xwords/xwords4/relay/states.h
Eric House 85d484a881 major mod to deal with devices that fail to receive ACK and then
reconnect.  I was putting both (i.e. the same device twice) in the
same game.  Now I detect this based on the seed being duplicated and
treat the device as having failed to ACK then proceed with the CONNECT
as if it were new.  Tested pretty heavily but only with two-device
games.
2011-06-20 18:13:15 -07:00

178 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 _STATES_H_
#define _STATES_H_
/* states */
typedef
enum {
XWS_NONE
,XWS_ANY /* wildcard */
,XWS_SAME /* wildcard: means use same state as current */
/* ,XWS_CHKCOUNTS_INIT */ /* from initial state, check if all players
are here. Success should be an error,
actually: 1-device game. */
,XWS_WAITING_ACKS
/* ,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_EMPTY /* Relay's running and the object's been
created, and nobody's signed up yet. The
object should never be in this state except
immediately after created, just before
deleted, or transitionally, as after a
device is removed prior to replacing its
record with another. */
,XWS_WAITMORE /* At least one device has connected, but no
packets have yet arrived to be
forwarded. */
,XWS_ALLCONND /* 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_MSGONLY /* We have no connections but still messages to
send */
/* ,XWS_ROOMCHK */ /* do we have room for as many players as are
being provided */
} XW_RELAY_STATE;
/* events */
typedef enum {
XWE_NONE
,XWE_ALLHERE /* notify that all expected players are arrived */
/* ,XWE_SOMEMISSING */ /* notify that some expected players are still missing */
,XWE_ALLGONE
/* ,XWE_HAVE_ROOM */
/* ,XWE_TOO_MANY */
,XWE_DEVCONNECT /* A device is connecting using the cookie for */
/*,XWE_HOSTCONNECT*/ /* this object, as host or guest */
,XWE_RECONNECT /* A device is re-connecting using the connID for
this object */
,XWE_GOTONEACK
,XWE_GOTLASTACK
,XWE_ACKTIMEOUT
,XWE_DISCONN /* disconnect socket from this game/cref */
/* DEVGONE: a device tells us it will never connect again. It may be the
only device in the game or may not */
,XWE_DEVGONE
/* Joined a game where a device has already generated DEVGONE */
,XWE_GAMEDEAD
,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_NOMOREMSGS /* No messages are stored here for disconnected
hosts */
,XWE_SHUTDOWN /* shutdown this game */
,XWE_ANY /* wildcard; matches all */
} XW_RELAY_EVENT;
/* actions */
typedef enum {
XWA_NONE
,XWA_SEND_1ST_RERSP
,XWA_SEND_DUP_ROOM /* host comes in while game open */
,XWA_SEND_NO_ROOM /* guest comes in when no game open */
,XWA_SEND_TOO_MANY
// ,XWA_ADDDEVICE /* got ack, so device is in for sure */
,XWA_NOTEACK
,XWA_DROPDEVICE /* no ack; remove all traces of device */
,XWA_SEND_INITRSP /* response to first to connect */
,XWA_SEND_CONNRSP /* response to rest that connect */
,XWA_SEND_RERSP
,XWA_GOTALLACKS
,XWA_CHECK_HAVE_ROOM /* check for number of players still sought */
,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_NOTE_EMPTY /* No sockets left; check if can delete */
,XWA_TIMERDISCONN /* disconnect all because of a timer */
,XWA_DISCONNECT
,XWA_RMDEV /* remove the resigning */
,XWA_TELLGAMEDEAD /* tell the device */
,XWA_NOTIFYDISCON
,XWA_REMOVESOCK_1 /* remove when not yet in allcond state */
,XWA_REMOVESOCK_2 /* remove after have reached allCond */
,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