firmware/src/mesh/PhoneAPI.cpp

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#include "PhoneAPI.h"
#include "Channels.h"
#include "GPS.h"
#include "MeshService.h"
#include "NodeDB.h"
#include "PowerFSM.h"
#include "RadioInterface.h"
#include "configuration.h"
#include <assert.h>
#if FromRadio_size > MAX_TO_FROM_RADIO_SIZE
#error FromRadio is too big
#endif
#if ToRadio_size > MAX_TO_FROM_RADIO_SIZE
#error ToRadio is too big
#endif
PhoneAPI::PhoneAPI()
{
lastContactMsec = millis();
}
PhoneAPI::~PhoneAPI()
{
close();
}
void PhoneAPI::handleStartConfig()
{
// Must be before setting state (because state is how we know !connected)
if (!isConnected()) {
onConnectionChanged(true);
observe(&service.fromNumChanged);
}
// even if we were already connected - restart our state machine
state = STATE_SEND_MY_INFO;
DEBUG_MSG("Starting API client config\n");
nodeInfoForPhone = NULL; // Don't keep returning old nodeinfos
nodeDB.resetReadPointer(); // FIXME, this read pointer should be moved out of nodeDB and into this class - because
// this will break once we have multiple instances of PhoneAPI running independently
}
void PhoneAPI::close()
{
if (state != STATE_SEND_NOTHING) {
state = STATE_SEND_NOTHING;
unobserve(&service.fromNumChanged);
releasePhonePacket(); // Don't leak phone packets on shutdown
onConnectionChanged(false);
}
}
void PhoneAPI::checkConnectionTimeout()
{
if (isConnected()) {
bool newContact = checkIsConnected();
if (!newContact) {
DEBUG_MSG("Lost phone connection\n");
close();
}
}
}
/**
* Handle a ToRadio protobuf
*/
bool PhoneAPI::handleToRadio(const uint8_t *buf, size_t bufLength)
{
powerFSM.trigger(EVENT_CONTACT_FROM_PHONE); // As long as the phone keeps talking to us, don't let the radio go to sleep
lastContactMsec = millis();
// return (lastContactMsec != 0) &&
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memset(&toRadioScratch, 0, sizeof(toRadioScratch));
if (pb_decode_from_bytes(buf, bufLength, ToRadio_fields, &toRadioScratch)) {
switch (toRadioScratch.which_payloadVariant) {
case ToRadio_packet_tag:
return handleToRadioPacket(toRadioScratch.packet);
case ToRadio_want_config_id_tag:
config_nonce = toRadioScratch.want_config_id;
DEBUG_MSG("Client wants config, nonce=%u\n", config_nonce);
handleStartConfig();
break;
case ToRadio_disconnect_tag:
close();
break;
default:
// Ignore nop messages
// DEBUG_MSG("Error: unexpected ToRadio variant\n");
break;
}
} else {
DEBUG_MSG("Error: ignoring malformed toradio\n");
}
return false;
}
/**
* Get the next packet we want to send to the phone, or NULL if no such packet is available.
*
* We assume buf is at least FromRadio_size bytes long.
*
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* Our sending states progress in the following sequence (the client app ASSUMES THIS SEQUENCE, DO NOT CHANGE IT):
* STATE_SEND_MY_INFO, // send our my info record
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* STATE_SEND_GROUPS
STATE_SEND_CONFIG,
STATE_SEND_NODEINFO, // states progress in this order as the device sends to to the client
STATE_SEND_COMPLETE_ID,
STATE_SEND_PACKETS // send packets or debug strings
*/
size_t PhoneAPI::getFromRadio(uint8_t *buf)
{
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if (!available()) {
// DEBUG_MSG("getFromRadio, !available\n");
return 0;
}
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DEBUG_MSG("getFromRadio, state=%d\n", state);
// In case we send a FromRadio packet
memset(&fromRadioScratch, 0, sizeof(fromRadioScratch));
// Advance states as needed
switch (state) {
case STATE_SEND_NOTHING:
break;
case STATE_SEND_MY_INFO:
// If the user has specified they don't want our node to share its location, make sure to tell the phone
// app not to send locations on our behalf.
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myNodeInfo.has_gps = gps && gps->isConnected(); // Update with latest GPS connect info
fromRadioScratch.which_payloadVariant = FromRadio_my_info_tag;
fromRadioScratch.my_info = myNodeInfo;
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state = STATE_SEND_CONFIG;
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service.refreshMyNodeInfo(); // Update my NodeInfo because the client will be asking for it soon.
