Fixed several buffer overflow issues

This commit is contained in:
2024-08-25 12:06:52 -04:00
parent a59a6657e8
commit 4d47b68600
6 changed files with 142 additions and 103 deletions

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@@ -11,6 +11,10 @@
#include "BoardTypes.h"
#include "Vector3D.h"
// define some important buffer sizes
static constexpr uint32_t SERIAL_ARG_LENGTH{15};
static constexpr uint32_t SERIAL_CHAR_LENGTH{SERIAL_ARG_LENGTH*10};
// define the physical dimensions of the board
static constexpr uint32_t BOARD_WIDTH{3};
static constexpr uint32_t BOARD_LENGTH{3};

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@@ -5,6 +5,11 @@
class V3D{
public:
constexpr V3D(const V3D& other):
x(other.x),
y(other.y),
z(other.z){}
constexpr V3D(uint32_t x=0, uint32_t y=0, uint32_t z=0):
x(x),
y(y),
@@ -17,36 +22,35 @@ class V3D{
return *this;
}
V3D& operator+(const V3D &other){
V3D vector{};
vector.x = this->x + other.x;
vector.y = this->y + other.y;
vector.z = this->z + other.z;
return vector;
V3D& operator+=(const V3D &other){
this->x += other.x;
this->y += other.y;
this->z += other.z;
return *this;
}
V3D& operator-(const V3D &other){
V3D vector{};
vector.x = this->x - other.x;
vector.y = this->y - other.y;
vector.z = this->z - other.z;
return vector;
V3D& operator-=(const V3D &other){
this->x -= other.x;
this->y -= other.y;
this->z -= other.z;
return *this;
}
V3D operator/(const uint32_t scalar){
V3D vector{};
vector.x = this->x / scalar;
vector.y = this->y / scalar;
vector.z = this->z / scalar;
return vector;
V3D& operator/=(const uint32_t scalar){
if(scalar == 0){
return *this;
}
this->x /= scalar;
this->y /= scalar;
this->z /= scalar;
return *this;
}
V3D operator*(const uint32_t scalar){
V3D vector{};
vector.x = this->x * scalar;
vector.y = this->y * scalar;
vector.z = this->z * scalar;
return vector;
V3D& operator*=(const uint32_t scalar){
this->x *= scalar;
this->y *= scalar;
this->z *= scalar;
return *this;
}
bool operator==(const V3D &other){

