This repository has been archived on 2025-02-01. You can view files and clone it, but cannot push or open issues or pull requests.
reprapfirmware-dc42/Network.h
David Crocker d3bb69367c Version 0.78y
Incorporated zpl's Network module updates and some of his Gcodes updated
Merged RRP's 0.96 Move code into mine
Added M105 S3, M20 S2 and M36 commands for supporting TFT control panel
Added X parameter to M305 command to allow thermistor channels to be
changed
Removed space after "B:" in M105 response to avoid confusing Pronterface
2014-11-26 15:29:17 +00:00

198 lines
6.1 KiB
C++

/****************************************************************************************************
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 <malloc.h>
#include <cstdlib>
#include <climits>
#include "lwipopts.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 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}
/****************************************************************************************************/
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;
};
// 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);
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; }
bool IsReady() const { return cs != NULL && cs->sendingTransaction == NULL; }
ConnectionState *GetConnection() const { return cs; }
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;
};
// 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 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 RepeatTransaction();
void OpenDataPort(uint16_t port);
bool CloseDataPort();
void SaveDataConnection();
void SaveFTPConnection();
void SaveTelnetConnection();
bool CanAcquireTransaction();
bool AcquireFTPTransaction();
bool AcquireDataTransaction();
bool AcquireTelnetTransaction();
Network();
void Init();
void Spin();
void Interrupt();
void Diagnostics();
bool InLwip() const;
void ReadPacket();
void Enable();
void Disable();
bool IsEnabled() const;
private:
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;
ConnectionState *dataCs;
ConnectionState *ftpCs;
ConnectionState *telnetCs;
ConnectionState * volatile freeConnections;
SendBuffer *freeSendBuffers;
};
#endif