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Network.h
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Network.h
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/****************************************************************************************************
RepRapFirmware - Network: RepRapPro Ormerod with Duet controller
Separated out from Platform.h by dc42 and extended by zpl
****************************************************************************************************/
#ifndef NETWORK_H
#define NETWORK_H
#include <cctype>
#include <cstring>
#include <cstdlib>
#include <climits>
#include "lwipopts.h"
#include "ethernet_sam.h"
// This class handles the network - typically an Ethernet.
const uint16_t ftpPort = 21;
const uint16_t telnetPort = 23;
// The size of the TCP output buffer is critical to getting fast load times in the browser.
// If this value is less than the TCP MSS, then Chrome under Windows will delay ack messages by about 120ms,
// which results in very slow page loading. Any value higher than that will cause the TCP packet to be split
// into multiple transmissions, which avoids this behaviour. Using a value of twice the MSS is most efficient because
// each TCP packet will be full.
// Currently we set the MSS (in file network/lwipopts.h) to 1432 which matches the value used by most versions of Windows
// and therefore avoids additional memory use and fragmentation.
const uint16_t tcpOutputBufferCount = 20; // number of send buffers
const uint16_t tcpOutputBufferSize = 358; // size of each send buffer (MUST be 1/n-th of TCP_WND)
const uint8_t numConnections = 16; // number of ConnectionState instances
const uint8_t networkTransactionCount = 24; // number of NetworkTransactions to be used for network IO
const float writeTimeout = 4.0; // seconds to wait for data we have written to be acknowledged
#define IP_ADDRESS {192, 168, 1, 10} // Need some sort of default...
#define NET_MASK {255, 255, 255, 0}
#define GATE_WAY {192, 168, 1, 1}
#define HOSTNAME "duet"
/****************************************************************************************************/
struct tcp_pcb;
struct pbuf;
class NetworkTransaction;
class SendBuffer;
// ConnectionState structure that we use to track TCP connections. It is usually combined with NetworkTransactions.
struct ConnectionState
{
tcp_pcb *pcb; // connection PCB
NetworkTransaction *sendingTransaction; // NetworkTransaction that is currently sending via this connection
ConnectionState *next; // next ConnectionState in this list
bool persistConnection; // do we expect this connection to stay alive?
void Init(tcp_pcb *p);
uint16_t GetLocalPort() const;
uint32_t GetRemoteIP() const;
uint16_t GetRemotePort() const;
};
// Assign a status to each NetworkTransaction
enum TransactionStatus
{
connected,
dataReceiving,
dataSending,
disconnected
};
// Start with a class to hold input and output from the network that needs to be responded to.
// This includes changes in the connection state, e.g. connects and disconnects.
class NetworkTransaction
{
public:
friend class Network;
NetworkTransaction(NetworkTransaction* n) : next(n) { }
void Set(pbuf *p, ConnectionState* c, TransactionStatus s);
uint16_t DataLength() const;
bool Read(char& b);
bool ReadBuffer(char *&buffer, unsigned int &len);
void Write(char b);
void Write(const char* s);
void Write(StringRef ref);
void Write(const char* s, size_t len);
void Printf(const char *fmt, ...);
bool Send();
void SetConnectionLost();
bool LostConnection() const { return cs == NULL || cs->pcb == NULL; }
ConnectionState *GetConnection() const { return cs; }
uint32_t GetRemoteIP() const;
uint16_t GetRemotePort() const;
uint16_t GetLocalPort() const;
TransactionStatus GetStatus() const { return status; }
private:
void Close();
void FreePbuf();
ConnectionState* cs;
NetworkTransaction* volatile next; // next NetworkTransaction in the list we are in
NetworkTransaction* nextWrite; // next NetworkTransaction queued to write to assigned connection
pbuf *pb; // linked list of incoming packet buffers
unsigned int bufferLength; // total length of the packet buffer
unsigned int inputPointer; // amount of data already taken from the first packet buffer
SendBuffer *sendBuffer;
FileStore *fileBeingSent;
TransactionStatus status;
float lastWriteTime;
bool closeRequested;
bool waitingForDataConnection;
};
// This class holds data left to be sent to TCP clients.
class SendBuffer
{
public:
friend class Network;
friend class NetworkTransaction;
SendBuffer(SendBuffer *n) : next(n) { };
private:
SendBuffer *next;
uint16_t bytesToWrite;
char tcpOutputBuffer[tcpOutputBufferSize];
};
// The main network class that drives the network.
class Network
{
public:
friend class NetworkTransaction;
void ReadPacket();
void ReceiveInput(pbuf *pb, ConnectionState *cs);
void SentPacketAcknowledged(ConnectionState *cs, unsigned int len);
ConnectionState *ConnectionAccepted(tcp_pcb *pcb);
void ConnectionClosed(ConnectionState* cs, bool closeConnection);
void ConnectionClosedGracefully(ConnectionState *cs);
NetworkTransaction *GetTransaction(const ConnectionState *cs = NULL);
void SendAndClose(FileStore *f, bool keepConnectionOpen = false);
void CloseTransaction();
void WaitForDataConection();
void OpenDataPort(uint16_t port);
uint16_t GetDataPort() const;
void CloseDataPort();
void SaveDataConnection();
void SaveFTPConnection();
void SaveTelnetConnection();
bool CanAcquireTransaction();
bool AcquireFTPTransaction();
bool AcquireDataTransaction();
bool AcquireTelnetTransaction();
Network(Platform* p);
void Init();
void Spin();
void Interrupt();
void Diagnostics();
bool Lock();
void Unlock();
bool InLwip() const;
void Enable();
void Disable();
bool IsEnabled() const;
void SetHttpPort(uint16_t port);
uint16_t GetHttpPort() const;
void SetHostname(const char *name);
private:
Platform* platform;
float longWait;
void AppendTransaction(NetworkTransaction* volatile * list, NetworkTransaction *r);
void PrependTransaction(NetworkTransaction* volatile * list, NetworkTransaction *r);
bool AcquireTransaction(ConnectionState *cs);
bool AllocateSendBuffer(SendBuffer *&buffer);
SendBuffer *ReleaseSendBuffer(SendBuffer *buffer);
NetworkTransaction * volatile freeTransactions;
NetworkTransaction * volatile readyTransactions;
NetworkTransaction * volatile writingTransactions;
enum { NetworkInactive, NetworkInitializing, NetworkActive } state;
bool isEnabled;
bool volatile readingData;
char hostname[16]; // limit DHCP hostname to 15 characters + terminating 0
ConnectionState *dataCs;
ConnectionState *ftpCs;
ConnectionState *telnetCs;
ConnectionState * volatile freeConnections;
SendBuffer *freeSendBuffers;
};
#endif