Eric House
1f63745e34
add more logging in search of channelNo bug
2013-07-01 07:54:38 -07:00
Eric House
c77021231c
print checksums of sent and received messages
2013-06-30 08:33:29 -07:00
Eric House
b31858ee5e
log rather than assert when hostid changes -- though I'm not seeing
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this now that the relay doesn't send packets to the wrong device
2013-06-26 00:42:55 -07:00
Eric House
6d22c3ab86
tweak logging
2013-06-22 05:51:29 -07:00
Eric House
8e8b4755b3
bring in changes from gtk_multigame to remove assertion fail when
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connname gets changed by relay due to failure to ack it (which happens
when a large number of games is being run in a test.)
2013-05-30 06:48:29 -07:00
Eric House
d78a4979da
HACK: if gi's notion of gameID is out of sync, force it in (logging
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the fact). I'm not sure why but this is required sometimes on
Android.
2013-01-28 07:01:49 -08:00
Eric House
3be45a67f7
fix erroneous asserts: it's uncommon but ok for a device to get
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assigne a second connname. (Cause: failure of relay to receive the
device's ACK.)
2013-01-26 18:56:53 -08:00
Eric House
c839db4a25
disconnect from relay no matter what the state
2013-01-22 06:12:55 -08:00
Eric House
f6e7ece578
add comms_stop() and an assert to make sure it's called. Explicit
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stop and a message to the relay when using a UDP socket makes up for
there being no notification of connection closing.
2013-01-16 06:31:09 -08:00
Eric House
5463535265
don't increase backoff if there wasn't actually anything to send.
2012-11-14 05:42:47 -08:00
Eric House
c4df31892e
Fix occasional infinite loop of devices sending and receiving the same
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message over and over when getting updated by GCM. The problem
occurred when one device had an un-ACKable initial message still in
its queue. I call resendAll a lot, which caused that message to get
resent to the other game which then replied without being able to ACK
it so it remained to be sent again. This would continue until users
moved forward in the game. The fix is to add a backoff timer to
resendAll() so that it can't loop. The timer is reset when an ackable
and new message is received, meaning there's been a change in what's
available to resend. And since users calling resendAll manually
expect it to do something, add a force param that ignores the backoff.
seems to fix the problem (but needs a lot of testing.)
2012-11-13 21:25:03 -08:00
Eric House
cf8d30ce5d
tweak logging; fix uninitialized debug-only variable
2012-11-13 21:18:52 -08:00
Eric House
57ea768aaf
refuse to send 0-length messages. That may happen only when the stupid
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curses client calls server_initClientConnection over and over, but
reduces unnecessary messaging in that case at least.
2012-11-13 07:22:48 -08:00
Eric House
43b1e219f3
add a bit more logging to comms
2012-11-13 06:14:36 -08:00
Eric House
1316ae4b67
Fix relay devid protocol to deal with case where client submits a
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ID_TYPE_RELAY id that's not in the devices table (as has happened when
a device switches relay URLs during testing, but might also happen if
I have to delete an entry from the devices table.) In that case,
return ID_TYPE_NONE to the client, which will be its clue to delete
its ID_TYPE_RELAY id and submit the platform-specific id again.
Note: android won't compile this revision thanks to util.h change
2012-11-10 15:05:44 -08:00
Eric House
f1ee77882b
Send devid with RECONN as well as CONN so games present when device
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upgrades can also use GCM. Tested on relay but not device.
2012-11-09 06:54:12 -08:00
Eric House
9ad28908bb
assert enum within range
2012-11-06 07:07:14 -08:00
Eric House
59937b8514
modify how devids are handled on the relay and the protocol through
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which they're communicated to the device. Device is expected to have
a platform-specific notion of ID which the relay stores in a new
devices table and indexes with a 32-bit number which is returned to
the device -- which is encouraged but not required to use it in lieu
of the longer ID in future communications. Modify linux client and
test script to use the relay-supplied id. Some of this is commented
out for now.
2012-11-03 10:58:01 -07:00
Eric House
3469975d2a
add, still disabled by compile-time flags, code to transmit device ID
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(e.g. ID Android devices get via GCM) to relay and to associate it
there with messages that need to be delivered.
2012-10-30 07:01:47 -07:00
Eric House
6ddd4a61c1
fix compile errors (mostly unused variables) found by gcc on latest
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Ubuntu (12.04).
2012-09-25 07:28:02 -07:00
Eric House
0ccc2331b5
address bug where message was getting ACK'd by a device that failed to
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save what it had ACK'd leaving the game permanently broken. Do that
by adding a new method game_saveSucceeded() called after the client
claims to have committed bytes returned by game_writeToStream() to
disk. In that method comms updates the value it'll use in subseqent
ACKs.
