annotate HACKING @ 1229:229bf438c591

[gaim-migrate @ 1239] not sure if this works yet committer: Tailor Script <tailor@pidgin.im>
author Eric Warmenhoven <eric@warmenhoven.org>
date Mon, 11 Dec 2000 07:42:19 +0000
parents 4416ead31db7
children 72692c70317e
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1 A lot of people have tried to hack gaim, but haven't been able to because
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2 the code is just so horrid. Well, the code isn't getting better anytime
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3 soon, so to help all you would-be hackers help out gaim, here's a brief
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4 tutorial on how gaim works. I'll quickly describe the logical flow of
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5 things, then what you'll find in each of the source files. As an added
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6 bonus, I'll try and describe as best I can how multiple connections and
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7 multiple protocols work. Hopefully that's enough to get most of you going.
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8
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9 If you're going to hack gaim, PLEASE, PLEASE PLEASE PLEASE send patches
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10 against the absolute latest CVS. I get really annoyed when I get patches
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11 against the last released version, especially since I don't usually have
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12 a copy of it on my computer, and gaim tends to change a lot between
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13 versions. (I sometimes get annoyed when they're against CVS from 3 days
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14 ago, but can't complain because it's usually my fault that I haven't
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15 looked at the patch yet.) To get gaim from CVS (if you haven't already),
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16 run the following commands:
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17
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18 $ export CVSROOT=:pserver:anonymous@cvs.gaim.sourceforge.net:/cvsroot/gaim
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19 $ cvs login
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20 (hit enter as the password)
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21 $ cvs co gaim
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22 (you'll see it getting all of the files)
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23 $ cd gaim
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24 $ ./gen
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25
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26 You'll now have your normal gaim tree with ./configure and all. (If you
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27 want to make your life really simple, learn how CVS works. CVS is your
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28 friend.)
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29
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30 There's one little thing that's just a pet peeve, and it's really stupid.
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31 In ./configure there's an --enable-debug option. This does two things:
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32 compiles with -Wall, and prints debugging information to stdout. The
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33 debugging information is printed to the debug window (which can be turned
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34 on in the preferences) whether or not --enable-debug was selected. Most
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35 of the information that's printed is useless anyway though; so the
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36 --enable-debug option really doesn't do a whole lot.
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37
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38 This file was last modified by $Author: warmenhoven $ on $Date: 2000-11-16 02:35:58 -0500 (Thu, 16 Nov 2000) $.
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40
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41 PROGRAM FLOW
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42 ============
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43
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44 Before gaim does anything you can see, it initializes itself, which is
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45 mostly just reading .gaimrc (handled by the functions in gaimrc.c) and
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46 parsing command-line options. It then draws the login window by calling
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47 show_login, and waits for input.
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48
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49 At the login window, when "Accounts" is clicked, account_editor() is
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50 called. This then displays all of the users and various information about
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51 them. If the user clicks the "Signon" button instead, serv_login is called.
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52
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53 When the "Sign on/off" button is clicked, serv_login is passed the
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54 username and the password for the account. If the password length is
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55 zero (the password field is a character array rather than pointer so
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56 it will not be NULL) then the Signon callback will prompt for the
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57 password before calling serv_login. serv_login then signs in the user
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58 using the appropriate protocol. We'll assume TOC for the rest of this
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59 discussion; Oscar has a lot of bad hacks to get it working that I don't
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60 even want to think about.
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61
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62 After you're signed in (I'll skip that discussion - I doubt many people
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63 are going to change the login process, since it pretty much just follows
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64 PROTOCOL), Gaim draws the buddy list by calling show_buddy_list, and
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65 waits for input from two places: the server and the user. The first place
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66 it gets input from after signon is usually the server, when the server
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67 tells Gaim which buddies are signed on.
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68
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69 When there is information ready to be read from the server, toc_callback
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70 is called (by GDK) to parse the incoming information. On an UPDATE,
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71 serv_got_update is called, which takes care of things like notifying
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72 conversation windows of the update if need be; notifying the plugins;
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73 and finally, calling set_buddy.
