// 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 "SIPExGameEngine.h"
#include "SIPExStateViewNotifier.h"
#include "SIPExGameObserver.h"
#include "SIPExStateAcceptingSIP.h"
#include "SIPExStateConnecting.h"
#include "SIPExStateIdle.h"
#include "SIPExStateInviting.h"
#include "SIPExStateLocal.h"
#include "SIPExStateRemote.h"
#include "SIPExStateRegistering.h"
#include "SIPExStateRegistered.h"
#include "SIPExSocketEngine.h"
#include "SIPExSIPEngine.h"
#include "SIPExEngine.pan"
#include <in_sock.h> // TInetAddr
// Remove exports in unit test build
#ifdef CPPUNIT_TEST
#undef EXPORT_C
#define EXPORT_C
#endif
// CONSTANTS
const TUid KUidSIPExApp = { 0xA00001EB };
// -----------------------------------------------------------------------------
// CSIPExEngine::NewL
// Static constructor.
// -----------------------------------------------------------------------------
//
EXPORT_C CSIPExEngine* CSIPExEngine::NewL( MSIPExGameObserver& aGameObserver )
{
CSIPExEngine* self = NewLC( aGameObserver );
CleanupStack::Pop(self);
return self;
}
// -----------------------------------------------------------------------------
// CSIPExEngine::NewLC
// Static constructor. The instance is left to the CleanupStack.
// -----------------------------------------------------------------------------
//
EXPORT_C CSIPExEngine* CSIPExEngine::NewLC( MSIPExGameObserver& aGameObserver )
{
CSIPExEngine* self = new (ELeave) CSIPExEngine( aGameObserver );
CleanupStack::PushL(self);
self->ConstructL();
return self;
}
// -----------------------------------------------------------------------------
// CSIPExEngine::CSIPExEngine
// C++ default constructor. Initializes the observer member variable.
// -----------------------------------------------------------------------------
//
CSIPExEngine::CSIPExEngine( MSIPExGameObserver& aGameObserver )
: iGameObserver( aGameObserver )
{
}
// -----------------------------------------------------------------------------
// CSIPExEngine::~CSIPExEngine
// Destructor. Destroy all members.
// -----------------------------------------------------------------------------
//
EXPORT_C CSIPExEngine::~CSIPExEngine()
{
DestroySocketEngine();
delete iSIPEngine;
// Delete all state objects
delete iStateIdle;
delete iStateRegistering;
delete iStateRegistered;
delete iStateInviting;
delete iStateConnecting;
delete iStateLocal;
delete iStateRemote;
delete iStateAcceptingSIP;
}
// -----------------------------------------------------------------------------
// CSIPExEngine::ConstructL
// Symbian 2nd phase constructor can leave.
// Initializes the game data, socket and sip engines and all state objects.
// -----------------------------------------------------------------------------
//
void CSIPExEngine::ConstructL()
{
// Init all state objects
iStateIdle = new (ELeave) TSIPExStateIdle;
iStateRegistering = new (ELeave) TSIPExStateRegistering;
iStateRegistered = new (ELeave) TSIPExStateRegistered;
iStateInviting = new (ELeave) TSIPExStateInviting;
iStateConnecting = new (ELeave) TSIPExStateConnecting;
iStateLocal = new (ELeave) TSIPExStateLocal;
iStateRemote = new (ELeave) TSIPExStateRemote;
iStateAcceptingSIP = new (ELeave) TSIPExStateAcceptingSIP;
iSocketEngine = CSIPExSocketEngine::NewL( *this );
iSIPEngine = CSIPExSIPEngine::NewL( KUidSIPExApp, this );
// Set the first state as active state
iActiveState = iStateIdle;
// Reset game data
ResetGame();
}
// ----------------------------------------------------------------------------
// New functions.
// ----------------------------------------------------------------------------
// -----------------------------------------------------------------------------
// CSIPExEngine::SetViewNotifier
// Sets a new reference to the iNotifier.
// -----------------------------------------------------------------------------
//
EXPORT_C void CSIPExEngine::SetViewNotifier( MSIPExStateViewNotifier& aNotifier )
{
iNotifier = &aNotifier;
}
// -----------------------------------------------------------------------------
// CSIPExEngine::ResetGame
// Resets the game area, moves and cursor position.
