view src/prpl.c @ 12360:3153661f4d5c

[gaim-migrate @ 14664] Faceprint is concerned about 2 things: 1)some of the random colors are very close together. as best we can tell, there are two ways to fix this 1a) for each proposed color, iterate the entire list of selected colors, looking to ensure that it is not too close to any of them. this is an O(n^2) operation, with n >= 220 (the current number of colors we look for) 1b) iterate the entire set of possible colors, skipping ahead by some guess (rather than iterating by 1). this is an O(n^3) operation, where n is 65535/(whatever we skip ahead by). This is not only a more expensive operation, but because of the nature of the color list, it is not _necessarily_ going to yield more predictable results, skipping ahead 5 (or any other number) does not necessarily guarantee that you've skipped 5 very similar colors. 2) as you can see, either solution to #1 is potentially a resource hog. #1a is a random delay, #1b is inherently expensive. How often #1a will exceed the bound #1b, if ever, is unknown. rather than doing either of these, we settled on a middle course: a .h file has been created containing a set of colors. currently the set we were previously hard coded to. Gaim will search that list for usable colors and start randomly looking only if that list does not contain sufficient usable colors. ideally this list would be generated to have colors that are known to be a "safe" distance appart, that is colors that you can tell appart. and Ideally it would have a (small) multiple of the number of colors we are searching for. This should ensure that IF we go to randomly searching, we need do so only for a few colors. Right now I have no good way to generate a "safe" list of colors though. committer: Tailor Script <tailor@pidgin.im>
author Luke Schierer <lschiere@pidgin.im>
date Mon, 05 Dec 2005 21:46:47 +0000
parents ae190d00b06d
children b94069a95be7
line wrap: on
line source

/*
 * gaim
 *
 * Gaim is the legal property of its developers, whose names are too numerous
 * to list here.  Please refer to the COPYRIGHT file distributed with this
 * source distribution.
 *
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; either version 2 of the License, or
 * (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
 *
 */
#include "internal.h"
#include "conversation.h"
#include "debug.h"
#include "notify.h"
#include "prpl.h"
#include "request.h"
#include "util.h"

/**************************************************************************/
/** @name Protocol Plugin API  */
/**************************************************************************/
void
gaim_prpl_got_account_idle(GaimAccount *account, gboolean idle,
						   time_t idle_time)
{
	g_return_if_fail(account != NULL);
	g_return_if_fail(gaim_account_is_connected(account));

	gaim_presence_set_idle(gaim_account_get_presence(account),
						   idle, idle_time);
}

void
gaim_prpl_got_account_login_time(GaimAccount *account, time_t login_time)
{
	GaimPresence *presence;

	g_return_if_fail(account != NULL);
	g_return_if_fail(gaim_account_is_connected(account));

	if (login_time == 0)
		login_time = time(NULL);

	presence = gaim_account_get_presence(account);

	gaim_presence_set_login_time(presence, login_time);
}

static gboolean
set_value_from_arg(GaimStatus *status, const char *id, va_list *args)
{
	GaimValue *value;

	value = gaim_status_get_attr_value(status, id);

	if (value == NULL)
	{
		gaim_debug_error("prpl",
						 "Attempted to set an unknown attribute %s on "
						 "status %s\n",
						 id, gaim_status_get_id(status));
		return FALSE;
	}

	switch (gaim_value_get_type(value))
	{
		case GAIM_TYPE_CHAR:
			gaim_value_set_char(value, (char)va_arg(*args, int));
			break;

		case GAIM_TYPE_UCHAR:
			gaim_value_set_uchar(value,
								 (unsigned char)va_arg(*args, unsigned int));
			break;

		case GAIM_TYPE_BOOLEAN:
			gaim_value_set_boolean(value, va_arg(*args, gboolean));
			break;

		case GAIM_TYPE_SHORT:
			gaim_value_set_short(value, (short)va_arg(*args, int));
			break;