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74
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75 New connections happen the exact same way as described above. Each aim_user
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76 can have one gaim_connection associated with it. aim_user and gaim_connection
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77 both have a protocol field; gaim_connection's should be constant once it is
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78 set in the appropriate (protocol)_login function. There are lots of details
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79 that are connected with multiple connections that are best explained by
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80 reading the code.
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81
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82 When the user opens a new conversation window, new_conversation is called.
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83 That's easy enough. If there isn't a conversation with the person already
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84 open (checked by calling find_conversation), show_conv is called to
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85 create the new window. All sorts of neat things happen there, but it's
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86 mostly drawing the window. show_conv is the best place to edit the UI.
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87
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88 That's pretty much it for the quick tutorial. I know it wasn't much but
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89 it's enough to get you started. Make sure you know GTK before you get too
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90 involved. Most of the back-end stuff is pretty basic; most of gaim is GTK.
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93 SOURCE FILES
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94 ============
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95
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96 about.c:
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97 Not much to say here, just a few basic functions.
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98
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99 aim.c:
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100 This is where the main() function is. It takes care of a lot of the
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101 initialization stuff, and showing the login window. It's pretty tiny
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102 and there's not really much to edit in it. Watch out for bad Oscar
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103 sign in hacks.
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104
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105 away.c:
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106 This takes care of most of the away stuff: setting the away message
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107 (do_im_away); coming back (do_im_back); drawing the away window;
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108 etc. To be honest I haven't looked at this file in months.
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109
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110 browser.c:
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111 Code for opening a browser window. Most of the code is trying to deal
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112 with Netscape. The most important function here is open_url. Have fun.
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113
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114 buddy.c:
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115 This takes care of not only nearly everything buddy-related (the buddy
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116 list, the permit/deny lists, and the window), but also a lot of the
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117 code flow and util functions. Look for good things like find_buddy,
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118 set_buddy, and signoff() here.
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119
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120 buddy_chat.c:
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121 This takes care of the buddy chat stuff. This used to be a lot bigger
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122 until the chat and IM windows got merged in the code. Now it mostly
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123 just takes care of chat-specific stuff, like ignoring people and
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124 keeping track of who's in the room. This is also where the chat window
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125 is created.
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126
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127 conversation.c:
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128 This is where most of the functions dealing with the IM and chat windows
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129 are hidden. It tries to abstract things as much as possible, but doesn't
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130 do a very good job. This is also where things like "Enter sends" and
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131 "Ctrl-{B/I/U/S}" options get carried out (look for send_callback). The
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132 chat and IM toolbar (with the B/I/U/S buttons) are both built from the
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133 same function, build_conv_toolbar.
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134
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135 dialogs.c:
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136 A massive file with a lot of little utility functions. This is where
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137 all of those little dialog windows are created. Things like the warn
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138 dialog and the add buddy dialog are here. Not all of the dialogs in
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139 gaim are in this file, though. But most of them are. This is also
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140 where do_import is housed, to import buddy lists.
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141
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142 gaimrc.c:
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143 This controls everything about the .gaimrc file. There's not really much
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144 to say about it; this is probably one of the better designed and easier
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145 to follow files in gaim. The important functions are towards the bottom.
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146
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147 gnome_applet_mgr.c:
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148 A hideous creation from the days before I started working on gaim. Most
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149 of it works, but it has functionsLikeThis. I hate looking at this
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150 file, but I'm too lazy to change the functions. The best functions
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151 are things like set_applet_draw_open, whose sole purpose is to set a
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152 global variable to TRUE. [ note 8/22/00 - I finally changed this file. ]
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153
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154 gtkhtml.c:
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155 This is really just one big hack. It started off as an HTML widget that
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156 was written for Gnome as far as I can tell. The current version is
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157 huge, requires way too many libs, and is too hard to upgrade to. But
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158 we've managed to hack this poor old version into basically what we
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159 need it for. I recommend not looking at this file if you want to save
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160 your sanity.
