c# - SerialPort RS-485 and communication limits - c#

I'm trying to communicate to a device using RS-485 through the serial port. Everything works fine, until we're trying to boost the communication to test the speed limit of the card then weird problem seem to occur. We are basically sending a first command with an image as arguments, and then another command to display this image. After every command, the card answers saying that the command was well received. But we are reaching limits too soon and the card is supposed to handle much more.
So I'm wondering since the transmission and the reception are going through the same wire, if there is some sort of collision of data? And should I wait to receive all the data? Is the SerialDataReceivedEventHandler too slow of this situation and should I keep reading the bytes in a while true loop in seperate thread and signal other thread once a complete message is arrived?
Other information :
We already have a protocol for communication : startdelimiter, data,
CRC16, enddelimiter
Sending in 2 commands is the way we do it and cannot be changed.
BaudRate is defined at 115200
The engineer is still working on the program in the card so problem might also be on his end.
English is not my first language so feel free to ask if I was not clear... :)
I recognize SerialPort programming is not my strength, and I've been trying to find some sort of wrapper but I haven't found any that would fit my needs. If someone has one to propose to me that'd be great or maybe someone has an idea of what could be wrong.
Anyway here is a bit of coding :
Thread sending frames :
public void SendOne()
{
timerLast = Stopwatch.GetTimestamp();
while (!Paused && conn.ClientConnState == Connexion.ConnectionState.Connected)
{
timerNow = Stopwatch.GetTimestamp();
if ((timerNow - timerLast) / (double)Stopwatch.Frequency >= 1 / (double)fps)
{
averageFPS.Add((int)((double)Stopwatch.Frequency / (timerNow - timerLast)) + 1);
if (averageFPS.Count > 10) averageFPS.RemoveAt(0);
timerLast = Stopwatch.GetTimestamp();
if (atFrame >= toSend.Count - 1)
{
atFrame = 0;
if (!isLoop)
Paused = true;
}
SendColorImage();
}
}
public void SendColorImage()
{
conn.Write(VIP16.bytesToVIP16(0x70C1, VIP16.Request.SendImage, toSend[++atFrame]));
WaitForResponse();
conn.Write(VIP16.bytesToVIP16(0x70C1, VIP16.Request.DisplayImage, VIP16.DisplayOnArg));
WaitForResponse();
}
private void WaitForResponse()
{
Thread.Sleep(25);
}
So the WaitForResponse() is crucial because if I send another command before the card answered it would go nuts. Although I hate to use Thread.Sleep() because it is not very accurate plus it'd limit my speed to 20fps, and if I use something lower than 25ms, risks of crash is much more likely to occur. So I was about to change the Thread.Sleep to "Read bytes until whole message is received" and ignore the DataReceivedEvent... just wondering if I'm completely off track here?
Tx a lot!
UPDATE 1
First Thank you Brad and 500 - Internal Server Error! But I've decide to stick with the .NET Serial Port for now and improve the Thread.Sleep accuracy (with timebeginperiod). I've decided to wait for the full response to be received and I synchronized my threads like so using ManualResetEventSlim (for speed) :
public static ManualResetEventSlim _waitHandle = new ManualResetEventSlim(false);
Then I changed SendColorIMage to :
public void SendColorImage()
{
conn.Write(VIP16.bytesToVIP16(0x70C1, VIP16.Requetes.SendImage, toSend[++atFrame]));
WaitForResponse();
conn.Write(VIP16.bytesToVIP16(0x70C1, VIP16.Requetes.DisplayImage, VIP16.DisplayOnArg));
WaitForResponse2();
}
private void WaitForResponse()
{
Connexion._waitHandle.Wait(100);
Thread.Sleep(20);
}
private void WaitForResponse2()
{
Connexion._waitHandle.Wait(100);
//Thread.Sleep(5);
}
With SerialDataReceivedEventHandler calling :
public void Recevoir(object sender, SerialDataReceivedEventArgs e)
{
if (!msg.IsIncomplete)
msg = new Vip16Message();
lock (locker)
{
if (sp.BytesToRead > 0)
{
byte[] byteMsg = new byte[sp.BytesToRead];
sp.Read(byteMsg, 0, byteMsg.Length);
msg.Insert(byteMsg);
}
}
if (!msg.IsIncomplete)
{
_waitHandle.Set();
if (MessageRecu != null)
MessageRecu(msg.toByte());
}
}
So I found out that after the second command I didn't need to call Thread.Sleep at all... and after the first one I needed to sleep for at least 20ms for the card not to crash. So I guess it's the time the card needs to receive/process the whole image to it's pixel. AND collision of data shouldn't really occur since I wait until whole message has arrived which means the problem is not on my end! YES! :p

