annotate HACKING @ 10100:fad5d3354cc1

[gaim-migrate @ 11123] The slashing begins. I moved the formatting bindings to gtk_binding stuff from a key_press_event. This will not interfere with gtkrc keybindings. I'm hoping moving GDK_Enter here will fix the input method bug, but I'll try that some other time. This took me FOREVER to figure out. committer: Tailor Script <tailor@pidgin.im>
author Sean Egan <seanegan@gmail.com>
date Fri, 15 Oct 2004 03:14:46 +0000
parents 32467b63f55a
children 61852117568f
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1 The majority of the below was written by Eric Warmenhoven way back in
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Luke Schierer <lschiere@pidgin.im>
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2 antiquity. I have taken the liberty of attempting to PARTIALLY update
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Luke Schierer <lschiere@pidgin.im>
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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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Eric Warmenhoven <eric@warmenhoven.org>
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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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Eric Warmenhoven <eric@warmenhoven.org>
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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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Eric Warmenhoven <eric@warmenhoven.org>
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15 particularly want to brag about. Hopefully that's enough to get most of
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Eric Warmenhoven <eric@warmenhoven.org>
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16 you going.
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17
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Eric Warmenhoven <eric@warmenhoven.org>
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18 If you don't know how event-driven programs work, stop right now. Gaim
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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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Eric Warmenhoven <eric@warmenhoven.org>
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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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Eric Warmenhoven <eric@warmenhoven.org>
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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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Eric Warmenhoven <eric@warmenhoven.org>
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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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Mark Doliner <mark@kingant.net>
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43 make your patch, simply run 'cvs diff -u >my.patch' and post it on
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Mark Doliner <mark@kingant.net>
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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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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 main.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 login window. It's pretty tiny
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210 and there's not really much to edit in it. This has some of the most
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211 pointless functions, like gaim_setup, which optionally turns off sounds
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212 on signon. A lot of this file should actually be part of other files.
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213
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214 md5.c:
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215 Oscar, Yahoo, and MSN all require md5 hashing, so better to put it in
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216 the core than have the same thing in three different places.
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217
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218 module.c:
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219 This contains all of the plugin code, except for the UI. This is what
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220 actually loads the plugins, makes sure they're valid, has the code for
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221 setting up plugin event handlers, and contains the plugin_event method
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222 that gaim calls on events.
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223
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224 prefs.c:
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225 Read the documentation on this file. This handles the backend
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226 side of prefs.
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227
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228 proxy.c:
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229 Adam (of libfaim glory) got bored one day and rewrote this file, so
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230 now everything actually works. The main function is proxy_connect,
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231 which figures out which proxy you want to use (if you want to use one
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232 at all) and passes off the data to the appropriate function. This file
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233 should be pretty straight-forward.
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234 Except I STRONGLY suspect that time has broken this file.
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235
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236 prpl.c:
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237 This file is what lets gaim dynamically load protocols, sort of. All
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238 of the actual dlopen(), dlsym() stuff is in module.c. But this contains
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239 all of the functions that the protocol plugin needs to call, and manages
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240 all of the protocols. It's a pretty simple file actually.
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241
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242 server.c:
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243 This is where all of the differentiation between the different protocols
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244 is done. Nearly everything that's network related goes through here
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245 at one point or another. This has good things like serv_send_im. Most of
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246 it should be pretty self-explanatory.
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247
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248 sound.c:
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249 The main function in this file is play_sound, which plays one of 8
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250 (maybe 9?) sounds based on preferences. All that the rest of the code
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251 should have to do is call play_sound(BUDDY_ARRIVE), for example, and
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252 this file will take care of determining if a sound should be played
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253 and which file should be played.
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254
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255 util.c:
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256 There's not really a lot of cohesion to this file; it's just a lot of
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257 stuff that happened to be thrown into it for no apparent reason. None
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258 of it is particularly tasty; it's all just utility functions. Just
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259 like the name says.
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260
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261 plugins/ticker/gtkticker.c:
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262 Syd, our resident GTK God, wrote a GtkWidget, GtkTicker. This is that
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263 widget. It's cool, and it's tiny. This is actually a really good example
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264 widget for those of you looking to write your own.
