98 lines
4.2 KiB
C#
98 lines
4.2 KiB
C#
using System;
|
|||
|
|
using System.Threading.Tasks;
|
||
|
|
using Microsoft.Win32;
|
||
|
|
|
||
|
|
namespace RemSound.App;
|
||
|
|
|
||
|
|
/// <summary>
|
||
|
|
/// Subscribes to Windows' system power-state changes and fires a single callback on
|
||
|
|
/// <see cref="PowerModes.Resume"/> — i.e. when the system has just come back from sleep
|
||
|
|
/// (S3) or hibernate (S4). Both states raise the same Resume event, so the one hook covers
|
||
|
|
/// both. Used by <see cref="MainForm"/> to re-initialise the audio backend after wake:
|
||
|
|
/// after a sleep cycle the USB audio device (ASIO / WASAPI) can come back in a degraded
|
||
|
|
/// state where the pipeline appears to run but no sound actually comes out of the
|
||
|
|
/// interface, and a clean close-and-reopen of the audio backend clears it.
|
||
|
|
///
|
||
|
|
/// Threading: PowerModeChanged is raised on a system-message thread, NOT the UI thread.
|
||
|
|
/// The handler returns from that thread quickly (no work done inline) and schedules the
|
||
|
|
/// real reset on a background task — which then marshals onto the UI thread via the
|
||
|
|
/// caller's callback. The caller's callback is responsible for any UI-thread marshaling.
|
||
|
|
///
|
||
|
|
/// USB settle delay: Windows raises Resume early, sometimes before USB devices have
|
||
|
|
/// finished re-enumerating. The handler waits <see cref="SettleDelay"/> before firing the
|
||
|
|
/// callback so the audio backend re-init has a fully-ready USB stack to talk to.
|
||
|
|
///
|
||
|
|
/// Debounce: Windows can in rare cases fire Resume twice in quick succession after a
|
||
|
|
/// short sleep. The handler ignores Resume events within <see cref="DebounceWindow"/> of
|
||
|
|
/// the previous one so the audio backend isn't torn down and rebuilt twice for one wake.
|
||
|
|
/// </summary>
|
||
|
|
internal sealed class PowerResumeHandler : IDisposable
|
||
|
|
{
|
||
|
|
/// <summary>How long to wait after Resume before firing the callback — gives the USB
|
||
|
|
/// bus and audio drivers time to finish re-enumerating.</summary>
|
||
|
|
public static readonly TimeSpan SettleDelay = TimeSpan.FromMilliseconds(1500);
|
||
|
|
|
||
|
|
/// <summary>A second Resume event within this window of the first is treated as a
|
||
|
|
/// duplicate and ignored.</summary>
|
||
|
|
public static readonly TimeSpan DebounceWindow = TimeSpan.FromSeconds(5);
|
||
|
|
|
||
|
|
private readonly Action onResume;
|
||
|
|
private readonly Action<string>? log;
|
||
|
|
private readonly object gate = new();
|
||
|
|
private DateTime lastResumeUtc = DateTime.MinValue;
|
||
|
|
private bool disposed;
|
||
|
|
|
||
|
|
/// <param name="onResume">Invoked once per resume event, on a background thread, after
|
||
|
|
/// the USB-settle delay. The callback is responsible for marshaling onto the UI thread
|
||
|
|
/// if it touches UI or audio state.</param>
|
||
|
|
/// <param name="log">Optional sink for diagnostic lines — wire to the app's log if you
|
||
|
|
/// want resume events visible there.</param>
|
||
|
|
public PowerResumeHandler(Action onResume, Action<string>? log = null)
|
||
|
|
{
|
||
|
|
this.onResume = onResume ?? throw new ArgumentNullException(nameof(onResume));
|
||
|
|
this.log = log;
|
||
|
|
SystemEvents.PowerModeChanged += OnPowerModeChanged;
|
||
|
|
log?.Invoke("subscribed to PowerModeChanged");
|
||
|
|
}
|
||
|
|
|
||
|
|
private void OnPowerModeChanged(object? sender, PowerModeChangedEventArgs e)
|
||
|
|
{
|
||
|
|
if (e.Mode != PowerModes.Resume) return;
|
||
|
|
if (disposed) return;
|
||
|
|
|
||
|
|
lock (gate)
|
||
|
|
{
|
||
|
|
var now = DateTime.UtcNow;
|
||
|
|
if (now - lastResumeUtc < DebounceWindow)
|
||
|
|
{
|
||
|
|
log?.Invoke($"Resume event ignored (within {DebounceWindow.TotalSeconds:0} s debounce of previous)");
|
||
|
|
return;
|
||
|
|
}
|
||
|
|
lastResumeUtc = now;
|
||
|
|
}
|
||
|
|
|
||
|
|
log?.Invoke($"system Resume detected — scheduling audio backend reset in {SettleDelay.TotalMilliseconds:0} ms");
|
||
|
|
// Return from the system message thread immediately; do the work on a background task.
|
||
|
|
_ = Task.Run(async () =>
|
||
|
|
{
|
||
|
|
try
|
||
|
|
{
|
||
|
|
await Task.Delay(SettleDelay).ConfigureAwait(false);
|
||
|
|
if (disposed) return;
|
||
|
|
onResume();
|
||
|
|
}
|
||
|
|
catch (Exception ex)
|
||
|
|
{
|
||
|
|
log?.Invoke($"Resume callback failed: {ex.GetType().Name}: {ex.Message}");
|
||
|
|
}
|
||
|
|
});
|
||
|
|
}
|
||
|
|
|
||
|
|
public void Dispose()
|
||
|
|
{
|
||
|
|
if (disposed) return;
|
||
|
|
disposed = true;
|
||
|
|
try { SystemEvents.PowerModeChanged -= OnPowerModeChanged; } catch { /* shutting down */ }
|
||
|
|
}
|
||
|
|
}
|