--- /dev/null Thu Jan 01 00:00:00 1970 +0000
+++ b/realtimenetprots/sipfw/SampleApp/gameengine/Src/SIPExStateConnecting.cpp Tue Feb 02 01:03:15 2010 +0200
@@ -0,0 +1,73 @@
+
+// Copyright (c) 2004-2009 Nokia Corporation and/or its subsidiary(-ies).
+// All rights reserved.
+// This component and the accompanying materials are made available
+// under the terms of "Eclipse Public License v1.0"
+// which accompanies this distribution, and is available
+// at the URL "http://www.eclipse.org/legal/epl-v10.html".
+//
+// Initial Contributors:
+// Nokia Corporation - initial contribution.
+//
+// Contributors:
+//
+// Description:
+//
+
+
+
+// INCLUDES
+#include "SIPExStateConnecting.h"
+#include "SIPExGameEngine.h"
+#include "SIPExSIPEngine.h"
+
+#include <e32svr.h>
+
+// -----------------------------------------------------------------------------
+// TSIPExStateConnecting::SocketState
+// Changes the active state according the new state of the Socket engine.
+// If the socket is connected the game is reseted first and the turn is given
+// to the local user.
+// If not connected, info UI and set Registered to a new active state.
+// -----------------------------------------------------------------------------
+//
+void TSIPExStateConnecting::SocketState(
+ CSIPExEngine* aContext,
+ TInt aNewState )
+ {
+ switch (aNewState)
+ {
+ case CSIPExSocketEngine::ENotConnected:
+ ChangeState( aContext, aContext->iStateRegistered );
+ aContext->InfoL( KNotConnected() );
+ break;
+ case CSIPExSocketEngine::EConnected:
+ if( aContext->Peer() == CSIPExEngine::EClient )
+ {
+ aContext->ResetGame();
+ ChangeState( aContext, aContext->iStateLocal );
+ aContext->StatusInfoL( KYourMove() );
+ aContext->InfoL( KConnected() );
+ }
+ break;
+ case CSIPExSocketEngine::ETimedOut:
+ ChangeState( aContext, aContext->iStateRegistered );
+ aContext->InfoL( KTimedOut() );
+ break;
+ default:
+ break;
+ }
+ }
+
+// -----------------------------------------------------------------------------
+// TSIPExStateInviting::EndGameL
+// The SIP Session will be ended.
+// -----------------------------------------------------------------------------
+//
+void TSIPExStateConnecting::EndGameL( CSIPExEngine* aContext )
+ {
+ aContext->SIPEngine()->EndSessionL();
+ }
+
+
+// End of file