shorten names so table easier to fit in 80 cols

This commit is contained in:
ehouse 2005-09-14 05:14:04 +00:00
parent aa1161cbaf
commit 6a6e0f3e13
2 changed files with 81 additions and 81 deletions

View file

@ -40,7 +40,7 @@ typedef struct StateTable {
window where new devices can sign in using a given cookie is fairly small.
Perhaps a better algorithm is needed for determining when the game is
closed. It's not when the first XW_EVENT_FORWARDMSG comes along, since
closed. It's not when the first XW_EVT_FORWARDMSG comes along, since
that can happen before all hosts have arrived (e.g. if a client signs up
before the server.) The goal has been to avoid having the relay know about
the xwords protocol. But it already knows about hostID 0 (I think). So
@ -59,67 +59,67 @@ typedef struct StateTable {
StateTable g_stateTable[] = {
/* Initial msg comes in. Managing object created in init state, sends response */
{ XW_ST_INITED, XW_EVENT_CONNECTMSG, XW_ACTION_SEND_1ST_RSP, XW_ST_CONNECTING },
{ XW_ST_INITED, XW_EVENT_RECONNECTMSG, XW_ACTION_SENDRSP, XW_ST_CONNECTING },
{ XW_ST_INITED, XW_EVT_CONNECTMSG, XW_ACT_SEND_1ST_RSP, XW_ST_CONNECTING },
{ XW_ST_INITED, XW_EVT_RECONNECTMSG, XW_ACT_SENDRSP, XW_ST_CONNECTING },
/* Another connect msg comes in */
{ XW_ST_CONNECTING, XW_EVENT_CONNECTMSG, XW_ACTION_SENDRSP, XW_ST_CONNECTING },
{ XW_ST_CONNECTING, XW_EVENT_RECONNECTMSG, XW_ACTION_SENDRSP, XW_ST_CONNECTING },
{ XW_ST_CONNECTING, XW_EVT_CONNECTMSG, XW_ACT_SENDRSP, XW_ST_CONNECTING },
{ XW_ST_CONNECTING, XW_EVT_RECONNECTMSG, XW_ACT_SENDRSP, XW_ST_CONNECTING },
/* Disconnect. */
{ XW_ST_ALLCONNECTED, XW_EVENT_DISCONNECTMSG, XW_ACTION_DISCONNECT, XW_ST_MISSING },
{ XW_ST_CONNECTING, XW_EVENT_DISCONNECTMSG, XW_ACTION_DISCONNECT, XW_ST_CONNECTING },
{ XW_ST_MISSING, XW_EVENT_DISCONNECTMSG, XW_ACTION_DISCONNECT, XW_ST_MISSING },
{ XW_ST_MISSING, XW_EVENT_NOMORESOCKETS, XW_ACTION_NONE, XW_ST_DEAD },
{ XW_ST_ALLCONNECTED, XW_EVT_DISCONNECTMSG, XW_ACT_DISCONNECT, XW_ST_MISSING },
{ XW_ST_CONNECTING, XW_EVT_DISCONNECTMSG, XW_ACT_DISCONNECT, XW_ST_CONNECTING },
{ XW_ST_MISSING, XW_EVT_DISCONNECTMSG, XW_ACT_DISCONNECT, XW_ST_MISSING },
{ XW_ST_MISSING, XW_EVT_NOMORESOCKETS, XW_ACT_NONE, XW_ST_DEAD },
/* Forward requests while not locked are ok -- but we must check that the
target is actually present. If no socket available must drop the message */
{ XW_ST_CONNECTING, XW_EVENT_FORWARDMSG, XW_ACTION_CHECKDEST, XW_ST_CHECKINGDEST },
{ XW_ST_CHECKINGDEST, XW_EVENT_DESTOK, XW_ACTION_CHECK_CAN_LOCK, XW_ST_CHECKING_CAN_LOCK },
{ XW_ST_CONNECTING, XW_EVT_FORWARDMSG, XW_ACT_CHECKDEST, XW_ST_CHECKINGDEST },
{ XW_ST_CHECKINGDEST, XW_EVT_DESTOK, XW_ACT_CHECK_CAN_LOCK, XW_ST_CHECKING_CAN_LOCK },
