view src/status.c @ 11719:109ee3bfeac5

[gaim-migrate @ 14010] SF Patch #1333770 from corfe83 "Many times in gaim we use the function g_slist_remove(list,node->data) to remove an element from a GSList. If we already have the pointer to the node we want to delete, it is faster to send it the pointer to the node to delete rather than the data of the node (we can do this by calling g_slist_delete_link(list,node)). This change was made while looking at glib's documentation and the code in glib's gslist.c. This is because as the remove/delete function traverses each node in the list, it doesn't need to spend an extra memory access to retrieve the data for each element in the node it is traversing and then compare, it can simply compare the pointer. In my tests outside of gaim, this makes a big difference if the node you are deleting is at a high index in the list. However, even if you're deleting the first node, it about breaks even. So, I've found each case in gaim where we are calling g_slist_remove, and we already have the pointer to the appropriate node to delete (this is often the case when we're doing a for or while loop on a GSList). I've then replaced it with the appropriate call to g_slist_delete_link. I, however, didn't do this in situations where we are explicitly removing the first element in the list, because in those situations it is an unnecessary change. There should be no difference in behavior, but just in case I've tried running it with valgrind, which reports the same number of memory leaks after my patch as before my patch. Of course, I can't guarantee that my normal behavior on gaim is hitting all the functions I've changed, but in general testing it Works For Me (tm)." As with the last patch, this one may not have a practical performance impact (or maybe it does, I have no idea), but it's not worse for any case. Given two ways of doing things where one is always at least as fast and may be faster under some cases, I like to prefer that faster way. This doesn't make the code any uglier, so I'm applying. committer: Tailor Script <tailor@pidgin.im>
author Richard Laager <rlaager@wiktel.com>
date Sat, 22 Oct 2005 20:48:18 +0000
parents a647f92e1d57
children 58b8251c3d60
line wrap: on
line source

/**
 * @file status.c Status API
 * @ingroup core
 *
 * gaim
 *
 * Gaim is the legal property of its developers, whose names are too numerous
 * to list here.  Please refer to the COPYRIGHT file distributed with this
 * source distribution.
 *
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; either version 2 of the License, or
 * (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
 */
#include "internal.h"

#include "blist.h"
#include "core.h"
#include "dbus-maybe.h"
#include "debug.h"
#include "notify.h"
#include "prefs.h"
#include "status.h"

/**
 * A type of status.
 */
struct _GaimStatusType
{
	GaimStatusPrimitive primitive;

	char *id;
	char *name;
	char *primary_attr_id;

	gboolean saveable;
	gboolean user_settable;
	gboolean independent;

	GList *attrs;
};

/**
 * A status attribute.
 */
struct _GaimStatusAttr
{
	char *id;
	char *name;
	GaimValue *value_type;
};

/**
 * A list of statuses.
 */
struct _GaimPresence
{
	GaimPresenceContext context;

	gboolean idle;
	time_t idle_time;
	time_t login_time;

	GList *statuses;
	GHashTable *status_table;

	GaimStatus *active_status;

	union
	{
		GaimAccount *account;

		struct
		{
			GaimConversation *conv;
			char *user;

		} chat;

		struct
		{
			GaimAccount *account;
			char *name;
			size_t ref_count;
			GList *buddies;

		} buddy;

	} u;
};

/**
 * An active status.
 */
struct _GaimStatus
{
	GaimStatusType *type;
	GaimPresence *presence;

	const char *title;

	gboolean active;

	GHashTable *attr_values;
};

typedef struct
{
	GaimAccount *account;
	char *name;
} GaimStatusBuddyKey;

static int primitive_scores[] =
{
	0,      /* unset                    */
	-500,   /* offline                  */
	0,      /* online                   */
	100,    /* available                */
	-75,    /* unavailable              */
	-50,    /* hidden                   */
	-100,   /* away                     */
	-200,   /* extended away            */
	-10,    /* idle, special case.      */
	-5      /* idle time, special case. */
};

static GHashTable *buddy_presences = NULL;

#define SCORE_IDLE      8
#define SCORE_IDLE_TIME 9

/**************************************************************************
 * GaimStatusPrimitive API
 **************************************************************************/
static struct GaimStatusPrimitiveMap
{
	GaimStatusPrimitive type;
	const char *id;
	const char *name;

} const status_primitive_map[] =
{
	{ GAIM_STATUS_UNSET,           "unset",           N_("Unset")           },
	{ GAIM_STATUS_OFFLINE,         "offline",         N_("Offline")         },
	{ GAIM_STATUS_AVAILABLE,       "available",       N_("Available")       },
	{ GAIM_STATUS_UNAVAILABLE,     "unavailable",     N_("Unavailable")     },
	{ GAIM_STATUS_HIDDEN,          "hidden",          N_("Hidden")          },
	{ GAIM_STATUS_AWAY,            "away",            N_("Away")            },
	{ GAIM_STATUS_EXTENDED_AWAY,   "extended_away",   N_("Extended Away")   }
};

const char *
gaim_primitive_get_id_from_type(GaimStatusPrimitive type)
{
    int i;

    for (i = 0; i < GAIM_STATUS_NUM_PRIMITIVES; i++)
    {
		if (type == status_primitive_map[i].type)
			return status_primitive_map[i].id;
    }

    return status_primitive_map[0].id;
}

const char *
gaim_primitive_get_name_from_type(GaimStatusPrimitive type)
{
    int i;

    for (i = 0; i < GAIM_STATUS_NUM_PRIMITIVES; i++)
    {
		if (type == status_primitive_map[i].type)
			return status_primitive_map[i].name;
    }

    return status_primitive_map[0].name;
}

GaimStatusPrimitive
gaim_primitive_get_type_from_id(const char *id)
{
    int i;

    g_return_val_if_fail(id != NULL, GAIM_STATUS_UNSET);

    for (i = 0; i < GAIM_STATUS_NUM_PRIMITIVES; i++)
    {
        if (!strcmp(id, status_primitive_map[i].id))
            return status_primitive_map[i].type;
    }

    return status_primitive_map[0].type;
}


/**************************************************************************
 * GaimStatusType API
 **************************************************************************/
GaimStatusType *
gaim_status_type_new_full(GaimStatusPrimitive primitive, const char *id,
						  const char *name, gboolean saveable,
						  gboolean user_settable, gboolean independent)
{
	GaimStatusType *status_type;