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265
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266 plugins/ticker/ticker.c:
639
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267 Syd is just so cool. I really can't get over it. He let me come
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268 visit him at Netscape one day, and I got to see all of their toys
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269 (don't worry, I'm under an NDA). Anyway, this file is for the buddy
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270 ticker. This is also a damn cool file because it's got all of the
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271 functions that you'd want right up at the top. Someday I want to be
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272 as cool as Syd.
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273
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274 For the PRPLs, the only protocol whose "main" gaim file isn't the same as
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275 the name of the protocol is ICQ; for that it's gaim_icq.c. But ICQ is
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276 deprecated and you should be using Oscar for ICQ anyway.
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277
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278 PLUGINS (read the plugins howto, this is really out of date)
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279 =======
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280
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281 OK, so you want to load a plugin. You go through whatever UI (you
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282 can read all about the UI in plugins.c or whereever). You finally get
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283 to load_plugin, the meat of the plugins stuff (plugins can actually
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284 call load_plugin themselves to load other plugins). load_plugin
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285 is passed the full path to the plugin you want to load
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286 (e.g. /usr/local/lib/gaim/irc.so).
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287
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288 load_plugin does a few things with that filename. The first is to see
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289 if you've already loaded that plugin. If you have, load_plugin unloads
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290 the one that is currently loaded. You might wonder why; it's because
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291 the same plugin can't be loaded twice. If you call g_module_open on a
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292 filename twice, both times it will return the same pointer, and both times
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293 increment the reference count on the GModule * that it returns. This
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294 means you really do have the same plugin twice, which fucks up the
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295 callback system to no end. So it's better that you can only have it
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296 loaded once at any given time.
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297
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298 Now that we're assured that we don't have this particular plugin loaded
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299 yet, we better load it. g_module_open, baby. Much more portable than
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300 dlopen(). In fact, for Linux it actually is the equivalent of dlopen()
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301 (you can read the gmodule source and see for yourself). There's only one
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302 quirk. It always logically ORs the options you pass with RTLD_GLOBAL,
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303 which means that plugins share symbols. I haven't figured out yet if
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304 this means just functions or variables too; but in either case make every
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305 function and variable in your plugin static except for gaim_plugin_*(),
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306 name(), and description(). It's good coding practice anyway.
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307
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308 So, assuming we didn't get NULL back from g_module_open, we then make sure
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309 it's a valid gaim plugin by looking for and calling gaim_plugin_init,
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310 courtesy g_module_symbol (g_module_symbol is actually what's portable
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311 about gmodule as opposed to dl*; some BSD's require '_' prepended to
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312 symbol names and g_module_symbol guarantees we do The Right Thing).
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313
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314 Assuming we've found gaim_plugin_init and it hasn't returned non-NULL
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315 to us, we then add it to our list of plugins and go merrily about our way.
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316
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317 So when do the callbacks happen?! plugin_event, baby, plugin_event. Any
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318 time you want to trigger a plugin event simply call plugin_even with the
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319 parameters to be passed to any event handlers and you're set. plugin_event
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320 then makes sure that any plugins waiting for the event get passed the
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321 arguments properly and passes it on to perl.
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322
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323 Speaking of perl. If you really want to know how this works, you're
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324 better off reading X-Chat's documentation of it, because it's better
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325 than what I could provide.
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326
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327
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328 MULTIPLE CONNECTIONS AND PRPLS
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329 ==============================
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330
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331 OK, let's start with the basics. There are users. Each user is contained
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332 in an gaim_account struct, and kept track of in the gaim_accounts GSList.
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333 Each gaim_account has certain features: a username, a password, and
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334 user_info. It also has certain options, and the protocol it uses to sign
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335 on (kept as an int which is #define'd in prpl.h).
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336
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337 Now then, there are protocols that gaim knows about. Each protocol is
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338 in a prpl struct and kept track of in the protocols GSList. The way the
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339 management of the protocols is, there will only ever be one prpl per
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340 numeric protocol. Each prpl defines a basic set of functions: login,
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341 logout, send_im, etc. The prpl is responsible not only for handling
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342 these functions, but also for calling the appropriate prpl_got functions
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343 It handles each of these on a per-account basis.
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344
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345 So why's it called a PRPL? It stands for PRotocol PLugin. That means
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346 that it's possible to dynamically add new protocols to gaim. However,
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347 all protocols must be implemented the same way: by using a prpl struct
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348 and being loaded, regardless of whether they are static or dynamic.
