view src/connection.c @ 9613:1b13160bf5a4

[gaim-migrate @ 10456] "Okay, now it's better. Still should close #997210. Note the list below is mostly the same as my initial comment and replaces the former information. 1) Prevent a crash if you sign off and try to dequeue messages from the away dialog. This was because we tried to use the destroyed GaimConnection in a couple places to get the prpl's name for the HTML logger and other conversation data. We look up the information via the account instead. 2) Prevent a possible crash if gaim_gtkconv_write_conv is called with who as NULL. 3) Prevent (null) or an empty string from being logged as the sender's name if the sender no longer has an alias because the account is signed off." --Kevin Stange committer: Tailor Script <tailor@pidgin.im>
author Luke Schierer <lschiere@pidgin.im>
date Thu, 29 Jul 2004 03:11:00 +0000
parents 7a8aa87164ae
children 267eab8f3fa4
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 "blist.h"
#include "connection.h"
#include "debug.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;

GaimConnection *
gaim_connection_new(GaimAccount *account)
{
	GaimConnection *gc;

	g_return_val_if_fail(account != NULL, NULL);

	gc = g_new0(GaimConnection, 1);

	gc->prpl = gaim_find_prpl(gaim_account_get_protocol_id(account));

	gaim_connection_set_account(gc, account);
	gaim_account_set_connection(account, gc);

	return gc;
}

void
gaim_connection_destroy(GaimConnection *gc)
{
	GaimAccount *account;

	g_return_if_fail(gc != NULL);

	if (gaim_connection_get_state(gc) != GAIM_DISCONNECTED) {
		gaim_connection_disconnect(gc);

		return;
	}

	gaim_debug(GAIM_DEBUG_INFO, "connection",
			   "Destroying connection %p\n", gc);

	account = gaim_connection_get_account(gc);
	gaim_account_set_connection(account, NULL);

	if (gc->display_name != NULL)
		g_free(gc->display_name);

	if (gc->away != NULL)
		g_free(gc->away);

	if (gc->away_state != NULL)
		g_free(gc->away_state);

	if (gc->disconnect_timeout)
		gaim_timeout_remove(gc->disconnect_timeout);

	g_free(gc);
}

static void request_pass_ok_cb(GaimAccount *account, const char *entry)
{
	gaim_account_set_password(account, (*entry != '\0') ? entry : NULL);

	gaim_account_connect(account);
}

void
gaim_connection_register(GaimConnection *gc)
{
	GaimAccount *account;
	GaimConnectionUiOps *ops;
	GaimPluginProtocolInfo *prpl_info = NULL;

	g_return_if_fail(gc != NULL);

	gaim_debug(GAIM_DEBUG_INFO, "connection", "Registering.  gc = %p\n", gc);

	ops = gaim_connections_get_ui_ops();

	if (gc->prpl != NULL)
		prpl_info = GAIM_PLUGIN_PROTOCOL_INFO(gc->prpl);
	else
	{
		gchar *message = g_strdup_printf(_("Missing protocol plugin for %s"),
			gaim_account_get_username(gaim_connection_get_account(gc)));

		gaim_debug(GAIM_DEBUG_ERROR, "connection",
			   "Could not get prpl info for %p\n", gc);
		gaim_notify_error(NULL, _("Registration Error"),
				  message, NULL);
		g_free(message);
		return;
	}

	if (prpl_info->register_user == NULL)
		return;

	account = gaim_connection_get_account(gc);

	if (gaim_connection_get_state(gc) != GAIM_DISCONNECTED)
		return;

	gaim_connection_set_state(gc, GAIM_CONNECTING);

	connections = g_list_append(connections, gc);

	gaim_signal_emit(gaim_connections_get_handle(), "signing-on", gc);

	/* set this so we don't auto-reconnect after registering */
	gc->wants_to_die = TRUE;

	gaim_debug(GAIM_DEBUG_INFO, "connection", "Calling register_user\n");

	prpl_info->register_user(account);
}


void
gaim_connection_connect(GaimConnection *gc)
{
	GaimAccount *account;
	GaimConnectionUiOps *ops;
	GaimPluginProtocolInfo *prpl_info = NULL;

	g_return_if_fail(gc != NULL);

	gaim_debug(GAIM_DEBUG_INFO, "connection",
			   "Connecting. gc = %p\n", gc);

	ops = gaim_connections_get_ui_ops();

	if (gc->prpl != NULL)
		prpl_info = GAIM_PLUGIN_PROTOCOL_INFO(gc->prpl);
	else {
		gchar *message = g_strdup_printf(_("Missing protocol plugin for %s"),
			gaim_account_get_username(gaim_connection_get_account(gc)));

		gaim_debug(GAIM_DEBUG_ERROR, "connection",
			   "Could not get prpl info for %p\n", gc);
		gaim_notify_error(NULL, _("Connection Error"),
				  message, NULL);
		g_free(message);
		return;
	}

	account = gaim_connection_get_account(gc);

	if (gaim_connection_get_state(gc) != GAIM_DISCONNECTED)
		return;

	if (!(prpl_info->options & OPT_PROTO_NO_PASSWORD) &&
			!(prpl_info->options & OPT_PROTO_PASSWORD_OPTIONAL) &&
			gaim_account_get_password(account) == NULL) {
		gchar *primary;
		gchar *escaped;
		const gchar *username = gaim_account_get_username(account);

