issue 879 - add opt-in flag for plugins

1.2-legacy
a-f-G-U-C 2021-10-09 13:57:56 +00:00 zatwierdzone przez GitHub
rodzic 5eb2e6401f
commit c3ebe80f53
Nie znaleziono w bazie danych klucza dla tego podpisu
ID klucza GPG: 4AEE18F83AFDEB23
2 zmienionych plików z 369 dodań i 0 usunięć

234
MeshPlugin.cpp 100644
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#include "configuration.h"
#include "MeshPlugin.h"
#include "Channels.h"
#include "MeshService.h"
#include "NodeDB.h"
#include "plugins/RoutingPlugin.h"
#include <assert.h>
std::vector<MeshPlugin *> *MeshPlugin::plugins;
const MeshPacket *MeshPlugin::currentRequest;
/**
* If any of the current chain of plugins has already sent a reply, it will be here. This is useful to allow
* the RoutingPlugin to avoid sending redundant acks
*/
MeshPacket *MeshPlugin::currentReply;
MeshPlugin::MeshPlugin(const char *_name) : name(_name)
{
// Can't trust static initalizer order, so we check each time
if (!plugins)
plugins = new std::vector<MeshPlugin *>();
plugins->push_back(this);
}
void MeshPlugin::setup() {}
MeshPlugin::~MeshPlugin()
{
assert(0); // FIXME - remove from list of plugins once someone needs this feature
}
MeshPacket *MeshPlugin::allocAckNak(Routing_Error err, NodeNum to, PacketId idFrom, ChannelIndex chIndex)
{
Routing c = Routing_init_default;
c.error_reason = err;
c.which_variant = Routing_error_reason_tag;
// Now that we have moded sendAckNak up one level into the class heirarchy we can no longer assume we are a RoutingPlugin
// So we manually call pb_encode_to_bytes and specify routing port number
// auto p = allocDataProtobuf(c);
MeshPacket *p = router->allocForSending();
p->decoded.portnum = PortNum_ROUTING_APP;
p->decoded.payload.size = pb_encode_to_bytes(p->decoded.payload.bytes, sizeof(p->decoded.payload.bytes), Routing_fields, &c);
p->priority = MeshPacket_Priority_ACK;
p->hop_limit = 0; // Assume just immediate neighbors for now
p->to = to;
p->decoded.request_id = idFrom;
p->channel = chIndex;
DEBUG_MSG("Alloc an err=%d,to=0x%x,idFrom=0x%x,id=0x%x\n", err, to, idFrom, p->id);
return p;
}
MeshPacket *MeshPlugin::allocErrorResponse(Routing_Error err, const MeshPacket *p)
{
auto r = allocAckNak(err, getFrom(p), p->id, p->channel);
setReplyTo(r, *p);
return r;
}
void MeshPlugin::callPlugins(const MeshPacket &mp, RxSource src)
{
// DEBUG_MSG("In call plugins\n");
bool pluginFound = false;
// We now allow **encrypted** packets to pass through the plugins
bool isDecoded = mp.which_payloadVariant == MeshPacket_decoded_tag;
currentReply = NULL; // No reply yet
// Was this message directed to us specifically? Will be false if we are sniffing someone elses packets
auto ourNodeNum = nodeDB.getNodeNum();
bool toUs = mp.to == NODENUM_BROADCAST || mp.to == ourNodeNum;
for (auto i = plugins->begin(); i != plugins->end(); ++i) {
auto &pi = **i;
pi.currentRequest = &mp;
/// We only call plugins that are interested in the packet (and the message is destined to us or we are promiscious)
bool wantsPacket = (isDecoded || pi.encryptedOk) && (pi.isPromiscuous || toUs) && pi.wantPacket(&mp);
if ((src == RX_SRC_LOCAL) && !(pi.loopbackOk)) {
// new case, monitor separately for now, then FIXME merge above
wantsPacket = false;
}
assert(!pi.myReply); // If it is !null it means we have a bug, because it should have been sent the previous time
if (wantsPacket) {
DEBUG_MSG("Plugin %s wantsPacket=%d\n", pi.name, wantsPacket);
pluginFound = true;
/// received channel (or NULL if not decoded)
Channel *ch = isDecoded ? &channels.getByIndex(mp.channel) : NULL;
/// Is the channel this packet arrived on acceptable? (security check)
/// Note: we can't know channel names for encrypted packets, so those are NEVER sent to boundChannel plugins
/// 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
/// to be able to fetch the initial admin packets without yet knowing any channels.