2012-09-10 07:31:45 -07:00
Eric House
32e1530d3f
i => ii; no other change
2012-08-22 07:44:21 -07:00
Eric House
08f03af2cc
don't write gameID as 32 bits when it's bound for old-version client,
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and assert based only on the lower 16 bits in case came from
old-version client. Fixes crashes testing mid-game upgrade from beta
43.
2012-05-07 07:02:43 -07:00
Eric House
033a69be8d
to make it easier to tell games apart, print the number[s] of the
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remote device[s] as part of summary view and in game config screen
(read-only). Use same field in summaries table for remote phone
numbers and bt addresses.
2012-04-18 23:23:36 -07:00
Eric House
416a1054a7
Merge branch 'android_ack' into android_bt
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Conflicts:
xwords4/common/comms.c
xwords4/common/comtypes.h
2012-04-13 20:57:35 -07:00
Eric House
f22d9530b1
track what's been ack'd, and add method to ack what hasn't been.
2012-04-13 20:21:59 -07:00
Eric House
404265565b
tighten definition of connected BT or SMS game
2012-04-12 22:14:13 -07:00
Eric House
ac06d730f8
fix so chat works on SMS (and BT, though untested)
2012-03-24 12:04:07 -07:00
Eric House
fe614e9efc
delegate phone number comparison to platform code which in Android
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case has a method for it. strcmp is not enough.
2012-03-19 07:36:18 -07:00
Eric House
a2493ffa97
Merge branch 'android_branch' into android_bt
2012-03-06 07:47:05 -08:00
Eric House
24ac205917
cleanup -- no behavior change
2012-03-06 06:23:04 -08:00
Eric House
9a2b488183
Merge branch 'android_branch' into android_bt
2012-02-14 16:56:20 -08:00
Eric House
914fa857be
return COMMS_CONN_NONE as address type of null comms rather than asserting.
2012-02-14 16:54:19 -08:00
Eric House
7214b7e12a
turn off the palmos-era bt wrapper stuff I was trying to use to know
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when to reset the stack. It breaks Android when I turn on
XWFEATURE_BLUETOOTH and adds no value I can see.
2012-02-07 17:38:24 -08:00
Eric House
47c3bd3090
track a BT game's set (singleton for two-device game) of remote
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devices in summary DB so, e.g., we can quickly determine what games
care when a devices becomes available via BT. First use of this is
notifying when a remote game's deleted -- least that's the plan. This
commit just adds to the DB and scans the DB to build a map of
device->gameIDs array.
2012-02-06 19:02:19 -08:00
Eric House
6326e45892
make btAddr a string rather than array of bytes.
2012-01-31 18:43:26 -08:00
Eric House
6bfd6e74e6
Merge branch 'android_branch' into android_bt
2012-01-26 06:24:18 -08:00
Eric House
866aeb2387
change relay connect message format to include client version (meaning
...
of which is TBD). When a new-version client connects, store the value
it's passed. At first this will let me track how quickly people
upgrade. Later I can use it to let different clients have different
formats to their messages e.g. to proxy.
2012-01-26 05:43:54 -08:00
Eric House
0934f83106
add gameID to params passed to comms' sendproc, including passing
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through to java layer.
2012-01-25 18:27:37 -08:00
Eric House
814e4dd088
cut some logging
2012-01-03 18:53:58 -08:00
Eric House
b04604595f
change assertion to log -- fails very infrequently which is probably to be expected.
2011-12-15 18:37:20 -08:00
Eric House
eec83fe5b6
don't fail when RELAY_ALLHERE comes without a connection, as that will
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happen when messages come in background. I'm not sure what the test
I'm removing was there to catch so need to test thoroughly.
2011-11-21 17:38:50 -08:00
Andy2
2492e7cfc5
Merge branch 'android_branch' into send_in_background
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Conflicts:
xwords4/linux/cursesmain.c
2011-11-13 17:10:46 -08:00
Andy2
645695e358
improve logging, and fix mistyped variable found by inspection rather
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because of a problem.
2011-11-10 06:41:07 -08:00
Andy2
f41d3c27e6
Merge branch 'android_branch' into send_in_background
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Conflicts:
xwords4/common/server.c
2011-10-19 06:23:16 -07:00
Andy2
652b7e703a
Remove difference between debug- and non-debug stream format.
2011-10-18 21:27:28 -07:00
Andy2
b31e829414
Remove file-format differences between debug and non-debug versions.
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Fix curses to compile non-debug.
