annotate HACKING @ 1417:dce1731178ba

[gaim-migrate @ 1427] changes committer: Tailor Script <tailor@pidgin.im>
author Eric Warmenhoven <eric@warmenhoven.org>
date Sat, 20 Jan 2001 23:42:11 +0000
parents 72692c70317e
children ab5dd2c7e7f8
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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 (I hate GNU indent), so to help all you would-be hackers help out
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4 gaim, here's a brief tutorial on how gaim works. I'll quickly describe
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5 the logical flow of things, then what you'll find in each of the source
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6 files. As an added bonus, I'll try and describe as best I can how multiple
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7 connections and multiple protocols work. Depending on how much I want
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8 to avoid my final tomorrow I may even describe other parts of gaim that
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9 I particularly want to brag about. Hopefully that's enough to get most
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10 of you going.
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11
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12 If you're going to hack gaim, PLEASE, PLEASE PLEASE PLEASE send patches
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13 against the absolute latest CVS. I get really annoyed when I get patches
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14 against the last released version, especially since I don't usually
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15 have a copy of it on my computer, and gaim tends to change a lot between
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16 versions. (I sometimes get annoyed when they're against CVS from 3 days
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17 ago, but can't complain because it's usually my fault that I haven't
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18 looked at the patch yet.) To get gaim from CVS (if you haven't already),
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19 run the following commands:
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20
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21 $ export CVSROOT=:pserver:anonymous@cvs.gaim.sourceforge.net:/cvsroot/gaim
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22 $ cvs login (hit enter as the password)
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23 $ cvs co gaim
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24 (you'll see it getting all of the files)
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25 $ cd gaim
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26 $ ./gen
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27
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28 You'll now have your normal gaim tree with ./configure and all. (If you
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29 want to make your life really simple, learn how CVS works. CVS is your
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30 friend.) To make a patch, just edit the files right there in that tree
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31 (don't bother with two trees, or even two copies of the same file). Then
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32 when you're ready to make your patch, simply run 'cvs diff -u >my.patch'
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33 and send it off.
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34
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35 There's one little thing that's just a pet peeve, and it's really stupid.
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36 In ./configure there's an --enable-debug option. This does two things:
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37 compiles with -Wall, and prints debugging information to stdout. The
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38 debugging information is printed to the debug window (which can be turned
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39 on in the preferences) whether or not --enable-debug was selected. Most
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40 of the information that's printed is useless anyway though; so the
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41 --enable-debug option really doesn't do a whole lot.
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42
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43 This file was last modified by $Author: warmenhoven $ on
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44 $Date: 2000-12-12 07:56:53 -0500 (Tue, 12 Dec 2000) $.
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47 PROGRAM FLOW
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48 ============
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50 Before gaim does anything you can see, it initializes itself, which is
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51 mostly just reading .gaimrc (handled by the functions in gaimrc.c) and
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52 parsing command-line options. It then draws the login window by calling
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53 show_login, and waits for input.
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54
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55 At the login window, when "Accounts" is clicked, account_editor() is
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56 called. This then displays all of the users and various information
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57 about them. If the user clicks the "Signon" button instead, serv_login
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58 is called.
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59
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60 When the "Sign on/off" button is clicked, serv_login is passed the
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61 username and the password for the account. If the password length is
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62 zero (the password field is a character array rather than pointer so it
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63 will not be NULL) then the Signon callback will prompt for the password
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64 before calling serv_login. serv_login then signs in the user using the
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65 appropriate protocol. We'll assume TOC for the rest of this discussion;
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66 even the libfaim guys get scared by oscar.c, and I'll talk about the
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67 PRPLs later.
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68
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69 After you're signed in (I'll skip that discussion - I doubt many people
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70 are going to change the login process, since it pretty much just follows
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71 PROTOCOL), Gaim draws the buddy list by calling show_buddy_list, and
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72 waits for input from two places: the server and the user. The first
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73 place it gets input from after signon is usually the server, when the
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74 server tells Gaim which buddies are signed on.
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75
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76 When there is information ready to be read from the server, toc_callback
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77 is called (by GDK) to parse the incoming information. On an UPDATE,
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78 serv_got_update is called, which takes care of things like notifying
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79 conversation windows of the update if need be; notifying the plugins;
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80 and finally, calling set_buddy.
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81
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82 set_buddy is responsible for a lot of stuff, but most of it is done
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83 implicitly. It's responsible for the sounds (which is just a call to
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84 play_sound), but the biggest thing it does is call new_group_show and
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85 new_buddy_show if necessary. There's only one group_show per group name,
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86 even between connections, and only one buddy_show per group_show per
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87 buddy name, even between connections. (If that's not confusing enough,
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88 wait until I really start describing how the buddy list works.)
