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git://xwords.git.sourceforge.net/gitroot/xwords/xwords
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d9826ae275
a new game.
194 lines
8.6 KiB
C++
194 lines
8.6 KiB
C++
/* -*-mode: C; fill-column: 78; c-basic-offset: 4; -*- */
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/*
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* Copyright 2005 by Eric House (fixin@peak.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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#include "assert.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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Perhaps a better algorithm is needed for determining when the game is
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closed. It's not when the first XW_EVENT_FORWARDMSG comes along, since
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that can happen before all hosts have arrived (e.g. if a client signs up
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before the server.) The goal has been to avoid having the relay know about
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the xwords protocol. But it already knows about hostID 0 (I think). So
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maybe when that host sends a message for forwarding we know we're set? Or
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maybe we add a message the server can send saying "All are present now;
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lock the game!" It'd suck if that were spoofed though.
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The problem we want to avoid is bogus connections. Two are playing using
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cookie FOO. Somebody looks over a shoulder and sees FOO, and tries to
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connect. The relay must not start forwarding packets from the interloper
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into the game associated with FOO.
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*/
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StateTable g_stateTable[] = {
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/* Initial msg comes in. Managing object created in init state, sends response */
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{ XW_ST_INITED, XW_EVENT_CONNECTMSG, XW_ACTION_SEND_1ST_RSP, XW_ST_CONNECTING },
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{ XW_ST_INITED, XW_EVENT_RECONNECTMSG, XW_ACTION_SENDRSP, XW_ST_CONNECTING },
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/* Another connect msg comes in */
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{ XW_ST_CONNECTING, XW_EVENT_CONNECTMSG, XW_ACTION_SENDRSP, XW_ST_CONNECTING },
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{ XW_ST_CONNECTING, XW_EVENT_RECONNECTMSG, XW_ACTION_SENDRSP, XW_ST_CONNECTING },
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/* Disconnect. */
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{ XW_ST_ALLCONNECTED, XW_EVENT_DISCONNECTMSG, XW_ACTION_DISCONNECT, XW_ST_MISSING },
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{ XW_ST_CONNECTING, XW_EVENT_DISCONNECTMSG, XW_ACTION_DISCONNECT, XW_ST_CONNECTING },
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{ XW_ST_MISSING, XW_EVENT_DISCONNECTMSG, XW_ACTION_DISCONNECT, XW_ST_MISSING },
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{ XW_ST_MISSING, XW_EVENT_NOMORESOCKETS, XW_ACTION_NONE, XW_ST_DEAD },
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/* Forward requests while not locked are ok -- but we must check that the
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target is actually present. If no socket available must drop the message */
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{ XW_ST_CONNECTING, XW_EVENT_FORWARDMSG, XW_ACTION_CHECKDEST, XW_ST_CHECKINGDEST },
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{ XW_ST_CHECKINGDEST, XW_EVENT_DESTOK, XW_ACTION_CHECK_CAN_LOCK, XW_ST_CHECKING_CAN_LOCK },
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{ XW_ST_CHECKING_CAN_LOCK, XW_EVENT_CAN_LOCK, XW_ACTION_FWD, XW_ST_ALLCONNECTED },
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{ XW_ST_CHECKING_CAN_LOCK, XW_EVENT_CANT_LOCK, XW_ACTION_FWD, XW_ST_CONNECTING },
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{ XW_ST_CHECKINGDEST, XW_EVENT_DESTBAD, XW_ACTION_NONE, XW_ST_CONNECTING },
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/* Timeout before all connected */
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{ XW_ST_CONNECTING, XW_EVENT_CONNTIMER, XW_ACTION_TIMERDISCONNECT,XW_ST_DEAD },
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{ XW_ST_ALLCONNECTED, XW_EVENT_HEARTFAILED, XW_ACTION_HEARTDISCONNECT, XW_ST_MISSING },
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{ XW_ST_CONNECTING, XW_EVENT_HEARTFAILED, XW_ACTION_HEARTDISCONNECT, XW_ST_CONNECTING },
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{ XW_ST_MISSING, XW_EVENT_HEARTFAILED, XW_ACTION_HEARTDISCONNECT, XW_ST_MISSING },
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{ XW_ST_CONNECTING, XW_EVENT_REMOVESOCKET, XW_ACTION_REMOVESOCKET, XW_ST_CONNECTING },
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{ XW_ST_ALLCONNECTED, XW_EVENT_REMOVESOCKET, XW_ACTION_REMOVESOCKET, XW_ST_MISSING },
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{ XW_ST_MISSING, XW_EVENT_REMOVESOCKET, XW_ACTION_REMOVESOCKET, XW_ST_MISSING },
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{ XW_ST_CONNECTING, XW_EVENT_NOMORESOCKETS, XW_ACTION_NONE, XW_ST_DEAD },
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{ XW_ST_DEAD, XW_EVENT_NOMORESOCKETS, XW_ACTION_NONE, XW_ST_DEAD },
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/* This is the entry we'll use most of the time */
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{ XW_ST_ALLCONNECTED, XW_EVENT_FORWARDMSG, XW_ACTION_FWD, XW_ST_ALLCONNECTED },
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{ XW_ST_ALLCONNECTED, XW_EVENT_CONNTIMER, XW_ACTION_NONE, XW_ST_ALLCONNECTED },
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/* Heartbeat arrived */
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{ XW_ST_CONNECTING, XW_EVENT_HEARTMSG, XW_ACTION_NOTEHEART, XW_ST_CONNECTING },