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@@ -21,6 +21,7 @@ class Board{
constexpr const V3D &GetSize() const{return BOARD_DIMS;}
constexpr uint32_t GetNumberCubes() const{return BOARD_DIMS.x * BOARD_DIMS.y * BOARD_DIMS.z;}
constexpr uint32_t GetMaxDimension(){return std::max(std::max(BOARD_DIMS.x, BOARD_DIMS.y), BOARD_DIMS.z);}
/**
* @brief Returns a string in the format:
* !a,b,c,d,e,f,g,h,i;
@@ -29,11 +30,6 @@ class Board{
*/
void ToStackString(String& stringBuffer) const;
/**
* @returns Returns an array which contains how many cubes are in each z column on the board
*/
std::array<uint32_t, BOARD_DIMS.x * BOARD_DIMS.y> &LinearizeBoard() const;
/**
* @brief fill the entire board with the given color
* @param color the color to fill the board with
@@ -70,14 +66,19 @@ class Board{
void SetStateChanged(bool boardState){this->boardStateHasChanged = boardState;}
/**
* @brief Get a column along any axis
* @brief Get a column along any axis read into the sliceBuffer
* @param column .z specifies the normal direction of the plane (see PLANE_NORMAL), and
* the x,y values specify the location of the column in that plane
* to fill. IE To fill one stack at 0,2 I would say give V3D(0,2,PLANE_NORMAL::Z)
* @returns an array of cubes along that column
* @param sliceBuffer an array of pointers to the cubes along that column
* @returns the number of elements written into the slice buffer
* @note That array is stored locally and will be overwritten everytime this function is called.
* Also, any unused spots at the end of the array will be nullptrs
* @warning allocate the size of the slice buffer using GetMaxDimension if you don't know what you're doing!
*/
BOARD_TYPES::Cube ** SliceBoard(const V3D &column);
uint32_t SliceBoard(const V3D &column, BOARD_TYPES::Cube ** sliceBuffer);
void PrintEntireBoard() const;
private:
// this is a 3d array of cubes to represent the board. Good luck visualizing it
/* _____________
@@ -97,28 +98,25 @@ class Board{
template <const V3D &BOARD_DIMS>
void Board<BOARD_DIMS>::ToStackString(String &stringBuffer) const{
std::array<uint32_t, BOARD_DIMS.x*BOARD_DIMS.y> linearizedBoard = this->LinearizeBoard();
std::array<uint32_t, BOARD_DIMS.x * BOARD_DIMS.y> linearizedBoard;
for(uint32_t x{0}; x < BOARD_DIMS.x; x++){
for(uint32_t y{0}; y < BOARD_DIMS.y; y++){
uint32_t boardIndex{x + y*3};
linearizedBoard[boardIndex] = 0;
for(uint32_t z{0}; z < BOARD_DIMS.z; z++){
linearizedBoard[boardIndex] += this->cubes[x][y][z].isOccupied;
}
}
}
stringBuffer += String(linearizedBoard[0]);
for(uint32_t i = 0; i < BOARD_DIMS.x * BOARD_DIMS.y; i++){
stringBuffer += "," + String(linearizedBoard[i]);
}
}
// TODO: Delete this before merging into develop
this->PrintEntireBoard();
template <const V3D &BOARD_DIMS>
std::array<uint32_t, BOARD_DIMS.x * BOARD_DIMS.y> & Board<BOARD_DIMS>::LinearizeBoard() const{
// convert the board into one array where each entry represents the height of one stack
std::array<uint32_t, BOARD_DIMS.x * BOARD_DIMS.y> linearizedBoard;
for(uint32_t x{0}; x < BOARD_DIMS.x; x++){
for(uint32_t y{0}; y < BOARD_DIMS.y; y++){
for(uint32_t z{0}; z < BOARD_DIMS.z; z++){
bool isOccupied{this->cubes[x][y][z].isOccupied};
linearizedBoard[x + y*3] += static_cast<uint32_t>(isOccupied);
}
}
}
return linearizedBoard;
}
template <const V3D &BOARD_DIMS>
@@ -145,39 +143,58 @@ void Board<BOARD_DIMS>::SetCubeOccupation(const V3D &position, bool occupation){
}
template <const V3D &BOARD_DIMS>
BOARD_TYPES::Cube ** Board<BOARD_DIMS>::SliceBoard(const V3D &column){
uint32_t Board<BOARD_DIMS>::SliceBoard(const V3D &column, BOARD_TYPES::Cube ** sliceBuffer){
uint32_t columnLength{0};
V3D indexIncriment{};
V3D position{};
V3D indexIncrimentVector{};
V3D indexVector{};
switch(column.z){
case BOARD_TYPES::PLANE_NORMAL::X:
columnLength = BOARD_DIMS.x;
indexIncriment.x = 1;
position.z = column.x;
position.y = column.y;
indexIncrimentVector.x = 1;
indexVector.z = column.x;
indexVector.y = column.y;
break;
case BOARD_TYPES::PLANE_NORMAL::Y:
columnLength = BOARD_DIMS.y;
indexIncriment.y = 1;
position.x = column.x;
position.z = column.y;
indexIncrimentVector.y = 1;
indexVector.x = column.x;
indexVector.z = column.y;
break;
default:
case BOARD_TYPES::PLANE_NORMAL::Z:
columnLength = BOARD_DIMS.z;
indexIncriment.z = 1;
position.x = column.x;
position.y = column.y;
indexIncrimentVector.z = 1;
indexVector.x = column.x;
indexVector.y = column.y;
break;
}
BOARD_TYPES::Cube* columnSlice[columnLength];
for(uint32_t i = 0; i < columnLength; i++){
V3D cubePosition = indexIncriment * i + position;
columnSlice[i] = &(this->cubes[cubePosition.x][cubePosition.y][cubePosition.z]);
if(indexVector.x >= BOARD_DIMS.x || indexVector.y >= BOARD_DIMS.y || indexVector.z >= BOARD_DIMS.z){
Serial.println("Board::SliceBoard: Index Out of Bounds:" + String(indexVector.x) + "," + String(indexVector.y) + "," + String(indexVector.z));
return 0;
}
sliceBuffer[i] = &(this->cubes[indexVector.x][indexVector.y][indexVector.z]);
indexVector += indexIncrimentVector;
}
return columnLength;
}
template <const V3D &BOARD_DIMS>
void Board<BOARD_DIMS>::PrintEntireBoard() const{
Serial.println("begin");
for(uint32_t x = 0; x < BOARD_DIMS.x; x++){
for(uint32_t y = 0; y < BOARD_DIMS.y; y++){
for(uint32_t z = 0; z < BOARD_DIMS.z; z++){
const BOARD_TYPES::Cube &cube = this->cubes[x][y][z];
Serial.print("Cube X:" + String(x) + ",Y:" + String(y) + ",Z:" + String(z));
Serial.print("\tColor R:" + String(cube.color.x) + ",G:" + String(cube.color.y) + ",B:" + String(cube.color.z));
Serial.println("\tOccupied? " + String(cube.isOccupied));
}
}
}
return columnSlice;
}

