774 lines
24 KiB
C
774 lines
24 KiB
C
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/*
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* Asterisk -- An open source telephony toolkit.
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*
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* Copyright (C) <Year>, <Your Name Here>
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*
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* <Your Name Here> <<Your Email Here>>
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*
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* See http://www.asterisk.org for more information about
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* the Asterisk project. Please do not directly contact
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* any of the maintainers of this project for assistance;
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* the project provides a web site, mailing lists and IRC
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* channels for your use.
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*
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* This program is free software, distributed under the terms of
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* the GNU General Public License Version 2. See the LICENSE file
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* at the top of the source tree.
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*
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* Please follow coding guidelines
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* https://wiki.asterisk.org/wiki/display/AST/Coding+Guidelines
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*/
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/*! \file
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*
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* \brief Skeleton application
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*
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* \author\verbatim <Your Name Here> <<Your Email Here>> \endverbatim
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*
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* This is a skeleton for development of an Asterisk application
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* \ingroup applications
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*/
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/*! \li \ref app_skel.c uses configuration file \ref app_skel.conf
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* \addtogroup configuration_file Configuration Files
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*/
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/*!
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* \page app_skel.conf app_skel.conf
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* \verbinclude app_skel.conf.sample
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*/
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/*** MODULEINFO
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<defaultenabled>no</defaultenabled>
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<support_level>core</support_level>
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***/
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#include "asterisk.h"
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#include <math.h> /* log10 */
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#include "asterisk/file.h"
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#include "asterisk/channel.h"
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#include "asterisk/pbx.h"
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#include "asterisk/module.h"
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#include "asterisk/lock.h"
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#include "asterisk/app.h"
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#include "asterisk/config.h"
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#include "asterisk/config_options.h"
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#include "asterisk/say.h"
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#include "asterisk/astobj2.h"
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#include "asterisk/acl.h"
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#include "asterisk/netsock2.h"
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#include "asterisk/strings.h"
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#include "asterisk/cli.h"
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/*** DOCUMENTATION
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<application name="SkelGuessNumber" language="en_US">
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<synopsis>
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An example number guessing game
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</synopsis>
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<syntax>
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<parameter name="level" required="true"/>
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<parameter name="options">
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<optionlist>
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<option name="c">
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<para>The computer should cheat</para>
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</option>
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<option name="n">
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<para>How many games to play before hanging up</para>
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</option>
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</optionlist>
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</parameter>
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</syntax>
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<description>
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<para>This simple number guessing application is a template to build other applications
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from. It shows you the basic structure to create your own Asterisk applications.</para>
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</description>
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</application>
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<configInfo name="app_skel" language="en_US">
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<configFile name="app_skel.conf">
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<configObject name="globals">
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<synopsis>Options that apply globally to app_skel</synopsis>
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<configOption name="games">
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<synopsis>The number of games a single execution of SkelGuessNumber will play</synopsis>
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</configOption>
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<configOption name="cheat">
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<synopsis>Should the computer cheat?</synopsis>
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<description><para>If enabled, the computer will ignore winning guesses.</para></description>
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</configOption>
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</configObject>
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<configObject name="sounds">
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<synopsis>Prompts for SkelGuessNumber to play</synopsis>
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<configOption name="prompt" default="please-enter-your&number&queue-less-than">
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<synopsis>A prompt directing the user to enter a number less than the max number</synopsis>
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</configOption>
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<configOption name="wrong_guess" default="vm-pls-try-again">
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<synopsis>The sound file to play when a wrong guess is made</synopsis>
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</configOption>
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<configOption name="right_guess" default="auth-thankyou">
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<synopsis>The sound file to play when a correct guess is made</synopsis>
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</configOption>
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<configOption name="too_low">
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<synopsis>The sound file to play when a guess is too low</synopsis>
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</configOption>
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<configOption name="too_high">
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<synopsis>The sound file to play when a guess is too high</synopsis>
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</configOption>
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<configOption name="lose" default="vm-goodbye">
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<synopsis>The sound file to play when a player loses</synopsis>
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</configOption>
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</configObject>
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<configObject name="level">
