annotate HACKING @ 11176:6932df31225f

[gaim-migrate @ 13283] Fix a buglet in auto linkifying mailto: things, which was causing the MSN prpl to have kittens trying to parse what was being sent. Also fixup the MSN parsing code to be more accomodating in what it accepts from the core - as this code was originally borrowed from the Zephyr prpl, robustify Zephyr in a similar way. Unfortunately I have no way of testing the Zephyr fixes. committer: Tailor Script <tailor@pidgin.im>
author Stu Tomlinson <stu@nosnilmot.com>
date Sun, 31 Jul 2005 15:21:31 +0000
parents 364a2ef907ae
children 9f793948154a
Ignore whitespace changes - Everywhere: Within whitespace: At end of lines:
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1 The majority of the below was written by Eric Warmenhoven way back in
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2 antiquity. I have taken the liberty of attempting to PARTIALLY update
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3 it. I still think its helpful, but use it at your own risk.
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4 --Luke
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5
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6
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7 A lot of people have tried to hack gaim, but haven't been able to because
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8 the code is just so horrid. Well, the code isn't getting better anytime
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9 soon (I hate GNU indent), so to help all you would-be hackers help out
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Eric Warmenhoven <eric@warmenhoven.org>
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10 gaim, here's a brief tutorial on how gaim works. I'll quickly describe
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Eric Warmenhoven <eric@warmenhoven.org>
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11 the logical flow of things, then what you'll find in each of the source
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12 files. As an added bonus, I'll try and describe as best I can how multiple
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13 connections and multiple protocols work. Depending on how much I want to
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14 avoid my final tomorrow I may even describe other parts of gaim that I
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15 particularly want to brag about. Hopefully that's enough to get most of
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16 you going.
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17
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18 If you don't know how event-driven programs work, stop right now. Gaim
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Eric Warmenhoven <eric@warmenhoven.org>
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19 uses GTK+'s main loop (actually GLib's but I won't talk about how GTK
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20 works) and uses GLib functions for timeouts and socket notification. If
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21 you don't know GTK+ you should go learn that first.
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22
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23 If you're going to hack gaim, PLEASE, PLEASE PLEASE PLEASE send patches
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24 against the absolute latest CVS. I get really annoyed when I get patches
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25 against the last released version, especially since I don't usually have
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26 a copy of it on my computer, and gaim tends to change a lot between
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27 versions. (I sometimes get annoyed when they're against CVS from 3 days
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28 ago, but can't complain because it's usually my fault that I haven't
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29 looked at the patch yet.) To get gaim from CVS (if you haven't already),
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30 run the following commands:
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31
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32 $ export CVSROOT=:pserver:anonymous@cvs.sourceforge.net:/cvsroot/gaim
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33 $ cvs login (hit enter as the password)
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34 $ cvs co gaim (you'll see it getting all of the files)
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35 $ cd gaim
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36 $ ./autogen.sh
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37
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38 You'll now have your normal gaim tree with ./configure and all (which
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39 ./autogen.sh takes the liberty of running for you). (If you want to make
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40 your life really simple, learn how CVS works. CVS is your friend.) To make
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41 a patch, just edit the files right there in that tree (don't bother with
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42 two trees, or even two copies of the same file). Then when you're ready to
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43 make your patch, simply run 'cvs diff -u >my.patch' and post it on
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44 sf.net/projects/gaim in the patches section.
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45
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46 Some Documentation is available on the Gaim api if you run the command
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47 $make docs
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48 after running ./configure (or ./autogen.sh). You will need doxygen and
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49 graphiz dot to generate these docs.
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50
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51 CODING STYLE
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52 ============
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53
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54 Coding styles are like assholes, everyone has one and no one likes anyone
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55 elses. This is mine and if you want me to accept a patch from you without
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56 getting annoyed you'll follow this coding style. :)
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57
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58 It would probably just be easier for me to include CodingStyle from the
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59 linux kernel source.
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60
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61 Tab indents. I *HATE* 2-space indents, and I strongly dislike 8-space
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62 indents. Use a tab character. I'm likely to refuse a patch if it has
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63 2-space indents.
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64
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65 K&R style for braces. Braces always go on the same line as the if, etc.
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66 that they're associated with; the only exception is functions. Braces
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67 for else statements should have both braces on the same line as the else
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68 (i.e. "} else {").
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69
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70 No functionOrVariableNamesLikeThis. Save it for Java. Underscores are your
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71 friend. "tmp" is an excellent variable name. Hungarian style will not be
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72 tolerated. Go back to Microsoft.