	g_return_val_if_fail(primitive != GAIM_STATUS_UNSET, NULL);
	g_return_val_if_fail(id        != NULL,              NULL);
	g_return_val_if_fail(name      != NULL,              NULL);

	status_type = g_new0(GaimStatusType, 1);
	GAIM_DBUS_REGISTER_POINTER(status_type, GaimStatusType);

	status_type->primitive     = primitive;
	status_type->id            = g_strdup(id);
	status_type->name          = g_strdup(name);
	status_type->saveable      = saveable;
	status_type->user_settable = user_settable;
	status_type->independent   = independent;

	return status_type;
}

GaimStatusType *
gaim_status_type_new(GaimStatusPrimitive primitive, const char *id,
					 const char *name, gboolean user_settable)
{
	g_return_val_if_fail(primitive != GAIM_STATUS_UNSET, NULL);
	g_return_val_if_fail(id        != NULL,              NULL);
	g_return_val_if_fail(name      != NULL,              NULL);

	return gaim_status_type_new_full(primitive, id, name, FALSE,
			user_settable, FALSE);
}

GaimStatusType *
gaim_status_type_new_with_attrs(GaimStatusPrimitive primitive,
		const char *id, const char *name,
		gboolean saveable, gboolean user_settable,
		gboolean independent, const char *attr_id,
		const char *attr_name, GaimValue *attr_value,
		...)
{
	GaimStatusType *status_type;
	va_list args;

	g_return_val_if_fail(primitive  != GAIM_STATUS_UNSET, NULL);
	g_return_val_if_fail(id         != NULL,              NULL);
	g_return_val_if_fail(name       != NULL,              NULL);
	g_return_val_if_fail(attr_id    != NULL,              NULL);
	g_return_val_if_fail(attr_name  != NULL,              NULL);
	g_return_val_if_fail(attr_value != NULL,              NULL);

	status_type = gaim_status_type_new_full(primitive, id, name, saveable,
			user_settable, independent);

	/* Add the first attribute */
	gaim_status_type_add_attr(status_type, attr_id, attr_name, attr_value);

	va_start(args, attr_value);
	gaim_status_type_add_attrs_vargs(status_type, args);
	va_end(args);

	return status_type;
}

void
gaim_status_type_destroy(GaimStatusType *status_type)
{
	GList *l;

	g_return_if_fail(status_type != NULL);

	g_free(status_type->id);
	g_free(status_type->name);

	if (status_type->primary_attr_id != NULL)
		g_free(status_type->primary_attr_id);

	if (status_type->attrs != NULL)
	{
		for (l = status_type->attrs; l != NULL; l = l->next)
			gaim_status_attr_destroy((GaimStatusAttr *)l->data);

		g_list_free(status_type->attrs);
	}

	GAIM_DBUS_UNREGISTER_POINTER(status_type);
	g_free(status_type);
}

void
gaim_status_type_set_primary_attr(GaimStatusType *status_type, const char *id)
{
	g_return_if_fail(status_type != NULL);

	if (status_type->primary_attr_id != NULL)
		g_free(status_type->primary_attr_id);

	status_type->primary_attr_id = (id == NULL ? NULL : g_strdup(id));
}

void
gaim_status_type_add_attr(GaimStatusType *status_type, const char *id,
		const char *name, GaimValue *value)
{
	GaimStatusAttr *attr;

	g_return_if_fail(status_type != NULL);
	g_return_if_fail(id          != NULL);
	g_return_if_fail(name        != NULL);
	g_return_if_fail(value       != NULL);

	attr = gaim_status_attr_new(id, name, value);

	status_type->attrs = g_list_append(status_type->attrs, attr);
}

void
gaim_status_type_add_attrs_vargs(GaimStatusType *status_type, va_list args)
{
	const char *id, *name;
	GaimValue *value;

	g_return_if_fail(status_type != NULL);

	while ((id = va_arg(args, const char *)) != NULL)
	{
		name = va_arg(args, const char *);
		g_return_if_fail(name != NULL);

		value = va_arg(args, GaimValue *);
		g_return_if_fail(value != NULL);

		gaim_status_type_add_attr(status_type, id, name, value);
	}
}

void
gaim_status_type_add_attrs(GaimStatusType *status_type, const char *id,
		const char *name, GaimValue *value, ...)
{
	va_list args;

	g_return_if_fail(status_type != NULL);
	g_return_if_fail(id          != NULL);
	g_return_if_fail(name        != NULL);
	g_return_if_fail(value       != NULL);

	/* Add the first attribute */
	gaim_status_type_add_attr(status_type, id, name, value);

	va_start(args, value);
	gaim_status_type_add_attrs_vargs(status_type, args);
	va_end(args);
}

GaimStatusPrimitive
gaim_status_type_get_primitive(const GaimStatusType *status_type)
{
	g_return_val_if_fail(status_type != NULL, GAIM_STATUS_UNSET);

	return status_type->primitive;
}

const char *
gaim_status_type_get_id(const GaimStatusType *status_type)
{
	g_return_val_if_fail(status_type != NULL, NULL);

	return status_type->id;
}

const char *
gaim_status_type_get_name(const GaimStatusType *status_type)
{
	g_return_val_if_fail(status_type != NULL, NULL);

	return status_type->name;
}

gboolean
gaim_status_type_is_saveable(const GaimStatusType *status_type)
{
	g_return_val_if_fail(status_type != NULL, FALSE);

	return status_type->saveable;
}

gboolean
gaim_status_type_is_user_settable(const GaimStatusType *status_type)
{
	g_return_val_if_fail(status_type != NULL, FALSE);

	return status_type->user_settable;
}

gboolean
gaim_status_type_is_independent(const GaimStatusType *status_type)
{
	g_return_val_if_fail(status_type != NULL, FALSE);

	return status_type->independent;
}

gboolean
gaim_status_type_is_exclusive(const GaimStatusType *status_type)
{
	g_return_val_if_fail(status_type != NULL, FALSE);

	return !status_type->independent;
}

gboolean
gaim_status_type_is_available(const GaimStatusType *status_type)
{
	GaimStatusPrimitive primitive;

	g_return_val_if_fail(status_type != NULL, FALSE);

	primitive = gaim_status_type_get_primitive(status_type);

