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3f3a1a11df
stomping on other senders that we can't even hear.
84 lines
2.6 KiB
C++
84 lines
2.6 KiB
C++
#pragma once
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#include "PeriodicTask.h"
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#include "Router.h"
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#include <vector>
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/**
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* A record of a recent message broadcast
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*/
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struct BroadcastRecord {
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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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};
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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, public PeriodicTask
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{
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private:
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/** FIXME: really should be a std::unordered_set with the key being sender,id.
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* This would make checking packets in wasSeenRecently faster.
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*/
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std::vector<BroadcastRecord> recentBroadcasts;
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/**
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* Packets we've received that we need to resend after a short delay
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*/
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PointerQueue<MeshPacket> toResend;
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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(MeshPacket *p);
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protected:
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/**
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* Called from loop()
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* Handle any packet that is received by an interface on this node.
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* Note: some packets may merely being passed through this node and will be forwarded elsewhere.
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*
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* Note: this method will free the provided packet
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*/
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virtual void handleReceived(MeshPacket *p);
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virtual void doTask();
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private:
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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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bool wasSeenRecently(const MeshPacket *p);
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};
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