when flooding, randomly delay sent packets to decrease chances of...

stomping on other senders that we can't even hear.
pull/109/head
geeksville 2020-04-25 11:43:28 -07:00
rodzic 64f6c0f5c0
commit 3f3a1a11df
3 zmienionych plików z 46 dodań i 6 usunięć

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@ -297,6 +297,8 @@ void setup()
service.init();
realRouter.setup(); // required for our periodic task (kinda skanky FIXME)
#ifndef NO_ESP32
// MUST BE AFTER service.init, so we have our radio config settings (from nodedb init)
radio = new MeshRadio();

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@ -5,9 +5,10 @@
/// We clear our old flood record five minute after we see the last of it
#define FLOOD_EXPIRE_TIME (5 * 60 * 1000L)
FloodingRouter::FloodingRouter()
FloodingRouter::FloodingRouter() : toResend(MAX_NUM_NODES)
{
recentBroadcasts.reserve(MAX_NUM_NODES); // Prealloc the worst case # of records - to prevent heap fragmentation
// setup our periodic task
}
/**
@ -23,6 +24,12 @@ ErrorCode FloodingRouter::send(MeshPacket *p)
return Router::send(p);
}
// Return a delay in msec before sending the next packet
uint32_t getRandomDelay()
{
return random(200, 10 * 1000L); // between 200ms and 10s
}
/**
* Called from loop()
* Handle any packet that is received by an interface on this node.
@ -38,12 +45,14 @@ void FloodingRouter::handleReceived(MeshPacket *p)
} else {
if (p->to == NODENUM_BROADCAST) {
if (p->id != 0) {
DEBUG_MSG("Rebroadcasting received floodmsg to neighbors fr=0x%x,to=0x%x,id=%d\n", p->from, p->to, p->id);
// FIXME, wait a random delay
uint32_t delay = getRandomDelay();
DEBUG_MSG("Rebroadcasting received floodmsg to neighbors in %u msec, fr=0x%x,to=0x%x,id=%d\n", delay, p->from,
p->to, p->id);
MeshPacket *tosend = packetPool.allocCopy(*p);
// Note: we are careful to resend using the original senders node id
Router::send(tosend); // We are careful not to call our hooked version of send()
toResend.enqueue(tosend);
setPeriod(delay); // This will work even if we were already waiting a random delay
} else {
DEBUG_MSG("Ignoring a simple (0 hop) broadcast\n");
}
@ -54,6 +63,24 @@ void FloodingRouter::handleReceived(MeshPacket *p)
}
}
void FloodingRouter::doTask()
{
MeshPacket *p = toResend.dequeuePtr(0);
DEBUG_MSG("Sending delayed message!\n");
if (p) {
// Note: we are careful to resend using the original senders node id
// We are careful not to call our hooked version of send() - because we don't want to check this again
Router::send(p);
}
if (toResend.isEmpty())
disable(); // no more work right now
else {
setPeriod(getRandomDelay());
}
}
/**
* Update recentBroadcasts and return true if we have already seen this packet
*/

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@ -1,5 +1,6 @@
#pragma once
#include "PeriodicTask.h"
#include "Router.h"
#include <vector>
@ -35,11 +36,19 @@ struct BroadcastRecord {
Any entries in recentBroadcasts that are older than X seconds (longer than the
max time a flood can take) will be discarded.
*/
class FloodingRouter : public Router
class FloodingRouter : public Router, public PeriodicTask
{
private:
/** FIXME: really should be a std::unordered_set with the key being sender,id.
* This would make checking packets in wasSeenRecently faster.
*/
std::vector<BroadcastRecord> recentBroadcasts;
/**
* Packets we've received that we need to resend after a short delay
*/
PointerQueue<MeshPacket> toResend;
public:
/**
* Constructor
@ -64,6 +73,8 @@ class FloodingRouter : public Router
*/
virtual void handleReceived(MeshPacket *p);
virtual void doTask();
private:
/**
* Update recentBroadcasts and return true if we have already seen this packet