sforkowany z mirror/meshtastic-firmware
issue 879 - add opt-in flag for plugins
rodzic
5eb2e6401f
commit
c3ebe80f53
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#include "configuration.h"
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#include "MeshPlugin.h"
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#include "Channels.h"
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#include "MeshService.h"
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#include "NodeDB.h"
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#include "plugins/RoutingPlugin.h"
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#include <assert.h>
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std::vector<MeshPlugin *> *MeshPlugin::plugins;
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const MeshPacket *MeshPlugin::currentRequest;
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/**
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* If any of the current chain of plugins has already sent a reply, it will be here. This is useful to allow
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* the RoutingPlugin to avoid sending redundant acks
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*/
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MeshPacket *MeshPlugin::currentReply;
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MeshPlugin::MeshPlugin(const char *_name) : name(_name)
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{
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// Can't trust static initalizer order, so we check each time
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if (!plugins)
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plugins = new std::vector<MeshPlugin *>();
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plugins->push_back(this);
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}
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void MeshPlugin::setup() {}
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MeshPlugin::~MeshPlugin()
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{
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assert(0); // FIXME - remove from list of plugins once someone needs this feature
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}
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MeshPacket *MeshPlugin::allocAckNak(Routing_Error err, NodeNum to, PacketId idFrom, ChannelIndex chIndex)
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{
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Routing c = Routing_init_default;
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c.error_reason = err;
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c.which_variant = Routing_error_reason_tag;
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// Now that we have moded sendAckNak up one level into the class heirarchy we can no longer assume we are a RoutingPlugin
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// So we manually call pb_encode_to_bytes and specify routing port number
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// auto p = allocDataProtobuf(c);
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MeshPacket *p = router->allocForSending();
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p->decoded.portnum = PortNum_ROUTING_APP;
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p->decoded.payload.size = pb_encode_to_bytes(p->decoded.payload.bytes, sizeof(p->decoded.payload.bytes), Routing_fields, &c);
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p->priority = MeshPacket_Priority_ACK;
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p->hop_limit = 0; // Assume just immediate neighbors for now
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p->to = to;
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p->decoded.request_id = idFrom;
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p->channel = chIndex;
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DEBUG_MSG("Alloc an err=%d,to=0x%x,idFrom=0x%x,id=0x%x\n", err, to, idFrom, p->id);
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return p;
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}
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MeshPacket *MeshPlugin::allocErrorResponse(Routing_Error err, const MeshPacket *p)
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{
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auto r = allocAckNak(err, getFrom(p), p->id, p->channel);
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setReplyTo(r, *p);
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return r;
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}
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void MeshPlugin::callPlugins(const MeshPacket &mp, RxSource src)
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{
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// DEBUG_MSG("In call plugins\n");
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bool pluginFound = false;
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// We now allow **encrypted** packets to pass through the plugins
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bool isDecoded = mp.which_payloadVariant == MeshPacket_decoded_tag;
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currentReply = NULL; // No reply yet
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// Was this message directed to us specifically? Will be false if we are sniffing someone elses packets
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auto ourNodeNum = nodeDB.getNodeNum();
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bool toUs = mp.to == NODENUM_BROADCAST || mp.to == ourNodeNum;
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for (auto i = plugins->begin(); i != plugins->end(); ++i) {
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auto &pi = **i;
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pi.currentRequest = ∓
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/// We only call plugins that are interested in the packet (and the message is destined to us or we are promiscious)
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bool wantsPacket = (isDecoded || pi.encryptedOk) && (pi.isPromiscuous || toUs) && pi.wantPacket(&mp);
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if ((src == RX_SRC_LOCAL) && !(pi.loopbackOk)) {
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// new case, monitor separately for now, then FIXME merge above
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wantsPacket = false;
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}
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assert(!pi.myReply); // If it is !null it means we have a bug, because it should have been sent the previous time
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if (wantsPacket) {
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DEBUG_MSG("Plugin %s wantsPacket=%d\n", pi.name, wantsPacket);
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pluginFound = true;
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/// received channel (or NULL if not decoded)
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Channel *ch = isDecoded ? &channels.getByIndex(mp.channel) : NULL;
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/// Is the channel this packet arrived on acceptable? (security check)
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/// Note: we can't know channel names for encrypted packets, so those are NEVER sent to boundChannel plugins
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/// Also: if a packet comes in on the local PC interface, we don't check for bound channels, because it is TRUSTED and it needs to
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/// to be able to fetch the initial admin packets without yet knowing any channels.
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bool rxChannelOk = !pi.boundChannel || (mp.from == 0) || (ch && (strcmp(ch->settings.name, pi.boundChannel) == 0));
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if (!rxChannelOk) {
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// no one should have already replied!
