view src/connection.c @ 7431:643cbc9a6035

[gaim-migrate @ 8036] This is good enough for CVS. This is new logging. It centers around the highly modular "GaimLogLogger," which controls how to write the log. Currently I only have the plain text logger. I wrote the beginning of an XML logger, but decided I didn't think it was that great an idea. Plugins can implement loggers themselves, so you can have, like, an SQL logger or something. The default logger writes to a file unique to the conversation, and they're saved on disk in a heirarchical fashion: ~/.gaim/logs/aim/seanegn/robflynn-date.log would be a conversation I had with Rob on date. What doesn't work: System logging The search button in the log viewer. Oh, chats probably don't log either, I didn't test. You can only log in plain text right now. Obviously, it's not done yet. But you can play around with it, and give it some love. I'll get back to it tomorrow after school, maybe. committer: Tailor Script <tailor@pidgin.im>
author Sean Egan <seanegan@gmail.com>
date Wed, 05 Nov 2003 06:15:49 +0000
parents bf630f7dfdcd
children 1b8261f374ea
line wrap: on
line source

/**
 * @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;
}