Mercurial > pidgin.yaz
view src/connection.c @ 12229:18f0dadb29cf
[gaim-migrate @ 14531]
SF Patch #1366481 from Michael Carlson
"The function gtk_smiley_tree_insert() in gtkimhtml.c is
using up (on my system) the most CPU of all the
functions in gaim whenever the preferences box is
opened (tested by opening the preferences box 50 times
and measuring with oprofile).
The function is called some 297 times each time the
prefs box is opened, and each time we call strlen() on
a (usually 3 or 4) character string to see if the
string is empty or not.
I've eliminated the unnecessary call to strlen by
checking the first element, and I've changed the while
{} loop to a do {} while loop, because since we return
if the string is empty at the beginning of the
function, the same check on the first iteration of the
loop is unnecessary.
I believe it's faster for every case, even if only by a
little bit."
I don't know how necessary this is, but it doesn't hurt and it doesn't negatively impact the readability of the code.
I also fixed an existing piece of code for which the compiler issued a warning.
committer: Tailor Script <tailor@pidgin.im>
author | Richard Laager <rlaager@wiktel.com> |
---|---|
date | Sat, 26 Nov 2005 17:09:29 +0000 |
parents | 312efb43c49a |
children | 3ef381cdc47e |
line wrap: on
line source
/** * @file connection.c Connection 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 "account.h" #include "blist.h" #include "connection.h" #include "dbus-maybe.h" #include "debug.h" #include "gaim.h" #include "log.h" #include "notify.h" #include "prefs.h" #include "request.h" #include "server.h" #include "signals.h" #include "util.h" static GList *connections = NULL; static GList *connections_connecting = NULL; static GaimConnectionUiOps *connection_ui_ops = NULL; static int connections_handle; static gboolean send_keepalive(gpointer data) { GaimConnection *gc = data; GaimPluginProtocolInfo *prpl_info = NULL; if (gc != NULL && gc->prpl != NULL) prpl_info = GAIM_PLUGIN_PROTOCOL_INFO(gc->prpl); if (prpl_info && prpl_info->keepalive) prpl_info->keepalive(gc); return TRUE; } static void update_keepalive(GaimConnection *gc, gboolean on) { if (on && !gc->keepalive) { gaim_debug_info("connection", "Activating keepalive.\n"); gc->keepalive = gaim_timeout_add(30000, send_keepalive, gc); } else if (!on && gc->keepalive > 0) { gaim_debug_info("connection", "Deactivating keepalive.\n"); gaim_timeout_remove(gc->keepalive); gc->keepalive = 0; } } void gaim_connection_new(GaimAccount *account, gboolean regist, const char *password) { GaimConnection *gc; GaimPlugin *prpl; GaimPluginProtocolInfo *prpl_info; g_return_if_fail(account != NULL); if (!gaim_account_is_disconnected(account)) return; prpl = gaim_find_prpl(gaim_account_get_protocol_id(account)); if (prpl != NULL) prpl_info = GAIM_PLUGIN_PROTOCOL_INFO(prpl); else { gchar *message; message = g_strdup_printf(_("Missing protocol plugin for %s"), gaim_account_get_username(account)); gaim_notify_error(NULL, regist ? _("Registration Error") : _("Connection Error"), message, NULL); g_free(message); return; } if (regist) { if (prpl_info->register_user == NULL) return; } else { if (((password == NULL) || (*password == '\0')) && !(prpl_info->options & OPT_PROTO_NO_PASSWORD) && !(prpl_info->options & OPT_PROTO_PASSWORD_OPTIONAL)) { gaim_debug_error("connection", "Can not connect to account %s without " "a password.\n", gaim_account_get_username(account)); return; } } gc = g_new0(GaimConnection, 1); GAIM_DBUS_REGISTER_POINTER(gc, GaimConnection); gc->prpl = prpl; if ((password != NULL) && (*password != '\0')) gc->password = g_strdup(password); gaim_connection_set_account(gc, account); gaim_connection_set_state(gc, GAIM_CONNECTING); connections = g_list_append(connections, gc); gaim_account_set_connection(account, gc); gaim_signal_emit(gaim_connections_get_handle(), "signing-on", gc); if (regist) { gaim_debug_info("connection", "Registering. gc = %p\n", gc); /* set this so we don't auto-reconnect after registering */ gc->wants_to_die = TRUE; prpl_info->register_user(account); } else { gaim_debug_info("connection", "Connecting. gc = %p\n", gc); gaim_signal_emit(gaim_accounts_get_handle(), "account-connecting", account); prpl_info->login(account); } } void gaim_connection_destroy(GaimConnection *gc) { GaimAccount *account; #if 0 GList *wins; #endif GaimPluginProtocolInfo *prpl_info = NULL; gboolean remove = FALSE; g_return_if_fail(gc != NULL); account = gaim_connection_get_account(gc); gaim_debug_info("connection", "Disconnecting connection %p\n", gc); if (gaim_connection_get_state(gc) != GAIM_CONNECTING) remove = TRUE; gaim_signal_emit(gaim_connections_get_handle(), "signing-off", gc); while (gc->buddy_chats) { GaimConversation *b = gc->buddy_chats->data; gc->buddy_chats = g_slist_remove(gc->buddy_chats, b); gaim_conv_chat_left(GAIM_CONV_CHAT(b)); } update_keepalive(gc, FALSE); if (gc->prpl != NULL) { prpl_info = GAIM_PLUGIN_PROTOCOL_INFO(gc->prpl); if (prpl_info->close) (prpl_info->close)(gc); } connections = g_list_remove(connections, gc); gaim_connection_set_state(gc, GAIM_DISCONNECTED); if (remove) gaim_blist_remove_account(account); gaim_signal_emit(gaim_connections_get_handle(), "signed-off", gc); #if 0 /* see comment later in file on if 0'd same code */ /* * XXX This is a hack! Remove this and replace it with a better event * notification system. */ for (wins = gaim_get_windows(); wins != NULL; wins = wins->next) { GaimConvWindow *win = (GaimConvWindow *)wins->data; gaim_conversation_update(gaim_conv_window_get_conversation_at(win, 0), GAIM_CONV_ACCOUNT_OFFLINE); } #endif gaim_request_close_with_handle(gc); gaim_notify_close_with_handle(gc); gaim_debug_info("connection", "Destroying connection %p\n", gc); gaim_account_set_connection(account, NULL); if (gc->password != NULL) g_free(gc->password); if (gc->display_name != NULL) g_free(gc->display_name); if (gc->disconnect_timeout) gaim_timeout_remove(gc->disconnect_timeout); GAIM_DBUS_UNREGISTER_POINTER(gc); g_free(gc); } /* * d:)->-< * * d:O-\-< * * d:D-/-< * * d8D->-< DANCE! */ void gaim_connection_set_state(GaimConnection *gc, GaimConnectionState state) { GaimConnectionUiOps *ops; g_return_if_fail(gc != NULL); if (gc->state == state) return; gc->state = state; ops = gaim_connections_get_ui_ops(); if (gc->state == GAIM_CONNECTING) { connections_connecting = g_list_append(connections_connecting, gc); } else { connections_connecting = g_list_remove(connections_connecting, gc); } if (gc->state == GAIM_CONNECTED) { #if 0 GList *wins; #endif GaimAccount *account; GaimPresence *presence; account = gaim_connection_get_account(gc); presence = gaim_account_get_presence(account); /* Set the time the account came online */ gaim_presence_set_login_time(presence, time(NULL)); if (gaim_prefs_get_bool("/core/logging/log_system")) { GaimLog *log = gaim_account_get_log(account); char *msg = g_strdup_printf(_("+++ %s signed on"), gaim_account_get_username(account)); gaim_log_write(log, GAIM_MESSAGE_SYSTEM, gaim_account_get_username(account), gaim_presence_get_login_time(presence), msg); g_free(msg); } if (ops != NULL && ops->connected != NULL) ops->connected(gc); gaim_blist_add_account(account); /* * XXX This is a hack! Remove this and replace it with a better event * notification system. */ #if 0 /* This looks like it was horribly broken before I got here... */ /* Why is it updating the first tab of each window? */ for (wins = gaim_get_windows(); wins != NULL; wins = wins->next) { GaimConvWindow *win = (GaimConvWindow *)wins->data; gaim_conversation_update(gaim_conv_window_get_conversation_at(win, 0), GAIM_CONV_ACCOUNT_ONLINE); } #endif time(&gc->last_sent_time); /* Start the idle count from here */ gaim_signal_emit(gaim_connections_get_handle(), "signed-on", gc); serv_set_permit_deny(gc); update_keepalive(gc, TRUE); if (gaim_account_get_user_info(account) != NULL) serv_set_info(gc, gaim_account_get_user_info(account)); } else if (gc->state == GAIM_DISCONNECTED) { GaimAccount *account = gaim_connection_get_account(gc); if (gaim_prefs_get_bool("/core/logging/log_system")) { GaimLog *log = gaim_account_get_log(account); char *msg = g_strdup_printf(_("+++ %s signed off"), gaim_account_get_username(account)); gaim_log_write(log, GAIM_MESSAGE_SYSTEM, gaim_account_get_username(account), time(NULL), msg); g_free(msg); } gaim_account_destroy_log(account); if (ops != NULL && ops->disconnected != NULL) ops->disconnected(gc); } } void gaim_connection_set_account(GaimConnection *gc, GaimAccount *account) { g_return_if_fail(gc != NULL); g_return_if_fail(account != NULL); gc->account = account; } void gaim_connection_set_display_name(GaimConnection *gc, const char *name) { g_return_if_fail(gc != NULL); if (gc->display_name != NULL) g_free(gc->display_name); gc->display_name = (name == NULL ? NULL : g_strdup(name)); } GaimConnectionState gaim_connection_get_state(const GaimConnection *gc) { g_return_val_if_fail(gc != NULL, GAIM_DISCONNECTED); return gc->state; } GaimAccount * gaim_connection_get_account(const GaimConnection *gc) { g_return_val_if_fail(gc != NULL, NULL); return gc->account; } const char * gaim_connection_get_password(const GaimConnection *gc) { g_return_val_if_fail(gc != NULL, NULL); return gc->password; } const char * gaim_connection_get_display_name(const GaimConnection *gc) { g_return_val_if_fail(gc != NULL, NULL); return gc->display_name; } void gaim_connection_update_progress(GaimConnection *gc, const char *text, size_t step, size_t count) { GaimConnectionUiOps *ops; g_return_if_fail(gc != NULL); g_return_if_fail(text != NULL); g_return_if_fail(step < count); g_return_if_fail(count > 1); ops = gaim_connections_get_ui_ops(); if (ops != NULL && ops->connect_progress != NULL) ops->connect_progress(gc, text, step, count); } void gaim_connection_notice(GaimConnection *gc, const char *text) { GaimConnectionUiOps *ops; g_return_if_fail(gc != NULL); g_return_if_fail(text != NULL); ops = gaim_connections_get_ui_ops(); if (ops != NULL && ops->notice != NULL) ops->notice(gc, text); } gboolean gaim_connection_disconnect_cb(gpointer data) { GaimAccount *account = data; char *password = g_strdup(gaim_account_get_password(account)); gaim_account_disconnect(account); gaim_account_set_password(account, password); g_free(password); return FALSE; } void gaim_connection_error(GaimConnection *gc, const char *text) { GaimConnectionUiOps *ops; g_return_if_fail(gc != NULL); g_return_if_fail(text != NULL); /* If we've already got one error, we don't need any more */ if (gc->disconnect_timeout) return; ops = gaim_connections_get_ui_ops(); if (ops != NULL) { if (ops->report_disconnect != NULL) ops->report_disconnect(gc, text); } gc->disconnect_timeout = gaim_timeout_add(0, gaim_connection_disconnect_cb, gaim_connection_get_account(gc)); } void gaim_connections_disconnect_all(void) { GList *l; GaimConnection *gc; while ((l = gaim_connections_get_all()) != NULL) { gc = l->data; gc->wants_to_die = TRUE; gaim_account_disconnect(gc->account); } } GList * gaim_connections_get_all(void) { return connections; } GList * gaim_connections_get_connecting(void) { return connections_connecting; } void gaim_connections_set_ui_ops(GaimConnectionUiOps *ops) { connection_ui_ops = ops; } GaimConnectionUiOps * gaim_connections_get_ui_ops(void) { return connection_ui_ops; } void gaim_connections_init(void) { void *handle = gaim_connections_get_handle(); gaim_signal_register(handle, "signing-on", gaim_marshal_VOID__POINTER, NULL, 1, gaim_value_new(GAIM_TYPE_SUBTYPE, GAIM_SUBTYPE_CONNECTION)); gaim_signal_register(handle, "signed-on", gaim_marshal_VOID__POINTER, NULL, 1, gaim_value_new(GAIM_TYPE_SUBTYPE, GAIM_SUBTYPE_CONNECTION)); gaim_signal_register(handle, "signing-off", gaim_marshal_VOID__POINTER, NULL, 1, gaim_value_new(GAIM_TYPE_SUBTYPE, GAIM_SUBTYPE_CONNECTION)); gaim_signal_register(handle, "signed-off", gaim_marshal_VOID__POINTER, NULL, 1, gaim_value_new(GAIM_TYPE_SUBTYPE, GAIM_SUBTYPE_CONNECTION)); } void gaim_connections_uninit(void) { gaim_signals_unregister_by_instance(gaim_connections_get_handle()); } void * gaim_connections_get_handle(void) { return &connections_handle; }