	/* Why does "hidden" mean the person is available? */
	return (primitive == GAIM_STATUS_AVAILABLE ||
			primitive == GAIM_STATUS_HIDDEN);
}

const char *
gaim_status_type_get_primary_attr(const GaimStatusType *status_type)
{
	g_return_val_if_fail(status_type != NULL, NULL);

	return status_type->primary_attr_id;
}

GaimStatusAttr *
gaim_status_type_get_attr(const GaimStatusType *status_type, const char *id)
{
	GList *l;

	g_return_val_if_fail(status_type != NULL, NULL);
	g_return_val_if_fail(id          != NULL, NULL);

	for (l = status_type->attrs; l != NULL; l = l->next)
	{
		GaimStatusAttr *attr = (GaimStatusAttr *)l->data;

		if (!strcmp(gaim_status_attr_get_id(attr), id))
			return attr;
	}

	return NULL;
}

const GList *
gaim_status_type_get_attrs(const GaimStatusType *status_type)
{
	g_return_val_if_fail(status_type != NULL, NULL);

	return status_type->attrs;
}

const GaimStatusType *
gaim_status_type_find_with_id(GList *status_types, const char *id)
{
	GaimStatusType *status_type;

	g_return_val_if_fail(id != NULL, NULL);

	while (status_types != NULL)
	{
		status_type = status_types->data;

		if (!strcmp(id, status_type->id))
			return status_type;

		status_types = status_types->next;
	}

	return NULL;
}


/**************************************************************************
* GaimStatusAttr API
**************************************************************************/
GaimStatusAttr *
gaim_status_attr_new(const char *id, const char *name, GaimValue *value_type)
{
	GaimStatusAttr *attr;

	g_return_val_if_fail(id         != NULL, NULL);
	g_return_val_if_fail(name       != NULL, NULL);
	g_return_val_if_fail(value_type != NULL, NULL);

	attr = g_new0(GaimStatusAttr, 1);
	GAIM_DBUS_REGISTER_POINTER(attr, GaimStatusAttr);

	attr->id         = g_strdup(id);
	attr->name       = g_strdup(name);
	attr->value_type = value_type;

	return attr;
}

void
gaim_status_attr_destroy(GaimStatusAttr *attr)
{
	g_return_if_fail(attr != NULL);

	g_free(attr->id);
	g_free(attr->name);

	gaim_value_destroy(attr->value_type);

	GAIM_DBUS_UNREGISTER_POINTER(attr);
	g_free(attr);
}

const char *
gaim_status_attr_get_id(const GaimStatusAttr *attr)
{
	g_return_val_if_fail(attr != NULL, NULL);

	return attr->id;
}

const char *
gaim_status_attr_get_name(const GaimStatusAttr *attr)
{
	g_return_val_if_fail(attr != NULL, NULL);

	return attr->name;
}

GaimValue *
gaim_status_attr_get_value(const GaimStatusAttr *attr)
{
	g_return_val_if_fail(attr != NULL, NULL);

	return attr->value_type;
}


/**************************************************************************
* GaimStatus API
**************************************************************************/
GaimStatus *
gaim_status_new(GaimStatusType *status_type, GaimPresence *presence)
{
	GaimStatus *status;
	const GList *l;

	g_return_val_if_fail(status_type != NULL, NULL);
	g_return_val_if_fail(presence    != NULL, NULL);

	status = g_new0(GaimStatus, 1);
	GAIM_DBUS_REGISTER_POINTER(status, GaimStatus);

	status->type     = status_type;
	status->presence = presence;

	status->attr_values =
		g_hash_table_new_full(g_str_hash, g_str_equal, g_free,
		(GDestroyNotify)gaim_value_destroy);

	for (l = gaim_status_type_get_attrs(status_type); l != NULL; l = l->next)
	{
		GaimStatusAttr *attr = (GaimStatusAttr *)l->data;
		GaimValue *value = gaim_status_attr_get_value(attr);
		GaimValue *new_value = gaim_value_dup(value);

		g_hash_table_insert(status->attr_values,
							g_strdup(gaim_status_attr_get_id(attr)),
							new_value);
	}

	return status;
}

/*
 * TODO: If the GaimStatus is in a GaimPresence, then
 *       remove it from the GaimPresence?
 */
void
gaim_status_destroy(GaimStatus *status)
{
	g_return_if_fail(status != NULL);

	g_hash_table_destroy(status->attr_values);

	GAIM_DBUS_UNREGISTER_POINTER(status);
	g_free(status);
}

static void
notify_buddy_status_update(GaimBuddy *buddy, GaimPresence *presence,
		GaimStatus *old_status, GaimStatus *new_status)
{
	GaimBlistUiOps *ops = gaim_blist_get_ui_ops();

	if (gaim_prefs_get_bool("/core/logging/log_system"))
	{
		time_t current_time = time(NULL);
		const char *buddy_alias = gaim_buddy_get_alias(buddy);
		char *tmp = NULL;

		if (((old_status == NULL) || !gaim_status_is_available(old_status)) &&
				gaim_status_is_available(new_status))
		{
			tmp = g_strdup_printf(_("%s came back"), buddy_alias);
		}
		else if ((old_status != NULL) && gaim_status_is_available(old_status) &&
				!gaim_status_is_available(new_status))
		{
			tmp = g_strdup_printf(_("%s went away"), buddy_alias);
		}

		if (tmp != NULL)
		{
			GaimLog *log = gaim_account_get_log(buddy->account);

			gaim_log_write(log, GAIM_MESSAGE_SYSTEM, buddy_alias,
			current_time, tmp);
			g_free(tmp);
		}
	}

	if (ops != NULL && ops->update != NULL)
		ops->update(gaim_get_blist(), (GaimBlistNode*)buddy);
}

static void
notify_status_update(GaimPresence *presence, GaimStatus *old_status,
					 GaimStatus *new_status)
{
	GaimPresenceContext context = gaim_presence_get_context(presence);

	if (context == GAIM_PRESENCE_CONTEXT_ACCOUNT)
	{
		GaimAccount *account = gaim_presence_get_account(presence);
		GaimAccountUiOps *ops = gaim_accounts_get_ui_ops();

		if (gaim_account_get_enabled(account, gaim_core_get_ui()))
			gaim_prpl_change_account_status(account, old_status, new_status);

		if (ops != NULL && ops->status_changed != NULL)
		{
			ops->status_changed(account, new_status);
		}
	}
	else if (context == GAIM_PRESENCE_CONTEXT_CONV)
	{
#if 0
		GaimConversationUiOps *ops;
		GaimConversation *conv;

