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git://xwords.git.sourceforge.net/gitroot/xwords/xwords
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shorten names so table easier to fit in 80 cols
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ca755490c5
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2 changed files with 81 additions and 81 deletions
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@ -40,7 +40,7 @@ typedef struct StateTable {
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window where new devices can sign in using a given cookie is fairly small.
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Perhaps a better algorithm is needed for determining when the game is
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closed. It's not when the first XW_EVENT_FORWARDMSG comes along, since
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closed. It's not when the first XW_EVT_FORWARDMSG comes along, since
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that can happen before all hosts have arrived (e.g. if a client signs up
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before the server.) The goal has been to avoid having the relay know about
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the xwords protocol. But it already knows about hostID 0 (I think). So
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@ -59,67 +59,67 @@ typedef struct StateTable {
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StateTable g_stateTable[] = {
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/* Initial msg comes in. Managing object created in init state, sends response */
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{ XW_ST_INITED, XW_EVENT_CONNECTMSG, XW_ACTION_SEND_1ST_RSP, XW_ST_CONNECTING },
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{ XW_ST_INITED, XW_EVENT_RECONNECTMSG, XW_ACTION_SENDRSP, XW_ST_CONNECTING },
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{ XW_ST_INITED, XW_EVT_CONNECTMSG, XW_ACT_SEND_1ST_RSP, XW_ST_CONNECTING },
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{ XW_ST_INITED, XW_EVT_RECONNECTMSG, XW_ACT_SENDRSP, XW_ST_CONNECTING },
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/* Another connect msg comes in */
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{ XW_ST_CONNECTING, XW_EVENT_CONNECTMSG, XW_ACTION_SENDRSP, XW_ST_CONNECTING },
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{ XW_ST_CONNECTING, XW_EVENT_RECONNECTMSG, XW_ACTION_SENDRSP, XW_ST_CONNECTING },
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{ XW_ST_CONNECTING, XW_EVT_CONNECTMSG, XW_ACT_SENDRSP, XW_ST_CONNECTING },
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{ XW_ST_CONNECTING, XW_EVT_RECONNECTMSG, XW_ACT_SENDRSP, XW_ST_CONNECTING },
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/* Disconnect. */
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{ XW_ST_ALLCONNECTED, XW_EVENT_DISCONNECTMSG, XW_ACTION_DISCONNECT, XW_ST_MISSING },
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{ XW_ST_CONNECTING, XW_EVENT_DISCONNECTMSG, XW_ACTION_DISCONNECT, XW_ST_CONNECTING },
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{ XW_ST_MISSING, XW_EVENT_DISCONNECTMSG, XW_ACTION_DISCONNECT, XW_ST_MISSING },
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{ XW_ST_MISSING, XW_EVENT_NOMORESOCKETS, XW_ACTION_NONE, XW_ST_DEAD },
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{ XW_ST_ALLCONNECTED, XW_EVT_DISCONNECTMSG, XW_ACT_DISCONNECT, XW_ST_MISSING },
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{ XW_ST_CONNECTING, XW_EVT_DISCONNECTMSG, XW_ACT_DISCONNECT, XW_ST_CONNECTING },
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{ XW_ST_MISSING, XW_EVT_DISCONNECTMSG, XW_ACT_DISCONNECT, XW_ST_MISSING },
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{ XW_ST_MISSING, XW_EVT_NOMORESOCKETS, XW_ACT_NONE, XW_ST_DEAD },
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/* Forward requests while not locked are ok -- but we must check that the
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target is actually present. If no socket available must drop the message */
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{ XW_ST_CONNECTING, XW_EVENT_FORWARDMSG, XW_ACTION_CHECKDEST, XW_ST_CHECKINGDEST },
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{ XW_ST_CHECKINGDEST, XW_EVENT_DESTOK, XW_ACTION_CHECK_CAN_LOCK, XW_ST_CHECKING_CAN_LOCK },
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{ XW_ST_CONNECTING, XW_EVT_FORWARDMSG, XW_ACT_CHECKDEST, XW_ST_CHECKINGDEST },
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{ XW_ST_CHECKINGDEST, XW_EVT_DESTOK, XW_ACT_CHECK_CAN_LOCK, XW_ST_CHECKING_CAN_LOCK },
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{ XW_ST_CHECKING_CAN_LOCK, XW_EVENT_CAN_LOCK, XW_ACTION_FWD, XW_ST_ALLCONNECTED },
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{ XW_ST_CHECKING_CAN_LOCK, XW_EVENT_CANT_LOCK, XW_ACTION_FWD, XW_ST_CONNECTING },
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{ XW_ST_CHECKING_CAN_LOCK, XW_EVT_CAN_LOCK, XW_ACT_FWD, XW_ST_ALLCONNECTED },
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{ XW_ST_CHECKING_CAN_LOCK, XW_EVT_CANT_LOCK, XW_ACT_FWD, XW_ST_CONNECTING },
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{ XW_ST_CHECKINGDEST, XW_EVENT_DESTBAD, XW_ACTION_NONE, XW_ST_CONNECTING },
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{ XW_ST_CHECKINGDEST, XW_EVT_DESTBAD, XW_ACT_NONE, XW_ST_CONNECTING },
