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26469d734c
connect first, guests second, with clear error messages if the order's wrong. This seems to make it simpler for users to get a connection right. Code holding multiple games worth of hosts and guests in a cref is gone.
248 lines
9.1 KiB
C++
248 lines
9.1 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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#include "assert.h"
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#include "string.h"
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#include "states.h"
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#include "xwrelay_priv.h"
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typedef struct StateTable {
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XW_RELAY_STATE stateStart;
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XW_RELAY_EVENT stateEvent;
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XW_RELAY_ACTION stateAction;
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XW_RELAY_STATE stateEnd; /* Do I need this? Or does the code that
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performs the action determine the state? */
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} StateTable;
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/* Connecting. The problem is that we don't know how many devices to expect.
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So hosts connect and get a response. Hosts send messages to be forwarded.
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We may or may not have an ID for the recipient host. If we do, we forward.
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If we don't, we drop. No big deal. So is there any difference between
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CONNECTING and CONNECTED? I don't think so. Messages come in and we try
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to forward. Connection requests come in and we accept them if the host in
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question is unknown. NOT QUITE. There's a DOS vulnerability there. It's
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best if we can put the game in a state where others can't connect, if the
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window where new devices can sign in using a given cookie is fairly small.
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New rules on accepting connections and reconnections:
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- Connect and reconnect messages contain nPlayersHere (local) and
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nPlayersTotal params.
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- On connect action, we either note the total expected, or increase the
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total we have. Ditto on reconnect. On disconnect, we take the departing
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hosts marbles away from the game.
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- We only accept [re]connections when we're missing players, and we only
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forward messages when all devices/players are accounted for. There's a
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notification sent when the last shows up, so devices can send pending
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messages at that time.
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- There's at least one bug with this scheme: we don't know how many players
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to expect until the server shows up, so we'll keep accepting clients
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until that happens. Probably need a config variable that sets an upper
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bound on the number of players.
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*/
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StateTable g_stateTable[] = {
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{ XWS_INITED, XWE_HOSTCONNECT, XWA_SEND_HOST_RSP, XWS_WAITGUESTS },
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{ XWS_INITED, XWE_GUESTCONNECT, XWA_SEND_NO_ROOM, XWS_DEAD },
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{ XWS_WAITGUESTS, XWE_GUESTCONNECT, XWA_SEND_GUEST_RSP, XWS_CHK_ALLHERE },
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{ XWS_WAITGUESTS, XWE_HOSTCONNECT, XWA_SEND_DUP_ROOM, XWS_WAITGUESTS },
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{ XWS_CHK_ALLHERE, XWE_ALLHERE, XWA_SENDALLHERE, XWS_ALLCONND },
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{ XWS_CHK_ALLHERE, XWE_SOMEMISSING, XWA_NONE, XWS_WAITGUESTS },
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{ XWS_CHK_ALLHERE, XWE_TOO_MANY, XWA_SEND_TOO_MANY, XWS_WAITGUESTS },
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{ XWS_ALLCONND, XWE_DISCONN, XWA_DISCONNECT, XWS_MISSING },
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{ XWS_WAITGUESTS, XWE_DISCONN, XWA_DISCONNECT, XWS_WAITGUESTS },
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{ XWS_MISSING, XWE_DISCONN, XWA_DISCONNECT, XWS_MISSING },
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/* EMPTY means have messages to send but no connections. Time out and free
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memory after a while. BUT: don't I really want to keep these forever and
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free the oldest ones if memory usage realy does become a problem.
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There's no problem now! */
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{ XWS_MISSING, XWE_NOMORESOCKETS, XWA_NOTE_EMPTY, XWS_MSGONLY },
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{ XWS_MSGONLY, XWE_NOMOREMSGS, XWA_NONE, XWS_DEAD },
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{ XWS_ANY, XWE_NOMORESOCKETS, XWA_NONE, XWS_DEAD },
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{ XWS_ANY, XWE_SHUTDOWN, XWA_SHUTDOWN, XWS_DEAD },
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{ XWS_INITED, XWE_RECONNECT, XWA_SEND_RERSP, XWS_CHK_ALLHERE_2 },
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{ XWS_MSGONLY, XWE_RECONNECT, XWA_SEND_RERSP, XWS_CHK_ALLHERE_2 },
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{ XWS_MISSING, XWE_RECONNECT, XWA_SEND_RERSP, XWS_CHK_ALLHERE_2 },
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{ XWS_CHK_ALLHERE_2, XWE_ALLHERE, XWA_SNDALLHERE_2, XWS_ALLCONND },
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{ XWS_CHK_ALLHERE_2, XWE_SOMEMISSING, XWA_NONE, XWS_MISSING },
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{ XWS_WAITGUESTS, XWE_REMOVESOCKET, XWA_REMOVESOCKET, XWS_WAITGUESTS },
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{ XWS_ALLCONND, XWE_REMOVESOCKET, XWA_REMOVESOCKET, XWS_MISSING },
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{ XWS_MISSING, XWE_REMOVESOCKET, XWA_REMOVESOCKET, XWS_MISSING },
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#ifdef RELAY_HEARTBEAT
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{ XWS_ALLCONND, XWE_HEARTFAILED, XWA_HEARTDISCONN, XWS_MISSING },
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{ XWS_WAITGUESTS, XWE_HEARTFAILED, XWA_HEARTDISCONN, XWS_WAITGUESTS },
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{ XWS_MISSING, XWE_HEARTFAILED, XWA_HEARTDISCONN, XWS_MISSING },
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/* Heartbeat arrived */
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{ XWS_WAITGUESTS, XWE_HEARTRCVD, XWA_NOTEHEART, XWS_WAITGUESTS },
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{ XWS_ALLCONND, XWE_HEARTRCVD, XWA_NOTEHEART, XWS_ALLCONND },
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{ XWS_MISSING, XWE_HEARTRCVD, XWA_NOTEHEART, XWS_MISSING },
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#endif
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/* Connect timer */
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{ XWS_WAITGUESTS, XWE_CONNTIMER, XWA_TIMERDISCONN, XWS_DEAD },
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{ XWS_MISSING, XWE_CONNTIMER, XWA_NONE, XWS_MISSING },
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{ XWS_ALLCONND, XWE_CONNTIMER, XWA_NONE, XWS_ALLCONND },
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{ XWS_WAITGUESTS, XWE_NOTIFYDISCON, XWA_NOTIFYDISCON, XWS_WAITGUESTS },
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{ XWS_ALLCONND, XWE_NOTIFYDISCON, XWA_NOTIFYDISCON, XWS_MISSING },
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{ XWS_MISSING, XWE_NOTIFYDISCON, XWA_NOTIFYDISCON, XWS_MISSING },
