private void handleBleConnected() { /* If we get data it's likely ACKs for benchmarking. */ BleApi.BLEData data = new BleApi.BLEData(); while (BleApi.PollData(out data, false)) { string log_str = string.Format( "Recieved from {0} | {1} | {2}\n\t{3} bytes:\n\t", data.deviceId, data.serviceUuid, data.characteristicUuid, data.size ); Debug.Log(log_str); #if BLE_BENCHMARK if (awaitingResponse) /* Got response. */ { awaitingResponse = false; var now = DateTime.Now; var timediff = now - previousSendTime; Debug.Log( string.Format("Received ACK in {0} ms", timediff.TotalMilliseconds) ); } #endif } }
// Update is called once per frame void Update() { BleApi.ScanStatus status; if (isScanningDevices) { BleApi.DeviceUpdate res = new BleApi.DeviceUpdate(); do { status = BleApi.PollDevice(ref res, false); if (status == BleApi.ScanStatus.AVAILABLE) { if (!devices.ContainsKey(res.id)) { devices[res.id] = new Dictionary <string, string>() { { "name", "" }, { "isConnectable", "False" } } } ; if (res.nameUpdated) { devices[res.id]["name"] = res.name; } if (res.isConnectableUpdated) { devices[res.id]["isConnectable"] = res.isConnectable.ToString(); } // consider only devices which have a name and which are connectable if (devices[res.id]["name"] != "" && devices[res.id]["isConnectable"] == "True") { // add new device to list GameObject g = Instantiate(deviceScanResultProto, scanResultRoot); g.name = res.id; g.transform.GetChild(0).GetComponent <Text>().text = devices[res.id]["name"]; g.transform.GetChild(1).GetComponent <Text>().text = res.id; } } else if (status == BleApi.ScanStatus.FINISHED) { isScanningDevices = false; deviceScanButtonText.text = "Scan devices"; deviceScanStatusText.text = "finished"; } } while (status == BleApi.ScanStatus.AVAILABLE); } if (isScanningServices) { BleApi.Service res = new BleApi.Service(); do { status = BleApi.PollService(out res, false); if (status == BleApi.ScanStatus.AVAILABLE) { serviceDropdown.AddOptions(new List <string> { res.uuid }); // first option gets selected if (serviceDropdown.options.Count == 1) { SelectService(serviceDropdown.gameObject); } } else if (status == BleApi.ScanStatus.FINISHED) { isScanningServices = false; serviceScanButton.interactable = true; serviceScanStatusText.text = "finished"; } } while (status == BleApi.ScanStatus.AVAILABLE); } if (isScanningCharacteristics) { BleApi.Characteristic res = new BleApi.Characteristic(); do { status = BleApi.PollCharacteristic(out res, false); if (status == BleApi.ScanStatus.AVAILABLE) { string name = res.userDescription != "no description available" ? res.userDescription : res.uuid; characteristicNames[name] = res.uuid; characteristicDropdown.AddOptions(new List <string> { name }); // first option gets selected if (characteristicDropdown.options.Count == 1) { SelectCharacteristic(characteristicDropdown.gameObject); } } else if (status == BleApi.ScanStatus.FINISHED) { isScanningCharacteristics = false; characteristicScanButton.interactable = true; characteristicScanStatusText.text = "finished"; } } while (status == BleApi.ScanStatus.AVAILABLE); } if (isSubscribed) { BleApi.BLEData res = new BleApi.BLEData(); while (BleApi.PollData(out res, false)) { subcribeText.text = BitConverter.ToString(res.buf, 0, res.size); // subcribeText.text = Encoding.ASCII.GetString(res.buf, 0, res.size); } } { // log potential errors BleApi.ErrorMessage res = new BleApi.ErrorMessage(); BleApi.GetError(out res); if (lastError != res.msg) { Debug.LogError(res.msg); errorText.text = res.msg; lastError = res.msg; } } }