annotate HACKING @ 8351:ffa642240fc1

[gaim-migrate @ 9075] marv is incredibly patient, waiting a long time for this to go in you should all be using Jabber for file transfer anyway, but if you're still stuck in the stone age, now you can transfer files via IRC committer: Tailor Script <tailor@pidgin.im>
author Nathan Walp <nwalp@pidgin.im>
date Fri, 27 Feb 2004 01:45:26 +0000
parents 2c165d32f104
children ffed55cbdd67
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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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12 files. As an added bonus, I'll try and describe as best I can how multiple
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Eric Warmenhoven <eric@warmenhoven.org>
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13 connections and multiple protocols work. Depending on how much I want to
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Eric Warmenhoven <eric@warmenhoven.org>
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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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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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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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Eric Warmenhoven <eric@warmenhoven.org>
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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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Eric Warmenhoven <eric@warmenhoven.org>
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24 against the absolute latest CVS. I get really annoyed when I get patches
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Eric Warmenhoven <eric@warmenhoven.org>
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25 against the last released version, especially since I don't usually have
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Eric Warmenhoven <eric@warmenhoven.org>
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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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Eric Warmenhoven <eric@warmenhoven.org>
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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.gaim.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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Eric Warmenhoven <eric@warmenhoven.org>
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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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Eric Warmenhoven <eric@warmenhoven.org>
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43 make your patch, simply run 'cvs diff -u >my.patch' and send it off;
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Eric Warmenhoven <eric@warmenhoven.org>
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44 either post it on sf.net/projects/gaim in the patches section, or email it
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45 to gaim@marko.net.
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46
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47 Some Documentation is available on the Gaim api if you run the command
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48 $make docs
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49 after running ./configure (or ./autogen.sh). You will need doxygen and
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50 graphiz dot to generate these docs.
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51
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52 CODING STYLE
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53 ============
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54
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55 Coding styles are like assholes, everyone has one and no one likes anyone
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56 elses. This is mine and if you want me to accept a patch from you without
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57 getting annoyed you'll follow this coding style. :)
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58
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59 It would probably just be easier for me to include CodingStyle from the
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60 linux kernel source.
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61
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62 Tab indents. I *HATE* 2-space indents, and I strongly dislike 8-space
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63 indents. Use a tab character. I'm likely to refuse a patch if it has
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64 2-space indents.
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65
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66 K&R style for braces. Braces always go on the same line as the if, etc.
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67 that they're associated with; the only exception is functions. Braces
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68 for else statements should have both braces on the same line as the else
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69 (i.e. "} else {").
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70
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71 No functionOrVariableNamesLikeThis. Save it for Java. Underscores are your
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72 friend. "tmp" is an excellent variable name. Hungarian style will not be
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73 tolerated. Go back to Microsoft.
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74
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75 I have a 105-char wide Eterm. Deal with it.
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76
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77 NO goto. I'm very likely to refuse a patch if it makes use of goto. If you
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78 feel the need to use goto, you need to rethink your design and flow.
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79
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81 PROGRAM FLOW (just about every function name from here on down is wrong.
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82 ============ but many of the ideas still apply under different names.)
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83
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84 Before gaim does anything you can see, it initializes itself, which is
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85 mostly just reading ~/.gaim/*.xml (handled by the functions in prefs.[ch])
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86 and parsing command-line options. It then draws the login window by
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87 calling show_login, and waits for input.
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88
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89 At the login window, when "Accounts" is clicked, account_editor() is
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90 called. This then displays all of the users and various information
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91 about them. (Don't ask about what happens when "Sign On" is called. It's
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92 quite hackish. The only reason the login window is there anymore is to
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93 make it more palatable to people so used to WinAIM that they can't accept
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94 anything else.)
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95
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96 When the "Sign on/off" button is clicked, serv_login is passed the
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97 username and the password for the account. If the password length is
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98 zero (the password field is a character array rather than pointer so it
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99 will not be NULL) then the Signon callback will prompt for the password
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100 before calling serv_login. serv_login then signs in the user using the
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101 appropriate protocol.
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102
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103 After you're signed in, Gaim draws the buddy list by calling
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104 show_buddy_list. Assuming the user has a buddy list (all buddy list
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105 functions are controlled by list.c; when you sign on do_import is called
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106 and that loads the locally saved list), the protocol calls
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107 serv_got_update, which sets the information in the appropriate struct
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108 buddy and then passes it off to set_buddy.
