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@Naphier
Last active May 24, 2017 12:29
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SerialPortController based off of https://github.com/DWilches/SerialCommUnity
using UnityEngine;
using UnityEngine.Events;
using System.Threading;
using System.Collections;
public class SerialPortController : MonoBehaviour
{
protected Thread thread;
protected SerialThreadLines serialThread;
public UnityEvent OnConnected;
public UnityEvent OnDisconnected;
public UnityEvent OnPreShutDown;
[System.Serializable]
public class StringEvent : UnityEvent<string> { }
public StringEvent OnMessageReceived;
public string PortName { get; private set; }
public int BaudRate { get; private set; }
public int MaxMessageQueue { get; private set; }
private bool _connected = false;
public bool Connected
{
get
{
return _connected;
}
private set
{
_connected = value;
if (_connected)
{
OnConnected.Invoke();
}
else
{
OnDisconnected.Invoke();
}
}
}
private void Awake()
{
}
private bool initialized;
public void Initialize(
string portName, int baudRate, int maxMessageQueue = 10, int reconnectionDelay = 1000)
{
Shutdown();
PortName = portName;
BaudRate = baudRate;
MaxMessageQueue = maxMessageQueue;
serialThread =
new SerialThreadLines(portName, baudRate, maxMessageQueue, reconnectionDelay);
thread = new Thread(new ThreadStart(serialThread.RunForever));
thread.Start();
initialized = true;
}
private void Update()
{
if (!initialized)
return;
string message = (string)serialThread.ReadMessage();
if (message == null)
return;
if (ReferenceEquals(message, SerialController.SERIAL_DEVICE_CONNECTED))
{
Connected = true;
}
else if (ReferenceEquals(message, SerialController.SERIAL_DEVICE_DISCONNECTED))
Connected = false;
else
OnMessageReceived.Invoke(message);
}
public void Shutdown()
{
initialized = false;
Connected = false;
OnPreShutDown.Invoke();
if (serialThread != null)
{
serialThread.RequestStop();
serialThread = null;
}
if (thread != null)
{
thread.Join();
thread = null;
}
}
private void OnDisable()
{
Shutdown();
}
private void OnApplicationQuit()
{
Shutdown();
StartCoroutine(DelayedClose());
if (!allowQuit)
{
Application.CancelQuit();
}
}
bool allowQuit = false;
private IEnumerator DelayedClose()
{
if (allowQuit)
yield break;
while (thread != null && thread.IsAlive)
{
yield return new WaitForEndOfFrame();
}
yield return new WaitForSeconds(5);
Debug.Log("Closing late");
allowQuit = true;
Application.Quit();
}
public void SendSerialMessage(string message)
{
if (serialThread != null)
serialThread.SendMessage(message);
}
}
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