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Remove incomplete ReliableRouter implementation
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@@ -1,80 +0,0 @@
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#include "ReliableRouter.h"
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class DSRRouter : public ReliableRouter
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{
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protected:
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/**
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* Every (non duplicate) packet this node receives will be passed through this method. This allows subclasses to
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* update routing tables etc... based on what we overhear (even for messages not destined to our node)
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*/
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virtual void sniffReceived(const MeshPacket *p, const Routing *c) override;
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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) override;
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private:
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/**
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* Does our node appear in the specified route
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*/
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bool weAreInRoute(const RouteDiscovery &route);
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/**
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* Given a DSR route, use that route to update our DB of possible routes
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*
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* Note: routes are always listed in the same order - from sender to receipient (i.e. route_replies also use this some order)
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*
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* @param isRequest is true if we are looking at a route request, else we are looking at a reply
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**/
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void updateRoutes(const RouteDiscovery &route, bool isRequest);
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/**
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* send back a route reply (the sender address will be first in the list)
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*/
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void sendRouteReply(const RouteDiscovery &route, NodeNum toAppend = 0);
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/**
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* Given a nodenum return the next node we should forward to if we want to reach that node.
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*
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* @return 0 if no route found
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*/
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NodeNum getNextHop(NodeNum dest);
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/** Not in our route cache, rebroadcast on their behalf (after adding ourselves to the request route)
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*
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* We will bump down hop_limit in this call.
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*/
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void resendRouteRequest(const MeshPacket *p);
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/**
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* Record that forwarder can reach dest for us, but they will need numHops to get there.
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* If our routing tables already have something that can reach that node in fewer hops we will keep the existing route
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* instead.
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*/
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void addRoute(NodeNum dest, NodeNum forwarder, uint8_t numHops);
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/**
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* Record that we no longer have a route to the dest
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*/
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void removeRoute(NodeNum dest);
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/**
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* Forward the specified packet to the specified node
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*/
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void sendNextHop(NodeNum n, const MeshPacket *p);
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/**
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* Send a route error packet towards whoever originally sent this message
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*/
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void sendRouteError(const MeshPacket *p, Routing_Error err);
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/** make a copy of p, start discovery, but only if we don't
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* already a discovery in progress for that node number. Caller has already scheduled this message for retransmission
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* when the discovery is complete.
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*/
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void startDiscovery(NodeNum dest);
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};
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