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161
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162 gtkticker.c:
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163 Syd, our resident GTK God, wrote a GtkWidget, GtkTicker. This is that
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164 widget. It's cool, and it's tiny.
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165
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166 html.c:
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167 Don't ask my why this is called html.c. Most of it is just grab_url,
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168 which does like the name says; it downloads a URL to show in the
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169 GtkHTML widget. http.c would be a more appropriate name, but that's OK.
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170
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171 idle.c:
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172 This file used to be entirely #if 0'd out of existance. However, thanks
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173 to some very generous people who submitted patches, this takes care of
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174 reporting idle time (imagine that). It's a pretty straight-forward file.
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175
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176 multi.c:
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177 This is the file that tries to take care of most of the major issues
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178 with multiple connections. The best function in here by far is the
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179 account_editor(). auto_login() is also in here (I'm just reading
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180 multi.h now...); auto_login has problems. Someone please fix it.
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181 account_editor is really the only function that the UI needs to be
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182 concerned with. If you want to remove multiconnectivity from gaim,
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183 all you would really need to do is comment out any lines that make
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184 reference to this function (there are only two - one in aim.c and one
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185 in buddy.c). Or you could just run ./configure --disable-multi.
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186
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187 oscar.c:
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188 One big hack of copied code. This is supposed to be the libfaim tie-in
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189 in gaim. Most of it is just copied straight from faimtest, the small
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190 program that comes with libfaim. I'm not even sure how half of it works,
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191 if that makes you feel any better.
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192
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193 perl.c:
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194 This was basically copied straight from X-Chat through the power of
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195 the GPL. Perl is the biggest, most confusing piece of C code I've ever
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196 seen in my life (and keep in mind I'm a gaim hacker). I have a basic
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197 idea of what's going on in it, but I couldn't tell you exactly. The
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198 top half sets up perl and tells it what's going on and the bottom half
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199 implements the AIM module.
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200
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201 plugins.c:
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202 This is the "plugin plug", as the file states. This file is probably
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203 the only file in all of gaim that at the top has all of the functions
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204 and global and static variables named out for you. It makes reading
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205 it a little easier, but not by much. A lot of the code in here deals
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206 with the plugin window rather than the plugins themselves.
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207
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208 prefs.c:
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209 The important function in here is build_prefs, but the most useful
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210 function is gaim_button. build_prefs draws the window, and calls
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211 gaim_button probably 30 or 40 times. (I don't really wanna run grep
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212 | wc to count.) This is where you add the toggle button for gaim
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213 preferences. It's very simple, and if you look at a couple of the
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214 calls to gaim_button you'll figure it out right away.
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215
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216 prpl.c:
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217 This file is what lets gaim dynamically load protocols, sort of. All of
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218 the actual dlopen(), dlsym() stuff is in plugins.c. But this contains
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219 all of the functions that the protocol plugin needs to call, and manages
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220 all of the protocols. It's a pretty simple file actually.
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221
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222 proxy.c:
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223 Adam (of libfaim glory) got bored one day and rewrote this file, so now
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224 everything actually works. The main function is proxy_connect, which
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225 figures out which proxy you want to use (if you want to use one at all)
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226 and passes off the data to the appropriate function. This file should be
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227 pretty straight-forward.
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228
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229 rvous.c:
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230 This was originally going to be the stuff for all of the Buddy Icon
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231 and Voice Chat stuff, but I got really sick of protocol hacking really
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232 quick. Now it only houses the file transfer stuff, which only works
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233 for TOC.
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234
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235 server.c:
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236 This is where all of the differentiation between TOC and Oscar is
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237 done. Nearly everything that's network related goes through here
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238 at one point or another. This has good things like serv_send_im and
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239 serv_got_update. Most of it should be pretty self-explanatory.
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240
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241 sound.c:
1038
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242 The main function in this file is play_sound, which plays one of 8
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243 (maybe 9?) sounds based on preferences. All that the rest of the
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244 code should have to do is call play_sound(BUDDY_ARRIVE), for example,
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245 and this file will take care of determining if a sound should be played
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246 and which file should be played.