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/* Timeout before all connected */
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{ XW_ST_CONNECTING, XW_EVENT_CONNTIMER, XW_ACTION_TIMERDISCONNECT,XW_ST_DEAD },
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{ XW_ST_CONNECTING, XW_EVT_CONNTIMER, XW_ACT_TIMERDISCONNECT,XW_ST_DEAD },
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{ XW_ST_ALLCONNECTED, XW_EVENT_HEARTFAILED, XW_ACTION_HEARTDISCONNECT, XW_ST_MISSING },
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{ XW_ST_CONNECTING, XW_EVENT_HEARTFAILED, XW_ACTION_HEARTDISCONNECT, XW_ST_CONNECTING },
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{ XW_ST_MISSING, XW_EVENT_HEARTFAILED, XW_ACTION_HEARTDISCONNECT, XW_ST_MISSING },
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{ XW_ST_ALLCONNECTED, XW_EVT_HEARTFAILED, XW_ACT_HEARTDISCONNECT, XW_ST_MISSING },
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{ XW_ST_CONNECTING, XW_EVT_HEARTFAILED, XW_ACT_HEARTDISCONNECT, XW_ST_CONNECTING },
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{ XW_ST_MISSING, XW_EVT_HEARTFAILED, XW_ACT_HEARTDISCONNECT, XW_ST_MISSING },
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{ XW_ST_CONNECTING, XW_EVENT_REMOVESOCKET, XW_ACTION_REMOVESOCKET, XW_ST_CONNECTING },
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{ XW_ST_ALLCONNECTED, XW_EVENT_REMOVESOCKET, XW_ACTION_REMOVESOCKET, XW_ST_MISSING },
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{ XW_ST_MISSING, XW_EVENT_REMOVESOCKET, XW_ACTION_REMOVESOCKET, XW_ST_MISSING },
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{ XW_ST_CONNECTING, XW_EVT_REMOVESOCKET, XW_ACT_REMOVESOCKET, XW_ST_CONNECTING },
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{ XW_ST_ALLCONNECTED, XW_EVT_REMOVESOCKET, XW_ACT_REMOVESOCKET, XW_ST_MISSING },
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{ XW_ST_MISSING, XW_EVT_REMOVESOCKET, XW_ACT_REMOVESOCKET, XW_ST_MISSING },
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{ XW_ST_CONNECTING, XW_EVENT_NOMORESOCKETS, XW_ACTION_NONE, XW_ST_DEAD },
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{ XW_ST_DEAD, XW_EVENT_NOMORESOCKETS, XW_ACTION_NONE, XW_ST_DEAD },
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{ XW_ST_CONNECTING, XW_EVT_NOMORESOCKETS, XW_ACT_NONE, XW_ST_DEAD },
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{ XW_ST_DEAD, XW_EVT_NOMORESOCKETS, XW_ACT_NONE, XW_ST_DEAD },
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/* This is the entry we'll use most of the time */
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{ XW_ST_ALLCONNECTED, XW_EVENT_FORWARDMSG, XW_ACTION_FWD, XW_ST_ALLCONNECTED },
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{ XW_ST_ALLCONNECTED, XW_EVENT_CONNTIMER, XW_ACTION_NONE, XW_ST_ALLCONNECTED },
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{ XW_ST_ALLCONNECTED, XW_EVT_FORWARDMSG, XW_ACT_FWD, XW_ST_ALLCONNECTED },
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{ XW_ST_ALLCONNECTED, XW_EVT_CONNTIMER, XW_ACT_NONE, XW_ST_ALLCONNECTED },
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/* Heartbeat arrived */
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{ XW_ST_CONNECTING, XW_EVENT_HEARTRCVD, XW_ACTION_NOTEHEART, XW_ST_CONNECTING },
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{ XW_ST_ALLCONNECTED, XW_EVENT_HEARTRCVD, XW_ACTION_NOTEHEART, XW_ST_ALLCONNECTED },
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{ XW_ST_MISSING, XW_EVENT_HEARTRCVD, XW_ACTION_NOTEHEART, XW_ST_MISSING },
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{ XW_ST_CONNECTING, XW_EVT_HEARTRCVD, XW_ACT_NOTEHEART, XW_ST_CONNECTING },
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{ XW_ST_ALLCONNECTED, XW_EVT_HEARTRCVD, XW_ACT_NOTEHEART, XW_ST_ALLCONNECTED },
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{ XW_ST_MISSING, XW_EVT_HEARTRCVD, XW_ACT_NOTEHEART, XW_ST_MISSING },
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/* I think we need a state XW_ST_SOMEMISSING. The game can't be played,
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but we're open to XWRELAY_RECONNECT (but not to XWRELAY_CONNECT) */
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{ XW_ST_CONNECTING, XW_EVENT_NOTIFYDISCON, XW_ACTION_NOTIFYDISCON, XW_ST_CONNECTING },
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{ XW_ST_ALLCONNECTED, XW_EVENT_NOTIFYDISCON, XW_ACTION_NOTIFYDISCON, XW_ST_MISSING },
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{ XW_ST_MISSING, XW_EVENT_NOTIFYDISCON, XW_ACTION_NOTIFYDISCON, XW_ST_DEAD },
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{ XW_ST_DEAD, XW_EVENT_NOTIFYDISCON, XW_ACTION_NOTIFYDISCON, XW_ST_DEAD },
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{ XW_ST_DEAD, XW_EVENT_REMOVESOCKET, XW_ACTION_REMOVESOCKET, XW_ST_DEAD },
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{ XW_ST_CONNECTING, XW_EVT_NOTIFYDISCON, XW_ACT_NOTIFYDISCON, XW_ST_CONNECTING },
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{ XW_ST_ALLCONNECTED, XW_EVT_NOTIFYDISCON, XW_ACT_NOTIFYDISCON, XW_ST_MISSING },
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{ XW_ST_MISSING, XW_EVT_NOTIFYDISCON, XW_ACT_NOTIFYDISCON, XW_ST_DEAD },
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{ XW_ST_DEAD, XW_EVT_NOTIFYDISCON, XW_ACT_NOTIFYDISCON, XW_ST_DEAD },
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{ XW_ST_DEAD, XW_EVT_REMOVESOCKET, XW_ACT_REMOVESOCKET, XW_ST_DEAD },
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// { XW_ST_DEAD, XW_EVENT_ANY, XW_ACTION_NONE, XW_ST_DEAD },
