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(including seed so it's harder to spoof); respond to that by setting a DEAD column in the db and flagging the device as gone. Notify any connected device of the fact. Refuse to accept new connections to that game. As already-connected devices reconnect, allow them to do so but send a new status message that their game is dead. Not heavily tested yet.
178 lines
6 KiB
C
178 lines
6 KiB
C
/* -*-mode: C; fill-column: 78; c-basic-offset: 4; -*- */
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/*
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* Copyright 2005-2009 by Eric House (xwords@eehouse.org). All rights
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* reserved.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#ifndef _STATES_H_
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#define _STATES_H_
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/* states */
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typedef
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enum {
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XWS_NONE
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,XWS_ANY /* wildcard */
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/* ,XWS_CHKCOUNTS_INIT */ /* from initial state, check if all players
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are here. Success should be an error,
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actually: 1-device game. */
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,XWS_WAITING_ACKS
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/* ,XWS_CHK_ALLHERE */ /* Need to see if all expected devices/players
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are on board. */
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/* ,XWS_CHK_ALLHERE_2 */ /* same as above, but triggered by a reconnect
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rather than a connect request */
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,XWS_INITED /* Relay's running and the object's been
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created, but nobody's signed up yet. This
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is a very short-lived state since an
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incoming connection is why the object was
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created. */
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,XWS_WAITMORE /* At least one device has connected, but no
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packets have yet arrived to be
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forwarded. */
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,XWS_ALLCONND /* All devices are connected and ready for the
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relay to do its work. This is the state
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we're in most of the time. */
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/* ,XWS_MISSING */ /* We've been fully connected before but lost
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somebody. Once [s]he's back we can be
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fully connected again. */
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,XWS_MSGONLY /* We have no connections but still messages to
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send */
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/* ,XWS_ROOMCHK */ /* do we have room for as many players as are
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being provided */
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,XWS_DEAD /* About to kill the object */
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} XW_RELAY_STATE;
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/* events */
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typedef enum {
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XWE_NONE
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,XWE_ALLHERE /* notify that all expected players are arrived */
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/* ,XWE_SOMEMISSING */ /* notify that some expected players are still missing */
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,XWE_ALLGONE
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/* ,XWE_HAVE_ROOM */
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/* ,XWE_TOO_MANY */
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,XWE_DEVCONNECT /* A device is connecting using the cookie for */
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/*,XWE_HOSTCONNECT*/ /* this object, as host or guest */
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,XWE_RECONNECT /* A device is re-connecting using the connID for
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this object */
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,XWE_GOTONEACK
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,XWE_GOTLASTACK
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,XWE_ACKTIMEOUT
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,XWE_DISCONN /* disconnect socket from this game/cref */
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/* DEVGONE: a device tells us it will never connect again. It may be the
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only device in the game or may not */
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,XWE_DEVGONE
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/* Joined a game where a device has already generated DEVGONE */
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,XWE_GAMEDEAD
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,XWE_FORWARDMSG /* A message needs forwarding */
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#ifdef RELAY_HEARTBEAT
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,XWE_HEARTRCVD /* A heartbeat message arrived */
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,XWE_HEARTFAILED
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#endif
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,XWE_CONNTIMER /* timer for did we get all players hooked
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up */
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,XWE_REMOVESOCKET /* Need to remove socket from this cref */
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,XWE_NOTIFYDISCON /* Send a discon */
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,XWE_NOMORESOCKETS /* last socket's been removed */
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,XWE_NOMOREMSGS /* No messages are stored here for disconnected
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hosts */
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,XWE_SHUTDOWN /* shutdown this game */
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,XWE_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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XWA_NONE
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,XWA_SEND_1ST_RERSP
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,XWA_SEND_DUP_ROOM /* host comes in while game open */
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,XWA_SEND_NO_ROOM /* guest comes in when no game open */
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,XWA_SEND_TOO_MANY
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// ,XWA_ADDDEVICE /* got ack, so device is in for sure */
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,XWA_NOTEACK
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,XWA_NOTEACKCHECK
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,XWA_DROPDEVICE /* no ack; remove all traces of device */
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,XWA_SEND_INITRSP /* response to first to connect */
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,XWA_SEND_CONNRSP /* response to rest that connect */
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,XWA_SEND_RERSP
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,XWA_GOTALLACKS
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,XWA_CHECK_HAVE_ROOM /* check for number of players still sought */
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,XWA_SENDALLHERE /* Let all devices know we're in business */
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,XWA_SNDALLHERE_2 /* Ditto, but for a reconnect */
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,XWA_FWD /* Forward a message */
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,XWA_NOTEHEART /* Record heartbeat received */
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,XWA_NOTE_EMPTY /* No sockets left; check if can delete */
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,XWA_TIMERDISCONN /* disconnect all because of a timer */
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,XWA_DISCONNECT
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,XWA_RMDEV /* remove the resigning */
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,XWA_TELLGAMEDEAD /* tell the device */
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,XWA_NOTIFYDISCON
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,XWA_REMOVESOCK_1 /* remove when not yet in allcond state */
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,XWA_REMOVESOCK_2 /* remove after have reached allCond */
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,XWA_HEARTDISCONN
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,XWA_SHUTDOWN
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} XW_RELAY_ACTION;
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bool getFromTable( XW_RELAY_STATE curState, XW_RELAY_EVENT curEvent,
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XW_RELAY_ACTION* takeAction, XW_RELAY_STATE* nextState );
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const char* stateString( XW_RELAY_STATE state );
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const char* eventString( XW_RELAY_EVENT evt );
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const char* actString( XW_RELAY_ACTION act );
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#endif
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