Meshtastic-Android/app/src/main/java/com/geeksville/mesh/model/MessagesState.kt
2022-04-22 16:56:27 -03:00

152 lines
4.8 KiB
Kotlin

package com.geeksville.mesh.model
import android.os.RemoteException
import androidx.lifecycle.MutableLiveData
import com.geeksville.android.Logging
import com.geeksville.mesh.DataPacket
import com.geeksville.mesh.MessageStatus
class MessagesState(private val ui: UIViewModel) : Logging {
/* We now provide fake messages a via MockInterface
private val testTexts = listOf(
DataPacket(
"+16508765310",
"I found the cache"
),
DataPacket(
"+16508765311",
"Help! I've fallen and I can't get up."
)
) */
/// This is the inner storage for messages
private val messagesList = emptyList<DataPacket>().toMutableList()
// If the following (unused otherwise) line is commented out, the IDE preview window works.
// if left in the preview always renders as empty.
val messages =
object : MutableLiveData<List<DataPacket>>(messagesList) {
}
private var contactsList = emptyMap<String?, DataPacket>().toMutableMap()
val contacts = object : MutableLiveData<MutableMap<String?, DataPacket>>() {
}
private fun emptyDataPacket(to: String? = DataPacket.ID_BROADCAST): DataPacket {
return DataPacket(to, null, 1, DataPacket.ID_LOCAL, 0L)
}
// Map each contactId to last DataPacket message sent or received
// Broadcast: it.to == DataPacket.ID_BROADCAST; Direct Messages: it.to != DataPacket.ID_BROADCAST
private fun buildContacts() {
contactsList = messagesList.associateBy {
if (it.from == DataPacket.ID_LOCAL || it.to == DataPacket.ID_BROADCAST)
it.to else it.from
}.toMutableMap()
val all = DataPacket.ID_BROADCAST // always show contacts, even when empty
if (contactsList[all] == null)
contactsList[all] = emptyDataPacket()
contacts.value = contactsList
}
fun setMessages(m: List<DataPacket>) {
messagesList.clear()
messagesList.addAll(m)
messages.value = messagesList
buildContacts()
}
/// add a message our GUI list of past msgs
fun addMessage(m: DataPacket) {
debug("Adding message to view id=${m.id}")
// FIXME - don't just slam in a new list each time, it probably causes extra drawing.
messagesList.add(m)
messages.value = messagesList
buildContacts()
}
private fun removeMessages(deleteList: List<DataPacket>) {
debug("Removing ${deleteList.size} messages from view")
messagesList.removeAll(deleteList)
messages.value = messagesList
buildContacts()
}
private fun removeAllMessages() {
debug("Removing all messages")
messagesList.clear()
messages.value = messagesList
buildContacts()
}
fun updateStatus(id: Int, status: MessageStatus) {
// Super inefficent but this is rare
debug("Handling message status change $id: $status")
messagesList.find { it.id == id }?.let { p ->
// Note: it seems that the service is keeping only a reference to our original packet (so it has already updated p.status)
// This seems to be an AIDL optimization when both the service and the client are in the same process. But we still want to trigger
// a GUI update
// if (p.status != status) {
p.status = status
// Trigger an expensive complete redraw FIXME
messages.value = messagesList
// }
}
}
/// Send a message and added it to our GUI log
fun sendMessage(str: String, dest: String = DataPacket.ID_BROADCAST) {
val service = ui.meshService
val p = DataPacket(dest, str)
if (service != null)
try {
service.send(p)
} catch (ex: RemoteException) {
p.errorMessage = "Error: ${ex.message}"
}
else
p.errorMessage = "Error: No Mesh service"
// FIXME - why is the first time we are called p is already in the list at this point?
addMessage(p)
}
fun deleteMessages(deleteList: List<DataPacket>) {
val service = ui.meshService
if (service != null) {
try {
service.deleteMessages(deleteList)
} catch (ex: RemoteException) {
debug("Error: ${ex.message}")
}
} else {
debug("Error: No Mesh service")
}
removeMessages(deleteList)
}
fun deleteAllMessages() {
val service = ui.meshService
if (service != null) {
try {
service.deleteAllMessages()
} catch (ex: RemoteException) {
errormsg("Error: ${ex.message}")
}
removeAllMessages()
}
}
}