示例#1
0
        private static IntPtr OpenDeviceIO(string devicePath, DeviceMode deviceMode, uint deviceAccess)
        {
            var security = new Native.SECURITY_ATTRIBUTES();
            var flags    = 0;

            if (deviceMode == DeviceMode.Overlapped)
            {
                flags = Native.FILE_FLAG_OVERLAPPED;
            }

            security.lpSecurityDescriptor = IntPtr.Zero;
            security.bInheritHandle       = true;
            security.nLength = Marshal.SizeOf(security);


            //Handle = CreateFile(didetail->DevicePath, GENERIC_READ|GENERIC_WRITE,
            //	FILE_SHARE_READ,
            //	NULL, OPEN_EXISTING,
            //	FILE_FLAG_OVERLAPPED, NULL);

            return(Native.CreateFile(devicePath, deviceAccess, Native.FILE_SHARE_READ | Native.FILE_SHARE_WRITE, ref security, Native.OPEN_EXISTING, flags, 0));
        }
示例#2
0
        protected HIDReport ReadData(int timeout)
        {
            var buffer  = new byte[] { };
            var status  = HIDReport.ReadStatus.NoDataRead;
            int error   = 0;
            var success = false;

            if (InputReportByteLength > 0)
            {
                uint bytesRead = 0;

                buffer = CreateInputBuffer();

                if (timeout > 0)
                {
                    var security       = new Native.SECURITY_ATTRIBUTES();
                    var overlapped     = new NativeOverlapped();
                    var overlapTimeout = timeout;

                    security.lpSecurityDescriptor = IntPtr.Zero;
                    security.bInheritHandle       = true;
                    security.nLength = Marshal.SizeOf(security);

                    overlapped.OffsetLow   = 0;
                    overlapped.OffsetHigh  = 0;
                    overlapped.EventHandle = Native.CreateEvent(ref security, Convert.ToInt32(false), Convert.ToInt32(true), string.Empty);

                    try
                    {
                        success = Native.ReadFile(ReadAsyncHandle, buffer, (uint)buffer.Length, out bytesRead, ref overlapped);

                        // UnityEngine.Debug.Log("Read happend " + success + " " + bytesRead);

                        error = Marshal.GetLastWin32Error();



                        if (!success && (error == Native.ERROR_IO_PENDING || bytesRead < buffer.Length))
                        {
                            UnityEngine.Debug.LogWarning("Wait reading...");

                            var result = Native.WaitForSingleObject(overlapped.EventHandle, overlapTimeout);

                            switch (result)
                            {
                            case Native.WAIT_OBJECT_0: status = HIDReport.ReadStatus.Success; break;

                            case Native.WAIT_TIMEOUT:
                                status = HIDReport.ReadStatus.WaitTimedOut;
                                UnityEngine.Debug.Log("ReadData_WAIT_TIMEOUT");
                                // buffer = new byte[] { };
                                break;

                            case Native.WAIT_FAILED:
                                status = HIDReport.ReadStatus.WaitFail;
                                UnityEngine.Debug.Log("ReadData_WAIT_FAILED");
                                //  buffer = new byte[] { };
                                break;

                            case Native.WAIT_ABANDONED:
                                status = HIDReport.ReadStatus.Success;

                                UnityEngine.Debug.Log("ReadData_WAIT_ABANDONED" + result);
                                //   buffer = new byte[] { };
                                break;

                            default:
                                status = HIDReport.ReadStatus.NoDataRead;

                                UnityEngine.Debug.Log("ReadData Default" + result);

                                break;
                            }
                        }
                        else
                        {
                            if (error > 0)
                            {
                                if (error == 1167)
                                {
                                    IsConnected = false;
                                    status      = HIDReport.ReadStatus.NotConnected;
                                }
                                else
                                {
                                    status = HIDReport.ReadStatus.ReadError;
                                    UnityEngine.Debug.LogWarning("Error during Read Data:" + error);
                                }
                            }
                            else
                            {
                                status = HIDReport.ReadStatus.Success;
                            }
                        }
                    }
                    catch { status = HIDReport.ReadStatus.ReadError; }
                    finally { CloseDeviceIO(overlapped.EventHandle); }
                }
                else
                {
                    try
                    {
                        var overlapped = new NativeOverlapped();