bool rxChannelOk = !pi.boundChannel || (mp.from == 0) || (ch && (strcmp(ch->settings.name, pi.boundChannel) == 0));
if (!rxChannelOk) {
// no one should have already replied!
assert(!currentReply);
if (mp.decoded.want_response) {
printPacket("packet on wrong channel, returning error", &mp);
currentReply = pi.allocErrorResponse(Routing_Error_NOT_AUTHORIZED, &mp);
} else
printPacket("packet on wrong channel, but can't respond", &mp);
} else {
bool handled = pi.handleReceived(mp);
// Possibly send replies (but only if the message was directed to us specifically, i.e. not for promiscious
// sniffing) also: we only let the one plugin send a reply, once that happens, remaining plugins are not
// considered
// NOTE: we send a reply *even if the (non broadcast) request was from us* which is unfortunate but necessary
// because currently when the phone sends things, it sends things using the local node ID as the from address. A
// better solution (FIXME) would be to let phones have their own distinct addresses and we 'route' to them like
// any other node.
if (mp.decoded.want_response && toUs && (getFrom(&mp) != ourNodeNum || mp.to == ourNodeNum) && !currentReply) {
pi.sendResponse(mp);
DEBUG_MSG("Plugin %s sent a response\n", pi.name);
} else {
DEBUG_MSG("Plugin %s considered\n", pi.name);
}
// If the requester didn't ask for a response we might need to discard unused replies to prevent memory leaks
if (pi.myReply) {
DEBUG_MSG("Discarding an unneeded response\n");
packetPool.release(pi.myReply);
pi.myReply = NULL;
}
if (handled) {
DEBUG_MSG("Plugin %s handled and skipped other processing\n", pi.name);
break;
}
}
}
pi.currentRequest = NULL;
}
if (mp.decoded.want_response && toUs) {
if (currentReply) {
printPacket("Sending response", currentReply);
service.sendToMesh(currentReply);
currentReply = NULL;
} else if(mp.from != ourNodeNum) {
// Note: if the message started with the local node we don't want to send a no response reply
// No one wanted to reply to this requst, tell the requster that happened
DEBUG_MSG("No one responded, send a nak\n");
// SECURITY NOTE! I considered sending back a different error code if we didn't find the psk (i.e. !isDecoded)
// but opted NOT TO. Because it is not a good idea to let remote nodes 'probe' to find out which PSKs were "good" vs
// bad.
routingPlugin->sendAckNak(Routing_Error_NO_RESPONSE, getFrom(&mp), mp.id, mp.channel);
}
}
if (!pluginFound)
DEBUG_MSG("No plugins interested in portnum=%d, src=%s\n",
mp.decoded.portnum,
(src == RX_SRC_LOCAL) ? "LOCAL":"REMOTE");
}
MeshPacket *MeshPlugin::allocReply()
{
auto r = myReply;
myReply = NULL; // Only use each reply once
return r;
}
/** Messages can be received that have the want_response bit set. If set, this callback will be invoked
* so that subclasses can (optionally) send a response back to the original sender. Implementing this method
* is optional
*/
void MeshPlugin::sendResponse(const MeshPacket &req)
{
auto r = allocReply();
if (r) {
setReplyTo(r, req);
currentReply = r;
} else {
// Ignore - this is now expected behavior for routing plugin (because it ignores some replies)
// DEBUG_MSG("WARNING: Client requested response but this plugin did not provide\n");
}
}
/** set the destination and packet parameters of packet p intended as a reply to a particular "to" packet
* This ensures that if the request packet was sent reliably, the reply is sent that way as well.
*/
void setReplyTo(MeshPacket *p, const MeshPacket &to)
{
assert(p->which_payloadVariant == MeshPacket_decoded_tag); // Should already be set by now
p->to = getFrom(&to); // Make sure that if we are sending to the local node, we use our local node addr, not 0
p->channel = to.channel; // Use the same channel that the request came in on
// No need for an ack if we are just delivering locally (it just generates an ignored ack)
p->want_ack = (to.from != 0) ? to.want_ack : false;
if (p->priority == MeshPacket_Priority_UNSET)
p->priority = MeshPacket_Priority_RELIABLE;
p->decoded.request_id = to.id;
}
std::vector<MeshPlugin *> MeshPlugin::GetMeshPluginsWithUIFrames()
{
std::vector<MeshPlugin *> pluginsWithUIFrames;
for (auto i = plugins->begin(); i != plugins->end(); ++i) {
auto &pi = **i;
if (pi.wantUIFrame()) {
DEBUG_MSG("Plugin wants a UI Frame\n");
pluginsWithUIFrames.push_back(&pi);
}
}
return pluginsWithUIFrames;
}

135
MeshPlugin.h 100644
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#pragma once
#include "mesh/Channels.h"
#include "mesh/MeshTypes.h"
#include <vector>
#ifndef NO_SCREEN
#include <OLEDDisplay.h>
#include <OLEDDisplayUi.h>
#endif
/** A baseclass for any mesh "plugin".
