Fixed up the rest of the fuzzing window. It should be pretty complete
and functional now.
This commit is contained in:
+122
-8
@@ -2,6 +2,7 @@
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#include "ui_fuzzingwindow.h"
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#include "utility.h"
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#include <QDebug>
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#include "mainwindow.h"
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FuzzingWindow::FuzzingWindow(const QVector<CANFrame> *frames, QWidget *parent) :
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QDialog(parent),
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@@ -22,13 +23,19 @@ FuzzingWindow::FuzzingWindow(const QVector<CANFrame> *frames, QWidget *parent) :
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connect(ui->spinBytes, SIGNAL(valueChanged(int)), this, SLOT(changedNumDataBytes(int)));
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connect(ui->bitfield, SIGNAL(gridClicked(int,int)), this, SLOT(bitfieldClicked(int,int)));
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connect(MainWindow::getReference(), SIGNAL(framesUpdated(int)), this, SLOT(updatedFrames(int)));
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refreshIDList();
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currentlyFuzzing = false;
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for (int j = 0; j < 64; j++) bitGrid[j] = 1;
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numBits = 64;
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bitAccum = 0;
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redrawGrid();
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fuzzTimer->setInterval(ui->spinTiming->value());
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ui->cbBuses->addItem(tr("0"));
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ui->cbBuses->addItem(tr("1"));
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ui->cbBuses->addItem(tr("Both"));
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@@ -39,6 +46,41 @@ FuzzingWindow::~FuzzingWindow()
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delete ui;
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}
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void FuzzingWindow::updatedFrames(int numFrames)
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{
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CANFrame thisFrame;
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int id;
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if (numFrames == -1) //all frames deleted. Kill the display
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{
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ui->listID->clear();
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foundIDs.clear();
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refreshIDList();
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}
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else if (numFrames == -2) //all new set of frames. Reset
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{
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ui->listID->clear();
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foundIDs.clear();
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refreshIDList();
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}
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else //just got some new frames. See if they are relevant.
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{
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for (int i = modelFrames->count() - numFrames; i < modelFrames->count(); i++)
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{
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id = modelFrames->at(i).ID;
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if (!foundIDs.contains(id))
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{
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foundIDs.append(id);
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selectedIDs.append(id);
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QListWidgetItem *thisItem = new QListWidgetItem();
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thisItem->setText(Utility::formatNumber(id));
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thisItem->setFlags(thisItem->flags() | Qt::ItemIsUserCheckable);
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thisItem->setCheckState(Qt::Checked);
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ui->listID->addItem(thisItem);
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}
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}
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}
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}
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void FuzzingWindow::changePlaybackSpeed(int newSpeed)
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{
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fuzzTimer->setInterval(newSpeed);
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@@ -116,15 +158,18 @@ void FuzzingWindow::setAllFilters()
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void FuzzingWindow::calcNextID()
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{
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if (seqIDScan)
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{
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currentID++;
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{
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if (rangeIDSelect)
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{
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currentID++;
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if (currentID > endID) currentID = startID;
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}
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else //IDs by filter. So, select the first filter
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{
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if (currentID > selectedIDs.length()) currentID = 0;
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currentIdx++;
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if (currentIdx >= selectedIDs.length()) currentIdx = 0;
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currentID = selectedIDs[currentIdx];
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qDebug() << "idx id: " << currentID;
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}
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}
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else //random IDs
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@@ -137,13 +182,16 @@ void FuzzingWindow::calcNextID()
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}
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else //IDs by filter so pick a random selected ID from the filter list
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{
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currentID = qrand() % selectedIDs.length();
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currentIdx = qrand() % selectedIDs.length();
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currentID = selectedIDs[currentIdx];
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}
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}
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}
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void FuzzingWindow::calcNextBitPattern()
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{
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uint64_t accum;
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switch (bitSequenceType)
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{
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case BitSequenceType::Random:
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@@ -163,8 +211,53 @@ void FuzzingWindow::calcNextBitPattern()
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}
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break;
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case BitSequenceType::Sequential:
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bitAccum++;
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bitAccum &= ((1 << numBits) - 1);
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accum = bitAccum;
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for (int byt = 0; byt < ui->spinBytes->value(); byt++)
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{
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currentBytes[byt] = 0;
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for (int bit = 0; bit < 8; bit++)
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{
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thisBit = bitGrid[byt * 8 + bit];
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if (thisBit == 1)
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{
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if (accum & 1) currentBytes[byt] |= (1 << bit);
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accum >>= 1;
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}