		conv = gaim_status_get_conversation(new_status);
/*
 * TODO: Probably need to do some of the following here?  This is copied
 *       from some old status code that was removed.
 *
 *           char *tmp = g_strdup_printf(_("%s logged in."), alias);
 *           gaim_conversation_write(c, NULL, tmp, GAIM_MESSAGE_SYSTEM, time(NULL));
 *           g_free(tmp);
 *
 *           char *tmp = g_strdup_printf(_("%s logged out."), alias);
 *           gaim_conversation_write(c, NULL, tmp, GAIM_MESSAGE_SYSTEM, time(NULL));
 *           g_free(tmp); 
 *
 *           char *tmp = g_strdup_printf(_("%s signed off"), alias);
 *           gaim_log_write(log, GAIM_MESSAGE_SYSTEM, (alias ? alias : name), current_time, tmp);
 *           g_free(tmp);
 *
 *           serv_got_typing_stopped(gc, name);
 *
 *           gaim_conversation_update(c, GAIM_CONV_UPDATE_AWAY);
 */
#endif
	}
	else if (context == GAIM_PRESENCE_CONTEXT_BUDDY)
	{
		const GList *l;

		for (l = gaim_presence_get_buddies(presence); l != NULL; l = l->next)
		{
			notify_buddy_status_update((GaimBuddy *)l->data, presence,
					old_status, new_status);
		}

/*
 * TODO: Maybe we should do this here?
 *           GaimLog *log = gaim_account_get_log(account);
 *           char *tmp = g_strdup_printf(_("%s signed on"), alias);
 *           gaim_log_write(log, GAIM_MESSAGE_SYSTEM, (alias ? alias : name), current_time, tmp);
 *           g_free(tmp);
 */
	}
}

static void
status_has_changed(GaimStatus *status)
{
	GaimPresence *presence;
	GaimStatus *old_status;

	presence   = gaim_status_get_presence(status);

	/*
	 * If this status is exclusive, then we must be setting it to "active."
	 * Since we are setting it to active, we want to set the currently
	 * active status to "inactive."
	 */
	if (gaim_status_is_exclusive(status))
	{
		old_status = gaim_presence_get_active_status(presence);
		if (old_status != NULL && (old_status != status))
			old_status->active = FALSE;
		presence->active_status = status;
	}
	else
		old_status = NULL;

	notify_status_update(presence, old_status, status);
}

void
gaim_status_set_active(GaimStatus *status, gboolean active)
{
	gaim_status_set_active_with_attrs(status, active, NULL);
}

/*
 * This used to parse the va_list directly, but now it creates a GList
 * and passes it to gaim_status_set_active_with_attrs_list().  That
 * function was created because accounts.c needs to pass a GList of
 * attributes to the status API.
 */
void
gaim_status_set_active_with_attrs(GaimStatus *status, gboolean active, va_list args)
{
	GList *attrs = NULL;
	const gchar *id;
	gpointer data;

	if (args != NULL)
	{
		while ((id = va_arg(args, const char *)) != NULL)
		{
			attrs = g_list_append(attrs, (char *)id);
			data = va_arg(args, void *);
			attrs = g_list_append(attrs, data);
		}
	}
	gaim_status_set_active_with_attrs_list(status, active, attrs);
	g_list_free(attrs);
}

void
gaim_status_set_active_with_attrs_list(GaimStatus *status, gboolean active,
									   const GList *attrs)
{
	gboolean changed = FALSE;
	const gchar *id;

	g_return_if_fail(status != NULL);

	if (!active && gaim_status_is_exclusive(status))
	{
		gaim_debug_error("status",
				   "Cannot deactivate an exclusive status (%s).\n",
				   gaim_status_get_id(status));
		return;
	}

	if (status->active != active)
	{
		changed = TRUE;
	}

	status->active = active;

	/* Set any attributes */
	while (attrs)
	{
		GaimValue *value;

		id = attrs->data;
		attrs = attrs->next;
		value = gaim_status_get_attr_value(status, id);
		if (value == NULL)
		{
			gaim_debug_warning("status", "The attribute \"%s\" on the status \"%s\" is "
							   "not supported.\n", id, status->type->name);
			/* Skip over the data and move on to the next attribute */
			attrs = attrs->next;
			continue;
		}

		if (value->type == GAIM_TYPE_STRING)
		{
			const gchar *string_data = attrs->data;
			attrs = attrs->next;
			if (((string_data == NULL) && (value->data.string_data == NULL)) ||
				((string_data != NULL) && (value->data.string_data != NULL) &&
				!strcmp(string_data, value->data.string_data)))
			{
				continue;
			}
			gaim_status_set_attr_string(status, id, string_data);
			changed = TRUE;
		}
		else if (value->type == GAIM_TYPE_INT)
		{
			int int_data = GPOINTER_TO_INT(attrs->data);
			attrs = attrs->next;
			if (int_data == value->data.int_data)
				continue;
			gaim_status_set_attr_int(status, id, int_data);
			changed = TRUE;
		}
		else if (value->type == GAIM_TYPE_BOOLEAN)
		{
			gboolean boolean_data = GPOINTER_TO_INT(attrs->data);
			attrs = attrs->next;
			if (boolean_data == value->data.boolean_data)
				continue;
			gaim_status_set_attr_int(status, id, boolean_data);
			changed = TRUE;
		}
		else
		{
			/* We don't know what the data is--skip over it */
			attrs = attrs->next;
		}
	}

	if (!changed)
		return;
	status_has_changed(status);
}

void
gaim_status_set_attr_boolean(GaimStatus *status, const char *id,
		gboolean value)
{
	GaimStatusType *status_type;
	GaimValue *attr_value;

	g_return_if_fail(status != NULL);
	g_return_if_fail(id     != NULL);

	status_type = gaim_status_get_type(status);

	/* Make sure this attribute exists and is the correct type. */
	attr_value = gaim_status_get_attr_value(status, id);
	g_return_if_fail(attr_value != NULL);
	g_return_if_fail(gaim_value_get_type(attr_value) == GAIM_TYPE_BOOLEAN);

	gaim_value_set_boolean(attr_value, value);
}

void
gaim_status_set_attr_int(GaimStatus *status, const char *id, int value)
{
	GaimStatusType *status_type;
	GaimValue *attr_value;

	g_return_if_fail(status != NULL);
	g_return_if_fail(id     != NULL);

	status_type = gaim_status_get_type(status);