*
* A plugin allows you to add new features to meshtastic device code, without needing to know messaging details.
*
* A key concept for this is that your plugin should use a particular "portnum" for each message type you want to receive
* and handle.
*
* Interally we use plugins to implement the core meshtastic text messaging and gps position sharing features. You
* can use these classes as examples for how to write your own custom plugin. See here: (FIXME)
*/
class MeshPlugin
{
static std::vector<MeshPlugin *> *plugins;
public:
/** Constructor
* name is for debugging output
*/
MeshPlugin(const char *_name);
virtual ~MeshPlugin();
/** For use only by MeshService
*/
static void callPlugins(const MeshPacket &mp, RxSource src = RX_SRC_RADIO);
static std::vector<MeshPlugin *> GetMeshPluginsWithUIFrames();
#ifndef NO_SCREEN
virtual void drawFrame(OLEDDisplay *display, OLEDDisplayUiState *state, int16_t x, int16_t y) { return; }
#endif
protected:
const char *name;
/** Most plugins only care about packets that are destined for their node (i.e. broadcasts or has their node as the specific
recipient) But some plugs might want to 'sniff' packets that are merely being routed (passing through the current node). Those
plugins can set this to true and their handleReceived() will be called for every packet.
*/
bool isPromiscuous = false;
/** Also receive a copy of LOCALLY GENERATED messages - most plugins should leave
* this setting disabled - see issue #877 */
bool loopbackOk = false;
/** Most plugins only understand decrypted packets. For plugins that also want to see encrypted packets, they should set this
* flag */
bool encryptedOk = false;
/** If a bound channel name is set, we will only accept received packets that come in on that channel.
* A special exception (FIXME, not sure if this is a good idea) - packets that arrive on the local interface
* are allowed on any channel (this lets the local user do anything).
*
* We will send responses on the same channel that the request arrived on.
*/
const char *boundChannel = NULL;
/**
* If this plugin is currently handling a request currentRequest will be preset
* to the packet with the request. This is mostly useful for reply handlers.
*
* Note: this can be static because we are guaranteed to be processing only one
* plugin at a time.
*/
static const MeshPacket *currentRequest;
/**
* If your handler wants to send a response, simply set currentReply and it will be sent at the end of response handling.
*/
MeshPacket *myReply = NULL;
/**
* Initialize your plugin. This setup function is called once after all hardware and mesh protocol layers have
* been initialized
*/
virtual void setup();
/**
* @return true if you want to receive the specified portnum
*/
virtual bool wantPacket(const MeshPacket *p) = 0;
/** Called to handle a particular incoming message
@return true if you've guaranteed you've handled this message and no other handlers should be considered for it
*/
virtual bool handleReceived(const MeshPacket &mp) { return false; }
/** Messages can be received that have the want_response bit set. If set, this callback will be invoked
* so that subclasses can (optionally) send a response back to the original sender.
*
* Note: most implementers don't need to override this, instead: If while handling a request you have a reply, just set
* the protected reply field in this instance.
* */
virtual MeshPacket *allocReply();
/***
* @return true if you want to be alloced a UI screen frame
*/
virtual bool wantUIFrame() { return false; }
MeshPacket *allocAckNak(Routing_Error err, NodeNum to, PacketId idFrom, ChannelIndex chIndex);
/// Send an error response for the specified packet.
MeshPacket *allocErrorResponse(Routing_Error err, const MeshPacket *p);
private:
/**
* If any of the current chain of plugins has already sent a reply, it will be here. This is useful to allow
* the RoutingPlugin to avoid sending redundant acks
*/
static MeshPacket *currentReply;
friend class ReliableRouter;
/** Messages can be received that have the want_response bit set. If set, this callback will be invoked
* so that subclasses can (optionally) send a response back to the original sender. This method calls allocReply()
* to generate the reply message, and if !NULL that message will be delivered to whoever sent req
*/
void sendResponse(const MeshPacket &req);
};
/** set the destination and packet parameters of packet p intended as a reply to a particular "to" packet
* This ensures that if the request packet was sent reliably, the reply is sent that way as well.
*/
void setReplyTo(MeshPacket *p, const MeshPacket &to);