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<synopsis>Defined levels for the SkelGuessNumber game</synopsis>
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<configOption name="max_number">
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<synopsis>The maximum in the range of numbers to guess (1 is the implied minimum)</synopsis>
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</configOption>
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<configOption name="max_guesses">
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<synopsis>The maximum number of guesses before a game is considered lost</synopsis>
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</configOption>
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</configObject>
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</configFile>
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</configInfo>
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***/
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static char *app = "SkelGuessNumber";
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enum option_flags {
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OPTION_CHEAT = (1 << 0),
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OPTION_NUMGAMES = (1 << 1),
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};
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enum option_args {
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OPTION_ARG_NUMGAMES,
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/* This *must* be the last value in this enum! */
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OPTION_ARG_ARRAY_SIZE,
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};
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AST_APP_OPTIONS(app_opts,{
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AST_APP_OPTION('c', OPTION_CHEAT),
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AST_APP_OPTION_ARG('n', OPTION_NUMGAMES, OPTION_ARG_NUMGAMES),
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});
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/*! \brief A structure to hold global configuration-related options */
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struct skel_global_config {
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AST_DECLARE_STRING_FIELDS(
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AST_STRING_FIELD(prompt); /*!< The comma-separated list of sounds to prompt to enter a number */
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AST_STRING_FIELD(wrong); /*!< The comma-separated list of sounds to indicate a wrong guess */
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AST_STRING_FIELD(right); /*!< The comma-separated list of sounds to indicate a right guess */
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AST_STRING_FIELD(high); /*!< The comma-separated list of sounds to indicate a high guess */
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AST_STRING_FIELD(low); /*!< The comma-separated list of sounds to indicate a low guess */
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AST_STRING_FIELD(lose); /*!< The comma-separated list of sounds to indicate a lost game */
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);
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uint32_t num_games; /*!< The number of games to play before hanging up */
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unsigned char cheat:1; /*!< Whether the computer can cheat or not */
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};
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/*! \brief A structure to maintain level state across reloads */
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struct skel_level_state {
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uint32_t wins; /*!< How many wins for this level */
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uint32_t losses; /*!< How many losses for this level */
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double avg_guesses; /*!< The average number of guesses to win for this level */
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};
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/*! \brief Object to hold level config information.
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* \note This object should hold a reference to an object that holds state across reloads.
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* The other fields are just examples of the kind of data that might be stored in an level.
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*/
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struct skel_level {
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AST_DECLARE_STRING_FIELDS(
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AST_STRING_FIELD(name); /*!< The name of the level */
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);
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uint32_t max_num; /*!< The upper value on th range of numbers to guess */
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uint32_t max_guesses; /*!< The maximum number of guesses before losing */
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struct skel_level_state *state; /*!< A pointer to level state that must exist across all reloads */
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};
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/*! \brief Information about a currently running set of games
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* \note Because we want to be able to show true running information about the games
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* regardless of whether or not a reload has modified what the level looks like, it
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* is important to either copy the information we need from the level to the
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* current_game struct, or as we do here, store a reference to the level as it is for
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* the running game.
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*/
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struct skel_current_game {
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uint32_t total_games; /*! The total number of games for this call to the app */
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uint32_t games_left; /*! How many games are left to play in this set */
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uint32_t cheat; /*! Whether or not cheating was enabled for the game */
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struct skel_level *level_info; /*! The level information for the running game */
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};
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/* Treat the levels as an array--there won't be many and this will maintain the order */
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#define LEVEL_BUCKETS 1
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/*! \brief A container that holds all config-related information
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* \note This object should contain a pointer to structs for global data and containers for
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* any levels that are configured. Objects of this type will be swapped out on reload. If an
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* level needs to maintain state across reloads, it needs to allocate a refcounted object to
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* hold that state and ensure that a reference is passed to that state when creating a new
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* level for reload. */
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struct skel_config {
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struct skel_global_config *global;
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struct ao2_container *levels;
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};
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/* Config Options API callbacks */
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/*! \brief Allocate a skel_config to hold a snapshot of the complete results of parsing a config
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* \internal
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* \returns A void pointer to a newly allocated skel_config
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*/
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static void *skel_config_alloc(void);
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/*! \brief Allocate a skel_level based on a category in a configuration file
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* \param cat The category to base the level on
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* \returns A void pointer to a newly allocated skel_level
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*/
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static void *skel_level_alloc(const char *cat);
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/*! \brief Find a skel level in the specified container
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* \note This function *does not* look for a skel_level in the active container. It is used
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* internally by the Config Options code to check if an level has already been added to the
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* container that will be swapped for the live container on a successul reload.