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assert(!currentReply);
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if (mp.decoded.want_response) {
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printPacket("packet on wrong channel, returning error", &mp);
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currentReply = pi.allocErrorResponse(Routing_Error_NOT_AUTHORIZED, &mp);
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} else
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printPacket("packet on wrong channel, but can't respond", &mp);
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} else {
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bool handled = pi.handleReceived(mp);
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// Possibly send replies (but only if the message was directed to us specifically, i.e. not for promiscious
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// sniffing) also: we only let the one plugin send a reply, once that happens, remaining plugins are not
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// considered
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// NOTE: we send a reply *even if the (non broadcast) request was from us* which is unfortunate but necessary
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// because currently when the phone sends things, it sends things using the local node ID as the from address. A
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// better solution (FIXME) would be to let phones have their own distinct addresses and we 'route' to them like
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// any other node.
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if (mp.decoded.want_response && toUs && (getFrom(&mp) != ourNodeNum || mp.to == ourNodeNum) && !currentReply) {
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pi.sendResponse(mp);
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DEBUG_MSG("Plugin %s sent a response\n", pi.name);
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} else {
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DEBUG_MSG("Plugin %s considered\n", pi.name);
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}
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// If the requester didn't ask for a response we might need to discard unused replies to prevent memory leaks
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if (pi.myReply) {
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DEBUG_MSG("Discarding an unneeded response\n");
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packetPool.release(pi.myReply);
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pi.myReply = NULL;
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}
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if (handled) {
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DEBUG_MSG("Plugin %s handled and skipped other processing\n", pi.name);
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break;
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}
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}
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}
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pi.currentRequest = NULL;
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}
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if (mp.decoded.want_response && toUs) {
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if (currentReply) {
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printPacket("Sending response", currentReply);
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service.sendToMesh(currentReply);
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currentReply = NULL;
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} else if(mp.from != ourNodeNum) {
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// Note: if the message started with the local node we don't want to send a no response reply
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// No one wanted to reply to this requst, tell the requster that happened
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DEBUG_MSG("No one responded, send a nak\n");
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// SECURITY NOTE! I considered sending back a different error code if we didn't find the psk (i.e. !isDecoded)
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// but opted NOT TO. Because it is not a good idea to let remote nodes 'probe' to find out which PSKs were "good" vs
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// bad.
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routingPlugin->sendAckNak(Routing_Error_NO_RESPONSE, getFrom(&mp), mp.id, mp.channel);
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}
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}
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if (!pluginFound)
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DEBUG_MSG("No plugins interested in portnum=%d, src=%s\n",
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mp.decoded.portnum,
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(src == RX_SRC_LOCAL) ? "LOCAL":"REMOTE");
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}
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MeshPacket *MeshPlugin::allocReply()
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{
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auto r = myReply;
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myReply = NULL; // Only use each reply once
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return r;
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}
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/** Messages can be received that have the want_response bit set. If set, this callback will be invoked
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* so that subclasses can (optionally) send a response back to the original sender. Implementing this method
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* is optional
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*/
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void MeshPlugin::sendResponse(const MeshPacket &req)
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{
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auto r = allocReply();
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if (r) {
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setReplyTo(r, req);
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currentReply = r;
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} else {
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// Ignore - this is now expected behavior for routing plugin (because it ignores some replies)
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// DEBUG_MSG("WARNING: Client requested response but this plugin did not provide\n");
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}
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}
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/** set the destination and packet parameters of packet p intended as a reply to a particular "to" packet
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* This ensures that if the request packet was sent reliably, the reply is sent that way as well.
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*/
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void setReplyTo(MeshPacket *p, const MeshPacket &to)
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{
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assert(p->which_payloadVariant == MeshPacket_decoded_tag); // Should already be set by now
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p->to = getFrom(&to); // Make sure that if we are sending to the local node, we use our local node addr, not 0
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p->channel = to.channel; // Use the same channel that the request came in on
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// No need for an ack if we are just delivering locally (it just generates an ignored ack)
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p->want_ack = (to.from != 0) ? to.want_ack : false;
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if (p->priority == MeshPacket_Priority_UNSET)
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p->priority = MeshPacket_Priority_RELIABLE;
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p->decoded.request_id = to.id;
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}
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std::vector<MeshPlugin *> MeshPlugin::GetMeshPluginsWithUIFrames()
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{
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std::vector<MeshPlugin *> pluginsWithUIFrames;
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for (auto i = plugins->begin(); i != plugins->end(); ++i) {
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auto &pi = **i;
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if (pi.wantUIFrame()) {
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DEBUG_MSG("Plugin wants a UI Frame\n");
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pluginsWithUIFrames.push_back(&pi);
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}
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}
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return pluginsWithUIFrames;
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}
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#pragma once
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#include "mesh/Channels.h"
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#include "mesh/MeshTypes.h"
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#include <vector>
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#ifndef NO_SCREEN
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#include <OLEDDisplay.h>
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#include <OLEDDisplayUi.h>
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#endif
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/** A baseclass for any mesh "plugin".