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// { XW_ST_DEAD, XW_EVT_ANY, XW_ACT_NONE, XW_ST_DEAD },
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/* Reconnect. Just like a connect but cookieID is supplied. Can it
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happen in the middle of a game when state is XW_ST_ALLCONNECTED? */
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/* Marks end of table */
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{ XW_ST_NONE, XW_EVENT_NONE, XW_ACTION_NONE, XW_ST_NONE }
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{ XW_ST_NONE, XW_EVT_NONE, XW_ACT_NONE, XW_ST_NONE }
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};
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@ -130,7 +130,7 @@ getFromTable( XW_RELAY_STATE curState, XW_RELAY_EVENT curEvent,
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StateTable* stp = g_stateTable;
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while ( stp->stateStart != XW_ST_NONE ) {
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if ( stp->stateStart == curState ) {
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if ( stp->stateEvent == curEvent || stp->stateEvent == XW_EVENT_ANY ) {
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if ( stp->stateEvent == curEvent || stp->stateEvent == XW_EVT_ANY ) {
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*takeAction = stp->stateAction;
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*nextState = stp->stateEnd;
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return 1;
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@ -170,22 +170,22 @@ char*
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eventString( XW_RELAY_EVENT evt )
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{
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switch( evt ) {
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CASESTR(XW_EVENT_NONE);
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CASESTR(XW_EVENT_CONNECTMSG);
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CASESTR(XW_EVENT_RECONNECTMSG);
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CASESTR(XW_EVENT_DISCONNECTMSG);
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CASESTR(XW_EVENT_FORWARDMSG);
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CASESTR(XW_EVENT_HEARTRCVD);
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CASESTR(XW_EVENT_CONNTIMER);
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CASESTR(XW_EVENT_HEARTFAILED);
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CASESTR(XW_EVENT_DESTOK);
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CASESTR(XW_EVENT_DESTBAD);
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CASESTR(XW_EVENT_CAN_LOCK);
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CASESTR(XW_EVENT_CANT_LOCK);
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CASESTR(XW_EVENT_ANY);
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CASESTR(XW_EVENT_REMOVESOCKET);
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CASESTR(XW_EVENT_NOMORESOCKETS);
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CASESTR(XW_EVENT_NOTIFYDISCON);
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CASESTR(XW_EVT_NONE);
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CASESTR(XW_EVT_CONNECTMSG);
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CASESTR(XW_EVT_RECONNECTMSG);
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CASESTR(XW_EVT_DISCONNECTMSG);
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CASESTR(XW_EVT_FORWARDMSG);
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CASESTR(XW_EVT_HEARTRCVD);
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CASESTR(XW_EVT_CONNTIMER);
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CASESTR(XW_EVT_HEARTFAILED);
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CASESTR(XW_EVT_DESTOK);
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CASESTR(XW_EVT_DESTBAD);
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CASESTR(XW_EVT_CAN_LOCK);
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CASESTR(XW_EVT_CANT_LOCK);
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CASESTR(XW_EVT_ANY);
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CASESTR(XW_EVT_REMOVESOCKET);
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CASESTR(XW_EVT_NOMORESOCKETS);
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CASESTR(XW_EVT_NOTIFYDISCON);
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}
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assert(0);
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return "";
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@ -64,69 +64,69 @@ enum {
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/* events */
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typedef enum {
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XW_EVENT_NONE
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XW_EVT_NONE
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,XW_EVENT_CONNECTMSG /* A device is connecting using the cookie for
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,XW_EVT_CONNECTMSG /* A device is connecting using the cookie for
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this object */
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,XW_EVENT_RECONNECTMSG /* A device is re-connecting using the
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,XW_EVT_RECONNECTMSG /* A device is re-connecting using the
