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git://xwords.git.sourceforge.net/gitroot/xwords/xwords
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a91056bed2
meant to allow comms to take over heartbeats.
160 lines
5.3 KiB
C
160 lines
5.3 KiB
C
/* -*-mode: C; fill-column: 78; c-basic-offset: 4; -*- */
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/*
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* Copyright 2005 by Eric House (xwords@eehouse.org). All rights 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_CHKCOUNTS_MISS /* from the missing state */
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,XWS_CHKCOUNTS /* check from any other state */
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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_CONNECTING /* 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_CHECKING_CONN /* While we're still not fully connected a
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message comes in */
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,XWS_ALLCONNECTED /* 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_WAITING_RECON /* At least one device has been timed out or
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sent a disconnect message. We can't flow
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messages in this state, and will be killing
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all connections if we don't hear back from
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the missing guy soon. */
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,XWS_CHECKINGDEST /* Checking for valid socket */
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,XWS_CHECKING_CAN_LOCK /* Is this message one that implies all
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players are present? */
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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_OKTOSEND
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,XWE_COUNTSBAD
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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_CONNECTMSG /* A device is connecting using the cookie for
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this object */
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,XWE_RECONNECTMSG /* A device is re-connecting using the
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connID for this object */
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,XWE_DISCONNMSG /* disconnect socket from this game/cref */
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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_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_RSP
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,XWA_SEND_1ST_RERSP
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,XWA_CHKCOUNTS
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,XWA_REJECT
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,XWA_SEND_RSP /* Send a connection response */
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,XWA_SEND_RERSP
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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_TIMERDISCONN /* disconnect all because of a timer */
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,XWA_DISCONNECT
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,XWA_NOTIFYDISCON
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,XWA_REMOVESOCKET
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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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