必须加锁,防止多线程冲突
lock (sp)
{
if (!sp.IsOpen) sp.Open();
// 写数据
var data2 = ms.ReadBytes();
WriteLog("Net=>SerialPort: {0}", data2.ToHex());
sp.Write(data2, 0, data2.Length);
// 读数据
ReadAndSend(sp, Session);
if (Host.AutoClose) sp.Close();
}
//base.OnReceive(e);
}
void ReadAndSend(SerialPort sp, ISocketSession session)
{
// 读取数据
var data = Read(sp, Host.ReceivedBytesThreshold);
if (data != null && data.Count > 0)
{
WriteLog("SerialPort=>Net: {0}", data.ToHex());
session.Send(data);
}
}
}
#endregion
#region 辅助
/// <summary>从串口中读取指定长度的数据,一般是一帧</summary>
/// <param name="sp"></param>
/// <param name="length"></param>
/// <returns></returns>
public static Packet Read(SerialPort sp, Int32 length = -1)
{
// 读取数据
var ms = new MemoryStream();
if (sp.ReadTimeout < 1) sp.ReadTimeout = 1000;
while (sp.IsOpen)
{
// 等待1秒,直到有数据为止
var timeout = sp.ReadTimeout;
if (timeout < 1) timeout = 500;
var end = DateTime.Now.AddMilliseconds(timeout);
while (sp.BytesToRead <= 0 && sp.IsOpen && end > DateTime.Now) Thread.SpinWait(1);
if (!sp.IsOpen || sp.BytesToRead <= 0) break;
try
{
var data = new Byte[sp.BytesToRead];
var count = sp.Read(data, 0, data.Length);
if (count > 0) ms.Write(data, 0, count);
}
catch { break; }
// 如果已经足够一帧,结束
if (length > 0 && ms.Length >= length) break;
}
ms.Position = 0;
return ms.ReadBytes();
}
#endregion
}
}
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