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89
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90 New connections happen the exact same way as described above. Each
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91 aim_user can have one gaim_connection associated with it. aim_user and
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92 gaim_connection both have a protocol field; gaim_connection's should
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93 be constant once it is set. (I'll talk about the gaim_connection struct
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94 more later.)
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95
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96 When the user opens a new conversation window, new_conversation is called.
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97 That's easy enough. If there isn't a conversation with the person already
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98 open (checked by calling find_conversation), show_conv is called to
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99 create the new window. All sorts of neat things happen there, but it's
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100 mostly drawing the window. show_conv is the best place to edit the UI.
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101
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102 That's pretty much it for the quick tutorial. I know it wasn't much but
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103 it's enough to get you started. Make sure you know GTK before you get too
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104 involved. Most of the back-end stuff is pretty basic; most of gaim is GTK.
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106
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107 SOURCE FILES
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108 ============
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109
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110 about.c:
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111 Not much to say here, just a few basic functions.
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112
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113 aim.c:
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114 This is where the main() function is. It takes care of a lot of the
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115 initialization stuff, and showing the login window. It's pretty tiny
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116 and there's not really much to edit in it. This has some of the most
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117 pointless functions, like gaim_setup, which optionally turns off sounds
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118 on signon. A lot of this file should actually be part of other files.
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120 away.c:
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121 This takes care of most of the away stuff: setting the away message
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122 (do_away_message); coming back (do_im_back); drawing the away window;
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123 etc.
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124
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125 browser.c:
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126 Code for opening a browser window. Most of the code is trying to deal
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127 with Netscape. The most important function here is open_url. Have fun.
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128 (This file may give you problems with GTK 2.0, because it uses parts
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129 of GDK that it's not supposed to know about.)
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131 buddy.c:
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132 This takes care of not only nearly everything buddy-related (the
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133 buddy lists, the window, etc.), but also a lot of the code flow and
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134 util functions. Look for good things like find_buddy, set_buddy,
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135 and signoff here.
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136
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137 buddy_chat.c:
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138 This takes care of the buddy chat stuff. This used to be a lot bigger
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139 until the chat and IM windows got merged in the code. Now it mostly
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140 just takes care of chat-specific stuff, like ignoring people and
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141 keeping track of who's in the room. This is also where the chat window
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142 is created.
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143
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144 conversation.c:
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145 This is where most of the functions dealing with the IM and chat windows
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146 are hidden. It tries to abstract things as much as possible, but doesn't
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147 do a very good job. This is also where things like "Enter sends" and
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148 "Ctrl-{B/I/U/S}" options get carried out (look for send_callback). The
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149 chat and IM toolbar (with the B/I/U/S buttons) are both built from
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150 the same function, build_conv_toolbar.
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151
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152 dialogs.c:
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153 A massive file with a lot of little utility functions. This is where all
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154 of those little dialog windows are created. Things like the warn dialog
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155 and the add buddy dialog are here. Not all of the dialogs in gaim are in
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156 this file, though. But most of them are. This is also where do_import
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157 is housed, to import buddy lists. (The actual buddy list parsing code
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158 is in util.c for winaim lists and toc.c for gaim's own lists.)
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159
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160 gaimrc.c:
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161 This controls everything about the .gaimrc file. There's not really much
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162 to say about it; this is probably one of the better designed and easier
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163 to follow files in gaim. The important functions are towards the bottom.
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164
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165 gnome_applet_mgr.c:
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166 This controls most things that are related to the applet. I don't like
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167 looking at this file because it still has functionsLikeThis. But at
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168 least it doesn't have many of them anymore. Anyway, this file isn't
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169 very big because there's really not much difference between the panel
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170 version and the app version.
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171
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172 gtkhtml.c:
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173 This is really just one big hack. I recommend not looking at this
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174 file if you want to save your sanity. (It's going to be replaced
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175 eventually anyway.) People have asked why we don't replace this with
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176 GNOME's GtkHTML, or embed mozilla (yes, they were serious). There
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177 are two reasons. The first is that doing that would cause gaim to
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178 require 6 extra libraries that nobody needs or wants or has. The
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179 second is that we really don't need, or even want, a full-fledged
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180 HTML viewer. We don't even want a normal HTML viewer because the text
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181 that gets sent gets parsed and displayed different than normal HTML.
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182 (Try inserting a newline and you'll see what I mean.) We should only
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183 support about 12 tags, not the 50 that normal HTML supports.
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184
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185 gtkticker.c:
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186 Syd, our resident GTK God, wrote a GtkWidget, GtkTicker. This is that
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187 widget. It's cool, and it's tiny.
