# The Communications System: Part 1

## Prelude

The Communications system is arguably one of the most important parts of our simulator. After all, it’s kinda hard to debug a program when you can’t ask it why something isn’t working.

The user will interact with our simulated motion controller via a single Serial Port, which we’ll be modelling as a simple thing which sends and receives bytes. Serial ports are a fairly old technology, and have several drawbacks compared to the Ethernet and TCP protocols that most programmers are familiar with.

• There are no “packets” (i.e. bring your own frames)
• There’s no guarantee the other side has received a message (i.e. bring your own ACKs) - or even that there’s anyone on the other end!
• If you receive data, there’s no guarantee it wasn’t garbled during transmission (i.e. bring your own error detection and correction)

This all combines to make the Serial protocol an unreliable one. Reliable protocols can be built on top of unreliable ones, we just need to be smarter.

For simplicity, we’ll design the communications system using request-response pairs. This means:

• For every message sent to the simulator, there will be a corresponding response message
• This implies that no response means the request wasn’t received and should be resent (or ignored if non-critical)
• Responses will always be sent in the order their requests arrived in

## Building Reliability

Each message sent using ANPP will be laid out as:

OffsetSizeDescription
0x01Packet ID
0x11Length
0x22CRC-16 checksum
0x41Header check-byte (XOR of bytes 0..4)
0x5< 256Body

This lets us receive bytes one-by-one over the Serial port, then we can periodically scan through the received bytes looking for a valid header (sequence of 5 bytes which equal 0 when XOR’d together). From there we can identify the message body (the next Length bytes) and identify transmission errors using the CRC-16 checksum.

ANPP gives us a nice way of detecting when a message has been recieved successfully, but we also need a higher-level mechanism for detecting transmission failures and correcting them.

The easiest way to do this is called Automatic Repeat reQuest, i.e. tell the sender to resend because an error was detected, and/or automatically resend the previous message if it hasn’t been answered after X seconds.

## Sending Data to the Communications System

Data can be received at any time in a normal microcontroller. The typical way to handle this is by either frequently polling the pins wired up to our serial port, or to configure the microcontroller to automatically invoke a callback whenever a byte is received.

In this case the interrupt approach seems quite natural due to JavaScript’s callback-based nature.

All bytes the simulator receives will need to be stored in a buffer until the next tick.

We can model the way data is passed to the Communications system by giving the new comms crate a Rx trait:

// comms/src/lib.rs

/// The receiving end of a *Serial Connection*.
pub trait Rx {
/// Get all bytes received by the simulator since the last tick.
///
/// # Note to Implementors
///
/// To prevent reading data twice, this buffer should be cleared after every
/// tick.
}


We’ll also give the WASM code a way to write data to a buffer owned by our App.

// sim/src/app.rs

#[wasm_bindgen]
impl App {
pub fn on_data_received(&mut self, data: &[u8]) {
}
}

// sim/src/inputs.rs

#[derive(Debug, Clone, Default)]
pub struct Inputs {
clock: PerformanceClock,
last_tick: Cell<Duration>,
rx_buffer: ArrayVec<[u8; 256]>, // <-- new field!
}

impl Inputs {
...

pub(crate) fn on_data_received(&mut self, data: &[u8]) {
// writes up to capacity bytes to the buffer. Extra items are
// silently dropped on the floor.
self.rx_buffer.extend(data.into_iter().copied());
}
}


Now we’ve got a way to send data between the frontend and the backend, lets start coding the Communications system which is in charge of decoding packets.

// comms/src/lib.rs

use aimc_hal::System;
use anpp::Decoder;

#[derive(Debug, Default, Clone, PartialEq)]
pub struct Communications {
decoder: Decoder,
}

impl<I: Rx, O> System<I, O> for Communications {
fn poll(&mut self, inputs: &I, outputs: &mut O) {
unimplemented!();
}
}


The poll() method for Communications is really simple. You copy data from inputs.received() into self.decoder (using Decoder::push_data()), then keep calling Decoder::decode() to read packets until it returns a DecodeError::RequiresMoreData.

// comms/src/lib.rs

impl<I: Rx, O> System<I, O> for Communications {
fn poll(&mut self, inputs: &I, _outputs: &mut O) {
// A: how do we want to handle overflows?

loop {
match self.decoder.decode() {
Ok(pkt) => unimplemented!("B: What do we do now?"),
Err(DecodeError::InvalidCRC) => {
unimplemented!("C: How do we handle corrupted packets?")
},
Err(DecodeError::RequiresMoreData) => break,
}
}
}
}


This looks fairly straightforward, but it’s raised three questions:

• A: how do we want to handle decoder buffer overflows? If we’re receiving more data than we can process and can’t increase the buffer size (buffers have a size defined at compile-time) then we need to drop data. The question then becomes whether to drop data already in the buffer, or drop data we haven’t had a chance to look at yet?
• B: We’ve got a valid packet… now what?
• C: Invalid CRCs indicate that a message was garbled in transit. Should we just ignore the error, or do we want to keep track of how many CRC errors we’ve had and report it to the frontend at some point?

