view src/connection.c @ 8442:3d0178c4f390

[gaim-migrate @ 9172] " This is that thing Sean told me to do. Well part of it. We now are careful to send html to gtkimhtml when sending a message, while still sending plain text to those protocols that need it. We send the fancy html on all the signals we emit though. Sean didn't say what to do about those. I figure always sending html on signals sounds good. I'm not sure I like how I did this exactly, especially with respect to whether it's the core or ui's job to make sure the html prpl flag gets honored. But it should be good enough for now. Anyway, this fixes the "sending someone <> on IRC/ICQ/MSN/etc shows up blank on my end!" problem. All prpls need to pass html to the core now, as Sean said in his email. I made msn, and gg comply. IRC was cool enough to already be complying. Jabber is so cool it actually takes html and isn't effected by this. ICQ, OSCAR, Trepia, zephyr, and napster still need to be fixed. (Note that it's not this patch that breaks them, they're already broken in CVS). I think TOC uses html and isn't effected. I'm not bothering with the old ICQ prpl. I'm not sure what's going on in trepia. I'm even less sure what's going on in zephyr. I didn't even check if napster used html or not. For OSCAR, I'm hoping I can get KingAnt to fix it. Normally I'd say, ICQ messages all need gaim_escape_html called on them. But what about receiving an ICQ messagefrom an AIM account, or vise versa?" -- marv yet again (00:48:48) LSchiere: marv: should i apply the patch sean asked for or should i wait for him to look at it? (00:49:17) marv: LSchiere: he talked like I should get it applied by someone not him (00:49:21) LSchiere: kay (00:49:29) marv: he said i knew the appropriate people to talk to (00:50:16) LSchiere: KingAnt: marv is making work for you committer: Tailor Script <tailor@pidgin.im>
author Luke Schierer <lschiere@pidgin.im>
date Sun, 14 Mar 2004 05:42:56 +0000
parents ef881489396e
children 7dcd6f26e4a7
line wrap: on
line source

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

static GList *connections = NULL;
static GList *connections_connecting = NULL;
static GaimConnectionUiOps *connection_ui_ops = NULL;

static int connections_handle;

GaimConnection *
gaim_connection_new(GaimAccount *account)
{
	GaimConnection *gc;

	g_return_val_if_fail(account != NULL, NULL);

	gc = g_new0(GaimConnection, 1);

	gc->prpl = gaim_find_prpl(gaim_account_get_protocol_id(account));

	gaim_connection_set_account(gc, account);
	gaim_account_set_connection(account, gc);

	return gc;
}

void
gaim_connection_destroy(GaimConnection *gc)
{
	GaimAccount *account;

	g_return_if_fail(gc != NULL);

	if (gaim_connection_get_state(gc) != GAIM_DISCONNECTED) {
		gaim_connection_disconnect(gc);

		return;
	}

	gaim_debug(GAIM_DEBUG_INFO, "connection",
			   "Destroying connection %p\n", gc);

	account = gaim_connection_get_account(gc);
	gaim_account_set_connection(account, NULL);

	if (gc->display_name != NULL)
		g_free(gc->display_name);

	if (gc->away != NULL)
		g_free(gc->away);

	if (gc->away_state != NULL)
		g_free(gc->away_state);

	if (gc->disconnect_timeout)
		gaim_timeout_remove(gc->disconnect_timeout);

	g_free(gc);
}

static void request_pass_ok_cb(GaimAccount *account, const char *entry)
{
	gaim_account_set_password(account, (*entry != '\0') ? entry : NULL);

	gaim_account_connect(account);
}

void
gaim_connection_register(GaimConnection *gc)
{
	GaimAccount *account;
	GaimConnectionUiOps *ops;
	GaimPluginProtocolInfo *prpl_info = NULL;

	g_return_if_fail(gc != NULL);

	gaim_debug(GAIM_DEBUG_INFO, "connection", "Registering.  gc = %p\n", gc);

	ops = gaim_connections_get_ui_ops();

	if (gc->prpl != NULL)
		prpl_info = GAIM_PLUGIN_PROTOCOL_INFO(gc->prpl);
	else
	{
		gchar *message = g_strdup_printf(_("Missing protocol plugin for %s"),
			gaim_account_get_username(gaim_connection_get_account(gc)));

		gaim_debug(GAIM_DEBUG_ERROR, "connection",
			   "Could not get prpl info for %p\n", gc);
		gaim_notify_error(NULL, _("Registration Error"),
				  message, NULL);
		g_free(message);
		return;
	}

	if (prpl_info->register_user == NULL)
		return;

	account = gaim_connection_get_account(gc);

	if (gaim_connection_get_state(gc) != GAIM_DISCONNECTED)
		return;

	gaim_connection_set_state(gc, GAIM_CONNECTING);

	connections = g_list_append(connections, gc);

	gaim_signal_emit(gaim_connections_get_handle(), "signing-on", gc);