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*
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* A plugin allows you to add new features to meshtastic device code, without needing to know messaging details.
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*
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* A key concept for this is that your plugin should use a particular "portnum" for each message type you want to receive
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* and handle.
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*
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* Interally we use plugins to implement the core meshtastic text messaging and gps position sharing features. You
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* can use these classes as examples for how to write your own custom plugin. See here: (FIXME)
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*/
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class MeshPlugin
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{
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static std::vector<MeshPlugin *> *plugins;
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public:
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/** Constructor
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* name is for debugging output
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*/
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MeshPlugin(const char *_name);
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virtual ~MeshPlugin();
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/** For use only by MeshService
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*/
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static void callPlugins(const MeshPacket &mp, RxSource src = RX_SRC_RADIO);
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static std::vector<MeshPlugin *> GetMeshPluginsWithUIFrames();
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#ifndef NO_SCREEN
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virtual void drawFrame(OLEDDisplay *display, OLEDDisplayUiState *state, int16_t x, int16_t y) { return; }
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#endif
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protected:
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const char *name;
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/** Most plugins only care about packets that are destined for their node (i.e. broadcasts or has their node as the specific
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recipient) But some plugs might want to 'sniff' packets that are merely being routed (passing through the current node). Those
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plugins can set this to true and their handleReceived() will be called for every packet.
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*/
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bool isPromiscuous = false;
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/** Also receive a copy of LOCALLY GENERATED messages - most plugins should leave
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* this setting disabled - see issue #877 */
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bool loopbackOk = false;
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/** Most plugins only understand decrypted packets. For plugins that also want to see encrypted packets, they should set this
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* flag */
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bool encryptedOk = false;
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/** If a bound channel name is set, we will only accept received packets that come in on that channel.
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* A special exception (FIXME, not sure if this is a good idea) - packets that arrive on the local interface
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* are allowed on any channel (this lets the local user do anything).
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*
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* We will send responses on the same channel that the request arrived on.
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*/
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const char *boundChannel = NULL;
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/**
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* If this plugin is currently handling a request currentRequest will be preset
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* to the packet with the request. This is mostly useful for reply handlers.
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*
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* Note: this can be static because we are guaranteed to be processing only one
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* plugin at a time.
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*/
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static const MeshPacket *currentRequest;
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/**
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* If your handler wants to send a response, simply set currentReply and it will be sent at the end of response handling.
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*/
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MeshPacket *myReply = NULL;
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/**
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* Initialize your plugin. This setup function is called once after all hardware and mesh protocol layers have
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* been initialized
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*/
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virtual void setup();
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/**
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* @return true if you want to receive the specified portnum
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*/
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virtual bool wantPacket(const MeshPacket *p) = 0;
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/** Called to handle a particular incoming message
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@return true if you've guaranteed you've handled this message and no other handlers should be considered for it
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*/
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virtual bool handleReceived(const MeshPacket &mp) { return false; }
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/** Messages can be received that have the want_response bit set. If set, this callback will be invoked
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* so that subclasses can (optionally) send a response back to the original sender.
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*
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* Note: most implementers don't need to override this, instead: If while handling a request you have a reply, just set
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* the protected reply field in this instance.
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* */
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virtual MeshPacket *allocReply();
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/***
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* @return true if you want to be alloced a UI screen frame
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*/
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virtual bool wantUIFrame() { return false; }
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MeshPacket *allocAckNak(Routing_Error err, NodeNum to, PacketId idFrom, ChannelIndex chIndex);
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/// Send an error response for the specified packet.
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MeshPacket *allocErrorResponse(Routing_Error err, const MeshPacket *p);
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private:
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/**
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* If any of the current chain of plugins has already sent a reply, it will be here. This is useful to allow
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* the RoutingPlugin to avoid sending redundant acks
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*/
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static MeshPacket *currentReply;
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friend class ReliableRouter;
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/** Messages can be received that have the want_response bit set. If set, this callback will be invoked
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* so that subclasses can (optionally) send a response back to the original sender. This method calls allocReply()
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* to generate the reply message, and if !NULL that message will be delivered to whoever sent req
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*/
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void sendResponse(const MeshPacket &req);
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};
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/** set the destination and packet parameters of packet p intended as a reply to a particular "to" packet
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* This ensures that if the request packet was sent reliably, the reply is sent that way as well.
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*/
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void setReplyTo(MeshPacket *p, const MeshPacket &to);
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