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- /*
- * Asterisk -- An open source telephony toolkit.
- *
- * Copyright (C) <Year>, <Your Name Here>
- *
- * <Your Name Here> <<Your Email Here>>
- *
- * See http://www.asterisk.org for more information about
- * the Asterisk project. Please do not directly contact
- * any of the maintainers of this project for assistance;
- * the project provides a web site, mailing lists and IRC
- * channels for your use.
- *
- * This program is free software, distributed under the terms of
- * the GNU General Public License Version 2. See the LICENSE file
- * at the top of the source tree.
- *
- * Please follow coding guidelines
- * https://wiki.asterisk.org/wiki/display/AST/Coding+Guidelines
- */
- /*! \file
- *
- * \brief Skeleton application
- *
- * \author\verbatim <Your Name Here> <<Your Email Here>> \endverbatim
- *
- * This is a skeleton for development of an Asterisk application
- * \ingroup applications
- */
- /*! \li \ref app_skel.c uses configuration file \ref app_skel.conf
- * \addtogroup configuration_file Configuration Files
- */
- /*!
- * \page app_skel.conf app_skel.conf
- * \verbinclude app_skel.conf.sample
- */
- /*** MODULEINFO
- <defaultenabled>no</defaultenabled>
- <support_level>core</support_level>
- ***/
- #include "asterisk.h"
- ASTERISK_FILE_VERSION(__FILE__, "$Revision$")
- #include <math.h> /* log10 */
- #include "asterisk/file.h"
- #include "asterisk/channel.h"
- #include "asterisk/pbx.h"
- #include "asterisk/module.h"
- #include "asterisk/lock.h"
- #include "asterisk/app.h"
- #include "asterisk/config.h"
- #include "asterisk/config_options.h"
- #include "asterisk/say.h"
- #include "asterisk/astobj2.h"
- #include "asterisk/acl.h"
- #include "asterisk/netsock2.h"
- #include "asterisk/strings.h"
- #include "asterisk/cli.h"
- /*** DOCUMENTATION
- <application name="SkelGuessNumber" language="en_US">
- <synopsis>
- An example number guessing game
- </synopsis>
- <syntax>
- <parameter name="level" required="true"/>
- <parameter name="options">
- <optionlist>
- <option name="c">
- <para>The computer should cheat</para>
- </option>
- <option name="n">
- <para>How many games to play before hanging up</para>
- </option>
- </optionlist>
- </parameter>
- </syntax>
- <description>
- <para>This simple number guessing application is a template to build other applications
- from. It shows you the basic structure to create your own Asterisk applications.</para>
- </description>
- </application>
- <configInfo name="app_skel" language="en_US">
- <configFile name="app_skel.conf">
- <configObject name="globals">
- <synopsis>Options that apply globally to app_skel</synopsis>
- <configOption name="games">
- <synopsis>The number of games a single execution of SkelGuessNumber will play</synopsis>
- </configOption>
- <configOption name="cheat">
- <synopsis>Should the computer cheat?</synopsis>
- <description><para>If enabled, the computer will ignore winning guesses.</para></description>
- </configOption>
- </configObject>
- <configObject name="sounds">
- <synopsis>Prompts for SkelGuessNumber to play</synopsis>
- <configOption name="prompt" default="please-enter-your&number&queue-less-than">
- <synopsis>A prompt directing the user to enter a number less than the max number</synopsis>
- </configOption>
- <configOption name="wrong_guess" default="vm-pls-try-again">
- <synopsis>The sound file to play when a wrong guess is made</synopsis>
- </configOption>
- <configOption name="right_guess" default="auth-thankyou">
- <synopsis>The sound file to play when a correct guess is made</synopsis>
- </configOption>
- <configOption name="too_low">
- <synopsis>The sound file to play when a guess is too low</synopsis>
- </configOption>
- <configOption name="too_high">
- <synopsis>The sound file to play when a guess is too high</synopsis>
- </configOption>
- <configOption name="lose" default="vm-goodbye">
- <synopsis>The sound file to play when a player loses</synopsis>
- </configOption>
- </configObject>
- <configObject name="level">
- <synopsis>Defined levels for the SkelGuessNumber game</synopsis>
- <configOption name="max_number">
- <synopsis>The maximum in the range of numbers to guess (1 is the implied minimum)</synopsis>
- </configOption>
- <configOption name="max_guesses">
- <synopsis>The maximum number of guesses before a game is considered lost</synopsis>
- </configOption>
- </configObject>
- </configFile>
- </configInfo>
- ***/
- static char *app = "SkelGuessNumber";
- enum option_flags {
- OPTION_CHEAT = (1 << 0),
- OPTION_NUMGAMES = (1 << 1),
- };
- enum option_args {
- OPTION_ARG_NUMGAMES,
- /* This *must* be the last value in this enum! */
- OPTION_ARG_ARRAY_SIZE,
- };
- AST_APP_OPTIONS(app_opts,{
- AST_APP_OPTION('c', OPTION_CHEAT),
- AST_APP_OPTION_ARG('n', OPTION_NUMGAMES, OPTION_ARG_NUMGAMES),
- });
- /*! \brief A structure to hold global configuration-related options */
- struct skel_global_config {
- AST_DECLARE_STRING_FIELDS(
- AST_STRING_FIELD(prompt); /*!< The comma-separated list of sounds to prompt to enter a number */
- AST_STRING_FIELD(wrong); /*!< The comma-separated list of sounds to indicate a wrong guess */
- AST_STRING_FIELD(right); /*!< The comma-separated list of sounds to indicate a right guess */
- AST_STRING_FIELD(high); /*!< The comma-separated list of sounds to indicate a high guess */
- AST_STRING_FIELD(low); /*!< The comma-separated list of sounds to indicate a low guess */
- AST_STRING_FIELD(lose); /*!< The comma-separated list of sounds to indicate a lost game */
- );
- uint32_t num_games; /*!< The number of games to play before hanging up */
- unsigned char cheat:1; /*!< Whether the computer can cheat or not */
- };
- /*! \brief A structure to maintain level state across reloads */
- struct skel_level_state {
- uint32_t wins; /*!< How many wins for this level */
- uint32_t losses; /*!< How many losses for this level */
- double avg_guesses; /*!< The average number of guesses to win for this level */
- };
- /*! \brief Object to hold level config information.
