Bundles several feature streams that have been iterating on the working tree: - Developer Tools page (Debug-only via DEVELOPER_TOOLS symbol): hosts the identification card, manual KWP write + transaction log, ROM/EEPROM dump card with progress banner and completion message, persisted custom-commands library, persisted EEPROM passwords library. New service primitives: IKwpService.SendRawCustomAsync / ReadEepromAsync / ReadRomEepromAsync. Persistence mirrors the Clients XML pattern in two new files (custom_commands.xml, eeprom_passwords.xml). - Auto-test orchestrator (IAutoTestOrchestrator + AutoTestState): linear K-Line read -> unlock -> bench-on -> test sequence with snackbar UI and progress dialog VM, gated on dashboard alarms. - BIP-STATUS display: BipDisplayViewModel + BipDisplayView, RAM read at 0x0106 via IKwpService.ReadBipStatusAsync; status definitions in BipStatusDefinition. - Tests page redesign: TestSectionCard + PhaseTileView replacing the old TestPlanView/TestRunningView/TestDoneView/TestPreconditionsView/ TestSectionView controls and their VMs. - Pump command sliders: Fluent thick-track style with overhang thumb, click-anywhere-and-drag, mouse-wheel adjustment. - Window startup: app.manifest declares PerMonitorV2 DPI awareness, MainWindow installs a WM_GETMINMAXINFO hook in OnSourceInitialized and maximizes there (after the hook is in place) so the app fits the work area exactly on any display configuration. - Misc: PercentToPixelsConverter, seed_aliases.py one-shot pump-alias importer, tools/Import-BipStatus.ps1, kline_eeprom_spec.md and dump-functions reference docs. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
215 lines
9.5 KiB
C#
215 lines
9.5 KiB
C#
using System;
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using System.Text.RegularExpressions;
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using System.Threading;
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using System.Windows;
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using CommunityToolkit.Mvvm.ComponentModel;
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using CommunityToolkit.Mvvm.Input;
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using HC_APTBS.Services;
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namespace HC_APTBS.ViewModels.Dialogs
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{
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/// <summary>
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/// ViewModel for the Ford VP44 immobilizer unlock progress dialog.
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/// Tracks Phase 1 (CAN flood ~600 s), Phase 2 (handshake ~4 s), and verification.
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/// Equivalent to the old <c>WUnlocker</c> window.
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/// </summary>
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public sealed partial class UnlockProgressViewModel : ObservableObject, IDisposable
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{
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private readonly IUnlockService _unlockService;
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private readonly ILocalizationService _loc;
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private readonly CancellationTokenSource _cts;
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/// <summary>Regex to extract percentage and elapsed time from Phase 1 status messages.</summary>
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private static readonly Regex ProgressRegex =
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new(@"Unlocking\.\.\. (\d+)% \((\d{2}:\d{2})\)", RegexOptions.Compiled);
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/// <summary>Creates the ViewModel and subscribes to unlock service events.</summary>
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/// <param name="unlockService">The unlock service to monitor.</param>
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/// <param name="unlockType">Pump unlock type (1 or 2).</param>
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/// <param name="cts">Cancellation token source to cancel the unlock.</param>
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public UnlockProgressViewModel(IUnlockService unlockService, int unlockType, CancellationTokenSource cts, ILocalizationService loc)
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{
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_unlockService = unlockService;
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_loc = loc;
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_cts = cts;
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_unlockTypeLabel = string.Format(_loc.GetString("Dialog.Unlock.TypeLabel"), unlockType);
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_phaseText = _loc.GetString("Dialog.Unlock.Phase1");
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_elapsedTime = "00:00";
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_isCancellable = true;
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_unlockService.StatusChanged += OnStatusChanged;
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_unlockService.UnlockCompleted += OnUnlockCompleted;
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_unlockService.PumpRelocked += OnPumpRelocked;
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// PumpUnlocked fires as soon as the CAN TestUnlock parameter flips —
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// regardless of which code path caused the unlock (fast unlock, Phase 1
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// flood finishing, external manual unlock). This lets the dialog flip
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// to its success state the instant the hardware confirms unlock, rather
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// than waiting for UnlockService.UnlockAsync to reach its final
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// verification step.