2011-10-18 18:52:37 -07:00
Eric House
26ba812aff
cleanup
2011-09-22 17:31:57 -07:00
Andy2
92614370ce
Merge branch 'android_branch' into send_in_background
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Conflicts:
xwords4/common/comms.c
2011-09-20 06:21:54 -07:00
Andy2
63893b8a0d
add stream_getPtr() and use to remove a couple of allocs, including
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one per message sent.
2011-09-18 16:54:36 -07:00
Andy2
b9be2b45f4
sendMsg needs to report success if no-conn send works.
2011-08-17 18:41:45 -07:00
Andy2
7ab8c6eca4
re-factor sending code so essentially same message (without cookieID
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that implies a connection) is sent and received by no-conn code. Use
flags to determine if comms can support no-conn sending without making
up the message only to have it fail to send.
2011-08-16 19:36:23 -07:00
Andy2
e88af19e0a
toward the ability to send replies to messages received in background
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without user having to open the game, which will e.g. allow a host to
assign tiles, or a robot to move, without the phone's owner noticing
there's a message. This is on a branch because it may never work.
2011-08-10 18:28:34 -07:00
Eric House
cbfdf992bd
add compile-time option to allow passing game seed from commandline.
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This should allow testing relay changes to deal better with duplicate
seeds.
2011-07-31 22:23:46 -07:00
Andy2
f3ab40519d
add new error message to DEBUG-only printing code.
2011-07-06 06:47:56 -07:00
Andy2
0eec455119
change one return type; improve logging
2011-07-04 12:46:48 -07:00
Andy2
a96dfb57f6
drop-packet test got an assert because we assumed the effects of a
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dropped packet. Instead, now treat the connection as broken and
restart.
2011-06-27 18:30:52 -07:00
Andy2
e886a1aefe
lots more changes -- another snapshot, this, rather than stuff
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carefully polished and reviewed. Shows progress, though, in getting
through tests.
2011-06-23 07:12:50 -07:00
Andy2
4c5c435fb5
add new parameter so client always gets notified on connection
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including how many players are still missing.
2011-05-19 05:51:00 -07:00
Andy2
4b8e462b8b
check for null ptrs to allow creating loading games that won't draw or
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communicate with users.
2011-01-23 21:45:41 -08:00
Andy2
4a12f7a96f
Revert "in attempt to work around non-random rand() in jni world, call back"
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This reverts commit 99c92e779d
.
Conflicts:
xwords4/android/XWords4/jni/utilwrapper.c
2010-12-07 18:43:53 -08:00
Andy2
99c92e779d
in attempt to work around non-random rand() in jni world, call back
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into the java world by making it a util_ctxt function. Do same on
linux to test. We'll see how it is -- and can back this commit out if
there's no improvement.
2010-12-02 19:02:36 -08:00
Eric House
7a2d279308
add logging so script can better track what state relay game is in
2010-11-18 22:27:06 -08:00
Andy2
b0a4790ce0
respond to new game-gone message by passing to utils.
2010-11-11 06:41:24 -08:00
Andy2
22f7a42c1d
make comms_getChannelSeed non-static so jni can call it
2010-11-08 17:22:38 -08:00
Andy2
cfd4345287
remove too-frequent logging
2010-11-07 13:31:43 -08:00
Andy2
9e05e6c2b3
add lastMsgRcd to status printout
2010-11-03 18:28:54 -07:00
Andy2
804070efc7
base comms_canChat() on whether connID's been assigned. It's possible
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to send a message from a client immediately after its initial message
but init-message dupe-detection in comms will drop that because only
one channel-0 message is expected -- the initial connection message.
So don't encourage platform code to enable the feature before common
code can deliver the message.
2010-11-01 06:57:41 -07:00
Andy2
0d7f2c4f23
add devOrder (= hostID) to params passed on connect. Should make for
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better explanatory message.
2010-10-29 06:31:33 -07:00
Andy2
4cd15a9c6a
Merge branch 'relay_proxy' of ssh://xwords.git.sourceforge.net/gitroot/xwords/xwords into relay_proxy
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Conflicts:
xwords4/common/comms.c
2010-10-29 05:27:07 -07:00
Andy2
41fc05106b
add room name to callback used when device connects
2010-10-28 18:45:55 -07:00
Eric House
eba5b77494
add comms_isConnected; public room variables default to false
2010-10-27 20:50:11 -07:00
Andy2
e909e4b343
remove redundant message; advance state to ALLCONNECTED on receipt of
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RECONN or CONN that lists the game as full. This means we get the
all-green icon (or the A in the gtk case) when in a consummated game
rather than only when all devices are actually connected.
