コード例 #1
0
void L2LAPDm::sendUFrameUA(const L2Frame& frame)
{
	// Send UA frame with a echoed payload.
	// This is used in the contention resolution procedure.
	// GSM 04.06 5.4.1.4.
	// The caller need not hold mLock.
	OBJLOG(INFO) << "state=" << mState << " " << frame;
	L2Address address(mR,mSAPI);
	L2Control control(L2Control::UFormat,frame.PF(),0x0C);
	L2Length length(frame.L());
	L2Header header(address,control,length);
	writeL1NoAck(L2Frame(header,frame.L3Part()));
}
コード例 #2
0
void L2LAPDm::bufferIFrameData(const L2Frame& frame)
{
	// Concatenate I-frames to form the L3 frame.
	/*
		GSM 04.06 5.5.2 states:
		When a data link layer entity is not in an own receiver busy condition
		and receives a valid I frame whose send sequence number is equal to the
		current receive state variable V(R), the data link layer entity shall: 
			- if the M bit is set to "0", concatenate it with previously
			received frames with the M bit set to "1", if any, and pass the complete
			layer 3 message unit to the layer 3 entity using the primitive
			DL-DATA-INDICATION; 
			- if the M bit is set to "1", store the information field of the frame and
			concatenate it with previously received frames with the M bit set to "1",
			if any (Note: no information is passed to the layer 3 entity); 
	*/

	OBJLOG(DEBUG) << frame;
	if (!frame.M()) {
		// The last or only frame.
		if (mRecvBuffer.size()==0) {
			// The only frame -- just send it up.
			OBJLOG(DEBUG) << "single frame message";
			mL3Out.write(new L3Frame(frame));
			return;
		}
		// The last of several -- concat and send it up.
		OBJLOG(DEBUG) << "last frame of message";
		mL3Out.write(new L3Frame(mRecvBuffer,frame.L3Part()));
		mRecvBuffer.clear();
		return;
	}

	// One segment of many -- concat.
	// This is inefficient but simple.
	mRecvBuffer = L3Frame(mRecvBuffer,frame.L3Part());
	OBJLOG(DEBUG) <<"buffering recvBuffer=" << mRecvBuffer;
}
コード例 #3
0
void L2LAPDm::receiveUFrameSABM(const L2Frame& frame)
{
	// Caller should hold mLock.
	// Process the incoming SABM command.
	// GSM 04.06 3.8.2, 5.4.1
	// Q.921 5.5.1.2.
	// Also borrows from vISDN datalink.c:lapd_socket_handle_uframe_sabm.
	OBJLOG(INFO) << "state=" << mState << " " << frame;
	// Ignore frame if P!=1.
	// See GSM 04.06 5.4.1.2.
	if (!frame.PF()) return;
	// Dispatch according to current state.
	// BTW, LAPDm can always enter multiframe mode when requested,
	// so that's another big simplification over ISDN/LAPD.
	switch (mState) {
		case LinkReleased:
			// GSM 04.06 5.4.5, 5.4.1.2, 5.4.1.4
			clearCounters();
			mEstablishmentInProgress = true;
			// Tell L3 what happened.
			mL3Out.write(new L3Frame(ESTABLISH));
			if (frame.L()) {
				// Presence of an L3 payload indicates contention resolution.
				// GSM 04.06 5.4.1.4.
				mState=ContentionResolution;
				mContentionCheck = frame.sum();
				mL3Out.write(new L3Frame(frame.L3Part(),DATA));
				// Echo back payload.
				sendUFrameUA(frame);
			} else {
				mState=LinkEstablished;
				sendUFrameUA(frame.PF());
			}
			break;
		case ContentionResolution:
			// GSM 04.06 5.4.1.4
			// This guards against the remote possibility that two handsets
			// are sending on the same channel at the same time.
			// vISDN's LAPD doesn't need/do this since peers are hard-wired
			if (frame.sum()!=mContentionCheck) break;
			mState=LinkEstablished;
			sendUFrameUA(frame);
			break;
		case AwaitingEstablish:
			// Huh?  This would mean both sides sent SABM at the same time/
			// That should not happen in GSM.
			sendUFrameUA(frame.PF());
			OBJLOG(WARN) << "simulatenous SABM attempts";
			break;
		case AwaitingRelease:
			// If we are awaiting release, we will not enter ABM.
			// So we send DM to indicate that.
			sendUFrameDM(frame.PF());
			break;
		case LinkEstablished:
			// Latency in contention resolution, GSM 04.06 5.4.2.1.
			if (mEstablishmentInProgress) {
				if (frame.L()) sendUFrameUA(frame);
				else sendUFrameUA(frame.PF());
				break;
			}
			if (frame.L())  {
				abnormalRelease();
				break;
			}
			// Re-establishment procedure, GSM 04.06 5.6.3.
			// This basically resets the ack engine.
			// We should not actually see this, as of rev 2.4.
			OBJLOG(WARN) << "reestablishment not really supported";
			sendUFrameUA(frame.PF());
			clearCounters();
			break;
		default:
			unexpectedMessage();
			return;
	}
}