                        success = Native.ReadFile(ReadHandle, buffer, (uint)buffer.Length, out bytesRead, ref overlapped);

                        error = Marshal.GetLastWin32Error();

                        status = HIDReport.ReadStatus.Success;

                        if (error > 0)
                        {
                            if (error == 1167)
                            {
                                IsConnected = false;
                                status      = HIDReport.ReadStatus.NotConnected;
                            }
                            else
                            {
                                status = HIDReport.ReadStatus.ReadError;
                                UnityEngine.Debug.LogWarning("Error during Read Data_" + error);
                            }
                        }
                    }
                    catch { status = HIDReport.ReadStatus.ReadError; }
                }
            }

            //TODO add syncronization
            __lastHIDReport.Data = buffer;

            __lastHIDReport.index = this.index;

            __lastHIDReport.Status = status;


            return(__lastHIDReport);// new HIDReport(this.index, buffer, status);
        }
示例#3
0
        private bool WriteData(byte[] data, int timeout)
        {
            var  buffer       = CreateOutputBuffer();
            uint bytesWritten = 0;
            int  error        = 0;

            Array.Copy(data, 0, buffer, 0, Math.Min(data.Length, OutputReportByteLength));

            if (timeout > 0)
            {
                var security = new Native.SECURITY_ATTRIBUTES();

                var overlapped = new NativeOverlapped();

                // var overlapTimeout = timeout <= 0 ? Native.WAIT_INFINITE : timeout;
                var overlapTimeout = timeout;

                security.lpSecurityDescriptor = IntPtr.Zero;
                security.bInheritHandle       = true;
                security.nLength = Marshal.SizeOf(security);

                overlapped.OffsetLow   = 0;
                overlapped.OffsetHigh  = 0;
                overlapped.EventHandle = Native.CreateEvent(ref security, Convert.ToInt32(false), Convert.ToInt32(true), "");

                bool success;


                success = Native.WriteFile(WriteAsyncHandle, buffer, (uint)buffer.Length, out bytesWritten, ref overlapped);
                UnityEngine.Debug.Log("WriteFile happend " + success + " " + bytesWritten);

                error = Marshal.GetLastWin32Error();


                // UnityEngine.Debug.LogError(Marshal.GetLastWin32Error());


                if (!success && error == Native.ERROR_IO_PENDING)
                {
                    var result = Native.WaitForSingleObject(overlapped.EventHandle, overlapTimeout);

                    //TODO clean overlapped
                    // System.Threading.Overlapped.Unpack(overlapped);

                    switch (result)
                    {
                    case Native.WAIT_OBJECT_0:


                        return(true);

                    case Native.WAIT_TIMEOUT:
                        UnityEngine.Debug.Log("WriteData WAIT_TIMEOUT");
                        return(false);

                    case Native.WAIT_FAILED:
                        UnityEngine.Debug.Log("WriteData WAIT_FAILED");
                        return(false);

                    default:
                        return(false);
                    }
                }

                if (error > 0)
                {
                    UnityEngine.Debug.LogWarning("Error during Write Data " + error);
                    //return false;
                }

                return(success);
            }
            else
            {
                try
                {
                    var  overlapped = new NativeOverlapped();
                    bool success;
                    success = Native.WriteFile(WriteHandle, buffer, (uint)buffer.Length, out bytesWritten, ref overlapped);

                    if (!success)
                    {
                        UnityEngine.Debug.LogWarning(Marshal.GetLastWin32Error().ToString());
                    }

                    return(success);
                }
                catch (Exception ex) {
                    UnityEngine.Debug.LogException(ex);
                    return(false);
                }
            }
        }
        private static IntPtr OpenDeviceIO(string devicePath, DeviceMode deviceMode, uint deviceAccess)
        {
            var security = new Native.SECURITY_ATTRIBUTES();
            var flags = 0;

            if (deviceMode == DeviceMode.Overlapped) flags = Native.FILE_FLAG_OVERLAPPED;

            security.lpSecurityDescriptor = IntPtr.Zero;
            security.bInheritHandle = true;
            security.nLength = Marshal.SizeOf(security);