For now, lets handle A by clearing the Decoder buffer. This lets us get rid of garbled data left over from previous poll()s and start with a clean slate.

// comms/src/lib.rs

impl<I: Rx, O> System<I, O> for Communications {
fn poll(&mut self, inputs: &I, _outputs: &mut O) {

// we've run out of space in the decoder buffer, clear out leftovers
// from previous runs and copy in as much new data as possible
self.decoder.clear();
let len = core::cmp::min(
self.decoder.remaining_capacity(),
);
}

...
}
}


B is easy enough to solve. The Communications system is only concerned with the receiving and transmitting of messages, so it should let the rest of the application decide how a message should be handled and what to reply with.

// comms/src/lib.rs

pub trait MessageHandler {
fn handle_message(&mut self, msg: &Packet) -> Result<Packet, CommsError>;
}

#[derive(Debug, Copy, Clone, PartialEq)]
pub enum CommsError {
/// The [MessageHandler] doesn't know how to handle the message.
UnknownMessageType,
}


Now we can handle the message and send back a response.

// comms/src/lib.rs

impl<I, T, M> System<I, Outputs<T, M>> for Communications
where
I: Rx,
T: Tx,
M: MessageHandler,
{
fn poll(&mut self, inputs: &I, outputs: &mut Outputs<T, M>) {
...

loop {
match self.decoder.decode() {
Ok(request) => {
let response = outputs
.message_handler
.handle_message(&request)
.expect("Unhandled message");
outputs.send(response);
},
...
}
}
}
}

/// The receiving end of a *Serial Connection*.
pub trait Rx {
/// Get all bytes received by the simulator since the last tick.
///
/// # Note to Implementors
///
/// To prevent reading data twice, this buffer should be cleared after every
/// tick.
}

/// The transmitting end of a *Serial Connection*.
pub trait Tx {
/// Queue some data to be sent to the frontend.
///
/// There is no guarantee that the data will all be sent. This may happen if
/// the receiver isn't listening or they aren't able to receive at this
/// time.
fn send(&mut self, data: &[u8]);
}

pub struct Outputs<T, M> {
message_handler: M,
tx: T,
}

impl<T: Tx, M> Outputs<T, M> {
fn send(&mut self, packet: &Packet) {
let mut buffer = [0; Packet::MAX_PACKET_SIZE + 5];
debug_assert!(buffer.len() >= packet.total_length());

let bytes_written = packet
.write_to_buffer(&mut buffer)
.expect("our buffer should always be big enough");

self.tx.send(&buffer[..bytes_written]);
}
}


To represent the transfer side of a serial port we’ll introduce a Tx trait. We could have merged handle_message() and send() into a single trait, but that wouldn’t make logical sense. The Tx trait is implemented by some bit of hardware that connects to the outside world, while a MessageHandler is used to communicate with the rest of the application.

To make things more ergonomic, Tx and MessageHandler are implemented for mutable references. That lets a caller just pass in a mutable reference to existing types, i.e. Outputs::new(&mut some_tx, &mut some_handler).

// comms/src/lib.rs

impl<'a, T: Tx> Tx for &'a mut T {
fn send(&mut self, data: &[u8]) { (*self).send(data); }
}

impl<'a, M: MessageHandler> MessageHandler for &'a mut M {
fn handle_message(&mut self, msg: &Packet) -> Result<Packet, CommsError> {
(*self).handle_message(msg)
}
}


To handle C (CRC errors), we’ll give the MessageHandler a method that’ll be called whenever a CRC error occurs. That way the component in charge of routing messages can note down how many errors have occurred within a single run.

// comms/src/lib.rs

impl<I, T, M> System<I, Outputs<T, M>> for Communications
where ...
{
fn poll(&mut self, inputs: &I, outputs: &mut Outputs<T, M>) {
...

loop {
match self.decoder.decode() {
...
Err(DecodeError::InvalidCRC) => {
outputs.message_handler.on_crc_error()
},
...
}
}
}
}

pub trait MessageHandler {
fn handle_message(&mut self, msg: &Packet) -> Result<Packet, CommsError>;
/// Callback used to notify the application whenever a CRC error occurs.
fn on_crc_error(&mut self) {}
}


## The Next Step

We’ve now set things up so we can receive input from the frontend and decode the data into raw Packets, the next step is to start defining the various messages our system will use and wire up a MessageHandler.