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@@ -90,6 +90,7 @@ template<uint32_t NUM_STACKS>
void BoardDriver<NUM_STACKS>::Init(){
for(uint32_t i = 0; i < NUM_STACKS; i++){
pinMode(this->stacks[i].ledPin, OUTPUT);
filteredReadings[i] = 0;
}
// begin doesn't really do anything besides setting the pinmode
@@ -159,7 +160,6 @@ uint32_t BoardDriver<NUM_STACKS>::GetNumberCubes(uint32_t stackIndex){
(static_cast<float>(this->filteredReadings[stackIndex]) * 0.9)
+ (static_cast<float>(value) * 0.1)
);
// temporary definitions to define value ranges:
uint16_t zeroCubesHigh = 4095;
uint16_t zeroCubesLow = 3400;
@@ -182,5 +182,6 @@ uint32_t BoardDriver<NUM_STACKS>::GetNumberCubes(uint32_t stackIndex){
stackHeight = 3;
}
this->filteredReadings[stackIndex] = lowPassADCRead;
return stackHeight;
}

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@@ -39,7 +39,7 @@ class BoardManager{
* @param column the column vector
* @param color the color you want the column to be
*/
void SetColumnColors(const V3D &column, const V3D *color);
void SetColumnColors(const V3D &column, const V3D *color, uint32_t numColors);
/**
@@ -64,15 +64,13 @@ class BoardManager{
/**
* @brief Get the board occupation state returned in the format a,b,c,d....
*/
String &Board2StackString();
void Board2StackString(String& messageBuffer);
private:
BoardDriver<BOARD_WIDTH*BOARD_LENGTH> &driver;
Board<BOARD_DIMS> board{};
bool hasBoardChanged{false};
void updateBoardColors(const V3D &column);
void updateStackColors(const V3D &column);
uint32_t getColumnHeight(BOARD_TYPES::PLANE_NORMAL normal){
switch(normal){
@@ -110,17 +108,30 @@ void BoardManager<BOARD_DIMS>::Update(){
uint32_t numCubes{this->driver.GetNumberCubes(stackIndex)};
for(uint32_t z = 0; z < BOARD_DIMS.z; z++){
V3D cubePosition{x, y, z};
// update the cube's occupation
this->board.SetCubeOccupation(cubePosition, z < numCubes);
cubePosition.z = BOARD_TYPES::PLANE_NORMAL::Z;
this->driver.UpdateStackLEDs(stackIndex, this->board.SliceBoard(cubePosition), BOARD_DIMS.z);
}
// create the column vector for the slice direction
V3D sliceVector{x,y,BOARD_TYPES::PLANE_NORMAL::Z};
// create a cube slice array buffer
BOARD_TYPES::Cube* sliceBuffer[BOARD_DIMS.z];
// have the board slice get read into our buffer
this->board.SliceBoard(sliceVector, sliceBuffer);
// send the board slice to the driver to update its LED colors
this->driver.UpdateStackLEDs(stackIndex, sliceBuffer, BOARD_DIMS.z);
}
}
}
template <const V3D &BOARD_DIMS>
void BoardManager<BOARD_DIMS>::updateBoardColors(const V3D &column){
BOARD_TYPES::Cube ** cubeSlice{this->board.SliceBoard(column)};
void BoardManager<BOARD_DIMS>::updateStackColors(const V3D &column){
// the only column type allowed here is z.
V3D sliceVector{column.x, column.y, BOARD_TYPES::Z};
// create a buffer for slice board to write the cube slice into
BOARD_TYPES::Cube * cubeSlice[BOARD_DIMS.z];
this->board.SliceBoard(column, cubeSlice);
uint32_t numCubes{this->getColumnHeight(static_cast<BOARD_TYPES::PLANE_NORMAL>(column.z))};
this->driver.UpdateStackLEDs(BOARD_DIMS.x, cubeSlice, numCubes);
}
@@ -129,45 +140,45 @@ template <const V3D &BOARD_DIMS>
void BoardManager<BOARD_DIMS>::SetCubeColor(const V3D &position, const V3D &color){
this->board.SetCubeColor(position, color);
V3D slice{position.x, position.y, BOARD_TYPES::PLANE_NORMAL::Z};
this->updateBoardColors(slice);
this->updateStackColors(slice);
}
template <const V3D &BOARD_DIMS>
void BoardManager<BOARD_DIMS>::SetColumnColors(const V3D &column, const V3D *color){
void BoardManager<BOARD_DIMS>::SetColumnColors(const V3D &column, const V3D *color, uint32_t numColors){
uint32_t columnHeight{this->getColumnHeight(static_cast<BOARD_TYPES::PLANE_NORMAL>(column.z))};
V3D position = column;
for(uint32_t z = 0; z < columnHeight; z++){
position.z = z;
this->board.SetCubeColor(position, color[z]);
// create a cube pointer buffer and store a board slice into it
BOARD_TYPES::Cube * slicedBoard[columnHeight];
Serial.println("moments before slicing");
uint32_t sliceLength{this->board.SliceBoard(column, slicedBoard)};
Serial.println("setting colors");
uint32_t maxIndex{std::min(numColors, columnHeight)};
for(uint32_t i = 0; i < columnHeight; i++){
slicedBoard[i]->color = color[i];
}
this->updateBoardColors(column);
Serial.println("End of SetColumnColors");
}
template <const V3D &BOARD_DIMS>
void BoardManager<BOARD_DIMS>::FillColumnColor(const V3D &column, const V3D &color){
uint32_t columnHeight{this->getColumnHeight(column.z)};
V3D position = column;
for(uint32_t z = 0; z < columnHeight; z++){
position.z = z;
this->board.SetCubeColor(position, color);
V3D colors[columnHeight];
for(uint32_t i = 0; i < columnHeight; i++){
colors[i] = color;
}
this->updateBoardColors(column);
this->SetColumnColors(column, colors);
}
template <const V3D &BOARD_DIMS>
bool BoardManager<BOARD_DIMS>::HasBoardChanged(){return this->hasBoardChanged;}
bool BoardManager<BOARD_DIMS>::HasBoardChanged(){return this->board.BoardStateChanged();}
template <const V3D &BOARD_DIMS>
void BoardManager<BOARD_DIMS>::ClearBoardChanged(){this->hasBoardChanged = false;}
void BoardManager<BOARD_DIMS>::ClearBoardChanged(){this->board.SetStateChanged(false);}
template <const V3D &BOARD_DIMS>
String &BoardManager<BOARD_DIMS>::Board2StackString(){
String message{};
this->board.ToStackString(message);
return message;
void BoardManager<BOARD_DIMS>::Board2StackString(String& messageBuffer){
this->board.ToStackString(messageBuffer);
}