            //Handle = CreateFile(didetail->DevicePath, GENERIC_READ|GENERIC_WRITE,
												//	FILE_SHARE_READ,
												//	NULL, OPEN_EXISTING,
												//	FILE_FLAG_OVERLAPPED, NULL);

            return Native.CreateFile(devicePath, deviceAccess, Native.FILE_SHARE_READ | Native.FILE_SHARE_WRITE, ref security, Native.OPEN_EXISTING, flags, 0);
        }
        protected HIDReport ReadData(int timeout)
        {
            var buffer = new byte[] { };
            var status = HIDReport.ReadStatus.NoDataRead;
            int error = 0;
            var success = false;

            if (InputReportByteLength > 0)
            {
                uint bytesRead = 0;

                buffer = CreateInputBuffer();

                if (timeout>0)
                {
                    var security = new Native.SECURITY_ATTRIBUTES();
                    var overlapped = new NativeOverlapped();
                    var overlapTimeout =  timeout;

                    security.lpSecurityDescriptor = IntPtr.Zero;
                    security.bInheritHandle = true;
                    security.nLength = Marshal.SizeOf(security);

                    overlapped.OffsetLow = 0;
                    overlapped.OffsetHigh = 0;
                    overlapped.EventHandle = Native.CreateEvent(ref security, Convert.ToInt32(false), Convert.ToInt32(true), string.Empty);

                    try
                    {
                       success=Native.ReadFile(ReadAsyncHandle, buffer, (uint)buffer.Length, out bytesRead, ref overlapped);

                      // UnityEngine.Debug.Log("Read happend " + success + " " + bytesRead);

                        error=Marshal.GetLastWin32Error();

                       



                       if (!success && (error == Native.ERROR_IO_PENDING || bytesRead < buffer.Length))
                       {
                           UnityEngine.Debug.LogWarning("Wait reading...");

                           var result = Native.WaitForSingleObject(overlapped.EventHandle, overlapTimeout);

                           switch (result)
                           {
                               case Native.WAIT_OBJECT_0: status = HIDReport.ReadStatus.Success; break;
                               case Native.WAIT_TIMEOUT:
                                   status = HIDReport.ReadStatus.WaitTimedOut;
                                   UnityEngine.Debug.Log("ReadData_WAIT_TIMEOUT");
                                   // buffer = new byte[] { };
                                   break;
                               case Native.WAIT_FAILED:
                                   status = HIDReport.ReadStatus.WaitFail;
                                   UnityEngine.Debug.Log("ReadData_WAIT_FAILED");
                                   //  buffer = new byte[] { };
                                   break;
                                
                               case Native.WAIT_ABANDONED:
                                   status = HIDReport.ReadStatus.Success;
                                    
                                    UnityEngine.Debug.Log("ReadData_WAIT_ABANDONED" + result);
                                //   buffer = new byte[] { };
                               break;

                               default:
                                    status = HIDReport.ReadStatus.NoDataRead;
                                
                                   UnityEngine.Debug.Log("ReadData Default" + result);
                                  
                                   break;
                           }
                       }
                       else
                       {
                           if (error > 0)
                           {



                               if (error == 1167)
                               {
                                   IsConnected = false;
                                   status = HIDReport.ReadStatus.NotConnected;
                               }
                               else
                               {
                                   status = HIDReport.ReadStatus.ReadError;
                                   UnityEngine.Debug.LogWarning("Error during Read Data:" + error);
                               }
                                