		case GAIM_TYPE_USHORT:
			gaim_value_set_ushort(value,
					(unsigned short)va_arg(*args, unsigned int));
			break;

		case GAIM_TYPE_INT:
			gaim_value_set_int(value, va_arg(*args, int));
			break;

		case GAIM_TYPE_UINT:
			gaim_value_set_uint(value, va_arg(*args, unsigned int));
			break;

		case GAIM_TYPE_LONG:
			gaim_value_set_long(value, va_arg(*args, long));
			break;

		case GAIM_TYPE_ULONG:
			gaim_value_set_ulong(value, va_arg(*args, unsigned long));
			break;

		case GAIM_TYPE_INT64:
			gaim_value_set_int64(value, va_arg(*args, gint64));
			break;

		case GAIM_TYPE_UINT64:
			gaim_value_set_uint64(value, va_arg(*args, guint64));
			break;

		case GAIM_TYPE_STRING:
			gaim_value_set_string(value, va_arg(*args, char *));
			break;

		case GAIM_TYPE_OBJECT:
			gaim_value_set_object(value, va_arg(*args, void *));
			break;

		case GAIM_TYPE_POINTER:
			gaim_value_set_pointer(value, va_arg(*args, void *));
			break;

		case GAIM_TYPE_ENUM:
			gaim_value_set_enum(value, va_arg(*args, int));
			break;

		case GAIM_TYPE_BOXED:
			gaim_value_set_boxed(value, va_arg(*args, void *));
			break;

		default:
			return FALSE;
	}

	return TRUE;
}

void
gaim_prpl_got_account_status(GaimAccount *account, const char *status_id,
		const char *attr_id, ...)
{
	GaimPresence *presence;
	GaimStatus *status;

	g_return_if_fail(account   != NULL);
	g_return_if_fail(status_id != NULL);
	g_return_if_fail(gaim_account_is_connected(account));

	presence = gaim_account_get_presence(account);
	status   = gaim_presence_get_status(presence, status_id);

	g_return_if_fail(status != NULL);

	if (attr_id != NULL)
	{
		va_list args;

		va_start(args, attr_id);

		while (attr_id != NULL)
		{
			set_value_from_arg(status, attr_id, &args);

			attr_id = va_arg(args, char *);
		}

		va_end(args);
	}

	gaim_presence_set_status_active(presence, status_id, TRUE);
}

void
gaim_prpl_got_user_idle(GaimAccount *account, const char *name,
		gboolean idle, time_t idle_time)
{
	GaimBuddy *buddy;
	GaimPresence *presence;

	g_return_if_fail(account != NULL);
	g_return_if_fail(name    != NULL);
	g_return_if_fail(gaim_account_is_connected(account));

	if ((buddy = gaim_find_buddy(account, name)) == NULL)
		return;

	presence = gaim_buddy_get_presence(buddy);

	gaim_presence_set_idle(presence, idle, idle_time);
}

void
gaim_prpl_got_user_login_time(GaimAccount *account, const char *name,
		time_t login_time)
{
	GaimBuddy *buddy;
	GaimPresence *presence;

	g_return_if_fail(account != NULL);
	g_return_if_fail(name    != NULL);

	if ((buddy = gaim_find_buddy(account, name)) == NULL)
		return;

	if (login_time == 0)
		login_time = time(NULL);

	presence = gaim_buddy_get_presence(buddy);

	gaim_presence_set_login_time(presence, login_time);
}

void
gaim_prpl_got_user_status(GaimAccount *account, const char *name,
		const char *status_id, const char *attr_id, ...)
{
	GSList *list, *iter;
	GaimBuddy *buddy;
	GaimPresence *presence;
	GaimStatus *status;
	GaimStatus *old_status;

	g_return_if_fail(account   != NULL);
	g_return_if_fail(name      != NULL);
	g_return_if_fail(status_id != NULL);
	g_return_if_fail(gaim_account_is_connected(account));