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*
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* \param tmp_container A non-active container to search for a level
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* \param category The category associated with the level to check for
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* \retval non-NULL The level from the container
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* \retval NULL The level does not exist in the container
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*/
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static void *skel_level_find(struct ao2_container *tmp_container, const char *category);
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/*! \brief An aco_type structure to link the "general" category to the skel_global_config type */
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static struct aco_type global_option = {
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.type = ACO_GLOBAL,
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.name = "globals",
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.item_offset = offsetof(struct skel_config, global),
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.category_match = ACO_WHITELIST_EXACT,
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.category = "general",
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};
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struct aco_type *global_options[] = ACO_TYPES(&global_option);
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/*! \brief An aco_type structure to link the "sounds" category to the skel_global_config type */
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static struct aco_type sound_option = {
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.type = ACO_GLOBAL,
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.name = "sounds",
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.item_offset = offsetof(struct skel_config, global),
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.category_match = ACO_WHITELIST_EXACT,
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.category = "sounds",
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};
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struct aco_type *sound_options[] = ACO_TYPES(&sound_option);
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static const char *level_categories[] = {
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"general",
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"sounds",
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NULL,
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};
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/*! \brief An aco_type structure to link the everything but the "general" and "sounds" categories to the skel_level type */
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static struct aco_type level_option = {
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.type = ACO_ITEM,
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.name = "level",
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.category_match = ACO_BLACKLIST_ARRAY,
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.category = (const char *)level_categories,
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.item_alloc = skel_level_alloc,
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.item_find = skel_level_find,
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.item_offset = offsetof(struct skel_config, levels),
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};
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struct aco_type *level_options[] = ACO_TYPES(&level_option);
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struct aco_file app_skel_conf = {
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.filename = "app_skel.conf",
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.types = ACO_TYPES(&global_option, &sound_option, &level_option),
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};
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/*! \brief A global object container that will contain the skel_config that gets swapped out on reloads */
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static AO2_GLOBAL_OBJ_STATIC(globals);
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/*! \brief The container of active games */
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static struct ao2_container *games;
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/*! \brief Register information about the configs being processed by this module */
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CONFIG_INFO_STANDARD(cfg_info, globals, skel_config_alloc,
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.files = ACO_FILES(&app_skel_conf),
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);
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static void skel_global_config_destructor(void *obj)
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{
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struct skel_global_config *global = obj;
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ast_string_field_free_memory(global);
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}
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static void skel_game_destructor(void *obj)
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{
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struct skel_current_game *game = obj;
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ao2_cleanup(game->level_info);
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}
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static void skel_state_destructor(void *obj)
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{
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return;
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}
