asterisk/apps/app_skel.c
Matthew Jordan d04ab3c645 Add CLI configuration documentation
This patch allows a module to define its configuration in XML in source, such
that it can be parsed by the XML documentation engine. Documentation is
generated in a two-pass approach:

1. The documentation is first generated from the XML pulled from the source
2. The documentation is then enhanced by the registration of configuration
   options that use the configuration framework

This patch include configuration documentation for the following modules:
 * chan_motif
 * res_xmpp
 * app_confbridge
 * app_skel
 * udptl

Two new CLI commands have been added:
 * config show help - show configuration help by module, category, and item
 * xmldoc dump - dump the in-memory representation of the XML documentation to
   a new XML file.

Review: https://reviewboard.asterisk.org/r/2278
Review: https://reviewboard.asterisk.org/r/2058

patches:
  on review 2058 uploaded by twilson



git-svn-id: https://origsvn.digium.com/svn/asterisk/trunk@381527 65c4cc65-6c06-0410-ace0-fbb531ad65f3
2013-02-15 13:38:12 +00:00

765 lines
24 KiB
C

/*
* 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
*/
/*! \li \ref app_skel.c uses configuration file \ref app_skel.conf
* \addtogroup configuration_file Configuration Files
*/
/*!
* \page app_skel.conf app_skel.conf
* \verbinclude app_skel.conf.sample
*/
/*** MODULEINFO
<defaultenabled>no</defaultenabled>
<support_level>core</support_level>
***/
#include "asterisk.h"
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="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>
<configInfo name="app_skel" language="en_US">
<configFile name="app_skel.conf">
<configObject name="globals">
<synopsis>Options that apply globally to app_skel</synopsis>
<configOption name="games">
<synopsis>The number of games a single execution of SkelGuessNumber will play</synopsis>
</configOption>
<configOption name="cheat">
<synopsis>Should the computer cheat?</synopsis>
<description><para>If enabled, the computer will ignore winning guesses.</para></description>
</configOption>
</configObject>
<configObject name="sounds">
<synopsis>Prompts for SkelGuessNumber to play</synopsis>
<configOption name="prompt" default="please-enter-your&amp;number&amp;queue-less-than">
<synopsis>A prompt directing the user to enter a number less than the max number</synopsis>
</configOption>
<configOption name="wrong_guess" default="vm-pls-try-again">
<synopsis>The sound file to play when a wrong guess is made</synopsis>
</configOption>
<configOption name="right_guess" default="auth-thankyou">
<synopsis>The sound file to play when a correct guess is made</synopsis>
</configOption>
<configOption name="too_low">
<synopsis>The sound file to play when a guess is too low</synopsis>
</configOption>
<configOption name="too_high">
<synopsis>The sound file to play when a guess is too high</synopsis>
</configOption>
<configOption name="lose" default="vm-goodbye">
<synopsis>The sound file to play when a player loses</synopsis>
</configOption>
</configObject>
<configObject name="level">
<synopsis>Defined levels for the SkelGuessNumber game</synopsis>
<configOption name="max_number">
<synopsis>The maximum in the range of numbers to guess (1 is the implied minimum)</synopsis>
</configOption>
<configOption name="max_guesses">
<synopsis>The maximum number of guesses before a game is considered lost</synopsis>
</configOption>
</configObject>
</configFile>
</configInfo>
***/
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 tmp_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,
.name = "globals",
.item_offset = offsetof(struct skel_config, global),
.category_match = ACO_WHITELIST,
.category = "^general$",
};
struct aco_type *global_options[] = ACO_TYPES(&global_option);
/*! \brief An aco_type structure to link the "sounds" category to the skel_global_config type */
static struct aco_type sound_option = {
.type = ACO_GLOBAL,
.name = "sounds",
.item_offset = offsetof(struct skel_config, global),
.category_match = ACO_WHITELIST,
.category = "^sounds$",
};
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,
.name = "level",
.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);
return ast_unregister_application(app);
}
/*!
* \brief Load the module
*
* Module loading including tests for configuration or dependencies.
* This function can return AST_MODULE_LOAD_FAILURE, AST_MODULE_LOAD_DECLINE,
* or AST_MODULE_LOAD_SUCCESS. If a dependency or environment variable fails
* tests return AST_MODULE_LOAD_FAILURE. If the module can not load the
* configuration file or other non-critical problem return
* AST_MODULE_LOAD_DECLINE. On success return AST_MODULE_LOAD_SUCCESS.
*/
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,
);