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188
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189 html.c:
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190 Don't ask my why this is called html.c. Most of it is just grab_url,
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191 which does like the name says; it downloads a URL to show in the
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192 GtkHTML widget. http.c would be a more appropriate name, but that's OK.
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193
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194 idle.c:
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195 This file used to be entirely #if 0'd out of existance. However, thanks
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196 to some very generous people who submitted patches, this takes care of
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197 reporting idle time (imagine that). It's a pretty straight-forward file.
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198 This also takes care of the auto-away stuff.
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199
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200 multi.c:
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201 This is the file that tries to take care of most of the major issues
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202 with multiple connections. The best function in here by far is the
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203 account_editor(). auto_login() is also in here (I'm just reading multi.h
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204 now...). account_editor is really the only function that the UI needs
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205 to be concerned with.
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206
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207 oscar.c:
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208 One big hack of copied code. This is supposed to be the libfaim tie-in
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209 in gaim. Most of it is just copied straight from faimtest, the small
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210 program that comes with libfaim. I'm not even sure how half of it works,
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211 if that makes you feel any better.
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212
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213 perl.c:
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214 This was basically copied straight from X-Chat through the power of
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215 the GPL. Perl is the biggest, most confusing piece of C code I've ever
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216 seen in my life (and keep in mind I'm a gaim hacker). I have a basic
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217 idea of what's going on in it, but I couldn't tell you exactly. The
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218 top half sets up perl and tells it what's going on and the bottom half
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219 implements the AIM module.
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220
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221 plugins.c:
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222 This is the "plugin plug", as the file states. This file is probably
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223 the only file in all of gaim that at the top has all of the functions
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224 and global and static variables named out for you. It makes reading
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225 it a little easier, but not by much. A lot of the code in here deals
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226 with the plugin window rather than the plugins themselves.
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227
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228 prefs.c:
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229 The important function in here is build_prefs, but the most useful
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230 function is gaim_button. build_prefs draws the window, and calls
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231 gaim_button probably 30 or 40 times. (I don't really wanna run grep
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232 | wc to count.) This is where you add the toggle button for gaim
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233 preferences. It's very simple, and if you look at a couple of the
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234 calls to gaim_button you'll figure it out right away. The new prefs
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235 window uses a CList instead of a Notebook, and there's a pretty bad
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236 hack to get it to work. I won't tell you what though.
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237
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238 prpl.c:
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239 This file is what lets gaim dynamically load protocols, sort of. All
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240 of the actual dlopen(), dlsym() stuff is in plugins.c. But this
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241 contains all of the functions that the protocol plugin needs to call,
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242 and manages all of the protocols. It's a pretty simple file actually.
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243
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244 proxy.c:
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245 Adam (of libfaim glory) got bored one day and rewrote this file, so
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246 now everything actually works. The main function is proxy_connect,
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247 which figures out which proxy you want to use (if you want to use one
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248 at all) and passes off the data to the appropriate function. This file
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249 should be pretty straight-forward.
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250
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251 rvous.c:
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252 This was originally going to be the stuff for all of the Buddy Icon
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253 and Voice Chat stuff, but I got really sick of protocol hacking really
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254 quick. Now it only houses the file transfer stuff, which only works
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255 for TOC. ("Works" being a very subjective statement. This file needs
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256 to be rewritten.)
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257
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258 server.c:
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259 This is where all of the differentiation between the different protocols
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260 is done. Nearly everything that's network related goes through here
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261 at one point or another. This has good things like serv_send_im and
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262 serv_got_update. Most of it should be pretty self-explanatory.
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263
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264 sound.c:
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265 The main function in this file is play_sound, which plays one of 8
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266 (maybe 9?) sounds based on preferences. All that the rest of the code
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267 should have to do is call play_sound(BUDDY_ARRIVE), for example, and
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268 this file will take care of determining if a sound should be played
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269 and which file should be played.
639
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270
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271 ticker.c:
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272 Syd is just so cool. I really can't get over it. He let me come
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273 visit him at Netscape one day, and I got to see all of their toys
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274 (don't worry, I'm under an NDA). Anyway, this file is for the buddy
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275 ticker. This is also a damn cool file because it's got all of the
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276 functions that you'd want right up at the top. Someday I want to be
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277 as cool as Syd.
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278
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279 toc.c:
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280 This handles everything TOC-related, including parsing gaim's buddy
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281 list. Most of this file is toc_callback, which parses the incoming
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282 information from the server. I really don't like TOC though. (I've spent
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283 waaayyyy too much time with TOC. I rewrote the signon process for this
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284 file at one point, so that read was only called when data was pending.
