view src/connection.c @ 13022:228b1f95e5b4

[gaim-migrate @ 15375] Here's my "I'm staying up all night anyway so I might as well take a stab at the connection error buttons" work on the connection error buttons. I left Mark's comment in since I don't think this is finished. I also left a couple warnings in place because I'm too tired to try to follow failure characteristics and recovery mechanisms for the stuff I'm doing. It works for me. I saturated the prpl icons mostly because it made the error overlay stand out better, but once I saw it I think it works well, and also fits well with our use of saturation in other places to indicate offline. I'm currently using the default status image blocked.png, if that's what we end up wanting to keep we should put a copy of it somewhere else as pulling it from status/default is silly. I had originally tried to get the blocked circle to be larger than the prpl icon, with the prpl icon centered, but couldn't come up with a good way to do that given the gdk functions I had at hand. I'll probably give it a shot again at some other point unless we decide we don't want it or someone else does it before me. I'm done rambling now, I'm tired. committer: Tailor Script <tailor@pidgin.im>
author Etan Reisner <pidgin@unreliablesource.net>
date Mon, 23 Jan 2006 15:15:01 +0000
parents a88ca6da0b38
children 702107dd58f1
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
		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);
}

static 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;
}