	/* Make sure this attribute exists and is the correct type. */
	attr_value = gaim_status_get_attr_value(status, id);
	g_return_if_fail(attr_value != NULL);
	g_return_if_fail(gaim_value_get_type(attr_value) == GAIM_TYPE_INT);

	gaim_value_set_int(attr_value, value);
}

void
gaim_status_set_attr_string(GaimStatus *status, const char *id,
		const char *value)
{
	GaimStatusType *status_type;
	GaimValue *attr_value;

	g_return_if_fail(status != NULL);
	g_return_if_fail(id     != NULL);

	status_type = gaim_status_get_type(status);

	/* Make sure this attribute exists and is the correct type. */
	attr_value = gaim_status_get_attr_value(status, id);
	g_return_if_fail(attr_value != NULL);
	g_return_if_fail(gaim_value_get_type(attr_value) == GAIM_TYPE_STRING);

	gaim_value_set_string(attr_value, value);
}

GaimStatusType *
gaim_status_get_type(const GaimStatus *status)
{
	g_return_val_if_fail(status != NULL, NULL);

	return status->type;
}

GaimPresence *
gaim_status_get_presence(const GaimStatus *status)
{
	g_return_val_if_fail(status != NULL, NULL);

	return status->presence;
}

const char *
gaim_status_get_id(const GaimStatus *status)
{
	g_return_val_if_fail(status != NULL, NULL);

	return gaim_status_type_get_id(gaim_status_get_type(status));
}

const char *
gaim_status_get_name(const GaimStatus *status)
{
	g_return_val_if_fail(status != NULL, NULL);

	return gaim_status_type_get_name(gaim_status_get_type(status));
}

gboolean
gaim_status_is_independent(const GaimStatus *status)
{
	g_return_val_if_fail(status != NULL, FALSE);

	return gaim_status_type_is_independent(gaim_status_get_type(status));
}

gboolean
gaim_status_is_exclusive(const GaimStatus *status)
{
	g_return_val_if_fail(status != NULL, FALSE);

	return gaim_status_type_is_exclusive(gaim_status_get_type(status));
}

gboolean
gaim_status_is_available(const GaimStatus *status)
{
	g_return_val_if_fail(status != NULL, FALSE);

	return gaim_status_type_is_available(gaim_status_get_type(status));
}

gboolean
gaim_status_is_active(const GaimStatus *status)
{
	g_return_val_if_fail(status != NULL, FALSE);

	return status->active;
}

gboolean
gaim_status_is_online(const GaimStatus *status)
{
	GaimStatusPrimitive primitive;

	g_return_val_if_fail( status != NULL, FALSE);

	primitive = gaim_status_type_get_primitive(gaim_status_get_type(status));

	return (primitive != GAIM_STATUS_UNSET &&
			primitive != GAIM_STATUS_OFFLINE);
}

GaimValue *
gaim_status_get_attr_value(const GaimStatus *status, const char *id)
{
	GaimStatusType *status_type;
	GaimStatusAttr *attr;

	g_return_val_if_fail(status != NULL, NULL);
	g_return_val_if_fail(id     != NULL, NULL);

	status_type = gaim_status_get_type(status);

	/* Make sure this attribute exists. */
	attr = gaim_status_type_get_attr(status_type, id);
	g_return_val_if_fail(attr != NULL, NULL);

	return (GaimValue *)g_hash_table_lookup(status->attr_values, id);
}

gboolean
gaim_status_get_attr_boolean(const GaimStatus *status, const char *id)
{
	const GaimValue *value;

	g_return_val_if_fail(status != NULL, FALSE);
	g_return_val_if_fail(id     != NULL, FALSE);

	if ((value = gaim_status_get_attr_value(status, id)) == NULL)
		return FALSE;

	g_return_val_if_fail(gaim_value_get_type(value) == GAIM_TYPE_BOOLEAN, FALSE);

	return gaim_value_get_boolean(value);
}

int
gaim_status_get_attr_int(const GaimStatus *status, const char *id)
{
	const GaimValue *value;

	g_return_val_if_fail(status != NULL, 0);
	g_return_val_if_fail(id     != NULL, 0);

	if ((value = gaim_status_get_attr_value(status, id)) == NULL)
		return 0;

	g_return_val_if_fail(gaim_value_get_type(value) == GAIM_TYPE_INT, 0);

	return gaim_value_get_int(value);
}

const char *
gaim_status_get_attr_string(const GaimStatus *status, const char *id)
{
	const GaimValue *value;

	g_return_val_if_fail(status != NULL, NULL);
	g_return_val_if_fail(id     != NULL, NULL);

	if ((value = gaim_status_get_attr_value(status, id)) == NULL)
		return NULL;

	g_return_val_if_fail(gaim_value_get_type(value) == GAIM_TYPE_STRING, NULL);

	return gaim_value_get_string(value);
}

gint
gaim_status_compare(const GaimStatus *status1, const GaimStatus *status2)
{
	GaimStatusType *type1, *type2;
	int score1 = 0, score2 = 0;

	if ((status1 == NULL && status2 == NULL) ||
			(status1 == status2))
	{
		return 0;
	}
	else if (status1 == NULL)
		return 1;
	else if (status2 == NULL)
		return -1;

	type1 = gaim_status_get_type(status1);
	type2 = gaim_status_get_type(status2);

	if (gaim_status_is_active(status1))
		score1 = primitive_scores[gaim_status_type_get_primitive(type1)];

	if (gaim_status_is_active(status2))
		score2 = primitive_scores[gaim_status_type_get_primitive(type2)];

	if (score1 > score2)
		return -1;
	else if (score1 < score2)
		return 1;

	return 0;
}


/**************************************************************************
* GaimPresence API
**************************************************************************/
GaimPresence *
gaim_presence_new(GaimPresenceContext context)
{
	GaimPresence *presence;

	g_return_val_if_fail(context != GAIM_PRESENCE_CONTEXT_UNSET, NULL);

	presence = g_new0(GaimPresence, 1);
	GAIM_DBUS_REGISTER_POINTER(presence, GaimPresence);

	presence->context = context;

	presence->status_table =
		g_hash_table_new_full(g_str_hash, g_str_equal,
							  g_free, NULL);

	return presence;
}

GaimPresence *
gaim_presence_new_for_account(GaimAccount *account)
{
	GaimPresence *presence = NULL;
	g_return_val_if_fail(account != NULL, NULL);