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285 Since then the TOC server has been blocking my IP (probably my own
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286 stupid fault, sending bad strings or some such).)
639
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287
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288 util.c:
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289 There's not really a lot of cohesion to this file; it's just a lot of
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290 stuff that happened to be thrown into it for no apparent reason. None
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291 of it is particularly tasty; it's all just utility functions. Just
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292 like the name says.
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293
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294
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295 HOW THE BUDDY LIST WORKS
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296 ========================
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297
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298 The buddy list is a pain in the ass. Let me start off by saying that. The
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299 most difficult part about getting gaim to do multiple connections was
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300 the buddy list. In its current state it's very much like the UI for
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301 0.10.x and earlier, which is what I was aiming for. However, the code
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302 is completely different. And not much better.
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303
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304 All of the buddy list stuff is in buddy.c, so you'll only have to have
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305 that one file open (and possibly gaim.h for the struct definitions). There
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306 are two sets of functions: those that deal with the buddy lists, and
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307 those that deal with the window. (I say lists because each connection
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308 has their own buddy list, independent of the others, even though the UI
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309 merges them.)
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310
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311 The buddy list functions work pretty much the same way they did before;
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312 except now that each buddy and group belongs to a connection, things
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313 like find_buddy take an additional argument, the connection you want to
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314 search for the buddy in. Read gaim.h for a good list of them: find_buddy,
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315 find_group, add_buddy, remove_buddy, remove_group.
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316
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317 The window is a lot more fun. There's really only one function that
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318 does anything interesting, and that's set_buddy. (There's also things
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319 like build_edit_tree, but that's boring.) set_buddy is called by
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320 serv_got_update (and should only be called by that function) any time
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321 a user signs on, signs off, goes away, comes back, goes idle, etc, etc,
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322 etc. Various things happen depending on the new state of the buddy.
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323
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324 struct buddy has a member, present, which is set to either 0, 1, or
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325 2. You can check if the buddy is online with "if (b->present)". This
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326 becomes important. present is set to either 0 or 1 by serv_got_update,
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327 or is not set at all. When the buddy is passed to set_buddy, if present
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328 is 1 then set_buddy plays the BUDDY_ARRIVE sound, and sets present to 2,
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329 to indicate it has already received notification of arrival. It then
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330 does other signin-related stuff: setting the pixmap to the login icon;
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331 updating the conversation windows; etc.
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332
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333 The most important thing it does though, if a buddy is present, is it
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334 checks for the existance of the appropriate group_show and buddy_show for
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335 that buddy. Each buddy must belong to a group. group_shows are based on
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336 name; there can only be one group_show for each group name. buddy_shows
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337 are based both on name and on group_show; there can only be one buddy_show
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338 in a group_show for each name. However, there can be two buddy_shows
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339 with the same name as long as they have different group_shows.
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340
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341 Each buddy_show has a GList of connections that has registered its related
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342 buddy as being online. set_buddy makes sure that the connection that it's
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343 being passed is part of the connlist for the buddy_show associated with
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344 the struct buddy that it's passed (it helps to know your data structures).
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345
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346 If a buddy logs off (b->present == 0), and a buddy_show exists for
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347 that buddy, then set_buddy will play the logoff sound, change the icon,
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348 remove the connection from the connlist for the buddy_show, etc.
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349
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350 And that's how that works. For the buddy lists, connections own buddies;
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351 for the window, the buddies own the connections. When the buddy_show
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352 connlist count drops to zero it disappears from existance.
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353
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354
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355 PLUGINS
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356 =======
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357
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358 OK, so you want to load a plugin. You go through whatever UI (you
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359 can read all about the UI in plugins.c or whereever). You finally get
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360 to load_plugin, the meat of the plugins stuff (plugins can actually
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361 call load_plugin themselves to load other plugins). load_plugin
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362 is passed the full path to the plugin you want to load
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363 (e.g. /usr/local/lib/gaim/irc.so).
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364
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365 load_plugin does a few things with that filename. The first is to see
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366 if you've already loaded that plugin. If you have, load_plugin unloads
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367 the one that is currently loaded. You might wonder why; it's because
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368 the same plugin can't be loaded twice. If you call g_module_open on a
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369 filename twice, both times it will return the same pointer, and both times
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370 increment the reference count on the GModule * that it returns. This
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371 means you really do have the same plugin twice, which fucks up the
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372 callback system to no end. So it's better that you can only have it
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373 loaded once at any given time.
