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-rw-r--r--apps/app_skel.c631
1 files changed, 587 insertions, 44 deletions
diff --git a/apps/app_skel.c b/apps/app_skel.c
index bd3b546e0..02f09d717 100644
--- a/apps/app_skel.c
+++ b/apps/app_skel.c
@@ -15,8 +15,8 @@
* the GNU General Public License Version 2. See the LICENSE file
* at the top of the source tree.
*
- * Please follow coding guidelines
- * http://svn.digium.com/view/asterisk/trunk/doc/CODING-GUIDELINES
+ * Please follow coding guidelines
+ * https://wiki.asterisk.org/wiki/display/AST/Coding+Guidelines
*/
/*! \file
@@ -24,8 +24,8 @@
* \brief Skeleton application
*
* \author\verbatim <Your Name Here> <<Your Email Here>> \endverbatim
- *
- * This is a skeleton for development of an Asterisk application
+ *
+ * This is a skeleton for development of an Asterisk application
* \ingroup applications
*/
@@ -38,79 +38,306 @@
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="Skel" language="en_US">
+ <application name="SkelGuessNumber" language="en_US">
<synopsis>
- Simple one line explaination.
+ An example number guessing game
</synopsis>
<syntax>
- <parameter name="dummy" required="true"/>
+ <parameter name="level" required="true"/>
<parameter name="options">
<optionlist>
- <option name="a">
- <para>Option A.</para>
- </option>
- <option name="b">
- <para>Option B.</para>
- </option>
<option name="c">
- <para>Option C.</para>
+ <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 application is a template to build other applications from.
- It shows you the basic structure to create your own Asterisk applications.</para>
+ <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>
***/
-static char *app = "Skel";
+static char *app = "SkelGuessNumber";
enum option_flags {
- OPTION_A = (1 << 0),
- OPTION_B = (1 << 1),
- OPTION_C = (1 << 2),
+ OPTION_CHEAT = (1 << 0),
+ OPTION_NUMGAMES = (1 << 1),
};
enum option_args {
- OPTION_ARG_B = 0,
- OPTION_ARG_C = 1,
+ OPTION_ARG_NUMGAMES,
/* This *must* be the last value in this enum! */
- OPTION_ARG_ARRAY_SIZE = 2,
+ OPTION_ARG_ARRAY_SIZE,
};
AST_APP_OPTIONS(app_opts,{
- AST_APP_OPTION('a', OPTION_A),
- AST_APP_OPTION_ARG('b', OPTION_B, OPTION_ARG_B),
- AST_APP_OPTION_ARG('c', OPTION_C, OPTION_ARG_C),
+ 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 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,
+ .item_offset = offsetof(struct skel_config, global),
+ .category_match = ACO_WHITELIST,
+ .category = "^general$",
+};
+
+struct aco_type *global_options[] = ACO_TYPES(&global_option);
+
+/*! \brief An aco_type structure to link the "sounds" category to the skel_global_config type */
+static struct aco_type sound_option = {
+ .type = ACO_GLOBAL,
+ .item_offset = offsetof(struct skel_config, global),
+ .category_match = ACO_WHITELIST,
+ .category = "^sounds$",
+};
+
+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,
+ .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 res = 0;
- struct ast_flags flags;
+ 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(dummy);
+ AST_APP_ARG(level);
AST_APP_ARG(options);
);
- if (ast_strlen_zero(data)) {
- ast_log(LOG_WARNING, "%s requires an argument (dummy[,options])\n", app);
+ if (!cfg) {
+ ast_log(LOG_ERROR, "Couldn't access configuratino data!\n");
return -1;
}
- /* Do our thing here */
+ 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);
@@ -121,34 +348,350 @@ static int app_exec(struct ast_channel *chan, const char *data)
ast_app_parse_options(app_opts, &flags, opts, args.options);
}
- if (!ast_strlen_zero(args.dummy)) {
- ast_log(LOG_NOTICE, "Dummy value is : %s\n", args.dummy);
+ 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';
- if (ast_test_flag(&flags, OPTION_A)) {
- ast_log(LOG_NOTICE, "Option A is set\n");
+ /* 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);
}
- if (ast_test_flag(&flags, OPTION_B)) {
- ast_log(LOG_NOTICE, "Option B is set with : %s\n", opts[OPTION_ARG_B] ? opts[OPTION_ARG_B] : "<unspecified>");
+ 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;
}
- if (ast_test_flag(&flags, OPTION_C)) {
- ast_log(LOG_NOTICE, "Option C is set with : %s\n", opts[OPTION_ARG_C] ? opts[OPTION_ARG_C] : "<unspecified>");
+ 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;
+}
- return res;
+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)) {
+ 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);
return ast_unregister_application(app);
}
static int load_module(void)
{
- return ast_register_application_xml(app, app_exec) ?
- AST_MODULE_LOAD_DECLINE : AST_MODULE_LOAD_SUCCESS;
+ 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)) {
+ 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_STANDARD(ASTERISK_GPL_KEY, "Skeleton (sample) Application");
+AST_MODULE_INFO(ASTERISK_GPL_KEY, AST_MODFLAG_LOAD_ORDER, "Skeleton (sample) Application",
+ .load = load_module,
+ .unload = unload_module,
+ .reload = reload_module,
+ .load_pri = AST_MODPRI_DEFAULT,
+);