	presence = gaim_presence_new(GAIM_PRESENCE_CONTEXT_ACCOUNT);
	presence->u.account = account;
	presence->statuses = gaim_prpl_get_statuses(account, presence);

	return presence;
}

GaimPresence *
gaim_presence_new_for_conv(GaimConversation *conv)
{
	GaimPresence *presence;

	g_return_val_if_fail(conv != NULL, NULL);

	presence = gaim_presence_new(GAIM_PRESENCE_CONTEXT_CONV);
	presence->u.chat.conv = conv;
	/* presence->statuses = gaim_prpl_get_statuses(conv->account, presence); ? */

	return presence;
}

GaimPresence *
gaim_presence_new_for_buddy(GaimBuddy *buddy)
{
	GaimPresence *presence;
	GaimStatusBuddyKey *key;
	GaimAccount *account;

	g_return_val_if_fail(buddy != NULL, NULL);
	account = buddy->account;

	key = g_new0(GaimStatusBuddyKey, 1);
	key->account = buddy->account;
	key->name    = g_strdup(buddy->name);

	presence = g_hash_table_lookup(buddy_presences, key);
	if (presence == NULL)
	{
		presence = gaim_presence_new(GAIM_PRESENCE_CONTEXT_BUDDY);

		presence->u.buddy.name    = g_strdup(buddy->name);
		presence->u.buddy.account = buddy->account;
		presence->statuses = gaim_prpl_get_statuses(buddy->account, presence);

		g_hash_table_insert(buddy_presences, key, presence);
	}
	else
	{
		g_free(key->name);
		g_free(key);
	}

	presence->u.buddy.ref_count++;
	presence->u.buddy.buddies = g_list_append(presence->u.buddy.buddies,
			buddy);

	return presence;
}

void
gaim_presence_destroy(GaimPresence *presence)
{
	g_return_if_fail(presence != NULL);

	if (gaim_presence_get_context(presence) == GAIM_PRESENCE_CONTEXT_BUDDY)
	{
		GaimStatusBuddyKey key;

		if(presence->u.buddy.ref_count != 0)
			return;

		key.account = presence->u.buddy.account;
		key.name    = presence->u.buddy.name;

		g_hash_table_remove(buddy_presences, &key);

		if (presence->u.buddy.name != NULL)
			g_free(presence->u.buddy.name);
	}
	else if (gaim_presence_get_context(presence) == GAIM_PRESENCE_CONTEXT_CONV)
	{
		if (presence->u.chat.user != NULL)
			g_free(presence->u.chat.user);
	}

	if (presence->statuses != NULL) {
		g_list_foreach(presence->statuses, (GFunc)gaim_status_destroy, NULL);
		g_list_free(presence->statuses);
	}

	g_hash_table_destroy(presence->status_table);

	GAIM_DBUS_UNREGISTER_POINTER(presence);
	g_free(presence);
}

/*
 * TODO: Maybe we should cal gaim_presence_destroy() after we
 *       decrement the ref count?  I don't see why we should
 *       make other places do it manually when we can do it here.
 */
void
gaim_presence_remove_buddy(GaimPresence *presence, GaimBuddy *buddy)
{
	g_return_if_fail(presence != NULL);
	g_return_if_fail(buddy    != NULL);
	g_return_if_fail(gaim_presence_get_context(presence) ==
			GAIM_PRESENCE_CONTEXT_BUDDY);

	if (g_list_find(presence->u.buddy.buddies, buddy) != NULL)
	{
		presence->u.buddy.buddies = g_list_remove(presence->u.buddy.buddies,
				buddy);
		presence->u.buddy.ref_count--;
	}
}

void
gaim_presence_add_status(GaimPresence *presence, GaimStatus *status)
{
	g_return_if_fail(presence != NULL);
	g_return_if_fail(status   != NULL);

	presence->statuses = g_list_append(presence->statuses, status);

	g_hash_table_insert(presence->status_table,
	g_strdup(gaim_status_get_id(status)), status);
}

void
gaim_presence_add_list(GaimPresence *presence, const GList *source_list)
{
	const GList *l;

	g_return_if_fail(presence    != NULL);
	g_return_if_fail(source_list != NULL);

	for (l = source_list; l != NULL; l = l->next)
		gaim_presence_add_status(presence, (GaimStatus *)l->data);
}

void
gaim_presence_set_status_active(GaimPresence *presence, const char *status_id,
		gboolean active)
{
	GaimStatus *status;

	g_return_if_fail(presence  != NULL);
	g_return_if_fail(status_id != NULL);

	status = gaim_presence_get_status(presence, status_id);

	g_return_if_fail(status != NULL);
	/* TODO: Should we do the following? */
	/* g_return_if_fail(active == status->active); */

	if (gaim_status_is_exclusive(status))
	{
		if (!active)
		{
			gaim_debug_warning("status",
					"Attempted to set a non-independent status "
					"(%s) inactive. Only independent statuses "
					"can be specifically marked inactive.",
					status_id);
			return;
		}
	}

	gaim_status_set_active(status, active);
}

void
gaim_presence_switch_status(GaimPresence *presence, const char *status_id)
{
	gaim_presence_set_status_active(presence, status_id, TRUE);
}

static void
update_buddy_idle(GaimBuddy *buddy, GaimPresence *presence,
		time_t current_time, gboolean old_idle, gboolean idle)
{
	GaimBlistUiOps *ops = gaim_get_blist()->ui_ops;

	if (!old_idle && idle)
	{
		gaim_signal_emit(gaim_blist_get_handle(), "buddy-idle", buddy);

		if (gaim_prefs_get_bool("/core/logging/log_system"))
		{
			GaimLog *log = gaim_account_get_log(buddy->account);
			char *tmp = g_strdup_printf(_("%s became idle"),
			gaim_buddy_get_alias(buddy));

			gaim_log_write(log, GAIM_MESSAGE_SYSTEM,
			gaim_buddy_get_alias(buddy), current_time, tmp);
			g_free(tmp);
		}
	}
	else if (old_idle && !idle)
	{
		gaim_signal_emit(gaim_blist_get_handle(), "buddy-unidle", buddy);

		if (gaim_prefs_get_bool("/core/logging/log_system"))
		{
			GaimLog *log = gaim_account_get_log(buddy->account);
			char *tmp = g_strdup_printf(_("%s became unidle"),
			gaim_buddy_get_alias(buddy));

