/* -*-mode: C; fill-column: 78; c-basic-offset: 4; -*- */ /* * Copyright 2005 by Eric House (xwords@eehouse.org). All rights reserved. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ #ifndef _STATES_H_ #define _STATES_H_ /* states */ typedef enum { XWS_NONE ,XWS_ANY /* wildcard */ ,XWS_CHKCOUNTS_INIT /* from initial state, check if all players are here. Success should be an error, actually: 1-device game. */ ,XWS_CHKCOUNTS_MISS /* from the missing state */ ,XWS_CHKCOUNTS /* check from any other state */ ,XWS_CHK_ALLHERE /* Need to see if all expected devices/players are on board. */ ,XWS_CHK_ALLHERE_2 /* same as above, but triggered by a reconnect rather than a connect request */ ,XWS_INITED /* Relay's running and the object's been created, but nobody's signed up yet. This is a very short-lived state since an incoming connection is why the object was created. */ ,XWS_CONNECTING /* At least one device has connected, but no packets have yet arrived to be forwarded. */ ,XWS_CHECKING_CONN /* While we're still not fully connected a message comes in */ ,XWS_ALLCONNECTED /* All devices are connected and ready for the relay to do its work. This is the state we're in most of the time. */ ,XWS_MISSING /* We've been fully connected before but lost somebody. Once [s]he's back we can be fully connected again. */ ,XWS_WAITING_RECON /* At least one device has been timed out or sent a disconnect message. We can't flow messages in this state, and will be killing all connections if we don't hear back from the missing guy soon. */ ,XWS_CHECKINGDEST /* Checking for valid socket */ ,XWS_CHECKING_CAN_LOCK /* Is this message one that implies all players are present? */ ,XWS_DEAD /* About to kill the object */ } XW_RELAY_STATE; /* events */ typedef enum { XWE_NONE ,XWE_OKTOSEND ,XWE_COUNTSBAD ,XWE_ALLHERE /* notify that all expected players are arrived */ ,XWE_SOMEMISSING /* notify that some expected players are still missing */ ,XWE_CONNECTMSG /* A device is connecting using the cookie for this object */ ,XWE_RECONNECTMSG /* A device is re-connecting using the connID for this object */ ,XWE_DISCONNMSG /* disconnect socket from this game/cref */ ,XWE_FORWARDMSG /* A message needs forwarding */ #ifdef RELAY_HEARTBEAT ,XWE_HEARTRCVD /* A heartbeat message arrived */ ,XWE_HEARTFAILED #endif ,XWE_CONNTIMER /* timer for did we get all players hooked up */ ,XWE_REMOVESOCKET /* Need to remove socket from this cref */ ,XWE_NOTIFYDISCON /* Send a discon */ ,XWE_NOMORESOCKETS /* last socket's been removed */ ,XWE_SHUTDOWN /* shutdown this game */ ,XWE_ANY /* wildcard; matches all */ } XW_RELAY_EVENT; /* actions */ typedef enum { XWA_NONE ,XWA_SEND_1ST_RSP ,XWA_SEND_1ST_RERSP ,XWA_CHKCOUNTS ,XWA_REJECT ,XWA_SEND_RSP /* Send a connection response */ ,XWA_SEND_RERSP ,XWA_SENDALLHERE /* Let all devices know we're in business */ ,XWA_SNDALLHERE_2 /* Ditto, but for a reconnect */ ,XWA_FWD /* Forward a message */ ,XWA_NOTEHEART /* Record heartbeat received */ ,XWA_TIMERDISCONN /* disconnect all because of a timer */ ,XWA_DISCONNECT ,XWA_NOTIFYDISCON ,XWA_REMOVESOCKET ,XWA_HEARTDISCONN ,XWA_SHUTDOWN } XW_RELAY_ACTION; bool getFromTable( XW_RELAY_STATE curState, XW_RELAY_EVENT curEvent, XW_RELAY_ACTION* takeAction, XW_RELAY_STATE* nextState ); const char* stateString( XW_RELAY_STATE state ); const char* eventString( XW_RELAY_EVENT evt ); const char* actString( XW_RELAY_ACTION act ); #endif