- * \note This object should hold a reference to an an object that holds state across reloads.
- * The other fields are just examples of the kind of data that might be stored in an level.
- */
- struct skel_level {
- AST_DECLARE_STRING_FIELDS(
- AST_STRING_FIELD(name); /*!< The name of the level */
- );
- uint32_t max_num; /*!< The upper value on th range of numbers to guess */
- uint32_t max_guesses; /*!< The maximum number of guesses before losing */
- struct skel_level_state *state; /*!< A pointer to level state that must exist across all reloads */
- };
- /*! \brief Information about a currently running set of games
- * \note Because we want to be able to show true running information about the games
- * regardless of whether or not a reload has modified what the level looks like, it
- * is important to either copy the information we need from the level to the
- * current_game struct, or as we do here, store a reference to the level as it is for
- * the running game.
- */
- struct skel_current_game {
- uint32_t total_games; /*! The total number of games for this call to to the app */
- uint32_t games_left; /*! How many games are left to play in this set */
- uint32_t cheat; /*! Whether or not cheating was enabled for the game */
- struct skel_level *level_info; /*! The level information for the running game */
- };
- /* Treat the levels as an array--there won't be many and this will maintain the order */
- #define LEVEL_BUCKETS 1
- /*! \brief A container that holds all config-related information
- * \note This object should contain a pointer to structs for global data and containers for
- * any levels that are configured. Objects of this type will be swapped out on reload. If an
- * level needs to maintain state across reloads, it needs to allocate a refcounted object to
- * hold that state and ensure that a reference is passed to that state when creating a new
- * level for reload. */
- struct skel_config {
- struct skel_global_config *global;
- struct ao2_container *levels;
- };
- /* Config Options API callbacks */
- /*! \brief Allocate a skel_config to hold a snapshot of the complete results of parsing a config
- * \internal
- * \returns A void pointer to a newly allocated skel_config
- */
- static void *skel_config_alloc(void);
- /*! \brief Allocate a skel_level based on a category in a configuration file
- * \param cat The category to base the level on
- * \returns A void pointer to a newly allocated skel_level
- */
- static void *skel_level_alloc(const char *cat);
- /*! \brief Find a skel level in the specified container
- * \note This function *does not* look for a skel_level in the active container. It is used
- * internally by the Config Options code to check if an level has already been added to the
- * container that will be swapped for the live container on a successul reload.