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109
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110 set_buddy is responsible for a lot of stuff, but most of it is done
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111 implicitly. It's responsible for the sounds (which is just a call to
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112 play_sound), but the biggest thing it does is call new_group_show and
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113 new_buddy_show if necessary. There's only one group_show per group name,
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114 even between connections, and only one buddy_show per group_show per
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115 buddy name, even between connections. (If that's not confusing enough,
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116 wait until I really start describing how the buddy list works.)
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117
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118 New connections happen the exact same way as described above. Each
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119 gaim_account can have one gaim_connection associated with it. gaim_account
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120 and gaim_connection both have a protocol field. This is kind of confusing:
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121 gaim, except for the account editor screen and when the user signs on,
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122 ignores the user's protocl field, and only uses the connection's protocol
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123 field. You can change the connection's protocol field once it's created
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124 and been assigned a PRPL to use to change certain behavior (Oscar does
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125 this because it handles both AIM and ICQ). I'll talk about the
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126 gaim_connection struct more later.
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127
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128 When the user opens a new conversation window, new_conversation is called.
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129 That's easy enough. If there isn't a conversation with the person already
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130 open (checked by calling find_conversation), show_conv is called to
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131 create the new window. All sorts of neat things happen there, but it's
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132 mostly drawing the window. show_conv is the best place to edit the UI.
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133
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134 That's pretty much it for the quick tutorial. I know it wasn't much but
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135 it's enough to get you started. Make sure you know GTK before you get too
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136 involved. Most of the back-end stuff is pretty basic; most of gaim is GTK.
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137
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138
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139 SOURCE FILES (this should probly be utterly removed)
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140 ============
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141
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142 about.c:
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143 Not much to say here, just a few basic functions.
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144
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145 account.[ch]:
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146 This controls the GaimAccount struct, which stores information
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147 on each account a user registers with gaim. Usernames, pass-
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148 words, user info, alias, user specific options, and everything
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149 else controlled from within the account editor (and then some)
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150 are handled via this code.
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151
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152 accountopt.[ch]:
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153 Api and implemenation for account options. I'm not precisely
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154 sure how this meshes with account.[ch]
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155
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156 away.c:
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157 This takes care of most of the away stuff: setting the away message
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158 (do_away_message); coming back (do_im_back); drawing the away window;
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159 etc. Away messages work really oddly due to multiple connections and
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160 multiple protocols; I think there are really only two or three people
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161 who know how it works and I don't think any of us know why it works
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162 that way.
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163
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164 blist.[ch]:
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165 This takes care of the buddy list backend, the blist.xml file,
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166 importing old buddy list files, and related things like
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167 finding buddies and groups. buddies, contacts, and groups
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168 are controlled from these files.
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169
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170 buddy_chat.c:
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171 This takes care of the buddy chat stuff. This used to be a lot bigger
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172 until the chat and IM windows got merged in the code. Now it mostly
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173 just takes care of chat-specific stuff, like ignoring people and
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174 keeping track of who's in the room. This is also where the chat window
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175 is created.
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176
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177 conversation.c:
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178 This is where most of the functions dealing with the IM and chat windows
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179 are hidden. It tries to abstract things as much as possible, but doesn't
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180 do a very good job. This is also where things like "Enter sends" and
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181 "Ctrl-{B/I/U/S}" options get carried out (look for send_callback). The
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182 chat and IM toolbar (with the B/I/U/S buttons) are both built from
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183 the same function, build_conv_toolbar.
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184
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185 core.c:
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186 This is the start of what will become the main() for gaim-core.
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187
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188 dialogs.c:
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189 A massive file with a lot of little utility functions. This is where all
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190 of those little dialog windows are created. Things like the warn dialog
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191 and the add buddy dialog are here. Not all of the dialogs in gaim are in
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192 this file, though. But most of them are. This is also where do_import
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193 is housed, to import buddy lists. (The actual buddy list parsing code
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194 is in util.c for winaim lists and buddy.c for gaim's own lists.)
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195
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196 gaimrc.c:
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197 This controls everything about the .gaimrc file. There's not really much
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198 to say about it; this is probably one of the better designed and easier
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199 to follow files in gaim. The important functions are towards the bottom.