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{ XW_ST_ALLCONNECTED, XW_EVENT_HEARTMSG, XW_ACTION_NOTEHEART, XW_ST_ALLCONNECTED },
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{ XW_ST_MISSING, XW_EVENT_HEARTMSG, XW_ACTION_NOTEHEART, XW_ST_MISSING },
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/* I think we need a state XW_ST_SOMEMISSING. The game can't be played,
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but we're open to XWRELAY_RECONNECT (but not to XWRELAY_CONNECT) */
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{ XW_ST_CONNECTING, XW_EVENT_NOTIFYDISCON, XW_ACTION_NOTIFYDISCON, XW_ST_CONNECTING },
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{ XW_ST_ALLCONNECTED, XW_EVENT_NOTIFYDISCON, XW_ACTION_NOTIFYDISCON, XW_ST_MISSING },
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{ XW_ST_MISSING, XW_EVENT_NOTIFYDISCON, XW_ACTION_NOTIFYDISCON, XW_ST_DEAD },
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{ XW_ST_DEAD, XW_EVENT_NOTIFYDISCON, XW_ACTION_NOTIFYDISCON, XW_ST_DEAD },
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{ XW_ST_DEAD, XW_EVENT_REMOVESOCKET, XW_ACTION_REMOVESOCKET, XW_ST_DEAD },
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// { XW_ST_DEAD, XW_EVENT_ANY, XW_ACTION_NONE, XW_ST_DEAD },
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/* Reconnect. Just like a connect but cookieID is supplied. Can it
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happen in the middle of a game when state is XW_ST_ALLCONNECTED? */
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/* Marks end of table */
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{ XW_ST_NONE, XW_EVENT_NONE, XW_ACTION_NONE, XW_ST_NONE }
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};
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int
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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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StateTable* stp = g_stateTable;
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while ( stp->stateStart != XW_ST_NONE ) {
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if ( stp->stateStart == curState ) {
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if ( stp->stateEvent == curEvent || stp->stateEvent == XW_EVENT_ANY ) {
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*takeAction = stp->stateAction;
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*nextState = stp->stateEnd;
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return 1;
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}
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}
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++stp;
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}
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logf( "==> ERROR :: unable to find transition from %s on event %s",
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stateString(curState), eventString(curEvent) );
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return 0;
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} /* getFromTable */
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#define CASESTR(s) case s: return #s
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char*
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stateString( XW_RELAY_STATE state )
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{
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switch( state ) {
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CASESTR(XW_ST_NONE);
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CASESTR(XW_ST_INITED);
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CASESTR(XW_ST_CONNECTING);
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CASESTR(XW_ST_ALLCONNECTED);
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CASESTR(XW_ST_WAITING_RECON);
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CASESTR(XW_ST_DEAD);
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CASESTR(XW_ST_CHECKING_CONN);
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CASESTR(XW_ST_CHECKINGDEST);
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CASESTR(XW_ST_CHECKING_CAN_LOCK);
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CASESTR(XW_ST_MISSING);
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}
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assert(0);
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return "";
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}
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char*
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eventString( XW_RELAY_EVENT evt )
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{
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switch( evt ) {
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CASESTR(XW_EVENT_NONE);
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CASESTR(XW_EVENT_CONNECTMSG);
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CASESTR(XW_EVENT_RECONNECTMSG);
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CASESTR(XW_EVENT_DISCONNECTMSG);
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CASESTR(XW_EVENT_FORWARDMSG);
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CASESTR(XW_EVENT_HEARTMSG);
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CASESTR(XW_EVENT_CONNTIMER);
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CASESTR(XW_EVENT_HEARTFAILED);
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CASESTR(XW_EVENT_DESTOK);
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CASESTR(XW_EVENT_DESTBAD);
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CASESTR(XW_EVENT_CAN_LOCK);
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CASESTR(XW_EVENT_CANT_LOCK);
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CASESTR(XW_EVENT_ANY);
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CASESTR(XW_EVENT_REMOVESOCKET);
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CASESTR(XW_EVENT_NOMORESOCKETS);
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CASESTR(XW_EVENT_NOTIFYDISCON);
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}
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assert(0);
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return "";
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}
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#undef CASESTR
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