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349
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350 Here's how struct gaim_connection fits into all of this. At some point
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351 the User (capitalized to indicate a person and not a name) will try to
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352 sign on one of Their users. serv_login is then called for that user. It
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353 searches for the prpl that is assigned to that user, and calls that prpl's
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354 login function, passing it the gaim_account struct that is attempting to
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355 sign on. The prpl is then responsible for seeing that the gaim_connection
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356 is created (by calling new_gaim_connection), and registering it as
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357 being online (by calling account_online and passing it the gaim_account and
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358 gaim_connection structs). At that point, the gaim_account and gaim_connection
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359 structs have pointers to each other, and the gaim_connection struct has
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360 a pointer to the prpl struct that it is using. The gaim_connections are
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361 stored in the connections GSList. The way connection management works is,
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362 there will always only be one gaim_connection per user, and the prpl that
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363 the gaim_connection uses will be constant for the gaim_connection's life.
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364
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365 So at certain points the User is going to want to do certain things,
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366 like send a message. They must send the message on a connection. So the UI
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367 figures out which gaim_connection the User want to send a message on (for
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368 our example), and calls serv_send_im, telling it which gaim_connection to
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369 use, and the necessary information (who to send it to, etc). The serv_
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370 function then calls the handler of the prpl of the connection for that
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371 event (that was way too many prepositions). OK, each prpl has a send_im
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372 function. Each connection has a prpl. so you call gc->prpl->send_im and
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373 pass it the connection and all the necessary info. And that's how things
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374 get done.
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375
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376 I hope some of that made sense. Looking back at it it makes absolutely no
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377 sense to me. Thank god I wrote the code; otherwise I'm sure I'd be lost.
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378
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379
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380 WRITING PRPLS
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381 =============
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382
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383 Start off with a protocol that you want to implement; make sure it has a
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384 number defined in prpl.h. If it doesn't, talk to Rob or Eric about adding
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385 it. *NEVER* use an unassigned number, not even for testing or personal
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diff changeset
386 use. It's possible that number will be used later by something else and
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diff changeset
387 that would cause quite a few head-scratchers.
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388
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389 Start off with the following boiler plate:
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390
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391 static struct prpl *my_protocol = NULL;
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392
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393 void newproto_init(struct prpl *ret) {
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394 ret->protocol = PROTO_NEWPROTO;
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395
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396 my_protocol = ret;
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397 }
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398
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399 #ifndef STATIC
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400
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401 char *gaim_plugin_init(GModule *handle)
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402 {
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403 load_protocol(newproto_init, sizeof(struct prpl));
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404 return NULL;
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405 }
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406
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407 void gaim_plugin_remove()
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408 {
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409 struct prpl *p = find_prpl(PROTO_NEWPROTO);
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410 if (p == my_protocol)
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411 unload_protocol(p);
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412 }
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413
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414 char *name()
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415 {
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416 return "New Protocol";
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417 }
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418
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419 char *description()
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420 {
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421 return PRPL_DESC("New Protocol");
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422 }
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423
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424 #endif
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425
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426 Replace all NEWPROTO things with your protocol name (e.g. PROTO_OSCAR
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427 instead of PROTO_NEWPROTO, oscar_init instead of newproto_init). Then
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Eric Warmenhoven <eric@warmenhoven.org>
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428 populate your struct prpl; the most important function is actually name(),
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429 because without it, Gaim will most likely segfault. The second most
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430 important function is login(). Not all functions need to be implemented.
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431
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432 There should be absolutely *ZERO* GTK in the PRPLs. PRPLs should *NEVER*
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433 say what the UI *looks* like, only what information needs to be there.
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434 There's currently an effort to get the GTK that is contained in the PRPLs
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435 directory out of there. If you submit a patch that adds GTK to those
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436 directories it's very likely to be refused, unless if I'm in a good mood
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437 and decide to relocate things for you. That's not likely.
2863
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438
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439 You're probably wondering how you can do certain things without GTK. Well,
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440 you're just going to have to make do. Rely on the UI, that's why it's
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441 there. A PRPL should have absolutely ZERO interaction with the user, it
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442 should all be handled by the UI.
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443
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444 Don't use the _options variables at all. The core should take care of all
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445 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>
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446 basis. Check out existing protocols for more details.