// -----------------------------------------------------------------------------
//
void CSIPExEngine::ResetGame()
{
for ( TInt i=0 ; i < KBoxCountX; i++ )
{
for ( TInt j=0 ; j < KBoxCountY; j++ )
{
iBoard[i][j] = -1;
}
}
iCursor = 0;
iMoves = 0;
iPeer = EUnknown;
}
// -----------------------------------------------------------------------------
// CSIPExEngine::SetBoard
// Sets the value (aValue) to the board to the place specified in aX and aY.
// -----------------------------------------------------------------------------
//
void CSIPExEngine::SetBoard( const TInt aX, const TInt aY, const TInt aValue )
{
__ASSERT_DEBUG( aX < KBoxCountX && aY < KBoxCountY,
Panic( EBoardValueOOR ) );
iBoard[ aX ][ aY ] = aValue;
}
// -----------------------------------------------------------------------------
// CSIPExEngine::IncreaseMovesBy
// Increases the iMoves by aAmount.
// -----------------------------------------------------------------------------
//
void CSIPExEngine::IncreaseMovesBy( const TInt aAmount )
{
iMoves += aAmount;
}
// -----------------------------------------------------------------------------
// CSIPExEngine::BoardValue
// Returns the board value from the specified place.
// -----------------------------------------------------------------------------
//
EXPORT_C TInt CSIPExEngine::BoardValue( TInt aX, TInt aY )
{
__ASSERT_DEBUG( aX < KBoxCountX && aY < KBoxCountY,
Panic( EBoardValueOOR ) );
return iBoard[ aX ][ aY ];
}
// -----------------------------------------------------------------------------
// CSIPExEngine::Cursor
// Returns the iCursor value.
// -----------------------------------------------------------------------------
//
EXPORT_C TInt CSIPExEngine::Cursor()
{
return iCursor;
}
// -----------------------------------------------------------------------------
// CSIPExEngine::SetCursor
// Sets a new value to the iCursor.
// -----------------------------------------------------------------------------
//
void CSIPExEngine::SetCursor( const TInt aNewValue )
{
iCursor = aNewValue;
}
// -----------------------------------------------------------------------------
// CSIPExEngine::ChangeState
// Changes a new value to the iActiveState and notifies the game observer.
// -----------------------------------------------------------------------------
//
void CSIPExEngine::ChangeState( TSIPExState& aNewState )
{
iActiveState = &aNewState;
TEngineState state( EIdle );
if( iActiveState == iStateIdle || iActiveState == iStateRegistering )
{
state = EIdle;
}
else if( iActiveState == iStateRegistered )
{
state = EEnabled;
}
else if ( iActiveState == iStateInviting ||
iActiveState == iStateAcceptingSIP ||
iActiveState == iStateConnecting )
{
state = EActivating;
}
else if( iActiveState == iStateLocal || iActiveState == iStateRemote )
{
state = EActive;
}
else { /*Nothing to do*/ }
iGameObserver.GameStateChanged( state );
}
// -----------------------------------------------------------------------------
// CSIPExEngine::SendMessage
// Formats and sends the message to the socket.
// -----------------------------------------------------------------------------
//
void CSIPExEngine::SendMessage( const TInt aX, const TInt aY )
{
__ASSERT_DEBUG( aX < KBoxCountX && aY < KBoxCountY,
Panic( EBoardValueOOR ) );
TBuf8<8> msg;
msg.Format( KMoveFormatStr(), aX, aY );
iSocketEngine->Write( msg );
}
// -----------------------------------------------------------------------------
// CSIPExEngine::Info
// Calls the view notifier.
// -----------------------------------------------------------------------------
//
void CSIPExEngine::InfoL( const TDesC& aInfoTxt )
{
__ASSERT_DEBUG( iNotifier, Panic( ENoGameViewNotifier ) );
iNotifier->ShowInfoL( aInfoTxt );
}
// -----------------------------------------------------------------------------
// CSIPExEngine::StatusInfo
// Calls the view notifier.
// -----------------------------------------------------------------------------
//
void CSIPExEngine::StatusInfoL( const TDesC& aTxt )
{
__ASSERT_DEBUG( iNotifier, Panic( ENoGameViewNotifier ) );
iNotifier->ShowStatusInfoL( aTxt );
}
// -----------------------------------------------------------------------------
// CSIPExEngine::SetRemote
// Sets the remote peer move to the board into the specified place.
