xwords/xwords4/relay/xwrelay.h
Andy2 86e3cc7286 When device reconnects to a dead game, just deny the connection with a
new error message rather than allow it as if it were a normal game
only to send a game-dead message after.  This solves the problem of
how device knows not to put up welcoming message or suggestion to
invite to a game that's suddenly missing players.  BUT: this change is
incompatible with existing versions and so needs to get pushed out
before the in-use relay can be upgraded to include this code.
2011-07-06 06:47:25 -07:00

174 lines
6.2 KiB
C

/* -*-mode: C; fill-column: 78; c-basic-offset: 4; -*- */
/*
* Copyright 2005-2009 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 _XWRELAY_H_
#define _XWRELAY_H_
/* This file is meant to be included by both linux code that doesn't
include xptypes and from Crosswords client code.*/
/* Set if device is acting a server; cleared if as client */
#define FLAGS_SERVER_BIT 0x01
#ifndef CANT_DO_TYPEDEF
typedef
#endif
enum { XWRELAY_NONE /* 0 is an illegal value */
, XWRELAY_GAME_CONNECT
/* Sent from device to relay to establish connection to relay. Format:
flags: 1; cookieLen: 1; cookie: <cookieLen>; hostID: 1; nPlayers: 1;
nPlayersTotal: 1 */
, XWRELAY_GAME_RECONNECT
/* Connect using connName as well as cookie. Used by a device that's
lost its connection to a game in progress. Once a game is locked
this is the only way a host can get (back) in. Format: flags: 1;
cookieLen: 1; cookie: <cookieLen>; hostID: 1; nPlayers: 1;
nPlayersTotal: 1; connNameLen: 1; connName<connNameLen>*/
, XWRELAY_ACK
, XWRELAY_GAME_DISCONNECT
/* Tell the relay that we're gone for this game. After this message is
sent, the host can reconnect on the same socket for a new game.
Format: cookieID: 2; srcID: 1 */
, XWRELAY_CONNECT_RESP
/* Sent from relay to device in response to XWRELAY_CONNECT. Format:
heartbeat_seconds: 2; players_here: 1; players_sought: 1; */
, XWRELAY_RECONNECT_RESP
/* Sent from relay to device in response to XWRELAY_RECONNECT. Format:
same as for XWRELAY_CONNECT_RESP */
, XWRELAY_ALLHERE
/* Sent from relay when it enters the state where all expected devices
are here (at start of new game or after having been gone for a
while). Devices should not attempt to forward messages before this
message is received or after XWRELAY_DISCONNECT_OTHER is received.
Format: hostID: 1; connectionID: 2; connNameLen: 1;
connName<connNameLen>; */
, XWRELAY_ALLBACK__UNUSED
/* Like XWRELAY_ALLHERE, but indicates a return to all devices being
present rather than the first time that's achieved. Has no real
purpose now that the relay does store-and-forward, but at least lets
devices tell users everybody's home. */
, XWRELAY_DISCONNECT_YOU
/* Sent from relay when existing connection is terminated.
Format: errorCode: 1 */
, XWRELAY_DISCONNECT_OTHER
/* Another device has left the game.
Format: errorCode: 1; lostHostId: 1 */
, XWRELAY_CONNECTDENIED
/* The relay says go away. Format: reason code: 1 */
, XWRELAY_HEARTBEAT
/* Sent in either direction. Format: cookieID: 2; srcID: 1 */
, XWRELAY_MSG_FROMRELAY
/* Sent from relay to device. Format: cookieID: 2; src_hostID: 1;
dest_hostID: 1; data <len-headerLen> */
, XWRELAY_MSG_TORELAY
/* Sent from device to relay. Format: connectionID: 2; src_hostID:
1; dest_hostID: 1 */
, XWRELAY_MSG_STATUS /* message conveying status of some sort.
Format: msgCode: 1; varies after that */
}
#ifndef CANT_DO_TYPEDEF
XWRelayMsg
#endif
;
#ifndef CANT_DO_TYPEDEF
typedef unsigned char XWRELAY_Cmd;
#endif
#define HOST_ID_NONE 0
#define HOST_ID_SERVER 1
#define MAX_INVITE_LEN 31
#define MAX_MSG_LEN 256 /* 100 is more like it */
#define MAX_CONNNAME_LEN 48 /* host ID, boot time, and seeds as hex? */
#define XWRELAY_PROTO_VERSION_ORIG 0x01
#define XWRELAY_PROTO_VERSION_LATE_NAME 0x02
#define XWRELAY_PROTO_VERSION_LATE_COOKIEID 0x03
#define XWRELAY_PROTO_VERSION_NOCLIENT 0x04
#define XWRELAY_PROTO_VERSION XWRELAY_PROTO_VERSION_NOCLIENT
/* Errors passed with denied */
#ifndef CANT_DO_TYPEDEF
typedef
#endif
enum {
XWRELAY_ERROR_NONE
,XWRELAY_ERROR_OLDFLAGS /* You have the wrong flags */
,XWRELAY_ERROR_BADPROTO
,XWRELAY_ERROR_RELAYBUSY
,XWRELAY_ERROR_SHUTDOWN /* relay's going down */
,XWRELAY_ERROR_TIMEOUT /* Other players didn't show */
,XWRELAY_ERROR_HEART_YOU /* Haven't heard from somebody in too long */
,XWRELAY_ERROR_HEART_OTHER /* Haven't heard from other in too long */
,XWRELAY_ERROR_LOST_OTHER /* Generic other-left-we-dunno-why error */
,XWRELAY_ERROR_OTHER_DISCON /* The other guy disconnected, maybe to start
a new game? */
,XWRELAY_ERROR_NO_ROOM
,XWRELAY_ERROR_DUP_ROOM
,XWRELAY_ERROR_TOO_MANY
,XWRELAY_ERROR_DELETED
,XWRELAY_ERROR_NORECONN /* you can't reconnect; reset and try CONNECTING again */
,XWRELAY_ERROR_DEADGAME /* Some device in this game has been deleted */
,XWRELAY_ERROR_LASTERR
}
#ifndef CANT_DO_TYPEDEF
XWREASON
#endif
;
#ifndef CANT_DO_TYPEDEF
typedef
#endif
enum { PRX_NONE /* 0 is an illegal value */
,PRX_PUB_ROOMS /* list all public rooms for lang/nPlayers */
,PRX_HAS_MSGS /* return message counts for connName/devid array */
,PRX_DEVICE_GONE /* return message counts for connName/devid array */
,PRX_GET_MSGS /* return full messages for connName/devid array */
}
#ifndef CANT_DO_TYPEDEF
XWPRXYCMD
#endif
;
#ifndef CANT_DO_TYPEDEF
typedef unsigned short CookieID;
#endif
#define MAX_PROXY_MSGLEN 128
#define COOKIE_ID_NONE 0L
#endif