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_unlockService.PumpUnlocked += OnPumpUnlocked;
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}
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// ── Observable properties ────────────────────────────────────────────────
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/// <summary>Progress percentage (0–100).</summary>
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[ObservableProperty] private int _progress;
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/// <summary>Elapsed time formatted as MM:SS.</summary>
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[ObservableProperty] private string _elapsedTime;
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/// <summary>Current phase description.</summary>
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[ObservableProperty] private string _phaseText;
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/// <summary>Result text shown after completion.</summary>
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[ObservableProperty] private string _resultText = string.Empty;
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/// <summary>Label for unlock type (e.g. "Type 1").</summary>
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[ObservableProperty] private string _unlockTypeLabel;
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/// <summary>True when the unlock sequence has finished (success, failure, or cancelled).</summary>
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[NotifyCanExecuteChangedFor(nameof(CloseCommand))]
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[ObservableProperty] private bool _isComplete;
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/// <summary>True while cancellation is allowed (Phase 1 only).</summary>
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[NotifyCanExecuteChangedFor(nameof(CancelCommand))]
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[ObservableProperty] private bool _isCancellable;
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/// <summary>Tri-state result: null = in progress, true = success, false = failure.</summary>
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[ObservableProperty] private bool? _isSuccess;
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/// <summary>True when the pump is currently LOCKED and the operator can retry the unlock.</summary>
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[NotifyCanExecuteChangedFor(nameof(RetryCommand))]
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[ObservableProperty] private bool _canRetry;
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// ── Commands ─────────────────────────────────────────────────────────────
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/// <summary>Cancels the unlock sequence (only available during Phase 1).</summary>
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[RelayCommand(CanExecute = nameof(IsCancellable))]
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private void Cancel()
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{
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_cts.Cancel();
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IsCancellable = false;
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IsComplete = true;
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IsSuccess = false;
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ResultText = _loc.GetString("Dialog.Unlock.Cancelled");
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}
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/// <summary>Closes the dialog (only available after completion).</summary>
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[RelayCommand(CanExecute = nameof(IsComplete))]
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private void Close()
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{
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RequestClose?.Invoke();
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}
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/// <summary>Requests a new unlock attempt (only available when complete and pump is LOCKED).</summary>
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[RelayCommand(CanExecute = nameof(CanRetry))]
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private void Retry()
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{
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CanRetry = false;
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RequestRetry?.Invoke();
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}
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// ── Events ───────────────────────────────────────────────────────────────
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/// <summary>Raised when the dialog should close itself.</summary>
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public event Action? RequestClose;
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/// <summary>Raised when the operator presses Retry — parent should restart the unlock sequence.</summary>
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public event Action? RequestRetry;
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// ── Service event handlers ───────────────────────────────────────────────
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private void OnStatusChanged(string msg)
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{
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Application.Current?.Dispatcher?.Invoke(() =>
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{
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var match = ProgressRegex.Match(msg);
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if (match.Success)
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{
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Progress = int.Parse(match.Groups[1].Value);
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ElapsedTime = match.Groups[2].Value;
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return;
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}
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if (msg == "Fast unlock attempt...")
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{
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PhaseText = _loc.GetString("Dialog.Unlock.FastAttempt");
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}
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else if (msg == "Unlocking...")
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{
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PhaseText = _loc.GetString("Dialog.Unlock.Phase1");
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}
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else if (msg == "Testing unlock...")
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{
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PhaseText = _loc.GetString("Dialog.Unlock.Phase2Testing");
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IsCancellable = false;
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Progress = 100;
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}
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else if (msg == "Sending...")
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{
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PhaseText = _loc.GetString("Dialog.Unlock.Phase2Sending");
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}
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});
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}
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private void OnUnlockCompleted(bool success)
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{
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Application.Current?.Dispatcher?.Invoke(() =>
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{
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IsComplete = true;
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IsCancellable = false;
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IsSuccess = success;
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ResultText = success ? _loc.GetString("Dialog.Unlock.Unlocked") : _loc.GetString("Dialog.Unlock.Failed");
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// Enable Retry when the unlock finished but the pump is still LOCKED.
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CanRetry = !_unlockService.IsPumpUnlocked;
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});
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}
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/// <summary>
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/// Observer says the pump is now unlocked. Flip the dialog to the
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/// success state immediately so the operator sees a responsive UI; the
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/// later UnlockCompleted(true) event is idempotent and leaves this state
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/// intact. If UnlockCompleted later arrives with failure=false, that
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/// would overwrite — but that combination (observer unlocks then service
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/// reports failure) is not a real scenario in the current state machine.
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/// </summary>
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private void OnPumpUnlocked()
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{
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Application.Current?.Dispatcher?.Invoke(() =>
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{
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if (IsComplete) return;
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IsComplete = true;
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IsCancellable = false;
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IsSuccess = true;
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CanRetry = false;
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ResultText = _loc.GetString("Dialog.Unlock.Unlocked");
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});
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}
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/// <summary>
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/// Observer says the pump re-locked after a previously successful unlock.
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/// If the snackbar is still visible (not dismissed), light up the Retry button
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/// so the operator has a manual fallback without needing to reselect the pump.
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/// </summary>
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private void OnPumpRelocked()
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{
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Application.Current?.Dispatcher?.Invoke(() =>
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{
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if (IsComplete)
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CanRetry = true;
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});
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}
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// ── IDisposable ──────────────────────────────────────────────────────────
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/// <summary>Unsubscribes from service events to prevent leaks.</summary>
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public void Dispose()
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{
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_unlockService.StatusChanged -= OnStatusChanged;
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_unlockService.UnlockCompleted -= OnUnlockCompleted;
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_unlockService.PumpUnlocked -= OnPumpUnlocked;
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_unlockService.PumpRelocked -= OnPumpRelocked;
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}
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}
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}
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