// -----------------------------------------------------------------------------
//
void CSIPExEngine::SetRemote( const TInt aX, const TInt aY )
{
SetBoard( aX, aY, 2 );
}
// -----------------------------------------------------------------------------
// CSIPExEngine::DestroySocketEngine
// Deletes the socket engine.
// -----------------------------------------------------------------------------
//
void CSIPExEngine::DestroySocketEngine()
{
delete iSocketEngine;
iSocketEngine = NULL;
}
// -----------------------------------------------------------------------------
// CSIPExEngine::SIPEngine
// Returns the pointer to the SIP engine. The ownership is not transfered.
// -----------------------------------------------------------------------------
//
CSIPExSIPEngine* CSIPExEngine::SIPEngine()
{
return iSIPEngine;
}
// -----------------------------------------------------------------------------
// CSIPExEngine::SocketEngine
// Returns the pointer to the socket engine. The ownership is not transfered.
// The engine will be created if not already done.
// -----------------------------------------------------------------------------
//
CSIPExSocketEngine* CSIPExEngine::SocketEngineL()
{
if( !iSocketEngine )
{
iSocketEngine = CSIPExSocketEngine::NewL( *this );
}
return iSocketEngine;
}
// -----------------------------------------------------------------------------
// CSIPExEngine::GameObserver
// Returns the reference to the game observer.
// -----------------------------------------------------------------------------
//
MSIPExGameObserver& CSIPExEngine::GameObserver()
{
return iGameObserver;
}
// ----------------------------------------------------------------------------
// From Game engine
// ----------------------------------------------------------------------------
// -----------------------------------------------------------------------------
// CSIPExEngine::InviteL
// From MSIPExGameEngine. Redirects the call to the active state object.
// -----------------------------------------------------------------------------
//
EXPORT_C void CSIPExEngine::InviteL( const TDesC& aAddress )
{
iActiveState->InviteL( this, aAddress );
}
// -----------------------------------------------------------------------------
// CSIPExEngine::EnableProfile
// From MSIPExGameEngine. Redirects the call to the active state object.
// -----------------------------------------------------------------------------
//
EXPORT_C void CSIPExEngine::EnableProfileL()
{
iActiveState->EnableProfileL( this );
}
// -----------------------------------------------------------------------------
// CSIPExEngine::DisableProfile
// From MSIPExGameEngine. Redirects the call to the active state object.
// -----------------------------------------------------------------------------
//
EXPORT_C void CSIPExEngine::DisableProfileL()
{
iActiveState->DisableProfileL( this );
}
// -----------------------------------------------------------------------------
// CSIPExEngine::SendInstantMsgL
// From MSIPExGameEngine. Redirects the call to the active state object.
// -----------------------------------------------------------------------------
//
EXPORT_C void CSIPExEngine::SendInstantMsgL(
const TDesC& aAddress,
const TDesC& aMsg )
{
iActiveState->SendInstantMsgL( this, aAddress, aMsg );
}
// -----------------------------------------------------------------------------
// CSIPExEngine::EndGameL
// From MSIPExGameEngine. Redirects the call to the active state object.
// -----------------------------------------------------------------------------
//
EXPORT_C void CSIPExEngine::EndGameL()
{
iActiveState->EndGameL( this );
}
// -----------------------------------------------------------------------------
// CSIPExEngine::DrawCursor
// From MSIPExGameEngine. Redirects the call to the active state object.
// -----------------------------------------------------------------------------
//
EXPORT_C TBool CSIPExEngine::DrawCursor()
{
return iActiveState->DrawCursor();
}
// -----------------------------------------------------------------------------
// CSIPExEngine::DrawBoard
// From MSIPExGameEngine. Redirects the call to the active state object.
// -----------------------------------------------------------------------------
//
EXPORT_C TBool CSIPExEngine::DrawBoard()
{
return iActiveState->DrawBoard();
}
// -----------------------------------------------------------------------------
// CSIPExEngine::CursorLeft
// From MSIPExGameEngine. Redirects the call to the active state object.
// -----------------------------------------------------------------------------
//
EXPORT_C void CSIPExEngine::CursorLeft()
{
iActiveState->CursorLeft( this );
}
// -----------------------------------------------------------------------------
// CSIPExEngine::CursorRight
// From MSIPExGameEngine. Redirects the call to the active state object.