A couple of pointers:
After sending, you'll want to wait for the transfer buffer empty event before reading the response. It's EV_TXEMPTY in unmanaged, I don't recall how it's encapsulated on the managed side - our RS485 code predates the .NET comport component.
You can reprogram the timer chip with a timeBeginPeriod(1) call to get a 1 millisecond resolution on Thread.Sleep().
For what it's worth, we sleep only briefly (1 ms) after send and then enter a reading loop where we keep attempting to read (again, with a 1 ms delay between read attempts) from the port until a full response has been received (or until a timeout or the retry counter is exhausted).
Here's the import declaration for timeBeginPeriod - I don't believe it's directly available in .NET (yet?):
[DllImport("winmm.dll")]
internal static extern uint timeBeginPeriod(uint period);
I hope this helps.

Related

What is the best approach for serial data reception and processing using c#?

I am pretty new to coding with some experience in ASM and C for PIC. I am still learning high level programming with C#.
Question
I have a Serial port data reception and processing program in C#. To avoid losing data and knowing when it was coming, I set a DataReceived event and loop into the handling method until there were no more bytes to read.
When I attempted this, the loop continued endlessly and blocked my program from other tasks (such as processing the retrieved data) when I continuously received data.
I read about threading in C#, I created a thread that constantly checks for SerialPort.Bytes2Read property so it will know when to retrieve available data.
I created a second thread that can process data while new data is still being read. If bytes have been read and ReadSerial() has more bytes to read and the timeout (restarted every time a new byte is read from the serial) they can still be processed and the frames assembled via a method named DataProcessing() which reads from the same variable being filled by ReadSerial().
This gave me the desired results, but I noticed that with my solution (both ReadSerial() and DataProcessing() threads alive), CPU Usage was skyrocketed all the way to 100%!
How do you approach this problem without causing such high CPU usage?
public static void ReadSerial() //Method that handles Serial Reception
{
while (KeepAlive) // Bool variable used to keep alive the thread. Turned to false
{ // when the program ends.
if (Port.BytesToRead != 0)
{
for (int i = 0; i < 5000; i++)
{
/* I Don't know any other way to
implement a timeout to wait for
additional characters so i took what
i knew from PIC Serial Data Handling. */
if (Port.BytesToRead != 0)
{
RxList.Add(Convert.ToByte(Port.ReadByte()));
i = 0;
if (RxList.Count > 20) // In case the method is stuck still reading
BufferReady = true; // signal the Data Processing thread to
} // work with that chunk of data.
BufferReady = true; // signals the DataProcessing Method to work
} // with the current data in RxList.
}
}
}
I can not understand completely what you are meaning with the "DataReceived" and the "loop". I am also working a lot with Serial Ports as well as other interfaces. In my application I am attaching to the DataReceived Event and also reading based on the Bytes to read, but I dont use a loop there:
int bytesToRead = this._port.BytesToRead;
var data = new byte[bytesToRead];
this._port.BaseStream.Read(data , 0, bytesToRead);
If you are using a loop to read the bytes I recommend something like:
System.Threading.Thread.Sleep(...);
Otherwise the Thread you are using to read the bytes is busy all the time. And this will lead to the fact that other threads cannot be processed or your CPU is at 100%.
But I think you don't have to use a loop for polling for the data if you are using the DataReceived event. If my undertanding is not correct or you need further information please ask.