639
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247
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248 ticker.c:
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249 Syd is just so cool. I really can't get over it. He let me come
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250 visit him at Netscape one day, and I got to see all of their toys
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251 (don't worry, I'm under an NDA). Anyway, this file is for the buddy
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252 ticker. This is also a damn cool file because it's got all of the
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253 functions that you'd want right up at the top. Someday I want to be
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254 as cool as Syd.
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255
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256 toc.c:
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257 This handles everything TOC-related, including parsing gaim's buddy
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258 list. Most of this file is toc_callback, which parses the incoming
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259 information from the server. I really don't like TOC though.
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260
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261 util.c:
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262 There's not really a lot of cohesion to this file; it's just a lot of
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263 stuff that happened to be thrown into it for no apparent reason. None
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264 of it is particularly tasty; it's all just utility functions. Just
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265 like the name says.
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266
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267
1063
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268 MULTIPLE CONNECTIONS AND PRPLS
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269 ==============================
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270
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271 OK, let's start with the basics. There are users. Each user is contained
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272 in an aim_user struct, and kept track of in the aim_users GList (GSList?).
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273 Each aim_user has certain features: a username, a password, and user_info.
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274 It also has certain options, and the protocol it uses to sign on (kept as
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275 an int which is #define'd in prpl.h). The way the management of the users
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276 works is, there will (hopefully) only be one user for a given screenname/
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277 protocol pair (i.e. you may have two user warmenhoven's, but they'll both
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278 have a different protocol number).
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279
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280 Now then, there are protocols that gaim knows about. Each protocol is in
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281 a prpl struct and kept track of in the protocols GSList. The way the
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282 management of the protocols is, there will only ever be one prpl per numeric
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283 protocol. Each prpl defines a basic set of functions: login, logout, send_im,
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284 etc. The prpl is responsible not only for handling these functions, but also
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285 for calling the appropriate serv_got functions (e.g. serv_got_update when a
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286 buddy comes online/goes offline/goes idle/etc). It handles each of these on
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287 a per-connection basis.
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288
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289 So why's it called a PRPL? It stands for PRotocol PLugin. That means that
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290 it's possible to dynamically add new protocols to gaim. However, all protocols
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291 must be implemented the same way: by using a prpl struct and being loaded,
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292 regardless of whether they are static or dynamic.
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293
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294 Here's how struct gaim_connection fits into all of this. At some point the
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295 User (capitalized to indicate a person and not a name) will try to sign on
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296 one of Their users. serv_login is then called for that user. It searches for
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297 the prpl that is assigned to that user, and calls that prpl's login function,
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298 passing it the aim_user struct that is attempting to sign on. The prpl is then
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299 responsible for seeing that the gaim_connection is created (by calling
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300 new_gaim_connection), and registering it as being online (by calling
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301 account_online and passing it the aim_user and gaim_connection structs). At
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302 that point, the aim_user and gaim_connection structs have pointers to each
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303 other, and the gaim_connection struct has a pointer to the prpl struct that
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304 it is using. The gaim_connections are stored in the connections GSList.
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305 The way connection management works is, there will always only be one
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306 gaim_connection per user, and the prpl that the gaim_connection uses will be
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307 constant for the gaim_connection's life.
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308
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309 So at certain points the User is going to want to do certain things, like
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310 send a message. They must send the message on a connection. So the UI figures
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311 out which gaim_connection the User want to send a message on (for our example),
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312 and calls serv_send_im, telling it which gaim_connection to use, and the
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313 necessary information (who to send it to, etc). The serv_ function then
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314 calls the handler of the prpl of the connection for that event (that was way
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315 too many prepositions). OK, each prpl has a send_im function. Each connection
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316 has a prpl. so you call gc->prpl->send_im and pass it the connection and all
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317 the necessary info. And that's how things get done.
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318
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319 I hope some of that made sense. Looking back at it it makes absolutely no
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320 sense to me. Thank god I wrote the code; otherwise I'm sure I'd be lost.