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static struct skel_current_game *skel_game_alloc(struct skel_level *level)
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{
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struct skel_current_game *game;
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if (!(game = ao2_alloc(sizeof(struct skel_current_game), skel_game_destructor))) {
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return NULL;
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}
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ao2_ref(level, +1);
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game->level_info = level;
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return game;
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}
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static void skel_level_destructor(void *obj)
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{
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struct skel_level *level = obj;
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ast_string_field_free_memory(level);
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ao2_cleanup(level->state);
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}
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static int skel_level_hash(const void *obj, const int flags)
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{
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const struct skel_level *level = obj;
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const char *name = (flags & OBJ_KEY) ? obj : level->name;
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return ast_str_case_hash(name);
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}
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static int skel_level_cmp(void *obj, void *arg, int flags)
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{
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struct skel_level *one = obj, *two = arg;
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const char *match = (flags & OBJ_KEY) ? arg : two->name;
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return strcasecmp(one->name, match) ? 0 : (CMP_MATCH | CMP_STOP);
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}
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/*! \brief A custom bitfield handler
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* \internal
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* \note It is not possible to take the address of a bitfield, therefor all
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* bitfields in the config struct will have to use a custom handler
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* \param opt The opaque config option
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* \param var The ast_variable containing the option name and value
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* \param obj The object registerd for this option type
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* \retval 0 Success
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* \retval non-zero Failure
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*/
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static int custom_bitfield_handler(const struct aco_option *opt, struct ast_variable *var, void *obj)
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{
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struct skel_global_config *global = obj;
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if (!strcasecmp(var->name, "cheat")) {
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global->cheat = ast_true(var->value);
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} else {
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return -1;
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}
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return 0;
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}
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static void play_files_helper(struct ast_channel *chan, const char *prompts)
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{
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char *prompt, *rest = ast_strdupa(prompts);
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ast_stopstream(chan);
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while ((prompt = strsep(&rest, "&")) && !ast_stream_and_wait(chan, prompt, "")) {
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ast_stopstream(chan);
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}
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}
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static int app_exec(struct ast_channel *chan, const char *data)
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{
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int win = 0;
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uint32_t guesses;
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RAII_VAR(struct skel_config *, cfg, ao2_global_obj_ref(globals), ao2_cleanup);
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RAII_VAR(struct skel_level *, level, NULL, ao2_cleanup);
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RAII_VAR(struct skel_current_game *, game, NULL, ao2_cleanup);
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char *parse, *opts[OPTION_ARG_ARRAY_SIZE];
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struct ast_flags flags;
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AST_DECLARE_APP_ARGS(args,
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AST_APP_ARG(level);
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AST_APP_ARG(options);
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);
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if (!cfg) {