{ XW_ST_CHECKING_CAN_LOCK, XW_EVENT_CAN_LOCK, XW_ACTION_FWD, XW_ST_ALLCONNECTED },
{ XW_ST_CHECKING_CAN_LOCK, XW_EVENT_CANT_LOCK, XW_ACTION_FWD, XW_ST_CONNECTING },
{ XW_ST_CHECKING_CAN_LOCK, XW_EVT_CAN_LOCK, XW_ACT_FWD, XW_ST_ALLCONNECTED },
{ XW_ST_CHECKING_CAN_LOCK, XW_EVT_CANT_LOCK, XW_ACT_FWD, XW_ST_CONNECTING },
{ XW_ST_CHECKINGDEST, XW_EVENT_DESTBAD, XW_ACTION_NONE, XW_ST_CONNECTING },
{ XW_ST_CHECKINGDEST, XW_EVT_DESTBAD, XW_ACT_NONE, XW_ST_CONNECTING },
/* Timeout before all connected */
{ XW_ST_CONNECTING, XW_EVENT_CONNTIMER, XW_ACTION_TIMERDISCONNECT,XW_ST_DEAD },
{ XW_ST_CONNECTING, XW_EVT_CONNTIMER, XW_ACT_TIMERDISCONNECT,XW_ST_DEAD },
{ XW_ST_ALLCONNECTED, XW_EVENT_HEARTFAILED, XW_ACTION_HEARTDISCONNECT, XW_ST_MISSING },
{ XW_ST_CONNECTING, XW_EVENT_HEARTFAILED, XW_ACTION_HEARTDISCONNECT, XW_ST_CONNECTING },
{ XW_ST_MISSING, XW_EVENT_HEARTFAILED, XW_ACTION_HEARTDISCONNECT, XW_ST_MISSING },
{ XW_ST_ALLCONNECTED, XW_EVT_HEARTFAILED, XW_ACT_HEARTDISCONNECT, XW_ST_MISSING },
{ XW_ST_CONNECTING, XW_EVT_HEARTFAILED, XW_ACT_HEARTDISCONNECT, XW_ST_CONNECTING },
{ XW_ST_MISSING, XW_EVT_HEARTFAILED, XW_ACT_HEARTDISCONNECT, XW_ST_MISSING },
{ XW_ST_CONNECTING, XW_EVENT_REMOVESOCKET, XW_ACTION_REMOVESOCKET, XW_ST_CONNECTING },
{ XW_ST_ALLCONNECTED, XW_EVENT_REMOVESOCKET, XW_ACTION_REMOVESOCKET, XW_ST_MISSING },
{ XW_ST_MISSING, XW_EVENT_REMOVESOCKET, XW_ACTION_REMOVESOCKET, XW_ST_MISSING },
{ XW_ST_CONNECTING, XW_EVT_REMOVESOCKET, XW_ACT_REMOVESOCKET, XW_ST_CONNECTING },
{ XW_ST_ALLCONNECTED, XW_EVT_REMOVESOCKET, XW_ACT_REMOVESOCKET, XW_ST_MISSING },
{ XW_ST_MISSING, XW_EVT_REMOVESOCKET, XW_ACT_REMOVESOCKET, XW_ST_MISSING },
{ XW_ST_CONNECTING, XW_EVENT_NOMORESOCKETS, XW_ACTION_NONE, XW_ST_DEAD },
{ XW_ST_DEAD, XW_EVENT_NOMORESOCKETS, XW_ACTION_NONE, XW_ST_DEAD },
{ XW_ST_CONNECTING, XW_EVT_NOMORESOCKETS, XW_ACT_NONE, XW_ST_DEAD },
{ XW_ST_DEAD, XW_EVT_NOMORESOCKETS, XW_ACT_NONE, XW_ST_DEAD },
/* This is the entry we'll use most of the time */
{ XW_ST_ALLCONNECTED, XW_EVENT_FORWARDMSG, XW_ACTION_FWD, XW_ST_ALLCONNECTED },
{ XW_ST_ALLCONNECTED, XW_EVENT_CONNTIMER, XW_ACTION_NONE, XW_ST_ALLCONNECTED },
{ XW_ST_ALLCONNECTED, XW_EVT_FORWARDMSG, XW_ACT_FWD, XW_ST_ALLCONNECTED },
{ XW_ST_ALLCONNECTED, XW_EVT_CONNTIMER, XW_ACT_NONE, XW_ST_ALLCONNECTED },
/* Heartbeat arrived */
{ XW_ST_CONNECTING, XW_EVENT_HEARTRCVD, XW_ACTION_NOTEHEART, XW_ST_CONNECTING },
{ XW_ST_ALLCONNECTED, XW_EVENT_HEARTRCVD, XW_ACTION_NOTEHEART, XW_ST_ALLCONNECTED },
{ XW_ST_MISSING, XW_EVENT_HEARTRCVD, XW_ACTION_NOTEHEART, XW_ST_MISSING },
{ XW_ST_CONNECTING, XW_EVT_HEARTRCVD, XW_ACT_NOTEHEART, XW_ST_CONNECTING },
{ XW_ST_ALLCONNECTED, XW_EVT_HEARTRCVD, XW_ACT_NOTEHEART, XW_ST_ALLCONNECTED },
