Merge "astobj2: Create function to copy weak proxied objects from container."
[asterisk/asterisk.git] / apps / app_skel.c
index 47bb2af..e0b8bca 100644 (file)
  * 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>> \endvebatim
- * 
- * This is a skeleton for development of an Asterisk 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 <stdio.h>
-#include <stdlib.h>
-#include <unistd.h>
-#include <string.h>
-
+#include <math.h> /* log10 */
 #include "asterisk/file.h"
-#include "asterisk/logger.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";
 
-static char *app = "Skel";
-static char *synopsis = 
-"Skeleton application.";
-static char *descrip = "This application is a template to build other applications from.\n"
- " It shows you the basic structure to create your own Asterisk applications.\n";
-
-enum {
-       OPTION_A = (1 << 0),
-       OPTION_B = (1 << 1),
-       OPTION_C = (1 << 2),
-} option_flags;
-
-enum {
-       OPTION_ARG_B = 0,
-       OPTION_ARG_C = 1,
+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 = 2,
-} option_args;
+       OPTION_ARG_ARRAY_SIZE,
+};
 
 AST_APP_OPTIONS(app_opts,{
-       AST_APP_OPTION('a', OPTION_A),
-       AST_APP_OPTION_ARG('b', OPTION_B, OPTION_ARG_B),
-       AST_APP_OPTION_ARG('c', OPTION_C, OPTION_ARG_C),
+       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 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 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
 
-static int app_exec(struct ast_channel *chan, void *data)
+/*! \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_EXACT,
+       .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_EXACT,
+       .category = "sounds",
+};
+
+struct aco_type *sound_options[] = ACO_TYPES(&sound_option);
+
+static const char *level_categories[] = {
+       "general",
+       "sounds",
+       NULL,
+};
+
+/*! \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_ARRAY,
+       .category = (const char *)level_categories,
+       .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)
 {
-       int res = 0;
-       struct ast_flags flags;
-       struct ast_module_user *u;
+       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(dummy);
+               AST_APP_ARG(level);
                AST_APP_ARG(options);
        );
 
-       if (ast_strlen_zero(data)) {
-               ast_log(LOG_WARNING, "%s requires an argument (dummy|[options])\n", app);
+       if (!cfg) {
+               ast_log(LOG_ERROR, "Couldn't access configuratino data!\n");
                return -1;
        }
 
-       u = ast_module_user_add(chan);
-
-       /* Do our thing here */
+       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)
+       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;
+       }
 
-       if (!ast_strlen_zero(args.dummy)) 
-               ast_log(LOG_NOTICE, "Dummy value is : %s\n", args.dummy);
+       ao2_link(games, game);
 
-       if (ast_test_flag(&flags, OPTION_A))
-               ast_log(LOG_NOTICE, "Option A is set\n");
+       /* 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 (ast_test_flag(&flags, OPTION_B))
-               ast_log(LOG_NOTICE, "Option B is set with : %s\n", opts[OPTION_ARG_B] ? opts[OPTION_ARG_B] : "<unspecified>");
+       if (!(level = ao2_alloc(sizeof(*level), skel_state_destructor))) {
+               return NULL;
+       }
 
-       if (ast_test_flag(&flags, OPTION_C))
-               ast_log(LOG_NOTICE, "Option C is set with : %s\n", opts[OPTION_ARG_C] ? opts[OPTION_ARG_C] : "<unspecified>");
+       return level;
+}
 
-       ast_module_user_remove(u);
+static void *skel_level_find(struct ao2_container *tmp_container, const char *category)
+{
+       return ao2_find(tmp_container, category, OBJ_KEY);
+}
 
-       return res;
+/*! \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;
+       }
+
+       cfg->levels = ao2_container_alloc_hash(AO2_ALLOC_OPT_LOCK_MUTEX, 0, LEVEL_BUCKETS,
+               skel_level_hash, NULL, skel_level_cmp);
+       if (!cfg->levels) {
+               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)
 {
-       int res;
-       res = ast_unregister_application(app);
-       return res;     
+       ast_cli_unregister_multiple(skel_cli, ARRAY_LEN(skel_cli));
+       aco_info_destroy(&cfg_info);
+       ao2_global_obj_release(globals);
+       ao2_cleanup(games);
+       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)
 {
-       return ast_register_application(app, app_exec, synopsis, descrip);
+       if (aco_info_init(&cfg_info)) {
+               goto error;
+       }
+
+       games = ao2_container_alloc_list(AO2_ALLOC_OPT_LOCK_MUTEX, 0, NULL, NULL);
+       if (!games) {
+               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, 0, 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_STANDARD(ASTERISK_GPL_KEY, "Skeleton (sample) Application");
+AST_MODULE_INFO(ASTERISK_GPL_KEY, AST_MODFLAG_DEFAULT, "Skeleton (sample) Application",
+       .support_level = AST_MODULE_SUPPORT_CORE,
+       .load = load_module,
+       .unload = unload_module,
+       .reload = reload_module,
+);