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{ XWS_DEAD, XWE_NOTIFYDISCON, XWA_NOTIFYDISCON, XWS_DEAD },
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/* This is our bread-n-butter */
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{ XWS_ALLCONND, XWE_FORWARDMSG, XWA_FWD, XWS_ALLCONND },
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{ XWS_MISSING, XWE_FORWARDMSG, XWA_FWD, XWS_MISSING },
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{ XWS_DEAD, XWE_REMOVESOCKET, XWA_REMOVESOCKET, XWS_DEAD }
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};
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bool
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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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{
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bool found = false;
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StateTable* stp = g_stateTable;
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const StateTable* end = stp + sizeof(g_stateTable)/sizeof(g_stateTable[0]);
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while ( stp < end ) {
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if ( stp->stateStart == curState || stp->stateStart == XWS_ANY ) {
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if ( stp->stateEvent == curEvent || stp->stateEvent == XWE_ANY ) {
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*takeAction = stp->stateAction;
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*nextState = stp->stateEnd;
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found = true;
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break;
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}
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}
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++stp;
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}
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if ( !found ) {
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logf( XW_LOGERROR, "==> ERROR :: unable to find transition from %s "
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"on event %s",
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stateString(curState), eventString(curEvent) );
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}
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return found;
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} /* getFromTable */
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#define CASESTR(s) case s: str = #s; break
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const char*
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stateString( XW_RELAY_STATE state )
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{
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const char* str = NULL;
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switch( state ) {
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CASESTR(XWS_NONE);
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CASESTR(XWS_ANY);
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CASESTR(XWS_INITED);
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CASESTR(XWS_WAITGUESTS);
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CASESTR(XWS_ALLCONND);
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CASESTR(XWS_DEAD);
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CASESTR(XWS_CHECKING_CONN);
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CASESTR(XWS_CHECKINGDEST);
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CASESTR(XWS_CHECKING_CAN_LOCK);
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CASESTR(XWS_MISSING);
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CASESTR(XWS_MSGONLY);
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CASESTR(XWS_CHK_ALLHERE);
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CASESTR(XWS_CHK_ALLHERE_2);
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CASESTR(XWS_CHKCOUNTS_INIT);
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default:
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assert(0);
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}
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assert( 0 == strncmp( "XWS_", str, 4 ) );
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str += 4;
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return str;
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}
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const char*
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eventString( XW_RELAY_EVENT evt )
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{
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const char* str = NULL;
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switch( evt ) {
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CASESTR(XWE_NONE);
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CASESTR(XWE_GUESTCONNECT);
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CASESTR(XWE_HOSTCONNECT);
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CASESTR(XWE_RECONNECT);
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CASESTR(XWE_DISCONN);
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CASESTR(XWE_FORWARDMSG);
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#ifdef RELAY_HEARTBEAT
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CASESTR(XWE_HEARTRCVD);
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CASESTR(XWE_HEARTFAILED);
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#endif
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CASESTR(XWE_CONNTIMER);
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CASESTR(XWE_ANY);
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CASESTR(XWE_REMOVESOCKET);
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CASESTR(XWE_NOMORESOCKETS);
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CASESTR(XWE_NOMOREMSGS);
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CASESTR(XWE_NOTIFYDISCON);
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CASESTR(XWE_ALLHERE);
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CASESTR(XWE_SOMEMISSING);
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CASESTR(XWE_TOO_MANY);
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CASESTR(XWE_SHUTDOWN);
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default:
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assert(0);
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}
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return str;
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}
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const char*
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actString( XW_RELAY_ACTION act )
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{
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const char* str = NULL;
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switch ( act ) {
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CASESTR(XWA_NONE);
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CASESTR(XWA_SEND_1ST_RERSP);
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CASESTR(XWA_SEND_RERSP);
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CASESTR(XWA_SENDALLHERE);
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CASESTR(XWA_SEND_NO_ROOM);
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CASESTR(XWA_SEND_TOO_MANY);
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CASESTR(XWA_SEND_DUP_ROOM);
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CASESTR(XWA_SEND_HOST_RSP);
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CASESTR(XWA_SEND_GUEST_RSP);
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CASESTR(XWA_SNDALLHERE_2);
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CASESTR(XWA_FWD);
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CASESTR(XWA_NOTEHEART);
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CASESTR(XWA_TIMERDISCONN);
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CASESTR(XWA_DISCONNECT);
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CASESTR(XWA_NOTIFYDISCON);
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CASESTR(XWA_REMOVESOCKET);
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CASESTR(XWA_HEARTDISCONN);
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CASESTR(XWA_SHUTDOWN);
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CASESTR(XWA_NOTE_EMPTY);
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default:
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assert(0);
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}
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return str;
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}
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#undef CASESTR
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