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73
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74 I have a 105-char wide Eterm. Deal with it.
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75
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76 NO goto. I'm very likely to refuse a patch if it makes use of goto. If you
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77 feel the need to use goto, you need to rethink your design and flow.
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78
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79
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80 PROGRAM FLOW (just about every function name from here on down is wrong.
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81 ============ but many of the ideas still apply under different names.)
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82
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83 Before gaim does anything you can see, it initializes itself, which is
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84 mostly just reading ~/.gaim/*.xml (handled by the functions in prefs.[ch])
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85 and parsing command-line options. It then draws the login window by
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86 calling show_login, and waits for input.
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87
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88 At the login window, when "Accounts" is clicked, account_editor() is
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89 called. This then displays all of the users and various information
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90 about them. (Don't ask about what happens when "Sign On" is called. It's
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91 quite hackish. The only reason the login window is there anymore is to
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92 make it more palatable to people so used to WinAIM that they can't accept
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93 anything else.)
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94
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95 When the "Sign on/off" button is clicked, serv_login is passed the
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96 username and the password for the account. If the password length is
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97 zero (the password field is a character array rather than pointer so it
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98 will not be NULL) then the Signon callback will prompt for the password
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99 before calling serv_login. serv_login then signs in the user using the
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100 appropriate protocol.
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101
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102 After you're signed in, Gaim draws the buddy list by calling
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103 show_buddy_list. Assuming the user has a buddy list (all buddy list
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104 functions are controlled by list.c; when you sign on do_import is called
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105 and that loads the locally saved list), the protocol calls
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106 gaim_prpl_got functions, which set the information in the appropriate
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107 struct buddy and then passes it off to set_buddy.
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108
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109 set_buddy is responsible for a lot of stuff, but most of it is done
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110 implicitly. It's responsible for the sounds (which is just a call to
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111 play_sound), but the biggest thing it does is call new_group_show and
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112 new_buddy_show if necessary. There's only one group_show per group name,
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113 even between connections, and only one buddy_show per group_show per
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114 buddy name, even between connections. (If that's not confusing enough,
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115 wait until I really start describing how the buddy list works.)
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116
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117 New connections happen the exact same way as described above. Each
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118 gaim_account can have one gaim_connection associated with it. gaim_account
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119 and gaim_connection both have a protocol field. This is kind of confusing:
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120 gaim, except for the account editor screen and when the user signs on,
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121 ignores the user's protocl field, and only uses the connection's protocol
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122 field. You can change the connection's protocol field once it's created
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123 and been assigned a PRPL to use to change certain behavior (Oscar does
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124 this because it handles both AIM and ICQ). I'll talk about the
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125 gaim_connection struct more later.
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126
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127 When the user opens a new conversation window, new_conversation is called.
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128 That's easy enough. If there isn't a conversation with the person already
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129 open (checked by calling find_conversation), show_conv is called to
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130 create the new window. All sorts of neat things happen there, but it's
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131 mostly drawing the window. show_conv is the best place to edit the UI.
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132
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133 That's pretty much it for the quick tutorial. I know it wasn't much but
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134 it's enough to get you started. Make sure you know GTK+ before you get too
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135 involved. Most of the back-end stuff is pretty basic; most of gaim is GTK+.
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136
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137
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138 SOURCE FILES (this should probly be utterly removed)
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139 ============
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140
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141 about.c:
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142 Not much to say here, just a few basic functions.
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143
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144 account.[ch]:
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145 This controls the GaimAccount struct, which stores information
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146 on each account a user registers with gaim. Usernames, pass-
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147 words, user info, alias, user specific options, and everything
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148 else controlled from within the account editor (and then some)
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149 are handled via this code.
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150
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151 accountopt.[ch]:
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152 Api and implemenation for account options. I'm not precisely
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153 sure how this meshes with account.[ch]
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154
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155 away.c:
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156 This takes care of most of the away stuff: setting the away message
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157 (do_away_message); coming back (do_im_back); drawing the away window;
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158 etc. Away messages work really oddly due to multiple connections and
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159 multiple protocols; I think there are really only two or three people
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160 who know how it works and I don't think any of us know why it works
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161 that way.
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162
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163 blist.[ch]:
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164 This takes care of the buddy list backend, the blist.xml file,
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165 importing old buddy list files, and related things like
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166 finding buddies and groups. buddies, contacts, and groups
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167 are controlled from these files.