2010-10-23 20:29:24 -07:00
Eric House
85d29cf560
if can't send allcond to a device because it's not connected queue the
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message to be sent next time it does. And since the cookieID will
change and should be there already anyway, remove it. (Should remove
the hostID too for the same reason.)
2010-10-22 19:02:52 -07:00
Andy2
99dbbb443c
add comms_canChat, which knows better than java code what state a
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connected game is in, and call it to determine whether to show the
chat icon.
2010-10-21 19:14:10 -07:00
Andy2
b9e3ca212b
turn off glib-dependant checksuming for non-linux builds
2010-10-18 22:08:04 -07:00
Eric House
3648c22bd4
fix long-standing bug where initial messages were not getting deleted
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and multiplying; log md5 sums of messages in debug build.
2010-10-18 20:17:44 -07:00
Eric House
f246178b8f
Merge branch 'relay_proxy' of ssh://xwords.git.sourceforge.net/gitroot/xwords/xwords into relay_proxy
2010-10-12 19:18:21 -07:00
Eric House
0cf94dda8b
fix frequent assertion failure that dates from when no messages passed
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outside of ALLCOND state. With this fix the test script is running
all games to completion if given enough time.
2010-10-12 19:16:46 -07:00
Andy2
e637a64d96
Change param signage to fix compiler warning
2010-10-11 06:20:30 -07:00
Eric House
a89520a377
use __func__
2010-09-28 18:04:31 -07:00
Eric House
047f41b516
send cookieid as part of [RE]CONNECT_RESPONSE in addition to ALL_COND (where it's now redundant).
2010-09-20 22:06:35 -07:00
Andy2
6d6ad96cde
don't clear seed when changing roles from guest to host.
2010-09-20 04:56:19 -07:00
Andy2
821e4d9c39
add ACK to protocol, returned by device after gets connName on initial
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connection. Space is held for device on assumption ack will come
back, then given up if it fails.
2010-09-14 13:54:52 -07:00
Andy2
bd71a15ddc
turn off heartbeats on client side
2010-09-11 01:23:13 -07:00
Andy2
2ee9031fdc
langcode belongs in connect, not reconnect, message
2010-09-10 01:56:58 -07:00
Andy2
20312144dd
tons of changes, still rough, snapshoted here: a gtk device vs device
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game works to completion with both signing up as guests (no -s) with
one local and one remote player (identical commandlines.) Not yet
tested: if any signs up as a host, reconnecting rather than
connecting, etc. This is just a snapshot.
2010-09-10 01:30:40 -07:00
Andy2
01fe388f85
remove logging accidentally checked in
2010-09-03 06:40:17 -07:00
Andy2
b742c7dbb7
add new booleans to relay address record around public rooms
2010-09-03 06:38:46 -07:00
Andy2
a34ccb424f
device now passes list of "relayID"s, consisting of connName plus
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device id, to relay, one for each stored game that's communicating via
the relay. Relay parses out each relayID. Next relay can use these
to look up whether messages are available and reply with that, and
device can put up a notification.
2010-08-22 12:16:57 -07:00
Andy2
205723e03b
add missing event to logging
2010-07-30 17:44:20 -07:00
eehouse
ea6166f8c7
add comms_resetSame that resets relay with existing params.
2010-06-05 03:39:16 +00:00
eehouse
9b955ae770
resendAll on REconnect as well as connect since it doesn't otherwise
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seem to get done.
2010-03-28 16:09:34 +00:00
eehouse
55abf1116b
get relay port from prefs and pass into jni
2010-03-25 04:50:19 +00:00
eehouse
786541e9ae
pass default hostname in from platform code rather than compiling it
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into jni; in java pull it from preferences and pass into jni.
2010-03-21 03:12:58 +00:00
ehouse
8450c9da2b
New callback called on first connect to relay and on first ALLHERE
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message so users can see progress. Handle new relay message ALLBACK
meaning "ALLHERE but not for the first time".
2009-12-14 04:03:17 +00:00
ehouse
14b060707f
Report relay connection denials due to misordering out to platform,
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and refuse to connect again until comms has been reset. This goes
with platform code to put up the new game/conns dialogs on disconnect
errors.
2009-12-04 08:14:03 +00:00
ehouse
7fbd2bed45
Fix to compile when RELAY feature disabled
2009-11-22 18:00:20 +00:00
ehouse
5ab3425377
allow default relay port, like name, to be set at compile time
2009-11-22 16:30:20 +00:00
ehouse
3d6b43f032
fix palm and palm-arm compile problems including using changed APIs.
2009-11-19 02:22:32 +00:00