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@@ -27,7 +27,7 @@ TaskHandle_t updateBoardTask;
// BluetoothSerial SerialBT;
// BluetoothSerialMessage serialMessageBT(&SerialBT);
SerialMessage<500, 10> serialMessage(&Serial);
SerialMessage<SERIAL_CHAR_LENGTH, SERIAL_ARG_LENGTH> serialMessage(&Serial);
Adafruit_NeoPixel pixelController{BOARD_HEIGHT*2, STACK1_LED_PIN, NEO_GRB + NEO_KHZ800};
@@ -64,7 +64,9 @@ void SetupBluetoothModule(){
void printBoardState(){
GlobalPrint::Print("!0,");
GlobalPrint::Print(boardManager.Board2StackString());
String boardString;
boardManager.Board2StackString(boardString);
GlobalPrint::Print(boardString);
GlobalPrint::Println(";");
}
@@ -80,21 +82,21 @@ void SetStackColor(uint32_t * args, int argsLength){
V3D colors[numColors];
for(int i = 0; i < numColors; i++){
int red = args[2 + (i * 3)];
int green = args[3 + (i * 3)];
int blue = args[4 + (i * 3)];
uint32_t red = args[2 + (i * 3)];
uint32_t green = args[3 + (i * 3)];
uint32_t blue = args[4 + (i * 3)];
colors[i] = V3D{red, green, blue};
}
boardManager.SetColumnColors(V3D{X_COORD, Y_COORD, BOARD_TYPES::PLANE_NORMAL::Z}, colors);
boardManager.SetColumnColors(V3D{X_COORD, Y_COORD, BOARD_TYPES::PLANE_NORMAL::Z}, colors, numColors);
}
void parseData(Message<500, 10> &message){
void parseData(Message<SERIAL_CHAR_LENGTH, SERIAL_ARG_LENGTH> &message){
int32_t * args{message.GetArgs()};
uint32_t argsLength{message.GetArgsLength()};
uint32_t argsLength{message.GetPopulatedArgs()};
uint32_t command = args[0];
switch(command){
case Commands::BoardState:
GlobalPrint::Println("Test");
printBoardState();
break;
case Commands::PING:
@@ -154,7 +156,7 @@ void UpdateBoard(void * params){
boardManager.ClearBoardChanged();
}
boardManager.Update();
// boardManager.Update();
boardStateTimer += updateTickRate;
vTaskDelay(updateTickRate.count());