Files
firmware/src/MeshService.h
geeksville 640cb3bf7f allow observers to return an error code to abort further processing
Will allow me to use observers to generalize the various hooks
that need to run to preflight sleep entry.
2020-04-10 12:40:44 -07:00

101 lines
3.8 KiB
C++

#pragma once
#include <Arduino.h>
#include <assert.h>
#include "MemoryPool.h"
#include "MeshRadio.h"
#include "Observer.h"
#include "PointerQueue.h"
#include "mesh.pb.h"
/**
* Top level app for this service. keeps the mesh, the radio config and the queue of received packets.
*
*/
class MeshService
{
CallbackObserver<MeshService, void *> gpsObserver = CallbackObserver<MeshService, void *>(this, &MeshService::onGPSChanged);
MemoryPool<MeshPacket> packetPool;
/// received packets waiting for the phone to process them
/// FIXME, change to a DropOldestQueue and keep a count of the number of dropped packets to ensure
/// we never hang because android hasn't been there in a while
/// FIXME - save this to flash on deep sleep
PointerQueue<MeshPacket> toPhoneQueue;
/// Packets which have just arrived from the radio, ready to be processed by this service and possibly
/// forwarded to the phone.
PointerQueue<MeshPacket> fromRadioQueue;
/// The current nonce for the newest packet which has been queued for the phone
uint32_t fromNum = 0;
public:
MeshRadio radio;
Observable<uint32_t> fromNumChanged;
MeshService();
void init();
/// Do idle processing (mostly processing messages which have been queued from the radio)
void loop();
/// Return the next packet destined to the phone. FIXME, somehow use fromNum to allow the phone to retry the
/// last few packets if needs to.
MeshPacket *getForPhone() { return toPhoneQueue.dequeuePtr(0); }
/// Allows the bluetooth handler to free packets after they have been sent
void releaseToPool(MeshPacket *p) { packetPool.release(p); }
/// Given a ToRadio buffer (from bluetooth) parse it and properly handle it (setup radio, owner or send packet into the mesh)
void handleToRadio(std::string s);
/// The radioConfig object just changed, call this to force the hw to change to the new settings
void reloadConfig();
/// The owner User record just got updated, update our node DB and broadcast the info into the mesh
void reloadOwner() { sendOurOwner(); }
/// Allocate and return a meshpacket which defaults as send to broadcast from the current node.
MeshPacket *allocForSending();
/// Called when the user wakes up our GUI, normally sends our latest location to the mesh (if we have it), otherwise at least
/// sends our owner
void sendNetworkPing(NodeNum dest, bool wantReplies = false);
/// Send our owner info to a particular node
void sendOurOwner(NodeNum dest = NODENUM_BROADCAST, bool wantReplies = false);
private:
/// Broadcasts our last known position
void sendOurPosition(NodeNum dest = NODENUM_BROADCAST, bool wantReplies = false);
/// Send a packet into the mesh - note p must have been allocated from packetPool. We will return it to that pool after
/// sending. This is the ONLY function you should use for sending messages into the mesh, because it also updates the nodedb
/// cache
void sendToMesh(MeshPacket *p);
/// Called when our gps position has changed - updates nodedb and sends Location message out into the mesh
/// returns 0 to allow futher processing
int onGPSChanged(void *arg);
/// handle all the packets that just arrived from the mesh radio
void handleFromRadio();
/// Handle a packet that just arrived from the radio. We will either eventually enqueue the message to the phone or return it
/// to the free pool
void handleFromRadio(MeshPacket *p);
/// handle a user packet that just arrived on the radio, return NULL if we should not process this packet at all
MeshPacket *handleFromRadioUser(MeshPacket *mp);
/// look at inbound packets and if they contain a position with time, possibly set our clock
void handleIncomingPosition(MeshPacket *mp);
};
extern MeshService service;