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MeshPlugin.h
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MeshPlugin.h
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#pragma once
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#include "mesh/Channels.h"
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#include "mesh/MeshTypes.h"
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#include <vector>
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#ifndef NO_SCREEN
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#include <OLEDDisplay.h>
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#include <OLEDDisplayUi.h>
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#endif
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/** A baseclass for any mesh "plugin".
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*
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* A plugin allows you to add new features to meshtastic device code, without needing to know messaging details.
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*
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* A key concept for this is that your plugin should use a particular "portnum" for each message type you want to receive
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* and handle.
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*
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* Interally we use plugins to implement the core meshtastic text messaging and gps position sharing features. You
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* can use these classes as examples for how to write your own custom plugin. See here: (FIXME)
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*/
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class MeshPlugin
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{
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static std::vector<MeshPlugin *> *plugins;
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public:
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/** Constructor
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* name is for debugging output
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*/
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MeshPlugin(const char *_name);
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virtual ~MeshPlugin();
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/** For use only by MeshService
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*/
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static void callPlugins(const MeshPacket &mp, RxSource src = RX_SRC_RADIO);
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static std::vector<MeshPlugin *> GetMeshPluginsWithUIFrames();
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#ifndef NO_SCREEN
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virtual void drawFrame(OLEDDisplay *display, OLEDDisplayUiState *state, int16_t x, int16_t y) { return; }
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#endif
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protected:
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const char *name;
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/** Most plugins only care about packets that are destined for their node (i.e. broadcasts or has their node as the specific
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recipient) But some plugs might want to 'sniff' packets that are merely being routed (passing through the current node). Those
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plugins can set this to true and their handleReceived() will be called for every packet.
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*/
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bool isPromiscuous = false;
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/** Also receive a copy of LOCALLY GENERATED messages - most plugins should leave
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* this setting disabled - see issue #877 */
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bool loopbackOk = false;
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/** Most plugins only understand decrypted packets. For plugins that also want to see encrypted packets, they should set this
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* flag */
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bool encryptedOk = false;
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/** If a bound channel name is set, we will only accept received packets that come in on that channel.
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* A special exception (FIXME, not sure if this is a good idea) - packets that arrive on the local interface
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* are allowed on any channel (this lets the local user do anything).
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*
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* We will send responses on the same channel that the request arrived on.
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*/
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const char *boundChannel = NULL;
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/**
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* If this plugin is currently handling a request currentRequest will be preset
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* to the packet with the request. This is mostly useful for reply handlers.
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*
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* Note: this can be static because we are guaranteed to be processing only one
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* plugin at a time.
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*/
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static const MeshPacket *currentRequest;
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/**
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* If your handler wants to send a response, simply set currentReply and it will be sent at the end of response handling.
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*/
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MeshPacket *myReply = NULL;
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/**
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* Initialize your plugin. This setup function is called once after all hardware and mesh protocol layers have
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* been initialized
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*/
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virtual void setup();
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/**
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* @return true if you want to receive the specified portnum
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*/
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virtual bool wantPacket(const MeshPacket *p) = 0;
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/** Called to handle a particular incoming message
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@return true if you've guaranteed you've handled this message and no other handlers should be considered for it
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*/
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virtual bool handleReceived(const MeshPacket &mp) { return false; }
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/** Messages can be received that have the want_response bit set. If set, this callback will be invoked
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* so that subclasses can (optionally) send a response back to the original sender.
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*
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* Note: most implementers don't need to override this, instead: If while handling a request you have a reply, just set
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* the protected reply field in this instance.
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* */
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virtual MeshPacket *allocReply();
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/***
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* @return true if you want to be alloced a UI screen frame
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*/
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virtual bool wantUIFrame() { return false; }
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MeshPacket *allocAckNak(Routing_Error err, NodeNum to, PacketId idFrom, ChannelIndex chIndex);
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/// Send an error response for the specified packet.
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MeshPacket *allocErrorResponse(Routing_Error err, const MeshPacket *p);
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private:
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/**
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* If any of the current chain of plugins has already sent a reply, it will be here. This is useful to allow
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* the RoutingPlugin to avoid sending redundant acks
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*/
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static MeshPacket *currentReply;
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friend class ReliableRouter;
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/** Messages can be received that have the want_response bit set. If set, this callback will be invoked
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* so that subclasses can (optionally) send a response back to the original sender. This method calls allocReply()
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* to generate the reply message, and if !NULL that message will be delivered to whoever sent req
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*/
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void sendResponse(const MeshPacket &req);
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};
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/** set the destination and packet parameters of packet p intended as a reply to a particular "to" packet
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* This ensures that if the request packet was sent reliably, the reply is sent that way as well.
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*/
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void setReplyTo(MeshPacket *p, const MeshPacket &to);
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