/**************************************************************************************************** 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 #include #include #include #include "lwipopts.h" #include "ethernet_sam.h" #include "OutputMemory.h" // This class handles the network - typically an Ethernet. // 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 uint8_t NETWORK_TRANSACTION_COUNT = 16; // Number of NetworkTransactions to be used for network IO const float TCP_WRITE_TIMEOUT = 8.0; // Seconds to wait for data we have written to be acknowledged const uint8_t IP_ADDRESS[4] = { 192, 168, 1, 10 }; // Need some sort of default... const uint8_t NET_MASK[4] = { 255, 255, 255, 0 }; const uint8_t GATE_WAY[4] = { 192, 168, 1, 1 }; const uint16_t FTP_PORT = 21; const uint16_t TELNET_PORT = 23; const uint16_t DEFAULT_HTTP_PORT = 80; /****************************************************************************************************/ struct tcp_pcb; struct pbuf; class NetworkTransaction; // 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); void Set(pbuf *p, ConnectionState* c, TransactionStatus s); TransactionStatus GetStatus() const { return status; } size_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 Write(OutputBuffer *buffer); void Write(OutputStack *stack); void Printf(const char *fmt, ...); void SetFileToWrite(FileStore *file); void SetConnectionLost(); bool LostConnection() const { return cs == nullptr || cs->pcb == nullptr; } ConnectionState *GetConnection() const { return cs; } uint32_t GetRemoteIP() const; uint16_t GetRemotePort() const; uint16_t GetLocalPort() const; void Commit(bool keepConnectionAlive); void Defer(); void Discard(); private: bool CanWrite() const; bool Send(); 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 OutputBuffer *sendBuffer; OutputStack *sendStack; FileStore *fileBeingSent; TransactionStatus status; float lastWriteTime; bool closeRequested; bool waitingForDataConnection; }; // 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 = nullptr); void WaitForDataConection(); const uint8_t *IPAddress() const; void SetIPAddress(const uint8_t ipAddress[], const uint8_t netmask[], const uint8_t gateway[]); 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 Exit() {} 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); NetworkTransaction * volatile freeTransactions; NetworkTransaction * volatile readyTransactions; NetworkTransaction * volatile writingTransactions; enum { NetworkPreInitializing, NetworkPostInitializing, NetworkInactive, 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; // May be referenced by Ethernet ISR, hence it's volatile }; inline bool NetworkTransaction::CanWrite() const { return (!LostConnection() && status != disconnected && status != dataSending); } #endif // vim: ts=4:sw=4