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168
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169 buddy_chat.c:
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170 This takes care of the buddy chat stuff. This used to be a lot bigger
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171 until the chat and IM windows got merged in the code. Now it mostly
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172 just takes care of chat-specific stuff, like ignoring people and
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173 keeping track of who's in the room. This is also where the chat window
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174 is created.
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175
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176 conversation.c:
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177 This is where most of the functions dealing with the IM and chat windows
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178 are hidden. It tries to abstract things as much as possible, but doesn't
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179 do a very good job. This is also where things like "Enter sends" and
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180 "Ctrl-{B/I/U/S}" options get carried out (look for send_callback). The
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181 chat and IM toolbar (with the B/I/U/S buttons) are both built from
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182 the same function, build_conv_toolbar.
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183
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184 core.c:
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185 This is the start of what will become the main() for gaim-core.
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186
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187 gtkdialogs.c:
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188 A massive file with a lot of little utility functions. This is where all
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189 of those little dialog windows are created. Things like the warn dialog
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190 and the add buddy dialog are here. Not all of the dialogs in gaim are in
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191 this file, though. But most of them are. This is also where do_import
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192 is housed, to import buddy lists. (The actual buddy list parsing code
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193 is in util.c for winaim lists and buddy.c for gaim's own lists.)
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194
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195 gtkimhtml.c:
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196 This is gaim's HTML widget. It replaced the old widget, GtkHtml (which
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197 was different than GNOME's GtkHTML). It's self-contained (it doesn't
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198 use any of gaim's code) and is actually a separate project from gaim
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199 (but is maintained by Eric).
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200
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201 idle.c:
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202 This file used to be entirely #if 0'd out of existance. However, thanks
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203 to some very generous people who submitted patches, this takes care of
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204 reporting idle time (imagine that). It's a pretty straight-forward file.
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205 This also takes care of the auto-away stuff.
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206
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207 gtkmain.c:
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208 This is where the main() function is. It takes care of a lot of the
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209 initialization stuff, and showing the buddy list or account editor.
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210
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211 md5.c:
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212 Oscar, Yahoo, and MSN all require md5 hashing, so better to put it in
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213 the core than have the same thing in three different places.
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214
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215 module.c:
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216 This contains all of the plugin code, except for the UI. This is what
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217 actually loads the plugins, makes sure they're valid, has the code for
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218 setting up plugin event handlers, and contains the plugin_event method
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219 that gaim calls on events.
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220
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221 prefs.c:
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222 Read the documentation on this file. This handles the backend
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223 side of prefs.
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224
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225 proxy.c:
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226 Adam (of libfaim glory) got bored one day and rewrote this file, so
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227 now everything actually works. The main function is proxy_connect,
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228 which figures out which proxy you want to use (if you want to use one
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229 at all) and passes off the data to the appropriate function. This file
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230 should be pretty straight-forward.
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231 Except I STRONGLY suspect that time has broken this file.
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232
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233 prpl.c:
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234 This file is what lets gaim dynamically load protocols, sort of. All
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235 of the actual dlopen(), dlsym() stuff is in module.c. But this contains
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236 all of the functions that the protocol plugin needs to call, and manages
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237 all of the protocols. It's a pretty simple file actually.
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238
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239 server.c:
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240 This is where all of the differentiation between the different protocols
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241 is done. Nearly everything that's network related goes through here
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242 at one point or another. This has good things like serv_send_im. Most of
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243 it should be pretty self-explanatory.
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244
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245 sound.c:
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246 The main function in this file is play_sound, which plays one of 8
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247 (maybe 9?) sounds based on preferences. All that the rest of the code
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248 should have to do is call play_sound(BUDDY_ARRIVE), for example, and
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249 this file will take care of determining if a sound should be played
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250 and which file should be played.
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251
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252 util.c:
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253 There's not really a lot of cohesion to this file; it's just a lot of
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254 stuff that happened to be thrown into it for no apparent reason. None
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255 of it is particularly tasty; it's all just utility functions. Just
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256 like the name says.
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257
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258 plugins/ticker/gtkticker.c:
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259 Syd, our resident GTK+ God, wrote a GtkWidget, GtkTicker. This is that
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260 widget. It's cool, and it's tiny. This is actually a really good example
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261 widget for those of you looking to write your own.