{ XW_ST_MISSING, XW_EVT_HEARTRCVD, XW_ACT_NOTEHEART, XW_ST_MISSING },
/* I think we need a state XW_ST_SOMEMISSING. The game can't be played,
but we're open to XWRELAY_RECONNECT (but not to XWRELAY_CONNECT) */
{ XW_ST_CONNECTING, XW_EVENT_NOTIFYDISCON, XW_ACTION_NOTIFYDISCON, XW_ST_CONNECTING },
{ XW_ST_ALLCONNECTED, XW_EVENT_NOTIFYDISCON, XW_ACTION_NOTIFYDISCON, XW_ST_MISSING },
{ XW_ST_MISSING, XW_EVENT_NOTIFYDISCON, XW_ACTION_NOTIFYDISCON, XW_ST_DEAD },
{ XW_ST_DEAD, XW_EVENT_NOTIFYDISCON, XW_ACTION_NOTIFYDISCON, XW_ST_DEAD },
{ XW_ST_DEAD, XW_EVENT_REMOVESOCKET, XW_ACTION_REMOVESOCKET, XW_ST_DEAD },
{ XW_ST_CONNECTING, XW_EVT_NOTIFYDISCON, XW_ACT_NOTIFYDISCON, XW_ST_CONNECTING },
{ XW_ST_ALLCONNECTED, XW_EVT_NOTIFYDISCON, XW_ACT_NOTIFYDISCON, XW_ST_MISSING },
{ XW_ST_MISSING, XW_EVT_NOTIFYDISCON, XW_ACT_NOTIFYDISCON, XW_ST_DEAD },
{ XW_ST_DEAD, XW_EVT_NOTIFYDISCON, XW_ACT_NOTIFYDISCON, XW_ST_DEAD },
{ XW_ST_DEAD, XW_EVT_REMOVESOCKET, XW_ACT_REMOVESOCKET, XW_ST_DEAD },
// { XW_ST_DEAD, XW_EVENT_ANY, XW_ACTION_NONE, XW_ST_DEAD },
// { XW_ST_DEAD, XW_EVT_ANY, XW_ACT_NONE, XW_ST_DEAD },
/* Reconnect. Just like a connect but cookieID is supplied. Can it
happen in the middle of a game when state is XW_ST_ALLCONNECTED? */
/* Marks end of table */
{ XW_ST_NONE, XW_EVENT_NONE, XW_ACTION_NONE, XW_ST_NONE }
{ XW_ST_NONE, XW_EVT_NONE, XW_ACT_NONE, XW_ST_NONE }
};
@ -130,7 +130,7 @@ getFromTable( XW_RELAY_STATE curState, XW_RELAY_EVENT curEvent,
StateTable* stp = g_stateTable;
while ( stp->stateStart != XW_ST_NONE ) {
if ( stp->stateStart == curState ) {
if ( stp->stateEvent == curEvent || stp->stateEvent == XW_EVENT_ANY ) {
if ( stp->stateEvent == curEvent || stp->stateEvent == XW_EVT_ANY ) {
*takeAction = stp->stateAction;
*nextState = stp->stateEnd;
return 1;
@ -170,22 +170,22 @@ char*
eventString( XW_RELAY_EVENT evt )
{
switch( evt ) {
CASESTR(XW_EVENT_NONE);
CASESTR(XW_EVENT_CONNECTMSG);
CASESTR(XW_EVENT_RECONNECTMSG);
CASESTR(XW_EVENT_DISCONNECTMSG);
CASESTR(XW_EVENT_FORWARDMSG);
CASESTR(XW_EVENT_HEARTRCVD);
CASESTR(XW_EVENT_CONNTIMER);
CASESTR(XW_EVENT_HEARTFAILED);
CASESTR(XW_EVENT_DESTOK);
CASESTR(XW_EVENT_DESTBAD);
CASESTR(XW_EVENT_CAN_LOCK);
CASESTR(XW_EVENT_CANT_LOCK);
CASESTR(XW_EVENT_ANY);
CASESTR(XW_EVENT_REMOVESOCKET);
CASESTR(XW_EVENT_NOMORESOCKETS);
CASESTR(XW_EVENT_NOTIFYDISCON);
CASESTR(XW_EVT_NONE);
CASESTR(XW_EVT_CONNECTMSG);
CASESTR(XW_EVT_RECONNECTMSG);
CASESTR(XW_EVT_DISCONNECTMSG);
CASESTR(XW_EVT_FORWARDMSG);
CASESTR(XW_EVT_HEARTRCVD);
CASESTR(XW_EVT_CONNTIMER);
CASESTR(XW_EVT_HEARTFAILED);
CASESTR(XW_EVT_DESTOK);
CASESTR(XW_EVT_DESTBAD);
CASESTR(XW_EVT_CAN_LOCK);
CASESTR(XW_EVT_CANT_LOCK);
CASESTR(XW_EVT_ANY);
CASESTR(XW_EVT_REMOVESOCKET);
CASESTR(XW_EVT_NOMORESOCKETS);
CASESTR(XW_EVT_NOTIFYDISCON);
