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* Finish deprecating the Repeater role behavior * Validate * Fixed bad if/else block * Get your crap together!
71 lines
2.6 KiB
C++
71 lines
2.6 KiB
C++
#pragma once
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#include "Router.h"
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/**
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* This is a mixin that extends Router with the ability to do Naive Flooding (in the standard mesh protocol sense)
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*
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* Rules for broadcasting (listing here for now, will move elsewhere eventually):
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If to==BROADCAST and id==0, this is a simple broadcast (0 hops). It will be
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sent only by the current node and other nodes will not attempt to rebroadcast
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it.
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If to==BROADCAST and id!=0, this is a "naive flooding" broadcast. The initial
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node will send it on all local interfaces.
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When other nodes receive this message, they will
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first check if their recentBroadcasts table contains the (from, id) pair that
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indicates this message. If so, we've already seen it - so we discard it. If
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not, we add it to the table and then resend this message on all interfaces.
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When resending we are careful to use the "from" ID of the original sender. Not
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our own ID. When resending we pick a random delay between 0 and 10 seconds to
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decrease the chance of collisions with transmitters we can not even hear.
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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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*/
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class FloodingRouter : public Router
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{
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private:
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/* Check if we should rebroadcast this packet, and do so if needed */
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void perhapsRebroadcast(const meshtastic_MeshPacket *p);
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public:
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/**
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* Constructor
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*
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*/
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FloodingRouter();
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/**
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* Send a packet on a suitable interface. This routine will
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* later free() the packet to pool. This routine is not allowed to stall.
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* If the txmit queue is full it might return an error
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*/
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virtual ErrorCode send(meshtastic_MeshPacket *p) override;
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protected:
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/**
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* Should this incoming filter be dropped?
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*
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* Called immediately on reception, before any further processing.
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* @return true to abandon the packet
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*/
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virtual bool shouldFilterReceived(const meshtastic_MeshPacket *p) override;
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/**
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* Look for broadcasts we need to rebroadcast
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*/
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virtual void sniffReceived(const meshtastic_MeshPacket *p, const meshtastic_Routing *c) override;
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// Return false for roles like ROUTER which should always rebroadcast even when we've heard another rebroadcast of
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// the same packet
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bool roleAllowsCancelingDupe(const meshtastic_MeshPacket *p);
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/* Call when receiving a duplicate packet to check whether we should cancel a packet in the Tx queue */
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void perhapsCancelDupe(const meshtastic_MeshPacket *p);
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// Return true if we are a rebroadcaster
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bool isRebroadcaster();
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}; |