- *
- * \param tmp_container A non-active container to search for a level
- * \param category The category associated with the level to check for
- * \retval non-NULL The level from the container
- * \retval NULL The level does not exist in the container
- */
- static void *skel_level_find(struct ao2_container *tmp_container, const char *category);
- /*! \brief An aco_type structure to link the "general" category to the skel_global_config type */
- static struct aco_type global_option = {
- .type = ACO_GLOBAL,
- .name = "globals",
- .item_offset = offsetof(struct skel_config, global),
- .category_match = ACO_WHITELIST,
- .category = "^general$",
- };
- struct aco_type *global_options[] = ACO_TYPES(&global_option);
- /*! \brief An aco_type structure to link the "sounds" category to the skel_global_config type */
- static struct aco_type sound_option = {
- .type = ACO_GLOBAL,
- .name = "sounds",
- .item_offset = offsetof(struct skel_config, global),
- .category_match = ACO_WHITELIST,
- .category = "^sounds$",
- };
- struct aco_type *sound_options[] = ACO_TYPES(&sound_option);
- /*! \brief An aco_type structure to link the everything but the "general" and "sounds" categories to the skel_level type */
- static struct aco_type level_option = {
- .type = ACO_ITEM,
- .name = "level",
- .category_match = ACO_BLACKLIST,
- .category = "^(general|sounds)$",
- .item_alloc = skel_level_alloc,
- .item_find = skel_level_find,
- .item_offset = offsetof(struct skel_config, levels),
- };
- struct aco_type *level_options[] = ACO_TYPES(&level_option);
- struct aco_file app_skel_conf = {
- .filename = "app_skel.conf",
- .types = ACO_TYPES(&global_option, &sound_option, &level_option),
- };
- /*! \brief A global object container that will contain the skel_config that gets swapped out on reloads */
- static AO2_GLOBAL_OBJ_STATIC(globals);
- /*! \brief The container of active games */
- static struct ao2_container *games;
- /*! \brief Register information about the configs being processed by this module */
- CONFIG_INFO_STANDARD(cfg_info, globals, skel_config_alloc,
- .files = ACO_FILES(&app_skel_conf),
- );
- static void skel_global_config_destructor(void *obj)
- {
- struct skel_global_config *global = obj;
- ast_string_field_free_memory(global);
- }
- static void skel_game_destructor(void *obj)
- {
- struct skel_current_game *game = obj;
- ao2_cleanup(game->level_info);
- }
- static void skel_state_destructor(void *obj)
- {
- return;
- }
- static struct skel_current_game *skel_game_alloc(struct skel_level *level)
- {
- struct skel_current_game *game;
- if (!(game = ao2_alloc(sizeof(struct skel_current_game), skel_game_destructor))) {
- return NULL;
- }
- ao2_ref(level, +1);
- game->level_info = level;
- return game;
- }
- static void skel_level_destructor(void *obj)
- {
- struct skel_level *level = obj;
- ast_string_field_free_memory(level);
- ao2_cleanup(level->state);
- }
- static int skel_level_hash(const void *obj, const int flags)
- {
- const struct skel_level *level = obj;
- const char *name = (flags & OBJ_KEY) ? obj : level->name;
- return ast_str_case_hash(name);
- }
- static int skel_level_cmp(void *obj, void *arg, int flags)
- {
- struct skel_level *one = obj, *two = arg;
- const char *match = (flags & OBJ_KEY) ? arg : two->name;
- return strcasecmp(one->name, match) ? 0 : (CMP_MATCH | CMP_STOP);
- }
- /*! \brief A custom bitfield handler
- * \internal
- * \note It is not possible to take the address of a bitfield, therefor all
- * bitfields in the config struct will have to use a custom handler
- * \param opt The opaque config option
- * \param var The ast_variable containing the option name and value
- * \param obj The object registerd for this option type
- * \retval 0 Success
- * \retval non-zero Failure
- */
- static int custom_bitfield_handler(const struct aco_option *opt, struct ast_variable *var, void *obj)
- {
- struct skel_global_config *global = obj;
- if (!strcasecmp(var->name, "cheat")) {
- global->cheat = ast_true(var->value);
- } else {
- return -1;
- }
- return 0;
- }
- static void play_files_helper(struct ast_channel *chan, const char *prompts)
- {
- char *prompt, *rest = ast_strdupa(prompts);
- ast_stopstream(chan);
- while ((prompt = strsep(&rest, "&")) && !ast_stream_and_wait(chan, prompt, "")) {
- ast_stopstream(chan);
- }
- }
- static int app_exec(struct ast_channel *chan, const char *data)
- {
- int win = 0;
- uint32_t guesses;
- RAII_VAR(struct skel_config *, cfg, ao2_global_obj_ref(globals), ao2_cleanup);
- RAII_VAR(struct skel_level *, level, NULL, ao2_cleanup);
- RAII_VAR(struct skel_current_game *, game, NULL, ao2_cleanup);
- char *parse, *opts[OPTION_ARG_ARRAY_SIZE];
- struct ast_flags flags;
- AST_DECLARE_APP_ARGS(args,
- AST_APP_ARG(level);
- AST_APP_ARG(options);
- );
- if (!cfg) {
- ast_log(LOG_ERROR, "Couldn't access configuratino data!\n");
- return -1;
- }
- if (ast_strlen_zero(data)) {
- ast_log(LOG_WARNING, "%s requires an argument (level[,options])\n", app);
- return -1;
- }
- /* We need to make a copy of the input string if we are going to modify it! */
- parse = ast_strdupa(data);
- AST_STANDARD_APP_ARGS(args, parse);
- if (args.argc == 2) {
- ast_app_parse_options(app_opts, &flags, opts, args.options);
- }
- 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;
- }
- if (!(cfg->levels = ao2_container_alloc(LEVEL_BUCKETS, skel_level_hash, skel_level_cmp))) {
- 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;
- }
- if (!(games = ao2_container_alloc(1, NULL, NULL))) {
- 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, 1, 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_LOAD_ORDER, "Skeleton (sample) Application",
- .support_level = AST_MODULE_SUPPORT_CORE,
- .load = load_module,
- .unload = unload_module,
- .reload = reload_module,
- .load_pri = AST_MODPRI_DEFAULT,
- );
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