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262
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263 plugins/ticker/ticker.c:
639
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264 Syd is just so cool. I really can't get over it. He let me come
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265 visit him at Netscape one day, and I got to see all of their toys
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266 (don't worry, I'm under an NDA). Anyway, this file is for the buddy
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267 ticker. This is also a damn cool file because it's got all of the
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268 functions that you'd want right up at the top. Someday I want to be
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269 as cool as Syd.
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270
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271 For the PRPLs, the only protocol whose "main" gaim file isn't the same as
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272 the name of the protocol is ICQ; for that it's gaim_icq.c. But ICQ is
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273 deprecated and you should be using Oscar for ICQ anyway.
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274
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275 PLUGINS (read the plugins howto, this is really out of date)
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276 =======
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277
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278 OK, so you want to load a plugin. You go through whatever UI (you
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279 can read all about the UI in plugins.c or whereever). You finally get
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280 to load_plugin, the meat of the plugins stuff (plugins can actually
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281 call load_plugin themselves to load other plugins). load_plugin
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282 is passed the full path to the plugin you want to load
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283 (e.g. /usr/local/lib/gaim/irc.so).
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284
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285 load_plugin does a few things with that filename. The first is to see
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286 if you've already loaded that plugin. If you have, load_plugin unloads
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287 the one that is currently loaded. You might wonder why; it's because
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288 the same plugin can't be loaded twice. If you call g_module_open on a
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289 filename twice, both times it will return the same pointer, and both times
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290 increment the reference count on the GModule * that it returns. This
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291 means you really do have the same plugin twice, which fucks up the
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292 callback system to no end. So it's better that you can only have it
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293 loaded once at any given time.
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294
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295 Now that we're assured that we don't have this particular plugin loaded
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296 yet, we better load it. g_module_open, baby. Much more portable than
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297 dlopen(). In fact, for Linux it actually is the equivalent of dlopen()
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298 (you can read the gmodule source and see for yourself). There's only one
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299 quirk. It always logically ORs the options you pass with RTLD_GLOBAL,
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300 which means that plugins share symbols. I haven't figured out yet if
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301 this means just functions or variables too; but in either case make every
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302 function and variable in your plugin static except for gaim_plugin_*(),
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303 name(), and description(). It's good coding practice anyway.
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304
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305 So, assuming we didn't get NULL back from g_module_open, we then make sure
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306 it's a valid gaim plugin by looking for and calling gaim_plugin_init,
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307 courtesy g_module_symbol (g_module_symbol is actually what's portable
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308 about gmodule as opposed to dl*; some BSD's require '_' prepended to
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309 symbol names and g_module_symbol guarantees we do The Right Thing).
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310
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311 Assuming we've found gaim_plugin_init and it hasn't returned non-NULL
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312 to us, we then add it to our list of plugins and go merrily about our way.
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313
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314 So when do the callbacks happen?! plugin_event, baby, plugin_event. Any
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315 time you want to trigger a plugin event simply call plugin_even with the
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316 parameters to be passed to any event handlers and you're set. plugin_event
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317 then makes sure that any plugins waiting for the event get passed the
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318 arguments properly and passes it on to perl.
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319
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320 Speaking of perl. If you really want to know how this works, you're
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321 better off reading X-Chat's documentation of it, because it's better
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322 than what I could provide.
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323
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324
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325 MULTIPLE CONNECTIONS AND PRPLS
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326 ==============================
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327
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328 OK, let's start with the basics. There are users. Each user is contained
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329 in an gaim_account struct, and kept track of in the gaim_accounts GSList.
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330 Each gaim_account has certain features: a username, a password, and
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331 user_info. It also has certain options, and the protocol it uses to sign
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332 on (kept as an int which is #define'd in prpl.h).
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333
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334 Now then, there are protocols that gaim knows about. Each protocol is
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335 in a prpl struct and kept track of in the protocols GSList. The way the
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336 management of the protocols is, there will only ever be one prpl per
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337 numeric protocol. Each prpl defines a basic set of functions: login,
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338 logout, send_im, etc. The prpl is responsible not only for handling
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339 these functions, but also for calling the appropriate prpl_got functions
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340 It handles each of these on a per-account basis.
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341
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342 So why's it called a PRPL? It stands for PRotocol PLugin. That means
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343 that it's possible to dynamically add new protocols to gaim. However,
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344 all protocols must be implemented the same way: by using a prpl struct
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345 and being loaded, regardless of whether they are static or dynamic.
