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    /*
    
     * Asterisk -- An open source telephony toolkit.
    
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     *
    
     * Copyright (C) <Year>, <Your Name Here>
    
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     *
    
     * <Your Name Here> <<Your Email Here>>
    
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     *
    
     * 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.
     *
    
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     * 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
    
     * \brief Skeleton application
    
     * \author\verbatim <Your Name Here> <<Your Email Here>> \endverbatim
    
     *
     * This is a skeleton for development of an Asterisk application
    
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     * \ingroup applications
    
    /*** 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">
    
    			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";
    
    	OPTION_CHEAT    = (1 << 0),
    	OPTION_NUMGAMES = (1 << 1),
    
    	OPTION_ARG_NUMGAMES,
    
    	/* This *must* be the last value in this enum! */
    
    	OPTION_ARG_ARRAY_SIZE,
    
    	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)
    
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    {
    
    	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_APP_ARG(level);
    
    	if (!cfg) {
    		ast_log(LOG_ERROR, "Couldn't access configuratino data!\n");
    
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    		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! */
    
    	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)
    
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    {
    
    	ast_cli_unregister_multiple(skel_cli, ARRAY_LEN(skel_cli));
    	aco_info_destroy(&cfg_info);
    	ao2_global_obj_release(globals);
    
    static int load_module(void)
    
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    {
    
    	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,
    );