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if (thisBit == 2) currentBytes[byt] |= (1 << bit);
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}
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}
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break;
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case BitSequenceType::Sweeping:
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qDebug() << "Start " << bitAccum;
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accum = bitAccum;
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int offset;
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for (int i = 1; i < 64; i++)
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{
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offset = (i + bitAccum) % 64;
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if (bitGrid[offset] == 1)
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{
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bitAccum = offset;
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qDebug() << "End " << bitAccum;
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break;
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}
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}
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for (int byt = 0; byt < ui->spinBytes->value(); byt++)
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{
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currentBytes[byt] = 0;
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for (int bit = 0; bit < 8; bit++)
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{
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thisBit = bitGrid[byt * 8 + bit];
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if (thisBit == 1 && (byt * 8 + bit) == bitAccum)
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{
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currentBytes[byt] |= (1 << bit);
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}
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if (thisBit == 2) currentBytes[byt] |= (1 << bit);
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}
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}
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break;
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}
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}
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@@ -188,8 +281,23 @@ void FuzzingWindow::toggleFuzzing()
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seqIDScan = ui->rbSequentialID->isChecked();
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rangeIDSelect = ui->rbRangeIDSel->isChecked();
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if (ui->rbSequentialBits->isChecked()) bitSequenceType = BitSequenceType::Sequential;
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if (ui->rbRandomBits->isChecked()) bitSequenceType = BitSequenceType::Random;
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if (ui->rbSweep->isChecked()) bitSequenceType = BitSequenceType::Sweeping;
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if (ui->rbRandomBits->isChecked())
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{
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bitSequenceType = BitSequenceType::Random;
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bitAccum = 0;
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}
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if (ui->rbSweep->isChecked())
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{
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bitSequenceType = BitSequenceType::Sweeping;
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for (int i = 0; i < 64; i++)
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{
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if (bitGrid[i] == 1)
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{
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bitAccum = i;
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break;
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}
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}
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}
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numSentFrames = 0;
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@@ -201,7 +309,8 @@ void FuzzingWindow::toggleFuzzing()
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}
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else //IDs by filter. So, select the first filter
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{
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currentID = 0;
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currentIdx = 0;
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currentID = selectedIDs[currentIdx];
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}
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}
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else //random IDs
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@@ -214,7 +323,8 @@ void FuzzingWindow::toggleFuzzing()
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}
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else //IDs by filter so pick a random selected ID from the filter list
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{
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currentID = qrand() % selectedIDs.length();
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currentIdx = qrand() % selectedIDs.length();
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currentID = selectedIDs[currentIdx];
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}
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}
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@@ -227,6 +337,7 @@ void FuzzingWindow::toggleFuzzing()
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void FuzzingWindow::refreshIDList()
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{
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ui->listID->clear();
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foundIDs.clear();
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int id;
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for (int i = 0; i < modelFrames->count(); i++)
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@@ -298,6 +409,8 @@ void FuzzingWindow::redrawGrid()
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usedBytes[j] = 0;
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}
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numBits = 0;
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for (int i = 0; i < 64; i++)
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{
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int byt = i / 8;
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@@ -308,6 +421,7 @@ void FuzzingWindow::redrawGrid()
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break;
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case 1: //Green, fuzz this bit
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dataBytes[byt] |= (1 << bit);
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numBits++;
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break;
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case 2: //black, bit always set
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dataBytes[byt] |= (1 << bit);
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+4
-1
@@ -41,6 +41,7 @@ private slots:
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void idListChanged(QListWidgetItem *item);
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void bitfieldClicked(int, int);
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void changedNumDataBytes(int newVal);
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void updatedFrames(int numFrames);
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private:
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Ui::FuzzingWindow *ui;
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@@ -49,12 +50,14 @@ private:
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QList<int> foundIDs;
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QList<int> selectedIDs;
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QList<CANFrame> sendingBuffer;
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int startID, endID, currentID;
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int startID, endID, currentID, currentIdx;
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bool seqIDScan, rangeIDSelect;
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int bitSequenceType;
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bool currentlyFuzzing;
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uint8_t currentBytes[8];
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uint8_t bitGrid[64];
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uint8_t numBits;
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uint64_t bitAccum;
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int numSentFrames;
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void refreshIDList();
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