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346
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347 Here's how struct gaim_connection fits into all of this. At some point
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348 the User (capitalized to indicate a person and not a name) will try to
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349 sign on one of Their users. serv_login is then called for that user. It
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350 searches for the prpl that is assigned to that user, and calls that prpl's
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351 login function, passing it the gaim_account struct that is attempting to
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352 sign on. The prpl is then responsible for seeing that the gaim_connection
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353 is created (by calling new_gaim_connection), and registering it as
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354 being online (by calling account_online and passing it the gaim_account and
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355 gaim_connection structs). At that point, the gaim_account and gaim_connection
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356 structs have pointers to each other, and the gaim_connection struct has
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357 a pointer to the prpl struct that it is using. The gaim_connections are
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358 stored in the connections GSList. The way connection management works is,
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359 there will always only be one gaim_connection per user, and the prpl that
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360 the gaim_connection uses will be constant for the gaim_connection's life.
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361
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362 So at certain points the User is going to want to do certain things,
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363 like send a message. They must send the message on a connection. So the UI
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364 figures out which gaim_connection the User want to send a message on (for
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365 our example), and calls serv_send_im, telling it which gaim_connection to
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366 use, and the necessary information (who to send it to, etc). The serv_
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367 function then calls the handler of the prpl of the connection for that
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368 event (that was way too many prepositions). OK, each prpl has a send_im
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369 function. Each connection has a prpl. so you call gc->prpl->send_im and
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370 pass it the connection and all the necessary info. And that's how things
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371 get done.
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372
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373 I hope some of that made sense. Looking back at it it makes absolutely no
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374 sense to me. Thank god I wrote the code; otherwise I'm sure I'd be lost.
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375
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376
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377 WRITING PRPLS
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378 =============
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379
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380 Start off with a protocol that you want to implement; make sure it has a
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381 number defined in prpl.h. If it doesn't, talk to Rob or Eric about adding
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382 it. *NEVER* use an unassigned number, not even for testing or personal
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383 use. It's possible that number will be used later by something else and
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384 that would cause quite a few head-scratchers.
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385
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386 Start off with the following boiler plate:
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387
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388 static struct prpl *my_protocol = NULL;
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389
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390 void newproto_init(struct prpl *ret) {
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391 ret->protocol = PROTO_NEWPROTO;
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392
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393 my_protocol = ret;
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394 }
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395
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396 #ifndef STATIC
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397
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398 char *gaim_plugin_init(GModule *handle)
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399 {
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400 load_protocol(newproto_init, sizeof(struct prpl));
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401 return NULL;
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402 }
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403
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404 void gaim_plugin_remove()
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405 {
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406 struct prpl *p = find_prpl(PROTO_NEWPROTO);
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407 if (p == my_protocol)
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408 unload_protocol(p);
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409 }
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410
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411 char *name()
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412 {
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413 return "New Protocol";
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414 }
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415
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416 char *description()
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417 {
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418 return PRPL_DESC("New Protocol");
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419 }
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420
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421 #endif
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422
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423 Replace all NEWPROTO things with your protocol name (e.g. PROTO_OSCAR
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424 instead of PROTO_NEWPROTO, oscar_init instead of newproto_init). Then
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Eric Warmenhoven <eric@warmenhoven.org>
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425 populate your struct prpl; the most important function is actually name(),
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426 because without it, Gaim will most likely segfault. The second most
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Eric Warmenhoven <eric@warmenhoven.org>
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427 important function is login(). Not all functions need to be implemented.
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428
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Luke Schierer <lschiere@pidgin.im>
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429 There should be absolutely *ZERO* GTK+ in the PRPLs. PRPLs should *NEVER*
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430 say what the UI *looks* like, only what information needs to be there.
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431 There's currently an effort to get the GTK+ that is contained in the PRPLs
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432 directory out of there. If you submit a patch that adds GTK+ to those
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433 directories it's very likely to be refused, unless if I'm in a good mood
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434 and decide to relocate things for you. That's not likely.
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435
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436 You're probably wondering how you can do certain things without GTK+. Well,
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437 you're just going to have to make do. Rely on the UI, that's why it's
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Eric Warmenhoven <eric@warmenhoven.org>
parents: 2655
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438 there. A PRPL should have absolutely ZERO interaction with the user, it
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Eric Warmenhoven <eric@warmenhoven.org>
parents: 2655
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439 should all be handled by the UI.
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440
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441 Don't use the _options variables at all. The core should take care of all
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442 of that. There are several proto_opt fields that you can use on a per-user
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Eric Warmenhoven <eric@warmenhoven.org>
parents: 2655
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443 basis. Check out existing protocols for more details.