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DSR WIP
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@ -27,13 +27,12 @@
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#include "NodeDB.h"
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#include "Periodic.h"
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#include "PowerFSM.h"
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#include "Router.h"
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#include "UBloxGPS.h"
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#include "configuration.h"
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#include "error.h"
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#include "power.h"
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// #include "rom/rtc.h"
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#include "ReliableRouter.h"
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#include "DSRRouter.h"
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#include "main.h"
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#include "screen.h"
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#include "sleep.h"
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@ -53,7 +52,7 @@ meshtastic::PowerStatus powerStatus;
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bool ssd1306_found;
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bool axp192_found;
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ReliableRouter realRouter;
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DSRRouter realRouter;
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Router &router = realRouter; // Users of router don't care what sort of subclass implements that API
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// -----------------------------------------------------------------------------
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@ -38,9 +38,26 @@ when we receive a routeError packet
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ErrorCode DSRRouter::send(MeshPacket *p)
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{
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// If we have an entry in our routing tables, just send it, otherwise start a route discovery
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// We only consider multihop routing packets (i.e. those with dest set)
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if (p->decoded.dest) {
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// add an entry for this pending message
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auto pending = startRetransmission(p);
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// FIXME - when acks come in for this packet, we should _not_ delete the record unless the ack was from
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// the final dest. We need to keep that record around until FIXME
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// Also we should not retransmit multihop entries in that table at all
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return ReliableRouter::send(p);
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// If we have an entry in our routing tables, just send it, otherwise start a route discovery
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NodeNum nextHop = getNextHop(p->decoded.dest);
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if (nextHop) {
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sendNextHop(nextHop, p); // start a reliable single hop send
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} else {
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pending->wantRoute = true;
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// start discovery, but only if we don't already a discovery in progress for that node number
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startDiscovery(p->decoded.dest);
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}
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} else
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return ReliableRouter::send(p);
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}
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void DSRRouter::sniffReceived(const MeshPacket *p)
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@ -146,13 +146,15 @@ bool ReliableRouter::stopRetransmission(GlobalPacketId key)
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/**
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* Add p to the list of packets to retransmit occasionally. We will free it once we stop retransmitting.
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*/
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void ReliableRouter::startRetransmission(MeshPacket *p)
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PendingPacket *ReliableRouter::startRetransmission(MeshPacket *p)
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{
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auto id = GlobalPacketId(p);
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auto rec = PendingPacket(p);
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stopRetransmission(p->from, p->id);
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pending[id] = rec;
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return &pending[id];
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}
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/**
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@ -103,6 +103,11 @@ class ReliableRouter : public FloodingRouter
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*/
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virtual bool shouldFilterReceived(const MeshPacket *p);
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/**
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* Add p to the list of packets to retransmit occasionally. We will free it once we stop retransmitting.
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*/
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PendingPacket *startRetransmission(MeshPacket *p);
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private:
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/**
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* Send an ack or a nak packet back towards whoever sent idFrom
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@ -117,11 +122,6 @@ class ReliableRouter : public FloodingRouter
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bool stopRetransmission(NodeNum from, PacketId id);
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bool stopRetransmission(GlobalPacketId p);
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/**
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* Add p to the list of packets to retransmit occasionally. We will free it once we stop retransmitting.
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*/
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void startRetransmission(MeshPacket *p);
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/**
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* Do any retransmissions that are scheduled (FIXME - for the time being called from loop)
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*/
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@ -78,5 +78,12 @@ void nrf52Setup()
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// Not yet on board
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// pmu.init();
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DEBUG_MSG("FIXME, need to call randomSeed on nrf52!\n");
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// Init random seed
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// FIXME - use this to get random numbers
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// #include "nrf_rng.h"
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// uint32_t r;
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// ble_controller_rand_vector_get_blocking(&r, sizeof(r));
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// randomSeed(r);
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DEBUG_MSG("FIXME, call randomSeed\n");
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}
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