// 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