			gaim_log_write(log, GAIM_MESSAGE_SYSTEM,
			gaim_buddy_get_alias(buddy), current_time, tmp);
			g_free(tmp);
		}
	}

	gaim_contact_invalidate_priority_buddy(gaim_buddy_get_contact(buddy));

	if (ops != NULL && ops->update != NULL)
		ops->update(gaim_get_blist(), (GaimBlistNode *)buddy);
}

void
gaim_presence_set_idle(GaimPresence *presence, gboolean idle, time_t idle_time)
{
	gboolean old_idle;

	g_return_if_fail(presence != NULL);

	if (presence->idle == idle && presence->idle_time == idle_time)
		return;

	old_idle            = presence->idle;
	presence->idle      = idle;
	presence->idle_time = (idle ? idle_time : 0);

	if (gaim_presence_get_context(presence) == GAIM_PRESENCE_CONTEXT_BUDDY)
	{
		const GList *l;
		time_t current_time = time(NULL);

		for (l = gaim_presence_get_buddies(presence); l != NULL; l = l->next)
		{
			update_buddy_idle((GaimBuddy *)l->data, presence, current_time,
			old_idle, idle);
		}
	}
	else if(gaim_presence_get_context(presence) == GAIM_PRESENCE_CONTEXT_ACCOUNT)
	{
		GaimConnection *gc =
			gaim_account_get_connection(gaim_presence_get_account(presence));
		GaimPluginProtocolInfo *prpl_info = NULL;

		if (gc != NULL && gc->prpl != NULL)
			prpl_info = GAIM_PLUGIN_PROTOCOL_INFO(gc->prpl);

		if (prpl_info && g_list_find(gaim_connections_get_all(), gc) &&
				prpl_info->set_idle)
			prpl_info->set_idle(gc, time(NULL) - idle_time);
	}
}

void
gaim_presence_set_login_time(GaimPresence *presence, time_t login_time)
{
	g_return_if_fail(presence != NULL);

	if (presence->login_time == login_time)
		return;

	presence->login_time = login_time;
}

GaimPresenceContext
gaim_presence_get_context(const GaimPresence *presence)
{
	g_return_val_if_fail(presence != NULL, GAIM_PRESENCE_CONTEXT_UNSET);

	return presence->context;
}

GaimAccount *
gaim_presence_get_account(const GaimPresence *presence)
{
	GaimPresenceContext context;

	g_return_val_if_fail(presence != NULL, NULL);

	context = gaim_presence_get_context(presence);

	g_return_val_if_fail(context == GAIM_PRESENCE_CONTEXT_ACCOUNT ||
			context == GAIM_PRESENCE_CONTEXT_BUDDY, NULL);

	return presence->u.account;
}

GaimConversation *
gaim_presence_get_conversation(const GaimPresence *presence)
{
	g_return_val_if_fail(presence != NULL, NULL);
	g_return_val_if_fail(gaim_presence_get_context(presence) ==
			GAIM_PRESENCE_CONTEXT_CONV, NULL);

	return presence->u.chat.conv;
}

const char *
gaim_presence_get_chat_user(const GaimPresence *presence)
{
	g_return_val_if_fail(presence != NULL, NULL);
	g_return_val_if_fail(gaim_presence_get_context(presence) ==
			GAIM_PRESENCE_CONTEXT_CONV, NULL);

	return presence->u.chat.user;
}

const GList *
gaim_presence_get_buddies(const GaimPresence *presence)
{
	g_return_val_if_fail(presence != NULL, NULL);
	g_return_val_if_fail(gaim_presence_get_context(presence) ==
			GAIM_PRESENCE_CONTEXT_BUDDY, NULL);

	return presence->u.buddy.buddies;
}

const GList *
gaim_presence_get_statuses(const GaimPresence *presence)
{
	g_return_val_if_fail(presence != NULL, NULL);

	return presence->statuses;
}

GaimStatus *
gaim_presence_get_status(const GaimPresence *presence, const char *status_id)
{
	GaimStatus *status;
	const GList *l = NULL;

	g_return_val_if_fail(presence  != NULL, NULL);
	g_return_val_if_fail(status_id != NULL, NULL);

	/* What's the purpose of this hash table? */
	status = (GaimStatus *)g_hash_table_lookup(presence->status_table,
						   status_id);

	if (status == NULL) {
		for (l = gaim_presence_get_statuses(presence);
			 l != NULL && status == NULL; l = l->next)
		{
			GaimStatus *temp_status = l->data;

			if (!strcmp(status_id, gaim_status_get_id(temp_status)))
				status = temp_status;
		}

		if (status != NULL)
			g_hash_table_insert(presence->status_table,
								g_strdup(gaim_status_get_id(status)), status);
	}

	return status;
}

GaimStatus *
gaim_presence_get_active_status(const GaimPresence *presence)
{
	g_return_val_if_fail(presence != NULL, NULL);

	return presence->active_status;
}

gboolean
gaim_presence_is_available(const GaimPresence *presence)
{
	GaimStatus *status;

	g_return_val_if_fail(presence != NULL, FALSE);

	status = gaim_presence_get_active_status(presence);

	return ((status != NULL && gaim_status_is_available(status)) &&
			!gaim_presence_is_idle(presence));
}

gboolean
gaim_presence_is_online(const GaimPresence *presence)
{
	GaimStatus *status;

	g_return_val_if_fail(presence != NULL, FALSE);

	if ((status = gaim_presence_get_active_status(presence)) == NULL)
		return FALSE;

	return gaim_status_is_online(status);
}

gboolean
gaim_presence_is_status_active(const GaimPresence *presence,
		const char *status_id)
{
	GaimStatus *status;

	g_return_val_if_fail(presence  != NULL, FALSE);
	g_return_val_if_fail(status_id != NULL, FALSE);

	status = gaim_presence_get_status(presence, status_id);

	return (status != NULL && gaim_status_is_active(status));
}

gboolean
gaim_presence_is_status_primitive_active(const GaimPresence *presence,
		GaimStatusPrimitive primitive)
{
	GaimStatus *status;
	GaimStatusType *status_type;

	g_return_val_if_fail(presence  != NULL,              FALSE);
	g_return_val_if_fail(primitive != GAIM_STATUS_UNSET, FALSE);

	status      = gaim_presence_get_active_status(presence);
	status_type = gaim_status_get_type(status);

	if (gaim_status_type_get_primitive(status_type) == primitive)
		return TRUE;