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374
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375 Now that we're assured that we don't have this particular plugin loaded
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376 yet, we better load it. g_module_open, baby. Much more portable than
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377 dlopen(). In fact, for Linux it actually is the equivalent of dlopen()
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378 (you can read the gmodule source and see for yourself). There's only one
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379 quirk. It always logically ORs the options you pass with RTLD_GLOBAL,
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380 which means that plugins share symbols. I haven't figured out yet if
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381 this means just functions or variables too; but in either case make every
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382 function and variable in your plugin static except for gaim_plugin_*(),
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383 name(), and description(). It's good coding practice anyway.
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384
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385 So, assuming we didn't get NULL back from g_module_open, we then make sure
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386 it's a valid gaim plugin by looking for and calling gaim_plugin_init,
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387 courtesy g_module_symbol (g_module_symbol is actually what's portable
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388 about gmodule as opposed to dl*; some BSD's require '_' prepended to
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389 symbol names and g_module_symbol guarantees we do The Right Thing).
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390
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391 Assuming we've found gaim_plugin_init and it hasn't returned non-NULL
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392 to us, we then add it to our list of plugins and go merrily about our way.
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393
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394 So when do the callbacks happen?! plugin_event, baby, plugin_event. Any
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395 time you want to trigger a plugin event simply call plugin_even with the
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396 parameters to be passed to any event handlers and you're set. plugin_event
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397 then makes sure that any plugins waiting for the event get passed the
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398 arguments properly and passes it on to perl.
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399
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400 Speaking of perl. If you really want to know how this works, you're
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401 better off reading X-Chat's documentation of it, because it's better
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402 than what I could provide.
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403
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404
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405 MULTIPLE CONNECTIONS AND PRPLS
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406 ==============================
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407
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408 OK, let's start with the basics. There are users. Each user is contained
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409 in an aim_user struct, and kept track of in the aim_users GList (GSList?).
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410 Each aim_user has certain features: a username, a password, and user_info.
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411 It also has certain options, and the protocol it uses to sign on (kept
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412 as an int which is #define'd in prpl.h). The way the management of the
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413 users works is, there will (hopefully) only be one user for a given
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414 screenname/ protocol pair (i.e. you may have two user warmenhoven's,
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415 but they'll both have a different protocol number).
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416
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417 Now then, there are protocols that gaim knows about. Each protocol is
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418 in a prpl struct and kept track of in the protocols GSList. The way the
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419 management of the protocols is, there will only ever be one prpl per
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420 numeric protocol. Each prpl defines a basic set of functions: login,
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421 logout, send_im, etc. The prpl is responsible not only for handling
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422 these functions, but also for calling the appropriate serv_got functions
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423 (e.g. serv_got_update when a buddy comes online/goes offline/goes
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424 idle/etc). It handles each of these on a per-connection basis.
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425
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426 So why's it called a PRPL? It stands for PRotocol PLugin. That means
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427 that it's possible to dynamically add new protocols to gaim. However,
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428 all protocols must be implemented the same way: by using a prpl struct
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429 and being loaded, regardless of whether they are static or dynamic.
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430
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431 Here's how struct gaim_connection fits into all of this. At some point
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432 the User (capitalized to indicate a person and not a name) will try to
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433 sign on one of Their users. serv_login is then called for that user. It
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434 searches for the prpl that is assigned to that user, and calls that prpl's
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435 login function, passing it the aim_user struct that is attempting to sign
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436 on. The prpl is then responsible for seeing that the gaim_connection
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437 is created (by calling new_gaim_connection), and registering it as
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438 being online (by calling account_online and passing it the aim_user and
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439 gaim_connection structs). At that point, the aim_user and gaim_connection
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440 structs have pointers to each other, and the gaim_connection struct has
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441 a pointer to the prpl struct that it is using. The gaim_connections are
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442 stored in the connections GSList. The way connection management works is,
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443 there will always only be one gaim_connection per user, and the prpl that
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444 the gaim_connection uses will be constant for the gaim_connection's life.
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445
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446 So at certain points the User is going to want to do certain things,
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447 like send a message. They must send the message on a connection. So the UI
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448 figures out which gaim_connection the User want to send a message on (for
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449 our example), and calls serv_send_im, telling it which gaim_connection to
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450 use, and the necessary information (who to send it to, etc). The serv_
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451 function then calls the handler of the prpl of the connection for that
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452 event (that was way too many prepositions). OK, each prpl has a send_im
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453 function. Each connection has a prpl. so you call gc->prpl->send_im and
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454 pass it the connection and all the necessary info. And that's how things
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455 get done.
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456
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457 I hope some of that made sense. Looking back at it it makes absolutely no
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458 sense to me. Thank god I wrote the code; otherwise I'm sure I'd be lost.