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break;
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case STATE_SEND_CONFIG:
fromRadioScratch.which_payloadVariant = FromRadio_config_tag;
fromRadioScratch.config = config;
// NOTE: The phone app needs to know the ls_secs value so it can properly expect sleep behavior.
// So even if we internally use 0 to represent 'use default' we still need to send the value we are
// using to the app (so that even old phone apps work with new device loads).
fromRadioScratch.config.power.ls_secs = default_ls_secs;
state = STATE_SEND_NODEINFO;
break;
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case STATE_SEND_NODEINFO: {
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const NodeInfo *info = nodeInfoForPhone;
nodeInfoForPhone = NULL; // We just consumed a nodeinfo, will need a new one next time
if (info) {
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DEBUG_MSG("Sending nodeinfo: num=0x%x, lastseen=%u, id=%s, name=%s\n", info->num, info->last_heard, info->user.id,
info->user.long_name);
fromRadioScratch.which_payloadVariant = FromRadio_node_info_tag;
fromRadioScratch.node_info = *info;
// Stay in current state until done sending nodeinfos
} else {
DEBUG_MSG("Done sending nodeinfos\n");
state = STATE_SEND_COMPLETE_ID;
// Go ahead and send that ID right now
return getFromRadio(buf);
}
break;
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}
case STATE_SEND_COMPLETE_ID:
fromRadioScratch.which_payloadVariant = FromRadio_config_complete_id_tag;
fromRadioScratch.config_complete_id = config_nonce;
config_nonce = 0;
state = STATE_SEND_PACKETS;
break;
case STATE_SEND_PACKETS:
// Do we have a message from the mesh?
if (packetForPhone) {
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printPacket("phone downloaded packet", packetForPhone);
// Encapsulate as a FromRadio packet
fromRadioScratch.which_payloadVariant = FromRadio_packet_tag;
fromRadioScratch.packet = *packetForPhone;
}
releasePhonePacket();
break;
default:
assert(0); // unexpected state - FIXME, make an error code and reboot
}
// Do we have a message from the mesh?
if (fromRadioScratch.which_payloadVariant != 0) {
// Encapsulate as a FromRadio packet
size_t numbytes = pb_encode_to_bytes(buf, FromRadio_size, FromRadio_fields, &fromRadioScratch);
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// DEBUG_MSG("encoding toPhone packet to phone variant=%d, %d bytes\n", fromRadioScratch.which_payloadVariant, numbytes);
return numbytes;
}
DEBUG_MSG("no FromRadio packet available\n");
return 0;
}
void PhoneAPI::handleDisconnect() {}
void PhoneAPI::releasePhonePacket()
{
if (packetForPhone) {
service.releaseToPool(packetForPhone); // we just copied the bytes, so don't need this buffer anymore
packetForPhone = NULL;
}
}
/**
* Return true if we have data available to send to the phone
*/
bool PhoneAPI::available()
{
switch (state) {
case STATE_SEND_NOTHING:
return false;
case STATE_SEND_MY_INFO:
return true;
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case STATE_SEND_CONFIG:
return true;
case STATE_SEND_NODEINFO:
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if (!nodeInfoForPhone)
nodeInfoForPhone = nodeDB.readNextInfo();
return true; // Always say we have something, because we might need to advance our state machine
case STATE_SEND_COMPLETE_ID:
return true;
case STATE_SEND_PACKETS: {
// Try to pull a new packet from the service (if we haven't already)
if (!packetForPhone)
packetForPhone = service.getForPhone();
bool hasPacket = !!packetForPhone;
// DEBUG_MSG("available hasPacket=%d\n", hasPacket);
return hasPacket;
}
default:
assert(0); // unexpected state - FIXME, make an error code and reboot
}
return false;
}
/**
* Handle a packet that the phone wants us to send. It is our responsibility to free the packet to the pool
*/
bool PhoneAPI::handleToRadioPacket(MeshPacket &p)
{
printPacket("PACKET FROM PHONE", &p);
service.handleToRadio(p);
return true;
}
/// If the mesh service tells us fromNum has changed, tell the phone
int PhoneAPI::onNotify(uint32_t newValue)
{
checkConnectionTimeout(); // a handy place to check if we've heard from the phone (since the BLE version doesn't call this
// from idle)
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if (state == STATE_SEND_PACKETS) {
DEBUG_MSG("Telling client we have new packets %u\n", newValue);
onNowHasData(newValue);
} else
DEBUG_MSG("(Client not yet interested in packets)\n");
return 0;
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}