	return FALSE;
}

gboolean
gaim_presence_is_idle(const GaimPresence *presence)
{
	g_return_val_if_fail(presence != NULL, FALSE);

	return gaim_presence_is_online(presence) && presence->idle;
}

time_t
gaim_presence_get_idle_time(const GaimPresence *presence)
{
	g_return_val_if_fail(presence != NULL, 0);

	return presence->idle_time;
}

time_t
gaim_presence_get_login_time(const GaimPresence *presence)
{
	g_return_val_if_fail(presence != NULL, 0);

	return presence->login_time;
}

gint
gaim_presence_compare(const GaimPresence *presence1,
		const GaimPresence *presence2)
{
	gboolean idle1, idle2;
	time_t idle_time_1, idle_time_2;
	int score1 = 0, score2 = 0;
	const GList *l;

	if ((presence1 == NULL && presence2 == NULL) || (presence1 == presence2))
		return 0;
	else if (presence1 == NULL)
		return 1;
	else if (presence2 == NULL)
		return -1;

	/* Compute the score of the first set of statuses. */
	for (l = gaim_presence_get_statuses(presence1); l != NULL; l = l->next)
	{
		GaimStatus *status = (GaimStatus *)l->data;
		GaimStatusType *type = gaim_status_get_type(status);

		if (gaim_status_is_active(status))
			score1 += primitive_scores[gaim_status_type_get_primitive(type)];
	}

	/* Compute the score of the second set of statuses. */
	for (l = gaim_presence_get_statuses(presence2); l != NULL; l = l->next)
	{
		GaimStatus *status = (GaimStatus *)l->data;
		GaimStatusType *type = gaim_status_get_type(status);

		if (gaim_status_is_active(status))
			score2 += primitive_scores[gaim_status_type_get_primitive(type)];
	}

	idle1 = gaim_presence_is_idle(presence1);
	idle2 = gaim_presence_is_idle(presence2);

	if (idle1)
		score1 += primitive_scores[SCORE_IDLE];

	if (idle2)
		score2 += primitive_scores[SCORE_IDLE];

	idle_time_1 = time(NULL) - gaim_presence_get_idle_time(presence1);
	idle_time_2 = time(NULL) - gaim_presence_get_idle_time(presence2);

	if (idle_time_1 > idle_time_2)
		score1 += primitive_scores[SCORE_IDLE_TIME];
	else if (idle_time_1 < idle_time_2)
		score2 += primitive_scores[SCORE_IDLE_TIME];

	if (score1 < score2)
		return 1;
	else if (score1 > score2)
		return -1;

	return 0;
}


/**************************************************************************
* Status subsystem
**************************************************************************/
static void
score_pref_changed_cb(const char *name, GaimPrefType type, gpointer value,
		gpointer data)
{
	int index = GPOINTER_TO_INT(data);

	primitive_scores[index] = GPOINTER_TO_INT(value);
}

static guint
gaim_buddy_presences_hash(gconstpointer key)
{
	const GaimStatusBuddyKey *me = key;
	guint ret;
	char *str;

	str = g_strdup_printf("%p%s", me->account, me->name);
	ret = g_str_hash(str);
	g_free(str);

	return ret;
}

static gboolean
gaim_buddy_presences_equal(gconstpointer a, gconstpointer b)
{
	GaimStatusBuddyKey *key_a = (GaimStatusBuddyKey *)a;
	GaimStatusBuddyKey *key_b = (GaimStatusBuddyKey *)b;

	if(key_a->account == key_b->account &&
			!strcmp(key_a->name, key_b->name))
		return TRUE;
	else
		return FALSE;
}

static void
gaim_buddy_presences_key_free(gpointer a)
{
	GaimStatusBuddyKey *key = (GaimStatusBuddyKey *)a;
	g_free(key->name);
	g_free(key);
}

void *
gaim_status_get_handle(void) {
	static int handle;

	return &handle;
}

void
gaim_status_init(void)
{
	void *handle = gaim_status_get_handle;

	gaim_prefs_add_none("/core/status");
	gaim_prefs_add_none("/core/status/scores");

	gaim_prefs_add_string("/core/status/current", _("Default"));
	gaim_prefs_add_string("/core/status/idleaway", _("Default auto-away"));

	gaim_prefs_add_int("/core/status/scores/offline",
			primitive_scores[GAIM_STATUS_OFFLINE]);
	gaim_prefs_add_int("/core/status/scores/available",
			primitive_scores[GAIM_STATUS_AVAILABLE]);
	gaim_prefs_add_int("/core/status/scores/hidden",
			primitive_scores[GAIM_STATUS_HIDDEN]);
	gaim_prefs_add_int("/core/status/scores/away",
			primitive_scores[GAIM_STATUS_AWAY]);
	gaim_prefs_add_int("/core/status/scores/extended_away",
			primitive_scores[GAIM_STATUS_EXTENDED_AWAY]);
	gaim_prefs_add_int("/core/status/scores/idle",
			primitive_scores[SCORE_IDLE]);

	gaim_prefs_connect_callback(handle, "/core/status/scores/offline",
			score_pref_changed_cb,
			GINT_TO_POINTER(GAIM_STATUS_OFFLINE));
	gaim_prefs_connect_callback(handle, "/core/status/scores/available",
			score_pref_changed_cb,
			GINT_TO_POINTER(GAIM_STATUS_AVAILABLE));
	gaim_prefs_connect_callback(handle, "/core/status/scores/hidden",
			score_pref_changed_cb,
			GINT_TO_POINTER(GAIM_STATUS_HIDDEN));
	gaim_prefs_connect_callback(handle, "/core/status/scores/away",
			score_pref_changed_cb,
			GINT_TO_POINTER(GAIM_STATUS_AWAY));
	gaim_prefs_connect_callback(handle, "/core/status/scores/extended_away",
			score_pref_changed_cb,
			GINT_TO_POINTER(GAIM_STATUS_EXTENDED_AWAY));
	gaim_prefs_connect_callback(handle, "/core/status/scores/idle",
			score_pref_changed_cb,
			GINT_TO_POINTER(SCORE_IDLE));

	buddy_presences = g_hash_table_new_full(gaim_buddy_presences_hash,
											gaim_buddy_presences_equal,
											gaim_buddy_presences_key_free, NULL);
}

void
gaim_status_uninit(void)
{
	if (buddy_presences != NULL)
	{
		g_hash_table_destroy(buddy_presences);

		buddy_presences = NULL;
	}
}