// -----------------------------------------------------------------------------
//
EXPORT_C void CSIPExEngine::CursorRight()
{
iActiveState->CursorRight( this );
}
// -----------------------------------------------------------------------------
// CSIPExEngine::CursorPressed
// Redirects the call to the active state object.
// -----------------------------------------------------------------------------
//
EXPORT_C void CSIPExEngine::CursorPressed()
{
iActiveState->CursorPressed( this );
}
// -----------------------------------------------------------------------------
// CSIPExEngine::MoveCursorL
// Redirects the call to the active state object.
// -----------------------------------------------------------------------------
//
EXPORT_C void CSIPExEngine::MoveCursorL( const TInt aNewValue )
{
iActiveState->MoveCursorL( this, aNewValue );
}
// -----------------------------------------------------------------------------
// CSIPExEngine::CalculatePos
// From MSIPExGameEngine. Redirects the call to the active state object.
// -----------------------------------------------------------------------------
//
TInt CSIPExEngine::CalculatePos()
{
return iActiveState->CalculatePos( this );
}
// -----------------------------------------------------------------------------
// CSIPExEngine::IsWin
// From MSIPExGameEngine. Redirects the call to the active state object.
// -----------------------------------------------------------------------------
//
TInt CSIPExEngine::IsWin( const TInt aX, const TInt aY )
{
return iActiveState->IsWin( this, aX, aY );
}
// -----------------------------------------------------------------------------
// CSIPExEngine::Moves
// Getter function for the iMoves.
// -----------------------------------------------------------------------------
//
TInt CSIPExEngine::Moves()
{
return iMoves;
}
// -----------------------------------------------------------------------------
// CSIPExEngine::Peer
// Getter function for the iPeer.
// -----------------------------------------------------------------------------
//
CSIPExEngine::TPeer CSIPExEngine::Peer()
{
return iPeer;
}
// -----------------------------------------------------------------------------
// CSIPExEngine::SetPeer
// Sets a new value to the iPeer.
// -----------------------------------------------------------------------------
//
void CSIPExEngine::SetPeer( TPeer aPeer )
{
iPeer = aPeer;
}
// -----------------------------------------------------------------------------
// CSIPExEngine::AcceptInvitationL
// Asks from game observer whether user accept the invitation or not.
// -----------------------------------------------------------------------------
//
TBool CSIPExEngine::AcceptInvitationL( const TDesC8& aFrom )
{
HBufC* from = HBufC::NewLC( aFrom.Length() );
from->Des().Copy( aFrom );
TBool retVal = iGameObserver.AcceptInvitationL( *from );
CleanupStack::PopAndDestroy( from );
return retVal;
}
// ----------------------------------------------------------------------------
// From Socket Observer
// ----------------------------------------------------------------------------
// -----------------------------------------------------------------------------
// CSIPExEngine::SocketState
// From MSIPExSocketEngineObserver. Redirects the call to the active state object.
// Called when the socket engine's state changes.
// -----------------------------------------------------------------------------
//
void CSIPExEngine::SocketState( TInt aNewState )
{
iActiveState->SocketState( this, aNewState );
}
// -----------------------------------------------------------------------------
// CSIPExEngine::SocketData
// From MSIPExSocketEngineObserver. Redirects the call to the active state object.
// Called when data has arrived from the socket.
// -----------------------------------------------------------------------------
//
void CSIPExEngine::SocketData( TDesC8& aData )
{
iActiveState->SocketData( this, aData );
}
// ----------------------------------------------------------------------------
// From SIP Observer
// ----------------------------------------------------------------------------
// -----------------------------------------------------------------------------
// CSIPExEngine::InviteReceived
// From MSIPExSIPEngineObserver. Redirects the call to the active state object.
// -----------------------------------------------------------------------------
//
void CSIPExEngine::InviteReceived( const TDesC8& aFrom, const TUint32 aIapId )
{
iActiveState->InviteReceived( this, aFrom, aIapId );
}
// -----------------------------------------------------------------------------
// CSIPExEngine::InviteAcceptedByRemote
// From MSIPExSIPEngineObserver. Redirects the call to the active state object.
