Cosmos/source2/Debug/Cosmos.Debug.Common/PipeClient.cs
2012-07-30 02:05:49 +00:00

74 lines
2.3 KiB
C#

using System;
using System.Collections.Generic;
using System.IO;
using System.IO.Pipes;
using System.Linq;
using System.Text;
namespace Cosmos.Debug.Common {
public class PipeClient {
private string mPipeName;
private NamedPipeClientStream mPipe;
private StreamWriter mWriter;
public PipeClient(string aPipeName) {
mPipeName = aPipeName;
}
public void SendCommand(byte aCmd) {
// Necessary to do it this way else C# using a literal null
// cant determine which of the overloads to call.
byte[] xData = null;
SendCommand(aCmd, xData);
}
public void SendCommand(byte aCmd, string aData) {
SendCommand(aCmd, Encoding.UTF8.GetBytes(aData));
}
public void SendCommand(byte aCmd, byte[] aData) {
// We need to delay creation and connect until its used, so we guarantee
// that the server side is active and ready.
// Because we have a timeout in connect this can happen more than once
// concurrently if the user is quick. I had this issue several times during
// testing. To avoid this, we block with a lock.
lock (this) {
if (mPipe == null) {
var xPipe = new NamedPipeClientStream(".", mPipeName, PipeDirection.Out);
try {
// For now we assume its there or not from the first call.
// If we don't find the server, we disable it to avoid causing lag.
// TODO: In future - try this instead:
// String[] listOfPipes = System.IO.Directory.GetFiles(@"\.\pipe\");
// or maybe not - what we have seems to work just fine...
xPipe.Connect(500);
} catch (TimeoutException ex) {
xPipe.Close();
return;
}
mWriter = new StreamWriter(xPipe);
// Only set mPipe if we are truly ready. Other code can check it.
mPipe = xPipe;
}
}
mPipe.WriteByte(aCmd);
byte[] xData = aData;
if (xData == null) {
xData = new byte[0];
}
int xLength = Math.Min(xData.Length, 32768);
mPipe.WriteByte((byte)(xLength >> 8));
mPipe.WriteByte((byte)(xLength & 0xFF));
if (xLength > 0) {
mPipe.Write(xData, 0, xLength);
}
mPipe.Flush();
}
}
}