#include "FloodingRouter.h" #include "configuration.h" #include "mesh-pb-constants.h" static bool supportFlooding = true; // Sometimes to simplify debugging we want jusT simple broadcast only FloodingRouter::FloodingRouter() : toResend(MAX_NUM_NODES) { } /** * Send a packet on a suitable interface. This routine will * later free() the packet to pool. This routine is not allowed to stall. * If the txmit queue is full it might return an error */ ErrorCode FloodingRouter::send(MeshPacket *p) { // We update our table of recent broadcasts, even for messages we send if (supportFlooding) wasSeenRecently(p); return Router::send(p); } // Return a delay in msec before sending the next packet uint32_t getRandomDelay() { return random(200, 10 * 1000L); // between 200ms and 10s } /** * Now that our generalized packet send code has a random delay - I don't think we need to wait here * But I'm leaving this bool until I rip the code out for good. */ bool needDelay = false; /** * Called from loop() * Handle any packet that is received by an interface on this node. * Note: some packets may merely being passed through this node and will be forwarded elsewhere. * * Note: this method will free the provided packet */ void FloodingRouter::handleReceived(MeshPacket *p) { if (supportFlooding) { if (wasSeenRecently(p)) { DEBUG_MSG("Ignoring incoming floodmsg, because we've already seen it\n"); packetPool.release(p); } else { if (p->to == NODENUM_BROADCAST) { if (p->id != 0) { MeshPacket *tosend = packetPool.allocCopy(*p); // keep a copy because we will be sending it if (needDelay) { uint32_t delay = getRandomDelay(); DEBUG_MSG("Rebroadcasting received floodmsg to neighbors in %u msec, fr=0x%x,to=0x%x,id=%d\n", delay, p->from, p->to, p->id); toResend.enqueue(tosend); setPeriod(delay); // This will work even if we were already waiting a random delay } else { DEBUG_MSG("Rebroadcasting received floodmsg to neighbors, fr=0x%x,to=0x%x,id=%d\n", p->from, p->to, p->id); // Note: we are careful to resend using the original senders node id // We are careful not to call our hooked version of send() - because we don't want to check this again Router::send(tosend); } } else { DEBUG_MSG("Ignoring a simple (0 hop) broadcast\n"); } } // handle the packet as normal Router::handleReceived(p); } } else Router::handleReceived(p); } void FloodingRouter::doTask() { MeshPacket *p = toResend.dequeuePtr(0); if (p) { DEBUG_MSG("Sending delayed message!\n"); // Note: we are careful to resend using the original senders node id // We are careful not to call our hooked version of send() - because we don't want to check this again Router::send(p); } if (toResend.isEmpty()) disable(); // no more work right now else { setPeriod(getRandomDelay()); } }