1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698
|
/*
* 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
*/
/*** MODULEINFO
<defaultenabled>no</defaultenabled>
<support_level>core</support_level>
***/
#include "asterisk.h"
ASTERISK_FILE_VERSION(__FILE__, "$Revision: 418465 $")
#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>
***/
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 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 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);
}
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",
.load = load_module,
.unload = unload_module,
.reload = reload_module,
.load_pri = AST_MODPRI_DEFAULT,
);
|