		gaim_debug(GAIM_DEBUG_INFO, "connection", "Requesting password\n");
		gaim_connection_destroy(gc);
		escaped = g_markup_escape_text(username, strlen(username));
		primary = g_strdup_printf(_("Enter password for %s"), escaped);
		gaim_request_input(gc, NULL, primary, NULL, NULL, FALSE, TRUE, NULL,
						   _("OK"), G_CALLBACK(request_pass_ok_cb),
						   _("Cancel"), NULL, account);
		g_free(primary);
		g_free(escaped);

		return;
	}

	gaim_connection_set_state(gc, GAIM_CONNECTING);

	connections = g_list_append(connections, gc);

	gaim_signal_emit(gaim_connections_get_handle(), "signing-on", gc);

	gaim_debug(GAIM_DEBUG_INFO, "connection", "Calling serv_login\n");

	serv_login(account);
}

void
gaim_connection_disconnect(GaimConnection *gc)
{
	GaimAccount *account;
	GList *wins;

	g_return_if_fail(gc != NULL);

	account = gaim_connection_get_account(gc);

	if (gaim_account_get_connection(account) != NULL) {
		gaim_account_disconnect(account);
		return;
	}

	gaim_debug(GAIM_DEBUG_INFO, "connection",
			   "Disconnecting connection %p\n", gc);

	if (gaim_connection_get_state(gc) != GAIM_DISCONNECTED) {
		if (gaim_connection_get_state(gc) != GAIM_CONNECTING)
			gaim_blist_remove_account(gaim_connection_get_account(gc));

		gaim_signal_emit(gaim_connections_get_handle(), "signing-off", gc);

		serv_close(gc);

		connections = g_list_remove(connections, gc);

		gaim_connection_set_state(gc, GAIM_DISCONNECTED);

		/* LOG	system_log(log_signoff, gc, NULL,
		   OPT_LOG_BUDDY_SIGNON | OPT_LOG_MY_SIGNON); */
		gaim_signal_emit(gaim_connections_get_handle(), "signed-off", gc);


		/*
		 * 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);
		}

		gaim_request_close_with_handle(gc);
		gaim_notify_close_with_handle(gc);
	}

	gaim_connection_destroy(gc);
}

gboolean
gaim_connection_disconnect_cb(gpointer data)
{
	GaimAccount *account = data;
	GaimConnection *gc = gaim_account_get_connection(account);

	if(gc)
		gaim_connection_disconnect(gc);

	return FALSE;
}

/*
 * 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) {
		GaimBlistNode *gnode,*cnode,*bnode;
		GList *wins;
		GList *add_buds = NULL;
		GaimAccount *account = gaim_connection_get_account(gc);

		/* Set the time the account came online */
		time(&gc->login_time);

		if (ops != NULL && ops->connected != NULL)
			ops->connected(gc);

		gaim_blist_show();
		gaim_blist_add_account(account);

		/*
		 * 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_ONLINE);
		}

		/* LOG system_log(log_signon, gc, NULL,
		   OPT_LOG_BUDDY_SIGNON | OPT_LOG_MY_SIGNON); */
		if(gaim_prefs_get_bool("/core/logging/log_system") &&
		   gaim_prefs_get_bool("/core/logging/log_own_states")){
			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), gc->login_time,
						   msg);
			g_free(msg);						   
		}

		gaim_signal_emit(gaim_connections_get_handle(), "signed-on", gc);

#if 0
		/* away option given? */
		if (opt_away) {
			away_on_login(opt_away_arg);
			/* don't do it again */
			opt_away = 0;
		} else if (awaymessage) {
			serv_set_away(gc, GAIM_AWAY_CUSTOM, awaymessage->message);
		}
		if (opt_away_arg != NULL) {
			g_free(opt_away_arg);
			opt_away_arg = NULL;
		}
#endif

		/* let the prpl know what buddies we pulled out of the local list */
		for (gnode = gaim_get_blist()->root; gnode; gnode = gnode->next) {
			if(!GAIM_BLIST_NODE_IS_GROUP(gnode))
				continue;
			for(cnode = gnode->child; cnode; cnode = cnode->next) {
				if(!GAIM_BLIST_NODE_IS_CONTACT(cnode))
					continue;
				for(bnode = cnode->child; bnode; bnode = bnode->next) {
					GaimBuddy *b;
					if(!GAIM_BLIST_NODE_IS_BUDDY(bnode))
						continue;

					b = (GaimBuddy *)bnode;
					if(b->account == gc->account) {
						add_buds = g_list_append(add_buds, b);
					}
				}
			}
		}

		if(add_buds) {
			serv_add_buddies(gc, add_buds);
			g_list_free(add_buds);
		}

		serv_set_permit_deny(gc);
	}
	else if (gc->state == GAIM_DISCONNECTED) {
		GaimAccount *account = gaim_connection_get_account(gc);

		if(gaim_prefs_get_bool("/core/logging/log_system") &&
		   gaim_prefs_get_bool("/core/logging/log_own_states")){
			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_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);
}

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_connection_destroy(gc);
	}
}

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;
}