xwords/relay/states.cpp
2005-09-03 15:41:59 +00:00

183 lines
7.8 KiB
C++

/* -*-mode: C; fill-column: 78; c-basic-offset: 4; -*- */
/*
* Copyright 2005 by Eric House (fixin@peak.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.
*/
#include "assert.h"
#include "states.h"
#include "xwrelay_priv.h"
typedef struct StateTable {
XW_RELAY_STATE stateStart;
XW_RELAY_EVENT stateEvent;
XW_RELAY_ACTION stateAction;
XW_RELAY_STATE stateEnd; /* Do I need this? Or does the code that
performs the action determine the state? */
} StateTable;
/* Connecting. The problem is that we don't know how many devices to expect.
So hosts connect and get a response. Hosts send messages to be forwarded.
We may or may not have an ID for the recipient host. If we do, we forward.
If we don't, we drop. No big deal. So is there any difference between
CONNECTING and CONNECTED? I don't think so. Messages come in and we try
to forward. Connection requests come in and we accept them if the host in
question is unknown. NOT QUITE. There's a DOS vulnerability there. It's
best if we can put the game in a state where others can't connect, if the
window where new devices can sign in using a given cookie is fairly small.
Perhaps a better algorithm is needed for determining when the game is
closed. It's not when the first XW_EVENT_FORWARDMSG comes along, since
that can happen before all hosts have arrived (e.g. if a client signs up
before the server.) The goal has been to avoid having the relay know about
the xwords protocol. But it already knows about hostID 0 (I think). So
maybe when that host sends a message for forwarding we know we're set? Or
maybe we add a message the server can send saying "All are present now;
lock the game!" It'd suck if that were spoofed though.
The problem we want to avoid is bogus connections. Two are playing using
cookie FOO. Somebody looks over a shoulder and sees FOO, and tries to
connect. The relay must not start forwarding packets from the interloper
into the game associated with FOO.
*/
StateTable g_stateTable[] = {
/* Initial msg comes in. Managing object created in init state, sends response */
{ XW_ST_INITED, XW_EVENT_CONNECTMSG, XW_ACTION_SEND_1ST_RSP, XW_ST_CONNECTING },
{ XW_ST_INITED, XW_EVENT_RECONNECTMSG, XW_ACTION_SENDRSP, XW_ST_CONNECTING },
/* Another connect msg comes in */
{ XW_ST_CONNECTING, XW_EVENT_CONNECTMSG, XW_ACTION_SENDRSP, XW_ST_CONNECTING },
{ XW_ST_CONNECTING, XW_EVENT_RECONNECTMSG, XW_ACTION_SENDRSP, XW_ST_CONNECTING },
/* Forward requests while not locked are ok -- but we must check that the
target is actually present. If no socket available must drop the message */
{ XW_ST_CONNECTING, XW_EVENT_FORWARDMSG, XW_ACTION_CHECKDEST, XW_ST_CHECKINGDEST },
{ XW_ST_CHECKINGDEST, XW_EVENT_DESTOK, XW_ACTION_CHECK_CAN_LOCK, XW_ST_CHECKING_CAN_LOCK },
{ XW_ST_CHECKING_CAN_LOCK, XW_EVENT_CAN_LOCK, XW_ACTION_FWD, XW_ST_ALLCONNECTED },
{ XW_ST_CHECKING_CAN_LOCK, XW_EVENT_CANT_LOCK, XW_ACTION_FWD, XW_ST_CONNECTING },
{ XW_ST_CHECKINGDEST, XW_EVENT_DESTBAD, XW_ACTION_NONE, XW_ST_CONNECTING },
/* Timeout before all connected */
{ XW_ST_CONNECTING, XW_EVENT_CONNTIMER, XW_ACTION_TIMERDISCONNECT,XW_ST_DEAD },