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connID for this object */
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,XW_EVENT_DISCONNECTMSG /* disconnect socket from this game/cref */
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,XW_EVT_DISCONNECTMSG /* disconnect socket from this game/cref */
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,XW_EVENT_FORWARDMSG /* A message needs forwarding */
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,XW_EVT_FORWARDMSG /* A message needs forwarding */
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,XW_EVENT_HEARTRCVD /* A heartbeat message arrived */
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,XW_EVT_HEARTRCVD /* A heartbeat message arrived */
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,XW_EVENT_CONNTIMER /* timer for did we get all players hooked
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,XW_EVT_CONNTIMER /* timer for did we get all players hooked
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up */
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,XW_EVENT_DESTOK
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,XW_EVT_DESTOK
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,XW_EVENT_DESTBAD
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,XW_EVT_DESTBAD
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,XW_EVENT_CAN_LOCK /* ready to stop allowing new connections */
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,XW_EVENT_CANT_LOCK /* can't disallow new connections yet */
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,XW_EVT_CAN_LOCK /* ready to stop allowing new connections */
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,XW_EVT_CANT_LOCK /* can't disallow new connections yet */
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,XW_EVENT_HEARTFAILED
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,XW_EVT_HEARTFAILED
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,XW_EVENT_REMOVESOCKET /* Need to remove socket from this cref */
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,XW_EVT_REMOVESOCKET /* Need to remove socket from this cref */
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,XW_EVENT_NOTIFYDISCON /* Send a discon */
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,XW_EVT_NOTIFYDISCON /* Send a discon */
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,XW_EVENT_NOMORESOCKETS /* last socket's been removed */
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,XW_EVT_NOMORESOCKETS /* last socket's been removed */
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,XW_EVENT_ANY /* wildcard; matches all */
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,XW_EVT_ANY /* wildcard; matches all */
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} XW_RELAY_EVENT;
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/* actions */
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typedef enum {
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XW_ACTION_NONE
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XW_ACT_NONE
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,XW_ACTION_SEND_1ST_RSP
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,XW_ACT_SEND_1ST_RSP
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,XW_ACTION_SENDRSP /* Send a connection response */
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,XW_ACT_SENDRSP /* Send a connection response */
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,XW_ACTION_FWD /* Forward a message */
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,XW_ACT_FWD /* Forward a message */
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,XW_ACTION_NOTEHEART /* Record heartbeat received */
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,XW_ACT_NOTEHEART /* Record heartbeat received */
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,XW_ACTION_DISCONNECTALL
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,XW_ACTION_TIMERDISCONNECT /* disconnect all because of a timer */
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,XW_ACT_DISCONNECTALL
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,XW_ACT_TIMERDISCONNECT /* disconnect all because of a timer */
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,XW_ACTION_CHECKDEST /* check that a given hostID has a socket */
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,XW_ACT_CHECKDEST /* check that a given hostID has a socket */
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,XW_ACTION_DISCONNECT
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,XW_ACT_DISCONNECT
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,XW_ACTION_NOTIFYDISCON
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,XW_ACT_NOTIFYDISCON
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,XW_ACTION_REMOVESOCKET
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,XW_ACT_REMOVESOCKET
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,XW_ACTION_CHECK_CAN_LOCK /* check whether this message implies all
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,XW_ACT_CHECK_CAN_LOCK /* check whether this message implies all
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expected players present */
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,XW_ACTION_HEARTDISCONNECT
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,XW_ACT_HEARTDISCONNECT
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} XW_RELAY_ACTION;
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