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https://github.com/meshtastic/firmware.git
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when flooding, randomly delay sent packets to decrease chances of...
stomping on other senders that we can't even hear.
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64f6c0f5c0
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3f3a1a11df
@ -297,6 +297,8 @@ void setup()
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service.init();
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service.init();
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realRouter.setup(); // required for our periodic task (kinda skanky FIXME)
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#ifndef NO_ESP32
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#ifndef NO_ESP32
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// MUST BE AFTER service.init, so we have our radio config settings (from nodedb init)
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// MUST BE AFTER service.init, so we have our radio config settings (from nodedb init)
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radio = new MeshRadio();
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radio = new MeshRadio();
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@ -5,9 +5,10 @@
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/// We clear our old flood record five minute after we see the last of it
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/// We clear our old flood record five minute after we see the last of it
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#define FLOOD_EXPIRE_TIME (5 * 60 * 1000L)
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#define FLOOD_EXPIRE_TIME (5 * 60 * 1000L)
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FloodingRouter::FloodingRouter()
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FloodingRouter::FloodingRouter() : toResend(MAX_NUM_NODES)
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{
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{
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recentBroadcasts.reserve(MAX_NUM_NODES); // Prealloc the worst case # of records - to prevent heap fragmentation
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recentBroadcasts.reserve(MAX_NUM_NODES); // Prealloc the worst case # of records - to prevent heap fragmentation
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// setup our periodic task
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}
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}
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/**
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/**
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@ -23,6 +24,12 @@ ErrorCode FloodingRouter::send(MeshPacket *p)
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return Router::send(p);
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return Router::send(p);
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}
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}
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// Return a delay in msec before sending the next packet
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uint32_t getRandomDelay()
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{
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return random(200, 10 * 1000L); // between 200ms and 10s
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}
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/**
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/**
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* Called from loop()
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* Called from loop()
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* Handle any packet that is received by an interface on this node.
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* Handle any packet that is received by an interface on this node.
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@ -38,12 +45,14 @@ void FloodingRouter::handleReceived(MeshPacket *p)
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} else {
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} else {
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if (p->to == NODENUM_BROADCAST) {
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if (p->to == NODENUM_BROADCAST) {
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if (p->id != 0) {
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if (p->id != 0) {
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DEBUG_MSG("Rebroadcasting received floodmsg to neighbors fr=0x%x,to=0x%x,id=%d\n", p->from, p->to, p->id);
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uint32_t delay = getRandomDelay();
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// FIXME, wait a random delay
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DEBUG_MSG("Rebroadcasting received floodmsg to neighbors in %u msec, fr=0x%x,to=0x%x,id=%d\n", delay, p->from,
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p->to, p->id);
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MeshPacket *tosend = packetPool.allocCopy(*p);
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MeshPacket *tosend = packetPool.allocCopy(*p);
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// Note: we are careful to resend using the original senders node id
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toResend.enqueue(tosend);
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Router::send(tosend); // We are careful not to call our hooked version of send()
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setPeriod(delay); // This will work even if we were already waiting a random delay
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} else {
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} else {
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DEBUG_MSG("Ignoring a simple (0 hop) broadcast\n");
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DEBUG_MSG("Ignoring a simple (0 hop) broadcast\n");
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}
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}
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@ -54,6 +63,24 @@ void FloodingRouter::handleReceived(MeshPacket *p)
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}
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}
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}
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}
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void FloodingRouter::doTask()
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{
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MeshPacket *p = toResend.dequeuePtr(0);
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DEBUG_MSG("Sending delayed message!\n");
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if (p) {
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// Note: we are careful to resend using the original senders node id
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// We are careful not to call our hooked version of send() - because we don't want to check this again
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Router::send(p);
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}
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if (toResend.isEmpty())
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disable(); // no more work right now
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else {
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setPeriod(getRandomDelay());
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}
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}
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/**
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/**
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* Update recentBroadcasts and return true if we have already seen this packet
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* Update recentBroadcasts and return true if we have already seen this packet
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*/
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*/
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@ -1,5 +1,6 @@
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#pragma once
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#pragma once
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#include "PeriodicTask.h"
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#include "Router.h"
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#include "Router.h"
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#include <vector>
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#include <vector>
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@ -35,11 +36,19 @@ struct BroadcastRecord {
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Any entries in recentBroadcasts that are older than X seconds (longer than the
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Any entries in recentBroadcasts that are older than X seconds (longer than the
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max time a flood can take) will be discarded.
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max time a flood can take) will be discarded.
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*/
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*/
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class FloodingRouter : public Router
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class FloodingRouter : public Router, public PeriodicTask
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{
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{
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private:
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private:
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/** FIXME: really should be a std::unordered_set with the key being sender,id.
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* This would make checking packets in wasSeenRecently faster.
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*/
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std::vector<BroadcastRecord> recentBroadcasts;
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std::vector<BroadcastRecord> recentBroadcasts;
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/**
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* Packets we've received that we need to resend after a short delay
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*/
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PointerQueue<MeshPacket> toResend;
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public:
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public:
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/**
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/**
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* Constructor
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* Constructor
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@ -64,6 +73,8 @@ class FloodingRouter : public Router
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*/
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*/
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virtual void handleReceived(MeshPacket *p);
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virtual void handleReceived(MeshPacket *p);
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virtual void doTask();
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private:
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private:
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/**
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/**
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* Update recentBroadcasts and return true if we have already seen this packet
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* Update recentBroadcasts and return true if we have already seen this packet
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