Waiting for networking C# console application to fully start

I have run into an issue with the slow C# start-up time causing UDP packets to drop initially. Below, I is what I have done to mitigate this start-up delay. I essentially wait an additional 10ms between the first two packet transmissions. This fixes the initial drops at least on my machine. My concern is that a slower machine may need a longer delay than this.
private void FlushPacketsToNetwork()
{
MemoryStream packetStream = new MemoryStream();
while (packetQ.Count != 0)
{
byte[] packetBytes = packetQ.Dequeue().ToArray();
packetStream.Write(packetBytes, 0, packetBytes.Length);
}
byte[] txArray = packetStream.ToArray();
udpSocket.Send(txArray);
txCount++;
ExecuteStartupDelay();
}
// socket takes too long to transmit unless I give it some time to "warm up"
private void ExecuteStartupDelay()
{
if (txCount < 3)
{
timer.SpinWait(10e-3);
}
}
So, I am wondering is there a better approach to let C# fully load all of its dependencies? I really don't mind if it takes several seconds to completely load; I just do not want to do any high bandwidth transmissions until C# is ready for full speed.
Additional relevant details
This is a console application, the network transmission is run from a separate thread, and the main thread just waits for a key press to terminate the network transmitter.
In the Program.Main method I have tried to get the most performance from my application by using the highest priorities reasonable:
public static void Main(string[] args)
{
Process.GetCurrentProcess().PriorityClass = ProcessPriorityClass.High;
...
Thread workerThread = new Thread(new ThreadStart(worker.Run));
workerThread.Priority = ThreadPriority.Highest;
workerThread.Start();
...
Console.WriteLine("Press any key to stop the stream...");
WaitForKeyPress();
worker.RequestStop = true;
workerThread.Join();
Also, the socket settings I am currently using are shown below:
udpSocket = new Socket(targetEndPoint.Address.AddressFamily,
SocketType.Dgram,
ProtocolType.Udp);
udpSocket.Ttl = ttl;
udpSocket.SendBufferSize = 1024 * 1024;
udpSocket.Blocking = true;
udpSocket.Connect(targetEndPoint);
The default SendBufferSize is 8192, so I went ahead and moved it up to a megabyte, but this setting did not seem to have any affect on the dropped packets at the beginning.
From the comments I learned that TCP is not an option for you (because of inherent delays in transmission), also you do not want to loose packets due to other side being not fully loaded.
So you actually need to implement some features present in TCP (retransmission) but in more robust and lightweight fashion. I also assume that you are in control of the receiving side.
I propose that you send some predetermined number of packets. And then wait for confirmation. For instance, every packet can have an id that constantly grows. Every N packets, receiving application sends the number of last received packet to the sender. After receiving this number sender will know if it is necessary to repeat last N packets.
This approach should not hurt your bandwidth very much and you will get some sort of information about received data (although not guaranteed).
Otherwise it is best to switch to TCP. By the way did you try using TCP? How much your bandwidth hurts because of it?

Serial Port Async Read (non blocking) + Threads

Well, I've been strugling for the last 4 days with this SerialPort control in C# with no satisfactory results. Let me explain:
I have a device (Arduino UNO Board) that comunicates with a c# prog which simulates a scale (simple request/response pattern), the device sends a command sequence consisting of 3 bytes (asking for a weigh): CHR(27)+P+CHR(13) so the simulator responds with a simulated weight (I have sorted out how the device catches and parses this weight so this is not longer of the problem).
Using the DataReceive event seems I'm loosing data using Serialport.Read() so I wasted this approach so far.
The simulator HAVE TO BE ALWAYS listening for the said seq. of bytes and HAVE TO HAVE a GUI. I understand that for this I must use a Thread in order to prevent the GUI is locked (perhaps a backgroundworker?) and a sort of buffer which is shared between (now) this 2 threads and prevent the threads read/write at the same time to the buffer (do I need a state machine?) (I ask for help on this since I don't know if this is a good approach or my assumptions are wrong or if theres is a more easy way to solve this) so I'm asking for advice and (with lot of luck) code fragments or if you've faced to develop a similar app how you solved it.
I can provide the code I've done so far if necesary to clarify further more. Hope you can shed a light on this.
Thanks in advance.
UPDATE 1
This is the code i have so far:
ConcurrentQueue<byte> queue = new ConcurrentQueue<byte>();
....
private void backgroundWorker_DoWork(object sender, DoWorkEventArgs e)
{
bool listening = true;
while(listening)
{
if(serialPort.BytesToRead > 0)
{
byte b = (byte)serialPort.ReadByte();
queue.Enqueue(b);
}
}
}
So since a command have to end with character 13 (CR in ASCII):
public string GetCommand()
{
string ret = "";
byte[] ba = new byte[1];
byte b = (byte)' ';
while(b!=13)
{
if(queue.TryDequeue(out b))
{
ba[0] = b;
ret += ASCIIEncoding.ASCII.GetString([ba]);
}
}
return ret;
}
In order to test this GetCommand() method I call it from the main ui thread within a buton_click event but it hangs the app, do i need to create another thread to call GetCommand() ?
This is ok for small amount of data. But if the data is bigger like if you are passing some http information, then the queue size may not be sufficient. So I think you should use a non-blocking type of architecture.
See this answer for how to implement the sending side.
For the reading side use a dedicated thread, in that thread read a message from the port, queue it up in a suitable concurrent data structure (e.g. a ConcurrentQueue) and immediately loop back to wait for the next input from the serial port.
Consume the input from the queue on a separate thread.
There may be more efficient ways but this one is easy to implement and foolproof.

