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Substation/State.cs
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using System.Collections.Concurrent;
namespace Substation;
public class State
{
public readonly object Lock = new();
public bool DirtyA, DirtyB;
public int DesiredA, DesiredB;
public byte[]? LoopFreqA, LoopIntA;
public byte[]? LoopFreqB, LoopIntB;
public readonly ConcurrentQueue<WaveFrame> StreamA = new();
public readonly ConcurrentQueue<WaveFrame> StreamB = new();
public double LimitScaleA, LimitScaleB;
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public byte[]? LastFreqA, LastIntA, LastFreqB, LastIntB;
public bool LastActiveA, LastActiveB;
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public int MaxA = 200;
public int MaxB = 200;
public LimitMode LimitModeA = LimitMode.Clamp;
public LimitMode LimitModeB = LimitMode.Clamp;
public bool SwapChannels;
public double AmpA = 1.0;
public double AmpB = 1.0;
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public void SetLimitA(int max, LimitMode mode)
{
lock (Lock)
{
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MaxA = Math.Clamp(max, 0, 200);
LimitModeA = mode;
DirtyA = true;
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}
}
public void SetLimitB(int max, LimitMode mode)
{
lock (Lock)
{
MaxB = Math.Clamp(max, 0, 200);
LimitModeB = mode;
DirtyB = true;
}
}
public void SetAmpA(double amp)
{
lock (Lock)
{
AmpA = Math.Clamp(amp, 0.1, 10.0);
DirtyA = true;
}
}
public void SetAmpB(double amp)
{
lock (Lock)
{
AmpB = Math.Clamp(amp, 0.1, 10.0);
DirtyB = true;
}
}
public bool IsSignaling
{
get
{
lock (Lock)
{
bool hasPattern = LoopFreqA != null || LoopFreqB != null
|| !StreamA.IsEmpty || !StreamB.IsEmpty;
bool hasStrength = DesiredA > 0 || DesiredB > 0;
return hasPattern && hasStrength;
}
}
}
public void SetStrength(char ch, int value)
{
lock (Lock)
{
var clamped = Math.Clamp(value, 0, 200);
if (ch == 'A') { DesiredA = clamped; DirtyA = true; }
else { DesiredB = clamped; DirtyB = true; }
}
}
public void SetLoop(char ch, byte[] freq, byte[] intensity)
{
lock (Lock)
{
if (ch == 'A') { LoopFreqA = freq; LoopIntA = intensity; }
else { LoopFreqB = freq; LoopIntB = intensity; }
}
}
public void EnqueueStream(char ch, IEnumerable<WaveFrame> frames)
{
var queue = ch == 'A' ? StreamA : StreamB;
foreach (var f in frames)
queue.Enqueue(f);
}
public void Stop(char ch)
{
lock (Lock)
{
if (ch == 'A') { LoopFreqA = null; LoopIntA = null; }
else { LoopFreqB = null; LoopIntB = null; }
}
var queue = ch == 'A' ? StreamA : StreamB;
while (queue.TryDequeue(out _)) { }
}
public (StrengthMode modeA, byte valA, StrengthMode modeB, byte valB,
byte[] freqA, byte[] intA, byte[] freqB, byte[] intB)
ConsumeTick()
{
lock (Lock)
{
var modeA = DirtyA ? StrengthMode.Abs : StrengthMode.None;
var modeB = DirtyB ? StrengthMode.Abs : StrengthMode.None;
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byte ApplyLimit(int desired, int max, LimitMode mode) =>
mode == LimitMode.Scale
? (byte)(desired * max / 200)
: (byte)Math.Clamp(desired, 0, max);
var valA = ApplyLimit(DesiredA, MaxA, LimitModeA);
var valB = ApplyLimit(DesiredB, MaxB, LimitModeB);
LimitScaleA = DesiredA > 0 ? (double)valA / DesiredA : 0;
LimitScaleB = DesiredB > 0 ? (double)valB / DesiredB : 0;
DirtyA = false;
DirtyB = false;
bool hasA = !StreamA.IsEmpty || (LoopFreqA != null && LoopIntA != null);
bool hasB = !StreamB.IsEmpty || (LoopFreqB != null && LoopIntB != null);
var (freqA, intARaw) = PopWave(StreamA, LoopFreqA, LoopIntA);
var (freqB, intBRaw) = PopWave(StreamB, LoopFreqB, LoopIntB);
// Apply amplifier to intensity, clamp to 0-100
var ampA = AmpA;
var ampB = AmpB;
var intA = new byte[4];
var intB = new byte[4];
for (int i = 0; i < 4; i++)
{
intA[i] = (byte)Math.Clamp((int)Math.Round(intARaw[i] * ampA), 0, 100);
intB[i] = (byte)Math.Clamp((int)Math.Round(intBRaw[i] * ampB), 0, 100);
}
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LastActiveA = hasA;
LastActiveB = hasB;
LastFreqA = freqA; LastIntA = intA;
LastFreqB = freqB; LastIntB = intB;
if (SwapChannels)
{
(valA, valB) = (valB, valA);
(modeA, modeB) = (modeB, modeA);
(freqA, freqB) = (freqB, freqA);
(intA, intB) = (intB, intA);
(LastFreqA, LastFreqB) = (LastFreqB, LastFreqA);
(LastIntA, LastIntB) = (LastIntB, LastIntA);
(LastActiveA, LastActiveB) = (LastActiveB, LastActiveA);
(LimitScaleA, LimitScaleB) = (LimitScaleB, LimitScaleA);
}
return (modeA, valA, modeB, valB, freqA, intA, freqB, intB);
}
}
static (byte[] freq, byte[] intensity) PopWave(
ConcurrentQueue<WaveFrame> stream,
byte[]? loopFreq, byte[]? loopInt)
{
if (stream.TryDequeue(out var frame))
return (frame.Freq, frame.Intensity);
if (loopFreq != null && loopInt != null)
return (loopFreq, loopInt);
return (B0.ChannelOff, B0.IntensityOff);
}
}