xwords/xwords4/relay/states.h
ehouse aae12428da Add limited support for store-and-forward (where limitations include
that all devices must be connected initially and that it's all memory
based so a crash wipes stored messages.)  Accept messages for
forwarding when in the MISSING state, not just the ALLHERE state.
Store messages that can't be sent now, and send any that have
accumulated when a host reconnects.  When a cref loses its last
connection, keep it around unless it has no messages stored (as will
be the case when a game ends.)
2009-11-08 21:35:39 +00:00

167 lines
5.5 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_CHKCOUNTS_INIT /* from initial state, check if all players
are here. Success should be an error,
actually: 1-device game. */
,XWS_CHKCOUNTS_MISS /* from the missing state */
,XWS_CLONED /* just got duplicated */
,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_INITED /* Relay's running and the object's been
created, but nobody's signed up yet. This
is a very short-lived state since an
incoming connection is why the object was
created. */
,XWS_CONNECTING /* At least one device has connected, but no
packets have yet arrived to be
forwarded. */
,XWS_CHECKING_CONN /* While we're still not fully connected a
message comes in */
,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_WAITING_RECON /* At least one device has been timed out or
sent a disconnect message. We can't flow
messages in this state, and will be killing
all connections if we don't hear back from
the missing guy soon. */
,XWS_CHECKINGDEST /* Checking for valid socket */
,XWS_CHECKING_CAN_LOCK /* Is this message one that implies all
players are present? */
,XWS_DEAD /* About to kill the object */
} XW_RELAY_STATE;
/* events */
typedef enum {
XWE_NONE
,XWE_OKTOSEND
,XWE_ALLHERE /* notify that all expected players are arrived */
,XWE_SOMEMISSING /* notify that some expected players are still missing */
,XWE_CONNECTMSG /* A device is connecting using the cookie for
this object */
,XWE_RECONNECTMSG /* A device is re-connecting using the
connID for this object */
,XWE_CLONECHKMSG /* We've cloned; now clean up */
,XWE_DISCONNMSG /* disconnect socket from this game/cref */
,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_RSP
,XWA_SEND_1ST_RERSP
,XWA_REJECT
,XWA_SEND_RSP /* Send a connection response */
,XWA_SEND_RERSP
,XWA_SENDALLHERE /* Let all devices know we're in business */
,XWA_SNDALLHERE_2 /* Ditto, but for a reconnect */
,XWA_POSTCLONE
,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_NOTIFYDISCON
,XWA_REMOVESOCKET
,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