}
assert(0);
return "";

View file

@ -64,69 +64,69 @@ enum {
/* events */
typedef enum {
XW_EVENT_NONE
XW_EVT_NONE
,XW_EVENT_CONNECTMSG /* A device is connecting using the cookie for
,XW_EVT_CONNECTMSG /* A device is connecting using the cookie for
this object */
,XW_EVENT_RECONNECTMSG /* A device is re-connecting using the
,XW_EVT_RECONNECTMSG /* A device is re-connecting using the
connID for this object */
,XW_EVENT_DISCONNECTMSG /* disconnect socket from this game/cref */
,XW_EVT_DISCONNECTMSG /* disconnect socket from this game/cref */
,XW_EVENT_FORWARDMSG /* A message needs forwarding */
,XW_EVT_FORWARDMSG /* A message needs forwarding */
,XW_EVENT_HEARTRCVD /* A heartbeat message arrived */
,XW_EVT_HEARTRCVD /* A heartbeat message arrived */
,XW_EVENT_CONNTIMER /* timer for did we get all players hooked
,XW_EVT_CONNTIMER /* timer for did we get all players hooked
up */
,XW_EVENT_DESTOK
,XW_EVT_DESTOK
,XW_EVENT_DESTBAD
,XW_EVT_DESTBAD
,XW_EVENT_CAN_LOCK /* ready to stop allowing new connections */
,XW_EVENT_CANT_LOCK /* can't disallow new connections yet */
,XW_EVT_CAN_LOCK /* ready to stop allowing new connections */
,XW_EVT_CANT_LOCK /* can't disallow new connections yet */
,XW_EVENT_HEARTFAILED
,XW_EVT_HEARTFAILED
,XW_EVENT_REMOVESOCKET /* Need to remove socket from this cref */
,XW_EVT_REMOVESOCKET /* Need to remove socket from this cref */
,XW_EVENT_NOTIFYDISCON /* Send a discon */
,XW_EVT_NOTIFYDISCON /* Send a discon */
,XW_EVENT_NOMORESOCKETS /* last socket's been removed */
,XW_EVT_NOMORESOCKETS /* last socket's been removed */
,XW_EVENT_ANY /* wildcard; matches all */
,XW_EVT_ANY /* wildcard; matches all */
} XW_RELAY_EVENT;
/* actions */
typedef enum {
XW_ACTION_NONE
XW_ACT_NONE
,XW_ACTION_SEND_1ST_RSP
,XW_ACT_SEND_1ST_RSP
,XW_ACTION_SENDRSP /* Send a connection response */
,XW_ACT_SENDRSP /* Send a connection response */
,XW_ACTION_FWD /* Forward a message */
,XW_ACT_FWD /* Forward a message */
,XW_ACTION_NOTEHEART /* Record heartbeat received */
,XW_ACT_NOTEHEART /* Record heartbeat received */
,XW_ACTION_DISCONNECTALL
,XW_ACTION_TIMERDISCONNECT /* disconnect all because of a timer */
,XW_ACT_DISCONNECTALL
,XW_ACT_TIMERDISCONNECT /* disconnect all because of a timer */
,XW_ACTION_CHECKDEST /* check that a given hostID has a socket */
,XW_ACT_CHECKDEST /* check that a given hostID has a socket */
,XW_ACTION_DISCONNECT
,XW_ACT_DISCONNECT
,XW_ACTION_NOTIFYDISCON
,XW_ACT_NOTIFYDISCON
,XW_ACTION_REMOVESOCKET
,XW_ACT_REMOVESOCKET
,XW_ACTION_CHECK_CAN_LOCK /* check whether this message implies all
,XW_ACT_CHECK_CAN_LOCK /* check whether this message implies all
expected players present */
,XW_ACTION_HEARTDISCONNECT
,XW_ACT_HEARTDISCONNECT
} XW_RELAY_ACTION;