Mercurial > pidgin.yaz
view src/connection.c @ 8266:b37211166855
[gaim-migrate @ 8989]
Small oscar bug fix from GoRN (Kevin Barry) - gorn:
"In the oscar_tooltip_text ret is a pointer to a string
with a trailing \n, so at the end the \n is removed.
However if the string is never set (For mobile users or
AOL users) then you're chopping off something you
shouldn't. On x86 this doesn't seem to matter (But
could maybe do something bad (tm) under some cases),
however on PPC this causes a segfault every time you
hover over a mobile or AOL user."
committer: Tailor Script <tailor@pidgin.im>
author | Mark Doliner <mark@kingant.net> |
---|---|
date | Mon, 16 Feb 2004 04:01:05 +0000 |
parents | 968425e5da2f |
children | f24172f53650 |
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 "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_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) 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; } 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, _("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; }