#pragma once #include #include #include "mesh-pb-constants.h" #include "MeshTypes.h" class NodeDB { // NodeNum provisionalNodeNum; // if we are trying to find a node num this is our current attempt NodeNum ourNodeNum; // -1 if not yet found // A NodeInfo for every node we've seen // Eventually use a smarter datastructure // HashMap nodes; NodeInfo nodes[MAX_NUM_NODES]; int numNodes; bool updateGUI; // we think the gui should definitely be redrawn NodeInfo *updateGUIforNode; // if currently showing this node, we think you should update the GUI public: /// don't do mesh based algoritm for node id assignment (initially) /// instead just store in flash - possibly even in the initial alpha release do this hack NodeDB(); /// given a subpacket sniffed from the network, update our DB state /// we updateGUI and updateGUIforNode if we think our this change is big enough for a redraw void updateFrom(const MeshPacket &p); NodeNum getNodeNum() { return ourNodeNum; } /// if returns false, that means our node should send a DenyNodeNum response. If true, we think the number is okay for use // bool handleWantNodeNum(NodeNum n); /* void handleDenyNodeNum(NodeNum FIXME read mesh proto docs, perhaps picking a random node num is not a great idea and instead we should use a special 'im unconfigured node number' and include our desired node number in the wantnum message. the unconfigured node num would only be used while initially joining the mesh so low odds of conflicting (especially if we randomly select from a small number of nodenums which can be used temporarily for this operation). figure out what the lower level mesh sw does if it does conflict? would it be better for people who are replying with denynode num to just broadcast their denial?) */ private: /// Find a node in our DB, return null for missing NodeInfo *getNode(NodeNum n); /// Find a node in our DB, create an empty NodeInfo if missing NodeInfo *getOrCreateNode(NodeNum n); }; extern NodeDB nodeDB;