xwords/relay/states.h
2005-10-19 03:40:40 +00:00

156 lines
5.2 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.
*/
#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_CHKCOUNTS /* check from any other state */
,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_ALLCONNECTED /* 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_COUNTSBAD
,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_DISCONNMSG /* disconnect socket from this game/cref */
,XWE_FORWARDMSG /* A message needs forwarding */
,XWE_HEARTRCVD /* A heartbeat message arrived */
,XWE_CONNTIMER /* timer for did we get all players hooked
up */
,XWE_HEARTFAILED
,XWE_REMOVESOCKET /* Need to remove socket from this cref */
,XWE_NOTIFYDISCON /* Send a discon */
,XWE_NOMORESOCKETS /* last socket's been removed */
,XWE_ANY /* wildcard; matches all */
} XW_RELAY_EVENT;
/* actions */
typedef enum {
XWA_NONE
,XWA_SEND_1ST_RSP
,XWA_SEND_1ST_RERSP
,XWA_CHKCOUNTS
,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_FWD /* Forward a message */
,XWA_NOTEHEART /* Record heartbeat received */
,XWA_TIMERDISCONN /* disconnect all because of a timer */
,XWA_DISCONNECT
,XWA_NOTIFYDISCON
,XWA_REMOVESOCKET
,XWA_HEARTDISCONN
} XW_RELAY_ACTION;
int getFromTable( XW_RELAY_STATE curState, XW_RELAY_EVENT curEvent,
XW_RELAY_ACTION* takeAction, XW_RELAY_STATE* nextState );
char* stateString( XW_RELAY_STATE state );
char* eventString( XW_RELAY_EVENT evt );
char* actString( XW_RELAY_ACTION act );
#endif