Does delaying blocks data receiving

I am working on a project on Visual Studio C#.
I am collecting data from a device connected to PC via serial port.
First I send a request command, and wait for response.
There is a 1 sec delay of device to response after sending request command.
The thing is device may not be reached and may not response sometimes.
In order to wait response (if any) and not to sent next data request command early, I make a delay by: System.Threading.Thread method.
My question is, if I make that delay time longer, do I loose serial port data receiving.
The Delay function I use is:
private void Delay(byte WaitMiliSec)
{
// WaitTime here is increased by a WaitTimer ticking at every 100msec
WaitTime = 0;
while (WaitTime < WaitMiliSec)
{
System.Threading.Thread.Sleep(25);
Application.DoEvents();
}
}
no - you won't loose any data - the serial-port has it's own buffer which does not depend on your application at all. The OS and the hardware will handle this for your.
I would suggest to refactor the data-send/receive into it's own task/thread. That way you don't need the Application.DoEvents();
If you post some more of your send/receive code I might help you with this.
PS: it seems to me that your code will not work anyhow (WaitTime is allways zero) but I guess it's just a snippet right?

C# serial port problem - too simple to fail, but

Ok, this should be dirt simple. I'm trying to read charactes from a serial device. It's such that if I send a space character, it echos back a string of numbers and EOL. That's it.
I'm using Unity 3.3 (.Net 2.0 support), and the 'serial port' is a Prolific serial-to-USB adaptor. BTW: Using Hyperterminal, it all works perfectly, so I know it's not driver nor hardware.
I can open the port ok. It seems I can send my space with port.Write(" "); But if I even TRY to call ReadChar, ReadByte, or ReadLine (like polling), it freezes up until I unplug the USB, and my console output shows nothing (exceptions were caught).
So instead I set up a DataReceviedHandler, but it's never called.
I've read some posts where people have done just this type of thing with Arduinos etc. (this is not an Arduino but hey), using nothing more than ReadLine. Their code does not work for me (and no answers thus far from those authors).
So, any tips? Do I need to use a different thread? If you know any Unity (Mono) coding, any tips along those lines greatly appreciated.
This code a mashup from http://plikker.com/?p=163 and http://msdn.microsoft.com/en-us/library/system.io.ports.serialport.datareceived.aspx#Y537
using UnityEngine;
using System.Collections;
using System.IO.Ports;
using System;
public class SerialTest : MonoBehaviour {
SerialPort stream;
void Start () {
try {
stream = new SerialPort("COM3", 9600);
stream.Parity = Parity.None;
stream.StopBits = StopBits.One;
stream.DataBits = 8;
stream.Handshake = Handshake.None;
stream.DataReceived += new SerialDataReceivedEventHandler(DataReceviedHandler);
stream.Open();
Debug.Log("opened ok"); // it DOES open ok!
} catch (Exception e){
Debug.Log("Error opening port "+e.ToString()); // I never see this message
}
}
void Update () { // called about 60 times/second
try {
// Read serialinput from COM3
// if this next line is here, it will hang, I don't even see the startup message
Debug.Log(stream.ReadLine());
// Note: I've also tried ReadByte and ReadChar and the same problem, it hangs
} catch (Exception e){
Debug.Log("Error reading input "+e.ToString());
}
}
private static void DataReceviedHandler(
object sender,
SerialDataReceivedEventArgs e)
{
SerialPort sp = (SerialPort)sender; // It never gets here!
string indata = sp.ReadExisting();
Debug.Log("Data Received:");
Debug.Log(indata);
}
void OnGUI() // simple GUI
{
// Create a button that, when pressed, sends the 'ping'
if (GUI.Button (new Rect(10,10,100,20), "Send"))
stream.Write(" ");
}
}
Events are not implemented in Mono SerialPort class, so you won't get any notifications, you have to perform (blocking) read explicitly. Other possible problem - I'm not sure how Unity Behaviours work, are you certain all methods accessing the SerialPort are invoked on the same thread? And you are not disposing you port object, this will also cause problems.
Make sure that you are opening the right port, using correct settings. Here is an example of how you could configure it:
serial = new SerialPort();
serial.ReadBufferSize = 8192;
serial.WriteBufferSize = 128;
serial.PortName = "COM1";
serial.BaudRate = 115200;
serial.Parity = Parity.None;
serial.StopBits = StopBits.One;
// attach handlers
// (appears to be broken in some Mono versions?)
serial.DataReceived += SerialPort_DataReceived;
