Mercurial > pidgin.yaz
view src/connection.c @ 9417:9f6a28af7164
[gaim-migrate @ 10232]
" IDLETRACK.DLL uses Windows hooks to record the last
time the user pressed a key or moved the mouse.
Windows hooks are a bit unfriendly in that they force
the hook DLL into every process - so IDLETRACK.DLL
gets added to every process after Gaim runs. This can
mean that IDLETRACK.DLL doesn't get unloaded when
Gaim stops, which causes a warning about being unable
to write to IDLETRACK.DLL if you then upgrade Gaim.
Further, hooking is a common tactic employed by key
loggers. If the user has a program installed that checks
for global hooks then it will warn the user that Gaim may
contain a key logger.
From Windows 2000 onwards Microsoft introduced an
API function called GetLastInputInfo that returns the
timer tick at the point that the user last pressed a key
or moved the mouse. I have changed idletrack.c so that
it will try to use this if it can, which avoids all the
ugliness of having to use hooks, but it will fall back to
using hooks if the function isn't present.
This patch changes all three exported functions in
idletrack.c.
In wgaim_set_idlehooks it checks to see if
GetLastInputInfo is present. If it is then the address of
the function is recorded and no hooks are set. If it isn't
then we're running on an old verison of Windows and the
hooks are set as per current behaviour.
In wgaim_remove_idlehooks the module handle taken for
USER32.DLL by wgaim_set_idlehooks is released.
In wgaim_get_lastactive the GetLastInputInfo function
is called, if present. If it isn't present then the hooks will
have run and the shared memory they write to will be
read as per current behaviour. Both methods end up
getting the timer tick of the last user activity, which is
returned as per current behaviour." --Andrew Whewell
committer: Tailor Script <tailor@pidgin.im>
author | Luke Schierer <lschiere@pidgin.im> |
---|---|
date | Sun, 27 Jun 2004 22:29:53 +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; }