DeviceState


This message is never sent over the wire, but it is used for serializing DB
state to flash in the device code
FIXME, since we write this each time we enter deep sleep (and have infinite
flash) it would be better to use some sort of append only data structure for
the receive queue and use the preferences store for the other stuff
Protobuf type meshtastic.DeviceState

Types

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class Builder : GeneratedMessage.Builder<BuilderT> , DeviceOnly.DeviceStateOrBuilder

This message is never sent over the wire, but it is used for serializing DB
state to flash in the device code
FIXME, since we write this each time we enter deep sleep (and have infinite
flash) it would be better to use some sort of append only data structure for
the receive queue and use the preferences store for the other stuff
Protobuf type meshtastic.DeviceState

Properties

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Functions

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open fun equals(obj: Any): Boolean
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fun getDescriptor(): Descriptors.Descriptor
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Previously used to manage GPS factory resets.
Deprecated in 2.5.23
bool did_gps_reset = 11 [deprecated = true];
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Read only settings/info about this node
.meshtastic.MyNodeInfo my_node = 2;
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Read only settings/info about this node
.meshtastic.MyNodeInfo my_node = 2;
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The mesh's nodes with their available gpio pins for RemoteHardware module
repeated .meshtastic.NodeRemoteHardwarePin node_remote_hardware_pins = 13;
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The mesh's nodes with their available gpio pins for RemoteHardware module
repeated .meshtastic.NodeRemoteHardwarePin node_remote_hardware_pins = 13;
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The mesh's nodes with their available gpio pins for RemoteHardware module
repeated .meshtastic.NodeRemoteHardwarePin node_remote_hardware_pins = 13;
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The mesh's nodes with their available gpio pins for RemoteHardware module
repeated .meshtastic.NodeRemoteHardwarePin node_remote_hardware_pins = 13;
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The mesh's nodes with their available gpio pins for RemoteHardware module
repeated .meshtastic.NodeRemoteHardwarePin node_remote_hardware_pins = 13;
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open fun getNoSave(): Boolean

Used only during development.
Indicates developer is testing and changes should never be saved to flash.
Deprecated in 2.3.1
bool no_save = 9 [deprecated = true];
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My owner info
.meshtastic.User owner = 3;
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My owner info
.meshtastic.User owner = 3;
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Received packets saved for delivery to the phone
repeated .meshtastic.MeshPacket receive_queue = 5;
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Received packets saved for delivery to the phone
repeated .meshtastic.MeshPacket receive_queue = 5;
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Received packets saved for delivery to the phone
repeated .meshtastic.MeshPacket receive_queue = 5;
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Received packets saved for delivery to the phone
repeated .meshtastic.MeshPacket receive_queue = 5;
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Received packets saved for delivery to the phone
repeated .meshtastic.MeshPacket receive_queue = 5;
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We keep the last received text message (only) stored in the device flash,
so we can show it on the screen.
Might be null
.meshtastic.MeshPacket rx_text_message = 7;
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We keep the last received text message (only) stored in the device flash,
so we can show it on the screen.
Might be null
.meshtastic.MeshPacket rx_text_message = 7;
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We keep the last received waypoint stored in the device flash,
so we can show it on the screen.
Might be null
.meshtastic.MeshPacket rx_waypoint = 12;
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We keep the last received waypoint stored in the device flash,
so we can show it on the screen.
Might be null
.meshtastic.MeshPacket rx_waypoint = 12;
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open fun getVersion(): Int

A version integer used to invalidate old save files when we make
incompatible changes This integer is set at build time and is private to
NodeDB.cpp in the device code.
uint32 version = 8;
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open fun hashCode(): Int
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open fun hasMyNode(): Boolean

Read only settings/info about this node
.meshtastic.MyNodeInfo my_node = 2;
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open fun hasOwner(): Boolean

My owner info
.meshtastic.User owner = 3;
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We keep the last received text message (only) stored in the device flash,
so we can show it on the screen.
Might be null
.meshtastic.MeshPacket rx_text_message = 7;
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We keep the last received waypoint stored in the device flash,
so we can show it on the screen.
Might be null
.meshtastic.MeshPacket rx_waypoint = 12;
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open fun parseDelimitedFrom(input: InputStream, extensionRegistry: ExtensionRegistryLite): DeviceOnly.DeviceState
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open fun parseFrom(data: ByteString): DeviceOnly.DeviceState
open fun parseFrom(input: CodedInputStream): DeviceOnly.DeviceState
open fun parseFrom(data: Array<Byte>, extensionRegistry: ExtensionRegistryLite): DeviceOnly.DeviceState
open fun parseFrom(data: ByteString, extensionRegistry: ExtensionRegistryLite): DeviceOnly.DeviceState
open fun parseFrom(input: CodedInputStream, extensionRegistry: ExtensionRegistryLite): DeviceOnly.DeviceState
open fun parseFrom(input: InputStream, extensionRegistry: ExtensionRegistryLite): DeviceOnly.DeviceState
open fun parseFrom(data: ByteBuffer, extensionRegistry: ExtensionRegistryLite): DeviceOnly.DeviceState
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open fun parser(): Parser<DeviceOnly.DeviceState>
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open fun writeTo(output: CodedOutputStream)