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200 This file is also utterly deprecated. It is used only for importing
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201 on upgrade. the prefs.c and prefs.h files replace the control,
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202 and gtkprefs.c replaces the gui component.
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203
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204 gtkimhtml.c:
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205 This is gaim's HTML widget. It replaced the old widget, GtkHtml (which
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206 was different than GNOME's GtkHTML). It's self-contained (it doesn't
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207 use any of gaim's code) and is actually a separate project from gaim
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208 (but is maintained by Eric).
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209
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210 idle.c:
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211 This file used to be entirely #if 0'd out of existance. However, thanks
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212 to some very generous people who submitted patches, this takes care of
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213 reporting idle time (imagine that). It's a pretty straight-forward file.
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214 This also takes care of the auto-away stuff.
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215
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216 main.c:
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217 This is where the main() function is. It takes care of a lot of the
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218 initialization stuff, and showing the login window. It's pretty tiny
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219 and there's not really much to edit in it. This has some of the most
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220 pointless functions, like gaim_setup, which optionally turns off sounds
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221 on signon. A lot of this file should actually be part of other files.
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222
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223 md5.c:
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224 Oscar, Yahoo, and MSN all require md5 hashing, so better to put it in
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225 the core than have the same thing in three different places.
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226
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227 module.c:
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228 This contains all of the plugin code, except for the UI. This is what
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229 actually loads the plugins, makes sure they're valid, has the code for
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230 setting up plugin event handlers, and contains the plugin_event method
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231 that gaim calls on events.
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232
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233 multi.c:
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234 This is the file that tries to take care of most of the major issues
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235 with multiple connections. The best function in here by far is the
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236 account_editor(). auto_login() is also in here (I'm just reading multi.h
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237 now...). account_editor is really the only function that the UI needs
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238 to be concerned with.
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239
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240 prefs.c:
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241 Read the documentation on this file. This handles the backend
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242 side of prefs.
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243
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244 proxy.c:
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245 Adam (of libfaim glory) got bored one day and rewrote this file, so
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246 now everything actually works. The main function is proxy_connect,
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247 which figures out which proxy you want to use (if you want to use one
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248 at all) and passes off the data to the appropriate function. This file
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249 should be pretty straight-forward.
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250 Except I STRONGLY suspect that time has broken this file.
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251
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252 prpl.c:
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253 This file is what lets gaim dynamically load protocols, sort of. All
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254 of the actual dlopen(), dlsym() stuff is in module.c. But this contains
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255 all of the functions that the protocol plugin needs to call, and manages
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256 all of the protocols. It's a pretty simple file actually.
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257
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258 server.c:
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259 This is where all of the differentiation between the different protocols
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260 is done. Nearly everything that's network related goes through here
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261 at one point or another. This has good things like serv_send_im and
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262 serv_got_update. Most of it should be pretty self-explanatory.
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263
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264 sound.c:
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265 The main function in this file is play_sound, which plays one of 8
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266 (maybe 9?) sounds based on preferences. All that the rest of the code
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267 should have to do is call play_sound(BUDDY_ARRIVE), for example, and
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268 this file will take care of determining if a sound should be played
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269 and which file should be played.
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270
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271 util.c:
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272 There's not really a lot of cohesion to this file; it's just a lot of
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273 stuff that happened to be thrown into it for no apparent reason. None
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274 of it is particularly tasty; it's all just utility functions. Just
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275 like the name says.
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276
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277 plugins/ticker/gtkticker.c:
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278 Syd, our resident GTK God, wrote a GtkWidget, GtkTicker. This is that
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279 widget. It's cool, and it's tiny. This is actually a really good example
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280 widget for those of you looking to write your own.
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281
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282 plugins/ticker/ticker.c:
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283 Syd is just so cool. I really can't get over it. He let me come
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284 visit him at Netscape one day, and I got to see all of their toys
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285 (don't worry, I'm under an NDA). Anyway, this file is for the buddy
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286 ticker. This is also a damn cool file because it's got all of the
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287 functions that you'd want right up at the top. Someday I want to be
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288 as cool as Syd.
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289
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290 For the PRPLs, the only protocol whose "main" gaim file isn't the same as
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291 the name of the protocol is ICQ; for that it's gaim_icq.c. But ICQ is
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292 deprecated and you should be using Oscar for ICQ anyway.