{ XW_ST_CONNECTING, XW_EVENT_HEARTFAILED, XW_ACTION_HEARTDISCONNECT, XW_ST_CONNECTING },
{ XW_ST_ALLCONNECTED, XW_EVENT_HEARTFAILED, XW_ACTION_HEARTDISCONNECT, XW_ST_ALLCONNECTED },
{ XW_ST_CONNECTING, XW_EVENT_REMOVESOCKET, XW_ACTION_REMOVESOCKET, XW_ST_CONNECTING },
{ XW_ST_ALLCONNECTED, XW_EVENT_REMOVESOCKET, XW_ACTION_REMOVESOCKET, XW_ST_CONNECTING },
{ XW_ST_CONNECTING, XW_EVENT_NOMORESOCKETS, XW_ACTION_NONE, XW_ST_DEAD },
{ XW_ST_DEAD, XW_EVENT_NOMORESOCKETS, XW_ACTION_NONE, XW_ST_DEAD },
/* This is the entry we'll use most of the time */
{ XW_ST_ALLCONNECTED, XW_EVENT_FORWARDMSG, XW_ACTION_FWD, XW_ST_ALLCONNECTED },
{ XW_ST_ALLCONNECTED, XW_EVENT_CONNTIMER, XW_ACTION_NONE, XW_ST_ALLCONNECTED },
/* Heartbeat arrived */
{ XW_ST_CONNECTING, XW_EVENT_HEARTMSG, XW_ACTION_NOTEHEART, XW_ST_CONNECTING },
{ XW_ST_ALLCONNECTED, XW_EVENT_HEARTMSG, XW_ACTION_NOTEHEART, XW_ST_ALLCONNECTED },
/* I think we need a state XW_ST_SOMEMISSING. The game can't be played,
but we're open to XWRELAY_RECONNECT (but not to XWRELAY_CONNECT) */
{ XW_ST_CONNECTING, XW_EVENT_NOTIFYDISCON, XW_ACTION_NOTIFYDISCON, XW_ST_CONNECTING },
{ XW_ST_ALLCONNECTED, XW_EVENT_NOTIFYDISCON, XW_ACTION_NOTIFYDISCON, XW_ST_ALLCONNECTED },
{ XW_ST_DEAD, XW_EVENT_NOTIFYDISCON, XW_ACTION_NOTIFYDISCON, XW_ST_DEAD },
{ XW_ST_DEAD, XW_EVENT_REMOVESOCKET, XW_ACTION_REMOVESOCKET, XW_ST_DEAD },
// { XW_ST_DEAD, XW_EVENT_ANY, XW_ACTION_NONE, XW_ST_DEAD },
/* Reconnect. Just like a connect but cookieID is supplied. Can it
happen in the middle of a game when state is XW_ST_ALLCONNECTED? */
/* Marks end of table */
{ XW_ST_NONE, XW_EVENT_NONE, XW_ACTION_NONE, XW_ST_NONE }
};
int
getFromTable( XW_RELAY_STATE curState, XW_RELAY_EVENT curEvent,
XW_RELAY_ACTION* takeAction, XW_RELAY_STATE* nextState )
{
StateTable* stp = g_stateTable;
while ( stp->stateStart != XW_ST_NONE ) {
if ( stp->stateStart == curState ) {
if ( stp->stateEvent == curEvent || stp->stateEvent == XW_EVENT_ANY ) {
*takeAction = stp->stateAction;
*nextState = stp->stateEnd;
return 1;
}
}
++stp;
}
logf( "unable to find transition from %s on event %s",
stateString(curState), eventString(curEvent) );
assert(0);
return 0;
} /* getFromTable */
#define CASESTR(s) case s: return #s
char*
stateString( XW_RELAY_STATE state )
{
switch( state ) {
CASESTR(XW_ST_NONE);
CASESTR(XW_ST_INITED);
CASESTR(XW_ST_CONNECTING);
CASESTR(XW_ST_ALLCONNECTED);
CASESTR(XW_ST_WAITING_RECON);
CASESTR(XW_ST_DEAD);
CASESTR(XW_ST_CHECKING_CONN);
CASESTR(XW_ST_CHECKINGDEST);
CASESTR(XW_ST_CHECKING_CAN_LOCK);
}
assert(0);
return "";
}
char*
eventString( XW_RELAY_EVENT evt )
{
switch( evt ) {
CASESTR(XW_EVENT_NONE);
CASESTR(XW_EVENT_CONNECTMSG);
CASESTR(XW_EVENT_RECONNECTMSG);
CASESTR(XW_EVENT_FORWARDMSG);
CASESTR(XW_EVENT_HEARTMSG);
CASESTR(XW_EVENT_CONNTIMER);
CASESTR(XW_EVENT_HEARTFAILED);
CASESTR(XW_EVENT_DESTOK);
CASESTR(XW_EVENT_DESTBAD);
CASESTR(XW_EVENT_CAN_LOCK);
CASESTR(XW_EVENT_CANT_LOCK);
CASESTR(XW_EVENT_ANY);
CASESTR(XW_EVENT_REMOVESOCKET);
CASESTR(XW_EVENT_NOMORESOCKETS);
CASESTR(XW_EVENT_NOTIFYDISCON);
}
assert(0);
return "";
}
#undef CASESTR