                           }
                           else
                           {
                               status = HIDReport.ReadStatus.Success;
                           }
                       }

                       
                    }
                    catch { status = HIDReport.ReadStatus.ReadError; }
                    finally { CloseDeviceIO(overlapped.EventHandle); }
                }
                else
                {
                    try
                    {
                        var overlapped = new NativeOverlapped();

                        success=Native.ReadFile(ReadHandle, buffer, (uint)buffer.Length, out bytesRead, ref overlapped);

                        error = Marshal.GetLastWin32Error();

                        status = HIDReport.ReadStatus.Success;

                        if (error > 0)
                        {


                            if (error == 1167)
                            {
                                IsConnected = false;
                                status = HIDReport.ReadStatus.NotConnected;
                            }
                            else
                            {
                                status = HIDReport.ReadStatus.ReadError;
                                UnityEngine.Debug.LogWarning("Error during Read Data_" + error);
                            }
                        }

                       
                    }
                    catch { status = HIDReport.ReadStatus.ReadError; }
                }
            }

            //TODO add syncronization
            __lastHIDReport.Data = buffer;

            __lastHIDReport.index = this.index;

            __lastHIDReport.Status = status;


            return __lastHIDReport;// new HIDReport(this.index, buffer, status);
        }
        private bool WriteData(byte[] data, int timeout)
        {
            

            var buffer = CreateOutputBuffer();
            uint bytesWritten = 0;
            int error = 0;

            Array.Copy(data, 0, buffer, 0, Math.Min(data.Length, OutputReportByteLength));

            if (timeout>0)
            {
                
                var security = new Native.SECURITY_ATTRIBUTES();
               
                var overlapped = new NativeOverlapped();

               // var overlapTimeout = timeout <= 0 ? Native.WAIT_INFINITE : timeout;
                var overlapTimeout = timeout;

                security.lpSecurityDescriptor = IntPtr.Zero;
                security.bInheritHandle = true;
                security.nLength = Marshal.SizeOf(security);

                overlapped.OffsetLow = 0;
                overlapped.OffsetHigh = 0;
                overlapped.EventHandle = Native.CreateEvent(ref security, Convert.ToInt32(false), Convert.ToInt32(true), "");

                bool success;

                
                    success = Native.WriteFile(WriteAsyncHandle, buffer, (uint)buffer.Length, out bytesWritten, ref overlapped);
                    UnityEngine.Debug.Log("WriteFile happend " + success + " " + bytesWritten);

                    error=Marshal.GetLastWin32Error();
                  
              
               // UnityEngine.Debug.LogError(Marshal.GetLastWin32Error());


                if (!success && error == Native.ERROR_IO_PENDING)
                {
                    var result = Native.WaitForSingleObject(overlapped.EventHandle, overlapTimeout);

                    //TODO clean overlapped
                    // System.Threading.Overlapped.Unpack(overlapped);

                    switch (result)
                    {
                        case Native.WAIT_OBJECT_0:
                          
                           
                            return true;
                        case Native.WAIT_TIMEOUT:
                            UnityEngine.Debug.Log("WriteData WAIT_TIMEOUT");
                            return false;
                        case Native.WAIT_FAILED:
                            UnityEngine.Debug.Log("WriteData WAIT_FAILED");
                            return false;
                        default:
                            return false;
                    }
                }

                if (error > 0)
                {
                    UnityEngine.Debug.LogWarning("Error during Write Data " + error);
                    //return false;
                }

                return success;
            }
            else
            {
                try
                {
                    var overlapped = new NativeOverlapped();
                    bool success;
                    success = Native.WriteFile(WriteHandle, buffer, (uint)buffer.Length, out bytesWritten, ref overlapped);

                    if (!success)
                    {
                        UnityEngine.Debug.LogWarning(Marshal.GetLastWin32Error().ToString());
                    }

                    return success;

                }
                catch(Exception ex) {
                    UnityEngine.Debug.LogException(ex);
                    return false; }
            }
        }