serial.Disposed += SerialPort_Disposed;
serial.Open();
I recommend the open source RealTerm terminal, it has a rich set of features and can help you debug. Try writing a byte manually using such software, and if it works, then the problem is in your program. Otherwise it might be a driver problem (but more likely it isn't).
[Edit]
Calling SerialPort.ReadLine is actually supposed to block the thread until SerialPort.NewLine is received. Also ReadChar and ReadByte will hang until at least one byte is received. You need to make sure that you are actually receiving characters from the other side, and you won't be receiving them if your app is stuck and cannot send the space.
Since I never used Unity, I am not sure how Update is called, but I am presuming it's fired on a foreground thread in regular intervals (otherwise your app wouldn't freeze).
The example that you linked (Arduino and Unity example) shows that Arduino is sending the data continuously, and that is why their Update method is constantly receiving data (no space character needs to be sent towards the device). If they unplug the device, their app will hang just as well.
Well, maybe not, because in .NET 1.1, default value for ReadTimeout was not infinite, like it is in .NET 2.0.
So, what you can do is:
a. Set the ReadTimeout property to a reasonable value. Default in .NET 2.0 is InfiniteTimeout, which doesn't suit your needs. Cons: your update method will still hang for a while on each call, but not infinitely.
b. Someone said that events are not implemented in MONO SerialPort, so I guess using DataReceived only is not an option.
c. Move your sending logic to the Update method also, so that you don't read data at all, until it's time to read it:
private volatile bool _shouldCommunicate = false;
void Update ()
{
if (_shouldCommunicate) // this is a flag you set in "OnGui"
{
try {
stream.Write(" ");
Debug.Log(stream.ReadLine());
} catch (Exception e){
Debug.Log("Error reading input "+e.ToString());
}
}
}
void OnGUI() // simple GUI
{
if (GUI.Button (new Rect(10,10,100,20), "Send"))
_shouldCommunicate = true;
}
Note that, if your device is not sending data, it will also block at stream.ReadLine(), so make sure your ReadTimeout is set to a reasonable value. You will also want to stop sending at some point, but I leave that to you.
d. Send the space in OnGui like you are doing now, but always check if there is data in your buffer before reading it:
void Update () { // called about 60 times/second
try {
// call our new method
Debug.Log(ReadLineNonBlocking());
} catch (Exception e){
Debug.Log("Error reading input "+e.ToString());
}
}
private StringBuilder sb = new StringBuilder();
string ReadLineNonBlocking()
{
int len = stream.BytesToRead;
if (len == 0)
return "";
// read the buffer
byte[] buffer = new byte[len];
stream.Read(buffer, 0, len);
sb.Append(ASCIIEncoding.ASCII.GetString(buffer));
// got EOL?
if (sb.Length < 2 ||
sb[sb.Length-2] != '\r' ||
sb[sb.Length-1] != '\n')
return "";
// if we are here, we got both EOL chars
string entireLine = sb.ToString();
sb.Length = 0;
return entireLine;
}
Disclaimer: this is directly out of my head, untested, so there may be some syntax errors which I am sure you will handle.
Maybe your problem is the configuration of the serial port. It is important not only to check for BaudRate or StopBits. Also you should configure DTR, RTS, Handshake, everything. This is important cause maybe another program set some ugly values and the configuration must be explicitly set at every start or some settings of the old connection can run you into trouble.
Also maybe take a look into one of these tools:
com0com
Serial Port Monitor
They can help you to stub your serial interface or to take a deeper look into the connection. Also maybe try to talk to your serial device by using HyperTerminal or some similar tool that's proven to work.
Had similar problem with Mono, upgrading to 2.6.7 helped.
Do not mix data event and blocking read. What do you expect to happen if data arrives? That both the read method and the event should get the same received data?
You should also read about:
CTS: http://en.wikipedia.org/wiki/RS-232_RTS/CTS#RTS.2FCTS_handshaking
DTR: http://en.wikipedia.org/wiki/Data_Terminal_Ready
Small serial port tutorial describing all states: http://www.wcscnet.com/Tutorials/SerialComm/Page1.htm
The standard c# System.IO.Pots.SerialPort sucks big time. I suggest to give RJCP.DLL.SerialPortStream library a try. Synchronous read/write is super easy with this delightful library too, no need to jump through the loops with delegate and listeners.

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