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ast_log(LOG_ERROR, "Couldn't access configuratino data!\n");
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return -1;
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}
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if (ast_strlen_zero(data)) {
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ast_log(LOG_WARNING, "%s requires an argument (level[,options])\n", app);
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return -1;
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}
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/* We need to make a copy of the input string if we are going to modify it! */
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parse = ast_strdupa(data);
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AST_STANDARD_APP_ARGS(args, parse);
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if (args.argc == 2) {
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ast_app_parse_options(app_opts, &flags, opts, args.options);
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}
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|
||
|
if (ast_strlen_zero(args.level)) {
|
||
|
ast_log(LOG_ERROR, "%s requires a level argument\n", app);
|
||
|
return -1;
|
||
|
}
|
||
|
|
||
|
if (!(level = ao2_find(cfg->levels, args.level, OBJ_KEY))) {
|
||
|
ast_log(LOG_ERROR, "Unknown level: %s\n", args.level);
|
||
|
return -1;
|
||
|
}
|
||
|
|
||
|
if (!(game = skel_game_alloc(level))) {
|
||
|
return -1;
|
||
|
}
|
||
|
|
||
|
ao2_link(games, game);
|
||
|
|
||
|
/* Use app-specified values, or the options specified in [general] if they aren't passed to the app */
|
||
|
if (!ast_test_flag(&flags, OPTION_NUMGAMES) ||
|
||
|
ast_strlen_zero(opts[OPTION_ARG_NUMGAMES]) ||
|
||
|
ast_parse_arg(opts[OPTION_ARG_NUMGAMES], PARSE_UINT32, &game->total_games)) {
|
||
|
game->total_games = cfg->global->num_games;
|
||
|
}
|
||
|
game->games_left = game->total_games;
|
||
|
game->cheat = ast_test_flag(&flags, OPTION_CHEAT) || cfg->global->cheat;
|
||
|
|
||
|
for (game->games_left = game->total_games; game->games_left; game->games_left--) {
|
||
|
uint32_t num = ast_random() % level->max_num; /* random number between 0 and level->max_num */
|
||
|
|
||
|
ast_debug(1, "They should totally should guess %u\n", num);
|
||
|
|
||
|
/* Play the prompt */
|
||
|
play_files_helper(chan, cfg->global->prompt);
|
||
|
ast_say_number(chan, level->max_num, "", ast_channel_language(chan), "");
|
||
|
|
||
|
for (guesses = 0; guesses < level->max_guesses; guesses++) {
|
||
|
size_t buflen = log10(level->max_num) + 1;
|
||
|
char buf[buflen];
|
||
|
int guess;
|
||
|
buf[buflen] = '\0';
|
||
|
|
||
|
/* Read the number pressed */
|
||
|
ast_readstring(chan, buf, buflen - 1, 2000, 10000, "");
|
||
|
if (ast_parse_arg(buf, PARSE_INT32 | PARSE_IN_RANGE, &guess, 0, level->max_num)) {
|
||
|
if (guesses < level->max_guesses - 1) {
|
||
|
play_files_helper(chan, cfg->global->wrong);
|
||
|
}
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
/* Inform whether the guess was right, low, or high */
|
||
|
if (guess == num && !game->cheat) {
|
||
|
/* win */
|
||
|
win = 1;
|
||
|
play_files_helper(chan, cfg->global->right);
|
||
|
guesses++;
|
||
|
break;
|
||
|
} else if (guess < num) {
|
||
|
play_files_helper(chan, cfg->global->low);
|
||
|
} else {
|
||
|
play_files_helper(chan, cfg->global->high);
|
||
|
}
|
||
|
|
||
|
if (guesses < level->max_guesses - 1) {
|
||
|
play_files_helper(chan, cfg->global->wrong);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/* Process game stats */
|
||
|
ao2_lock(level->state);
|
||
|
if (win) {
|
||
|
++level->state->wins;
|
||
|
level->state->avg_guesses = ((level->state->wins - 1) * level->state->avg_guesses + guesses) / level->state->wins;
|
||
|
} else {
|
||
|
/* lose */
|
||
|
level->state->losses++;
|
||
|
play_files_helper(chan, cfg->global->lose);
|
||
|
}
|
||
|
ao2_unlock(level->state);
|
||
|
}
|
||
|
|
||
|
ao2_unlink(games, game);
|
||
|
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
static struct skel_level *skel_state_alloc(const char *name)
|
||
|
{
|
||
|
struct skel_level *level;
|
||
|
|
||
|
if (!(level = ao2_alloc(sizeof(*level), skel_state_destructor))) {
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
return level;
|
||
|
}
|
||
|
|
||
|
static void *skel_level_find(struct ao2_container *tmp_container, const char *category)
|
||
|
{
|
||
|
return ao2_find(tmp_container, category, OBJ_KEY);
|
||
|
}
|
||
|
|
||
|
/*! \brief Look up an existing state object, or create a new one
|
||
|
* \internal
|
||
|
* \note Since the reload code will create a new level from scratch, it
|
||
|
* is important for any state that must persist between reloads to be
|
||
|
* in a separate refcounted object. This function allows the level alloc
|
||
|
* function to get a ref to an existing state object if it exists,
|
||
|
* otherwise it will return a reference to a newly allocated state object.
|
||
|
*/
|
||
|
static void *skel_find_or_create_state(const char *category)
|
||
|
{
|
||
|
RAII_VAR(struct skel_config *, cfg, ao2_global_obj_ref(globals), ao2_cleanup);
|
||
|
RAII_VAR(struct skel_level *, level, NULL, ao2_cleanup);
|
||
|
if (!cfg || !cfg->levels || !(level = ao2_find(cfg->levels, category, OBJ_KEY))) {
|
||
|
return skel_state_alloc(category);
|
||
|
}
|
||
|
ao2_ref(level->state, +1);
|
||
|
return level->state;
|
||
|
}
|
||
|
|
||
|
static void *skel_level_alloc(const char *cat)
|
||
|
{
|
||
|
struct skel_level *level;
|
||
|
|
||
|
if (!(level = ao2_alloc(sizeof(*level), skel_level_destructor))) {
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
if (ast_string_field_init(level, 128)) {
|
||
|
ao2_ref(level, -1);
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
/* Since the level has state information that needs to persist between reloads,
|
||
|
* it is important to handle that here in the level's allocation function.