// -----------------------------------------------------------------------------
//
void CSIPExEngine::InviteAcceptedByRemote(
const TInetAddr& aIPAddress,
const TUint32 aIapId )
{
iActiveState->InviteAcceptedByRemote( this, aIPAddress, aIapId );
}
// -----------------------------------------------------------------------------
// CSIPExEngine::InviteAcceptedByUs
// From MSIPExSIPEngineObserver. Redirects the call to the active state object.
// -----------------------------------------------------------------------------
//
void CSIPExEngine::InviteAcceptedByUs()
{
iActiveState->InviteAcceptedByUs( this );
}
// -----------------------------------------------------------------------------
// CSIPExEngine::InviteDeclinedByRemote
// From MSIPExSIPEngineObserver. Redirects the call to the active state object.
// -----------------------------------------------------------------------------
//
void CSIPExEngine::InviteDeclinedByRemote( const TInt aResponse )
{
iActiveState->InviteDeclinedByRemote( this, aResponse );
}
// -----------------------------------------------------------------------------
// CSIPExEngine::InviteReceivedByRemote
// From MSIPExSIPEngineObserver. Redirects the call to the active state object.
// -----------------------------------------------------------------------------
//
void CSIPExEngine::InviteReceivedByRemote( const TInt aResponse )
{
iActiveState->InviteReceivedByRemote( this, aResponse );
}
// -----------------------------------------------------------------------------
// CSIPExEngine::EngineError
// From MSIPExSIPEngineObserver. Redirects the call to the active state object.
// -----------------------------------------------------------------------------
//
void CSIPExEngine::EngineError( TInt aError )
{
iActiveState->EngineError( this, aError );
}
// -----------------------------------------------------------------------------
// CSIPExEngine::InvitationCancelled
// From MSIPExSIPEngineObserver. Redirects the call to the active state object.
// -----------------------------------------------------------------------------
//
void CSIPExEngine::InvitationCancelled()
{
iActiveState->InvitationCancelled( this );
}
// -----------------------------------------------------------------------------
// CSIPExEngine::CancelFailed
// From MSIPExSIPEngineObserver. Redirects the call to the active state object.
// -----------------------------------------------------------------------------
//
void CSIPExEngine::CancelFailed()
{
iActiveState->CancelFailed( this );
}
// -----------------------------------------------------------------------------
// CSIPExEngine::SessionEnded
// From MSIPExSIPEngineObserver. Redirects the call to the active state object.
// -----------------------------------------------------------------------------
//
void CSIPExEngine::SessionEnded()
{
iActiveState->SessionEnded( this );
}
// -----------------------------------------------------------------------------
// CSIPExEngine::ConnectionLost
// From MSIPExSIPEngineObserver. Redirects the call to the active state object.
// -----------------------------------------------------------------------------
//
void CSIPExEngine::ConnectionLost()
{
iActiveState->ConnectionLost( this );
}
// -----------------------------------------------------------------------------
// CSIPExEngine::ProfileEnabled
// From MSIPExSIPEngineObserver. Redirects the call to the active state object.
// -----------------------------------------------------------------------------
//
void CSIPExEngine::ProfileEnabled( TUint32 aSIPProfileId )
{
iActiveState->ProfileEnabled( this, aSIPProfileId );
}
// -----------------------------------------------------------------------------
// CSIPExEngine::ProfileError
// From MSIPExSIPEngineObserver. Redirects the call to the active state object.
// -----------------------------------------------------------------------------
//
void CSIPExEngine::ProfileError( TInt aError )
{
iActiveState->ProfileError( this, aError );
}
// -----------------------------------------------------------------------------
// CSIPExEngine::IMReceived
// From MSIPExSIPEngineObserver. Redirects the call to the active state object.
// -----------------------------------------------------------------------------
//
void CSIPExEngine::IMReceived( const TDesC8& aFrom,
const TDesC8& aMessage )
{
iActiveState->IMReceived( this, aFrom, aMessage );
}
// -----------------------------------------------------------------------------
// CSIPExEngine::WriteLog
// From MSIPExSIPEngineObserver. Logs SIP engine events
// -----------------------------------------------------------------------------
//
void CSIPExEngine::WriteLog( const TDesC8& aLog )
{
if( iNotifier )
{
TRAPD( ignore, iNotifier->ShowInfoL( aLog ) );
}
}
// End of file