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293
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294 PLUGINS (read the plugins howto, this is really out of date)
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295 =======
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296
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297 OK, so you want to load a plugin. You go through whatever UI (you
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298 can read all about the UI in plugins.c or whereever). You finally get
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299 to load_plugin, the meat of the plugins stuff (plugins can actually
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300 call load_plugin themselves to load other plugins). load_plugin
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301 is passed the full path to the plugin you want to load
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302 (e.g. /usr/local/lib/gaim/irc.so).
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303
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304 load_plugin does a few things with that filename. The first is to see
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305 if you've already loaded that plugin. If you have, load_plugin unloads
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306 the one that is currently loaded. You might wonder why; it's because
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307 the same plugin can't be loaded twice. If you call g_module_open on a
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308 filename twice, both times it will return the same pointer, and both times
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309 increment the reference count on the GModule * that it returns. This
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310 means you really do have the same plugin twice, which fucks up the
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311 callback system to no end. So it's better that you can only have it
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312 loaded once at any given time.
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313
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314 Now that we're assured that we don't have this particular plugin loaded
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315 yet, we better load it. g_module_open, baby. Much more portable than
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316 dlopen(). In fact, for Linux it actually is the equivalent of dlopen()
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317 (you can read the gmodule source and see for yourself). There's only one
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318 quirk. It always logically ORs the options you pass with RTLD_GLOBAL,
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319 which means that plugins share symbols. I haven't figured out yet if
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320 this means just functions or variables too; but in either case make every
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321 function and variable in your plugin static except for gaim_plugin_*(),
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322 name(), and description(). It's good coding practice anyway.
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323
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324 So, assuming we didn't get NULL back from g_module_open, we then make sure
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325 it's a valid gaim plugin by looking for and calling gaim_plugin_init,
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326 courtesy g_module_symbol (g_module_symbol is actually what's portable
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327 about gmodule as opposed to dl*; some BSD's require '_' prepended to
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328 symbol names and g_module_symbol guarantees we do The Right Thing).
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329
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330 Assuming we've found gaim_plugin_init and it hasn't returned non-NULL
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331 to us, we then add it to our list of plugins and go merrily about our way.
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332
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333 So when do the callbacks happen?! plugin_event, baby, plugin_event. Any
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334 time you want to trigger a plugin event simply call plugin_even with the
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335 parameters to be passed to any event handlers and you're set. plugin_event
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336 then makes sure that any plugins waiting for the event get passed the
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337 arguments properly and passes it on to perl.
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338
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339 Speaking of perl. If you really want to know how this works, you're
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340 better off reading X-Chat's documentation of it, because it's better
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341 than what I could provide.
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342
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343
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344 MULTIPLE CONNECTIONS AND PRPLS
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345 ==============================
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346
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347 OK, let's start with the basics. There are users. Each user is contained
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348 in an gaim_account struct, and kept track of in the gaim_accounts GSList.
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349 Each gaim_account has certain features: a username, a password, and
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350 user_info. It also has certain options, and the protocol it uses to sign
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351 on (kept as an int which is #define'd in prpl.h).
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352
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353 Now then, there are protocols that gaim knows about. Each protocol is
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354 in a prpl struct and kept track of in the protocols GSList. The way the
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355 management of the protocols is, there will only ever be one prpl per
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356 numeric protocol. Each prpl defines a basic set of functions: login,
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357 logout, send_im, etc. The prpl is responsible not only for handling
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358 these functions, but also for calling the appropriate serv_got functions
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359 (e.g. serv_got_update when a buddy comes online/goes offline/goes
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360 idle/etc). It handles each of these on a per-connection basis.
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361
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362 So why's it called a PRPL? It stands for PRotocol PLugin. That means
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363 that it's possible to dynamically add new protocols to gaim. However,
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364 all protocols must be implemented the same way: by using a prpl struct
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365 and being loaded, regardless of whether they are static or dynamic.