|
||
|
* If not separated out into its own object, the data would be destroyed on
|
||
|
* reload. */
|
||
|
if (!(level->state = skel_find_or_create_state(cat))) {
|
||
|
ao2_ref(level, -1);
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
ast_string_field_set(level, name, cat);
|
||
|
|
||
|
return level;
|
||
|
}
|
||
|
|
||
|
static void skel_config_destructor(void *obj)
|
||
|
{
|
||
|
struct skel_config *cfg = obj;
|
||
|
ao2_cleanup(cfg->global);
|
||
|
ao2_cleanup(cfg->levels);
|
||
|
}
|
||
|
|
||
|
static void *skel_config_alloc(void)
|
||
|
{
|
||
|
struct skel_config *cfg;
|
||
|
|
||
|
if (!(cfg = ao2_alloc(sizeof(*cfg), skel_config_destructor))) {
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
/* Allocate/initialize memory */
|
||
|
if (!(cfg->global = ao2_alloc(sizeof(*cfg->global), skel_global_config_destructor))) {
|
||
|
goto error;
|
||
|
}
|
||
|
|
||
|
if (ast_string_field_init(cfg->global, 128)) {
|
||
|
goto error;
|
||
|
}
|
||
|
|
||
|
cfg->levels = ao2_container_alloc_hash(AO2_ALLOC_OPT_LOCK_MUTEX, 0, LEVEL_BUCKETS,
|
||
|
skel_level_hash, NULL, skel_level_cmp);
|
||
|
if (!cfg->levels) {
|
||
|
goto error;
|
||
|
}
|
||
|
|
||
|
return cfg;
|
||
|
error:
|
||
|
ao2_ref(cfg, -1);
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
static char *handle_skel_show_config(struct ast_cli_entry *e, int cmd, struct ast_cli_args *a)
|
||
|
{
|
||
|
RAII_VAR(struct skel_config *, cfg, NULL, ao2_cleanup);
|
||
|
|
||
|
switch(cmd) {
|
||
|
case CLI_INIT:
|
||
|
e->command = "skel show config";
|
||
|
e->usage =
|
||
|
"Usage: skel show config\n"
|
||
|
" List app_skel global config\n";
|
||
|
return NULL;
|
||
|
case CLI_GENERATE:
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
if (!(cfg = ao2_global_obj_ref(globals)) || !cfg->global) {
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
ast_cli(a->fd, "games per call: %u\n", cfg->global->num_games);
|
||
|
ast_cli(a->fd, "computer cheats: %s\n", AST_CLI_YESNO(cfg->global->cheat));
|
||
|
ast_cli(a->fd, "\n");
|
||
|
ast_cli(a->fd, "Sounds\n");
|
||
|
ast_cli(a->fd, " prompt: %s\n", cfg->global->prompt);
|
||
|
ast_cli(a->fd, " wrong guess: %s\n", cfg->global->wrong);
|
||
|
ast_cli(a->fd, " right guess: %s\n", cfg->global->right);
|
||
|
|
||
|
return CLI_SUCCESS;
|
||
|
}
|
||
|
|
||
|
static char *handle_skel_show_games(struct ast_cli_entry *e, int cmd, struct ast_cli_args *a)
|
||
|
{
|
||
|
struct ao2_iterator iter;
|
||
|
struct skel_current_game *game;
|
||
|
|
||
|
switch(cmd) {
|
||
|
case CLI_INIT:
|
||
|
e->command = "skel show games";
|
||
|
e->usage =
|
||
|
"Usage: skel show games\n"
|
||
|
" List app_skel active games\n";
|
||
|
return NULL;
|
||
|
case CLI_GENERATE:
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