	if ((buddy = gaim_find_buddy(account, name)) == NULL)
		return;

	presence = gaim_buddy_get_presence(buddy);
	status   = gaim_presence_get_status(presence, status_id);

	g_return_if_fail(status != NULL);

	if (attr_id != NULL)
	{
		va_list args;

		va_start(args, attr_id);

		while (attr_id != NULL)
		{
			set_value_from_arg(status, attr_id, &args);

			attr_id = va_arg(args, char *);
		}

		va_end(args);
	}

	old_status = gaim_presence_get_active_status(presence);
	gaim_presence_set_status_active(presence, status_id, TRUE);

	list = gaim_find_buddies(account, name);
	for (iter = list; iter != NULL; iter = iter->next)
	{
		buddy = (GaimBuddy *)iter->data;
		gaim_blist_update_buddy_status(buddy, old_status);
	}
	g_slist_free(list);
}

static void
do_prpl_change_account_status(GaimAccount *account,
								GaimStatus *old_status, GaimStatus *new_status)
{
	GaimPlugin *prpl;
	GaimPluginProtocolInfo *prpl_info;

	if (gaim_status_is_online(new_status) &&
		gaim_account_is_disconnected(account))
	{
		gaim_account_connect(account);
		return;
	}

	if (!gaim_status_is_online(new_status))
	{
		if (!gaim_account_is_disconnected(account))
			gaim_account_disconnect(account);
		return;
	}

	if (gaim_account_is_connecting(account))
		/*
		 * We don't need to call the set_status PRPL function because
		 * the PRPL will take care of setting its status during the
		 * connection process.
		 */
		return;

	prpl = gaim_find_prpl(gaim_account_get_protocol_id(account));

	if (prpl == NULL)
		return;

	prpl_info = GAIM_PLUGIN_PROTOCOL_INFO(prpl);

	if (prpl_info->set_status != NULL)
	{
		prpl_info->set_status(account, new_status);
	}
}

void
gaim_prpl_change_account_status(GaimAccount *account,
								GaimStatus *old_status, GaimStatus *new_status)
{
	g_return_if_fail(account    != NULL);
	g_return_if_fail(old_status != NULL);
	g_return_if_fail(new_status != NULL);

	do_prpl_change_account_status(account, old_status, new_status);

	gaim_signal_emit(gaim_accounts_get_handle(), "account-status-changed",
					account, old_status, new_status);
}

GList *
gaim_prpl_get_statuses(GaimAccount *account, GaimPresence *presence)
{
	GaimPlugin *prpl;
	GaimPluginProtocolInfo *prpl_info;
	GList *statuses = NULL;
	GList *l, *list;
	GaimStatus *status;

	g_return_val_if_fail(account  != NULL, NULL);
	g_return_val_if_fail(presence != NULL, NULL);

	prpl = gaim_find_prpl(gaim_account_get_protocol_id(account));

	if (prpl == NULL)
		return NULL;

	prpl_info = GAIM_PLUGIN_PROTOCOL_INFO(prpl);
	if (prpl_info == NULL || prpl_info->status_types == NULL)
		return NULL;

	for (l = list = prpl_info->status_types(account); l != NULL; l = l->next)
	{
		status = gaim_status_new((GaimStatusType *)l->data, presence);
		statuses = g_list_append(statuses, status);
	}

	g_list_free(list);

	return statuses;
}


/**************************************************************************
 * Protocol Plugin Subsystem API
 **************************************************************************/

GaimPlugin *
gaim_find_prpl(const char *id)
{
	GList *l;
	GaimPlugin *plugin;

	g_return_val_if_fail(id != NULL, NULL);

	for (l = gaim_plugins_get_protocols(); l != NULL; l = l->next) {
		plugin = (GaimPlugin *)l->data;

		if (!strcmp(plugin->info->id, id))
			return plugin;
	}

	return NULL;
}