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366
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367 Here's how struct gaim_connection fits into all of this. At some point
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368 the User (capitalized to indicate a person and not a name) will try to
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369 sign on one of Their users. serv_login is then called for that user. It
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370 searches for the prpl that is assigned to that user, and calls that prpl's
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371 login function, passing it the gaim_account struct that is attempting to
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372 sign on. The prpl is then responsible for seeing that the gaim_connection
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373 is created (by calling new_gaim_connection), and registering it as
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374 being online (by calling account_online and passing it the gaim_account and
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375 gaim_connection structs). At that point, the gaim_account and gaim_connection
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376 structs have pointers to each other, and the gaim_connection struct has
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377 a pointer to the prpl struct that it is using. The gaim_connections are
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378 stored in the connections GSList. The way connection management works is,
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379 there will always only be one gaim_connection per user, and the prpl that
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380 the gaim_connection uses will be constant for the gaim_connection's life.
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381
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382 So at certain points the User is going to want to do certain things,
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383 like send a message. They must send the message on a connection. So the UI
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384 figures out which gaim_connection the User want to send a message on (for
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385 our example), and calls serv_send_im, telling it which gaim_connection to
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386 use, and the necessary information (who to send it to, etc). The serv_
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387 function then calls the handler of the prpl of the connection for that
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388 event (that was way too many prepositions). OK, each prpl has a send_im
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389 function. Each connection has a prpl. so you call gc->prpl->send_im and
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390 pass it the connection and all the necessary info. And that's how things
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391 get done.
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392
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393 I hope some of that made sense. Looking back at it it makes absolutely no
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394 sense to me. Thank god I wrote the code; otherwise I'm sure I'd be lost.
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395
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396
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397 WRITING PRPLS
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398 =============
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399
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400 Start off with a protocol that you want to implement; make sure it has a
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401 number defined in prpl.h. If it doesn't, talk to Rob or Eric about adding
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402 it. *NEVER* use an unassigned number, not even for testing or personal
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403 use. It's possible that number will be used later by something else and
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404 that would cause quite a few head-scratchers.
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405
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406 Start off with the following boiler plate:
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407
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408 static struct prpl *my_protocol = NULL;
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409
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410 void newproto_init(struct prpl *ret) {
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411 ret->protocol = PROTO_NEWPROTO;
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412
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413 my_protocol = ret;
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414 }
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415
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416 #ifndef STATIC
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417
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418 char *gaim_plugin_init(GModule *handle)
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Eric Warmenhoven <eric@warmenhoven.org>
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419 {
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420 load_protocol(newproto_init, sizeof(struct prpl));
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421 return NULL;
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422 }
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423
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424 void gaim_plugin_remove()
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Eric Warmenhoven <eric@warmenhoven.org>
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425 {
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426 struct prpl *p = find_prpl(PROTO_NEWPROTO);
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427 if (p == my_protocol)
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428 unload_protocol(p);
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429 }
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430
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431 char *name()
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432 {
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433 return "New Protocol";
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434 }
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435
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436 char *description()
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Eric Warmenhoven <eric@warmenhoven.org>
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437 {
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438 return PRPL_DESC("New Protocol");
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Eric Warmenhoven <eric@warmenhoven.org>
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439 }
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440
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441 #endif
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442
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443 Replace all NEWPROTO things with your protocol name (e.g. PROTO_OSCAR
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444 instead of PROTO_NEWPROTO, oscar_init instead of newproto_init). Then
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445 populate your struct prpl; the most important function is actually name(),
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446 because without it, Gaim will most likely segfault. The second most
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Eric Warmenhoven <eric@warmenhoven.org>
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447 important function is login(). Not all functions need to be implemented.
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448
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449 There should be absolutely *ZERO* GTK in the PRPLs. PRPLs should *NEVER*
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450 say what the UI *looks* like, only what information needs to be there.
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451 There's currently an effort to get the GTK that is contained in the PRPLs
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452 directory out of there. If you submit a patch that adds GTK to those
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453 directories it's very likely to be refused, unless if I'm in a good mood
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454 and decide to relocate things for you. That's not likely.
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455
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456 You're probably wondering how you can do certain things without GTK. Well,
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457 you're just going to have to make do. Rely on the UI, that's why it's
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458 there. A PRPL should have absolutely ZERO interaction with the user, it
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Eric Warmenhoven <eric@warmenhoven.org>
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459 should all be handled by the UI.
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460
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461 Don't use the _options variables at all. The core should take care of all
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462 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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463 basis. Check out existing protocols for more details.