#define SKEL_FORMAT "%-15.15s %-15.15s %-15.15s\n"
|
||
|
#define SKEL_FORMAT1 "%-15.15s %-15u %-15u\n"
|
||
|
ast_cli(a->fd, SKEL_FORMAT, "Level", "Total Games", "Games Left");
|
||
|
iter = ao2_iterator_init(games, 0);
|
||
|
while ((game = ao2_iterator_next(&iter))) {
|
||
|
ast_cli(a->fd, SKEL_FORMAT1, game->level_info->name, game->total_games, game->games_left);
|
||
|
ao2_ref(game, -1);
|
||
|
}
|
||
|
ao2_iterator_destroy(&iter);
|
||
|
#undef SKEL_FORMAT
|
||
|
#undef SKEL_FORMAT1
|
||
|
return CLI_SUCCESS;
|
||
|
}
|
||
|
|
||
|
static char *handle_skel_show_levels(struct ast_cli_entry *e, int cmd, struct ast_cli_args *a)
|
||
|
{
|
||
|
RAII_VAR(struct skel_config *, cfg, NULL, ao2_cleanup);
|
||
|
struct ao2_iterator iter;
|
||
|
struct skel_level *level;
|
||
|
|
||
|
switch(cmd) {
|
||
|
case CLI_INIT:
|
||
|
e->command = "skel show levels";
|
||
|
e->usage =
|
||
|
"Usage: skel show levels\n"
|
||
|
" List the app_skel levels\n";
|
||
|
return NULL;
|
||
|
case CLI_GENERATE:
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
if (!(cfg = ao2_global_obj_ref(globals)) || !cfg->levels) {
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
#define SKEL_FORMAT "%-15.15s %-11.11s %-12.12s %-8.8s %-8.8s %-12.12s\n"
|
||
|
#define SKEL_FORMAT1 "%-15.15s %-11u %-12u %-8u %-8u %-8f\n"
|
||
|
ast_cli(a->fd, SKEL_FORMAT, "Name", "Max number", "Max Guesses", "Wins", "Losses", "Avg Guesses");
|
||
|
iter = ao2_iterator_init(cfg->levels, 0);
|
||
|
while ((level = ao2_iterator_next(&iter))) {
|
||
|
ast_cli(a->fd, SKEL_FORMAT1, level->name, level->max_num, level->max_guesses, level->state->wins, level->state->losses, level->state->avg_guesses);
|
||
|
ao2_ref(level, -1);
|
||
|
}
|
||
|
ao2_iterator_destroy(&iter);
|
||
|
#undef SKEL_FORMAT
|
||
|
#undef SKEL_FORMAT1
|
||
|
|
||
|
return CLI_SUCCESS;
|
||
|
}
|
||
|
|
||
|
static struct ast_cli_entry skel_cli[] = {
|
||
|
AST_CLI_DEFINE(handle_skel_show_config, "Show app_skel global config options"),
|
||
|
AST_CLI_DEFINE(handle_skel_show_levels, "Show app_skel levels"),
|
||
|
AST_CLI_DEFINE(handle_skel_show_games, "Show app_skel active games"),
|
||
|
};
|
||
|
|
||
|
static int reload_module(void)
|
||
|
{
|
||
|
if (aco_process_config(&cfg_info, 1) == ACO_PROCESS_ERROR) {
|
||
|
return AST_MODULE_LOAD_DECLINE;
|
||
|
}
|
||
|
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
static int unload_module(void)
|
||
|
{
|
||
|
ast_cli_unregister_multiple(skel_cli, ARRAY_LEN(skel_cli));
|
||
|
aco_info_destroy(&cfg_info);
|
||
|
ao2_global_obj_release(globals);
|
||
|
ao2_cleanup(games);
|
||
|
return ast_unregister_application(app);
|
||
|
}
|
||
|
|
||
|
/*!
|
||
|
* \brief Load the module
|
||
|
*
|
||
|
* Module loading including tests for configuration or dependencies.
