修复文本指令只发一个通道,多通道时没有每个通道独立发的问题

This commit is contained in:
2026-01-09 13:02:00 +08:00
parent 3351ae739e
commit 031d4f3416
2 changed files with 120 additions and 112 deletions

View File

@@ -5,32 +5,27 @@ using NetMQ.Sockets;
using MessagePack;
using SHH.CameraSdk;
using SHH.Contracts;
using System.Text;
namespace SHH.CameraService
{
/// <summary>
/// [二合一] 设备状态聚合与上报服务
/// </summary>
public class DeviceStateMonitorWorker : BackgroundService
{
private readonly CameraManager _manager;
private readonly ServiceConfig _config;
// ★ 2. 注入拦截器管道
private readonly InterceptorPipeline _pipeline;
// 本地状态全集缓存
// 修改点1: 改为 Socket 列表
private readonly List<DealerSocket> _sockets = new();
private readonly ConcurrentDictionary<string, StatusEventPayload> _stateStore = new();
// 标记是否有新变更
private volatile bool _isDirty = false;
private long _lastSendTick = 0;
// ★ 3. 构造函数增加 InterceptorPipeline 参数
public DeviceStateMonitorWorker(
CameraManager manager,
ServiceConfig config,
InterceptorPipeline pipeline) // <--- 注入点
InterceptorPipeline pipeline)
{
_manager = manager;
_config = config;
@@ -39,45 +34,50 @@ namespace SHH.CameraService
protected override async Task ExecuteAsync(CancellationToken stoppingToken)
{
// 1. 初始化缓存 (默认离线)
// 1. 初始化
foreach (var dev in _manager.GetAllDevices())
{
UpdateLocalState(dev.Id, false, "Init");
}
// 2. 挂载 SDK 事件
_manager.OnDeviceStatusChanged += OnSdkStatusChanged;
// 3. 建立连接
var cmdEndpoint = _config.CommandEndpoints.FirstOrDefault()?.Uri;
if (string.IsNullOrEmpty(cmdEndpoint))
// 修改点2: 遍历所有端点建立连接
if (_config.CommandEndpoints.Count == 0) return;
Console.WriteLine($"[StatusWorker] 启动状态上报,目标节点数: {_config.CommandEndpoints.Count}");
foreach (var ep in _config.CommandEndpoints)
{
Console.WriteLine("[StatusWorker] 警告: 未配置 Command 端点,状态上报无法启动。");
return;
try
{
var socket = new DealerSocket();
// 状态通道也建议设置 Identity方便服务端追踪
socket.Options.Identity = Encoding.UTF8.GetBytes(_config.AppId + "_status");
socket.Options.SendHighWatermark = 1000;
socket.Connect(ep.Uri);
_sockets.Add(socket);
}
catch (Exception ex)
{
Console.WriteLine($"[StatusWorker] 连接失败 {ep.Uri}: {ex.Message}");
}
}
Console.WriteLine($"[StatusWorker] 启动状态上报,直连服务端: {cmdEndpoint}");
using var socket = new DealerSocket();
socket.Options.SendHighWatermark = 1000;
// 设置 Identity 是个好习惯,虽然这里只发不收
// socket.Options.Identity = ...
socket.Connect(cmdEndpoint);
// 4. 定时循环 (1秒1次)
// 定时循环 (1秒1次)
var timer = new PeriodicTimer(TimeSpan.FromSeconds(1));
try
{
while (await timer.WaitForNextTickAsync(stoppingToken))
{
// ★ 4. 关键修正:必须使用 await 调用新的异步方法
await CheckAndDirectSendAsync(socket);
await CheckAndBroadcastAsync();
}
}
finally
{
_manager.OnDeviceStatusChanged -= OnSdkStatusChanged;
socket.Dispose();
// 清理所有 socket
foreach (var s in _sockets) s.Dispose();
}
}
@@ -99,21 +99,17 @@ namespace SHH.CameraService
_stateStore[deviceId.ToString()] = evt;
}
/// <summary>
/// 检查并在当前线程直接发送 (已改为异步 Task)
/// </summary>
// ★ 5. 关键修正void -> async Task
private async Task CheckAndDirectSendAsync(NetMQSocket socket)
// 修改点3: 广播发送逻辑
private async Task CheckAndBroadcastAsync()
{
long now = Environment.TickCount64;
// 策略: 有变更 或 超过5秒(心跳)
bool shouldSend = _isDirty || (now - _lastSendTick > 5000);
if (shouldSend)
if (shouldSend && _sockets.Count > 0)
{
try
{
// A. 组包 (全量)
var snapshot = _stateStore.Values.ToList();
var batch = new StatusBatchPayload
{
@@ -121,22 +117,19 @@ namespace SHH.CameraService
Timestamp = DateTimeOffset.UtcNow.ToUnixTimeMilliseconds()
};
// B. 序列化
byte[] data = MessagePackSerializer.Serialize(batch);
// =========================================================
// ★ 6. 拦截器调用
// =========================================================
// 这里的 "STATUS_BATCH" 是协议头,你可以替换为 ProtocolHeaders.StatusBatch (如果定义了的话)
// 拦截器处理
var ctx = await _pipeline.ExecuteSendAsync("STATUS_BATCH", data);
if (ctx != null) // 如果没被拦截
if (ctx != null)
{
// C. 直接发送
socket.SendMoreFrame(ctx.Protocol)
.SendFrame(ctx.Data);
// ★★★ 核心修复:循环广播给所有 Socket ★★★
foreach (var socket in _sockets)
{
// TrySend 避免阻塞,如果某个服务端卡死不影响其他端
socket.SendMoreFrame(ctx.Protocol).TrySendFrame(ctx.Data);
}
// D. 重置标记
_isDirty = false;
_lastSendTick = now;
}