Mercurial > pidgin.yaz
view src/connection.c @ 7874:40b37b1e0905
[gaim-migrate @ 8528]
Change the order of the buttons on the disconnected dialog to
Reconnect | Reconnect All | Close
Do we really need the "reconnect" button on the disconnect dialog
to toggle back and forth between "reconnect" and "remove"?
It seems like it would be better if it were always "reconnect" and
just grayed out if the account had already been reconnected
committer: Tailor Script <tailor@pidgin.im>
author | Mark Doliner <mark@kingant.net> |
---|---|
date | Sun, 14 Dec 2003 19:32:41 +0000 |
parents | 643cbc9a6035 |
children | 1b8261f374ea |
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/** * @file connection.c Connection API * @ingroup core * * gaim * * Copyright (C) 2003 Christian Hammond <chipx86@gnupdate.org> * * 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 "sound.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(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) g_source_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; } 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, _("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; /* 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(gc->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); */ 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->name); } } } } 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) { 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); if (ops->disconnected != NULL) ops->disconnected(gc); } gc->disconnect_timeout = g_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; }