|
||
|
* This function can return AST_MODULE_LOAD_FAILURE, AST_MODULE_LOAD_DECLINE,
|
||
|
* or AST_MODULE_LOAD_SUCCESS. If a dependency or environment variable fails
|
||
|
* tests return AST_MODULE_LOAD_FAILURE. If the module can not load the
|
||
|
* configuration file or other non-critical problem return
|
||
|
* AST_MODULE_LOAD_DECLINE. On success return AST_MODULE_LOAD_SUCCESS.
|
||
|
*/
|
||
|
static int load_module(void)
|
||
|
{
|
||
|
if (aco_info_init(&cfg_info)) {
|
||
|
goto error;
|
||
|
}
|
||
|
|
||
|
games = ao2_container_alloc_list(AO2_ALLOC_OPT_LOCK_MUTEX, 0, NULL, NULL);
|
||
|
if (!games) {
|
||
|
goto error;
|
||
|
}
|
||
|
|
||
|
/* Global options */
|
||
|
aco_option_register(&cfg_info, "games", ACO_EXACT, global_options, "3", OPT_UINT_T, 0, FLDSET(struct skel_global_config, num_games));
|
||
|
aco_option_register_custom(&cfg_info, "cheat", ACO_EXACT, global_options, "no", custom_bitfield_handler, 0);
|
||
|
|
||
|
/* Sound options */
|
||
|
aco_option_register(&cfg_info, "prompt", ACO_EXACT, sound_options, "please-enter-your&number&queue-less-than", OPT_STRINGFIELD_T, 0, STRFLDSET(struct skel_global_config, prompt));
|
||
|
aco_option_register(&cfg_info, "wrong_guess", ACO_EXACT, sound_options, "vm-pls-try-again", OPT_STRINGFIELD_T, 0, STRFLDSET(struct skel_global_config, wrong));
|
||
|
aco_option_register(&cfg_info, "right_guess", ACO_EXACT, sound_options, "auth-thankyou", OPT_STRINGFIELD_T, 0, STRFLDSET(struct skel_global_config, right));
|
||
|
aco_option_register(&cfg_info, "too_high", ACO_EXACT, sound_options, "high", OPT_STRINGFIELD_T, 0, STRFLDSET(struct skel_global_config, high));
|
||
|
aco_option_register(&cfg_info, "too_low", ACO_EXACT, sound_options, "low", OPT_STRINGFIELD_T, 0, STRFLDSET(struct skel_global_config, low));
|
||
|
aco_option_register(&cfg_info, "lose", ACO_EXACT, sound_options, "vm-goodbye", OPT_STRINGFIELD_T, 0, STRFLDSET(struct skel_global_config, lose));
|
||
|
|
||
|
/* Level options */
|
||
|
aco_option_register(&cfg_info, "max_number", ACO_EXACT, level_options, NULL, OPT_UINT_T, 0, FLDSET(struct skel_level, max_num));
|
||
|
aco_option_register(&cfg_info, "max_guesses", ACO_EXACT, level_options, NULL, OPT_UINT_T, 0, FLDSET(struct skel_level, max_guesses));
|
||
|
|
||
|
if (aco_process_config(&cfg_info, 0) == ACO_PROCESS_ERROR) {
|
||
|
goto error;
|
||
|
}
|
||
|
|
||
|
ast_cli_register_multiple(skel_cli, ARRAY_LEN(skel_cli));
|
||
|
if (ast_register_application_xml(app, app_exec)) {
|
||
|
goto error;
|
||
|
}
|
||
|
return AST_MODULE_LOAD_SUCCESS;
|
||
|
|
||
|
error:
|
||
|
aco_info_destroy(&cfg_info);
|
||
|
ao2_cleanup(games);
|
||
|
return AST_MODULE_LOAD_DECLINE;
|
||
|
}
|
||
|
|
||
|
AST_MODULE_INFO(ASTERISK_GPL_KEY, AST_MODFLAG_DEFAULT, "Skeleton (sample) Application",
|
||
|
.support_level = AST_MODULE_SUPPORT_CORE,
|
||
|
.load = load_module,
|
||
|
.unload = unload_module,
|
||
|
.reload = reload_module,
|
||
|
);
|