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* Initial commit of a fuzzer for Meshtastic. * Use a max of 5 for the phone queues * Only write files to the temp dir * Limitless queue + fuzzer = lots of ram :) * Use $PIO_ENV for path to program * spelling: s/is/to/ * Use loopCanSleep instead of a lock in Router * realHardware allows full use of a CPU core * Ignore checkov CKV_DOCKER_2 & CKV_DOCKER_3 * Add Atak seed * Fix lint issues in build.sh * Use exception to exit from portduino_main * Separate build & source files into $WORK & $SRC * Use an ephemeral port for the API server * Include CXXFLAGS in the link step * Read all shared libraries * Use a separate work directory for each sanitizer --------- Co-authored-by: Ben Meadors <benmmeadors@gmail.com>
50 lines
1.3 KiB
C++
50 lines
1.3 KiB
C++
#pragma once
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#include "Router.h"
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#include <unordered_set>
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/// We clear our old flood record 10 minutes after we see the last of it
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#ifdef FUZZING_BUILD_MODE_UNSAFE_FOR_PRODUCTION
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#define FLOOD_EXPIRE_TIME (5 * 1000L) // Don't allow too many packets to accumulate when fuzzing.
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#else
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#define FLOOD_EXPIRE_TIME (10 * 60 * 1000L)
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#endif
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/**
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* A record of a recent message broadcast
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*/
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struct PacketRecord {
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NodeNum sender;
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PacketId id;
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uint32_t rxTimeMsec; // Unix time in msecs - the time we received it
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bool operator==(const PacketRecord &p) const { return sender == p.sender && id == p.id; }
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};
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class PacketRecordHashFunction
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{
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public:
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size_t operator()(const PacketRecord &p) const { return (std::hash<NodeNum>()(p.sender)) ^ (std::hash<PacketId>()(p.id)); }
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};
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/**
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* This is a mixin that adds a record of past packets we have seen
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*/
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class PacketHistory
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{
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private:
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std::unordered_set<PacketRecord, PacketRecordHashFunction> recentPackets;
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void clearExpiredRecentPackets(); // clear all recentPackets older than FLOOD_EXPIRE_TIME
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public:
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PacketHistory();
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/**
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* Update recentBroadcasts and return true if we have already seen this packet
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*
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* @param withUpdate if true and not found we add an entry to recentPackets
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*/
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bool wasSeenRecently(const meshtastic_MeshPacket *p, bool withUpdate = true);
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};
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