	/* set this so we don't auto-reconnect after registering */
	gc->wants_to_die = TRUE;

	gaim_debug(GAIM_DEBUG_INFO, "connection", "Calling register_user\n");

	prpl_info->register_user(account);
}


void
gaim_connection_connect(GaimConnection *gc)
{
	GaimAccount *account;
	GaimConnectionUiOps *ops;
	GaimPluginProtocolInfo *prpl_info = NULL;

	g_return_if_fail(gc != NULL);

	gaim_debug(GAIM_DEBUG_INFO, "connection",
			   "Connecting. gc = %p\n", gc);

	ops = gaim_connections_get_ui_ops();

	if (gc->prpl != NULL)
		prpl_info = GAIM_PLUGIN_PROTOCOL_INFO(gc->prpl);
	else {
		gchar *message = g_strdup_printf(_("Missing protocol plugin for %s"),
			gaim_account_get_username(gaim_connection_get_account(gc)));

		gaim_debug(GAIM_DEBUG_ERROR, "connection",
			   "Could not get prpl info for %p\n", gc);
		gaim_notify_error(NULL, _("Connection Error"),
				  message, NULL);
		g_free(message);
		return;
	}

	account = gaim_connection_get_account(gc);

	if (gaim_connection_get_state(gc) != GAIM_DISCONNECTED)
		return;

	if (!(prpl_info->options & OPT_PROTO_NO_PASSWORD) &&
			!(prpl_info->options & OPT_PROTO_PASSWORD_OPTIONAL) &&
			gaim_account_get_password(account) == NULL) {
		gchar *primary;
		gchar *escaped;
		const gchar *username = gaim_account_get_username(account);

		gaim_debug(GAIM_DEBUG_INFO, "connection", "Requesting password\n");
		gaim_connection_destroy(gc);
		escaped = g_markup_escape_text(username, strlen(username));
		primary = g_strdup_printf(_("Enter password for %s"), escaped);
		gaim_request_input(gc, NULL, primary, NULL, NULL, FALSE, TRUE,
						   _("OK"), G_CALLBACK(request_pass_ok_cb),
						   _("Cancel"), NULL, account);
		g_free(primary);
		g_free(escaped);

		return;
	}

	gaim_connection_set_state(gc, GAIM_CONNECTING);

	connections = g_list_append(connections, gc);

	gaim_signal_emit(gaim_connections_get_handle(), "signing-on", gc);

	gaim_debug(GAIM_DEBUG_INFO, "connection", "Calling serv_login\n");

	serv_login(account);
}

void
gaim_connection_disconnect(GaimConnection *gc)
{
	GaimAccount *account;
	GList *wins;

	g_return_if_fail(gc != NULL);

	account = gaim_connection_get_account(gc);

	if (gaim_account_get_connection(account) != NULL) {
		gaim_account_disconnect(account);
		return;
	}

	gaim_debug(GAIM_DEBUG_INFO, "connection",
			   "Disconnecting connection %p\n", gc);

	if (gaim_connection_get_state(gc) != GAIM_DISCONNECTED) {
		if (gaim_connection_get_state(gc) != GAIM_CONNECTING)
			gaim_blist_remove_account(gaim_connection_get_account(gc));

		gaim_signal_emit(gaim_connections_get_handle(), "signing-off", gc);

		serv_close(gc);

		connections = g_list_remove(connections, gc);

		gaim_connection_set_state(gc, GAIM_DISCONNECTED);

		/* LOG	system_log(log_signoff, gc, NULL,
		   OPT_LOG_BUDDY_SIGNON | OPT_LOG_MY_SIGNON); */
		gaim_signal_emit(gaim_connections_get_handle(), "signed-off", gc);


		/*
		 * XXX This is a hack! Remove this and replace it with a better event
		 *     notification system.
		 */
		for (wins = gaim_get_windows(); wins != NULL; wins = wins->next) {
			GaimConvWindow *win = (GaimConvWindow *)wins->data;
			gaim_conversation_update(gaim_conv_window_get_conversation_at(win, 0),
									 GAIM_CONV_ACCOUNT_OFFLINE);
		}

		gaim_request_close_with_handle(gc);
		gaim_notify_close_with_handle(gc);
	}

	gaim_connection_destroy(gc);
}

gboolean
gaim_connection_disconnect_cb(gpointer data)
{
	GaimAccount *account = data;
	GaimConnection *gc = gaim_account_get_connection(account);

	if(gc)
		gaim_connection_disconnect(gc);

	return FALSE;
}

/*
 * d:)->-<
 *
 * d:O-\-<
 *
 * d:D-/-<
 *
 * d8D->-< DANCE!
 */

void
gaim_connection_set_state(GaimConnection *gc, GaimConnectionState state)
{
	GaimConnectionUiOps *ops;

	g_return_if_fail(gc != NULL);

	if (gc->state == state)
		return;

	gc->state = state;

	ops = gaim_connections_get_ui_ops();

	if (gc->state == GAIM_CONNECTING) {
		connections_connecting = g_list_append(connections_connecting, gc);
	}
	else {
		connections_connecting = g_list_remove(connections_connecting, gc);
	}

	if (gc->state == GAIM_CONNECTED) {
		GaimBlistNode *gnode,*cnode,*bnode;
		GList *wins;
		GList *add_buds=NULL;

		/* Set the time the account came online */
		time(&gc->login_time);

		if (ops != NULL && ops->connected != NULL)
			ops->connected(gc);

		gaim_blist_show();
		gaim_blist_add_account(gc->account);

		/*
		 * XXX This is a hack! Remove this and replace it with a better event
		 *     notification system.
		 */
		for (wins = gaim_get_windows(); wins != NULL; wins = wins->next) {
			GaimConvWindow *win = (GaimConvWindow *)wins->data;
			gaim_conversation_update(gaim_conv_window_get_conversation_at(win, 0),
									 GAIM_CONV_ACCOUNT_ONLINE);
		}

		/* LOG system_log(log_signon, gc, NULL,
		   OPT_LOG_BUDDY_SIGNON | OPT_LOG_MY_SIGNON); */
		gaim_signal_emit(gaim_connections_get_handle(), "signed-on", gc);

#if 0
		/* away option given? */
		if (opt_away) {
			away_on_login(opt_away_arg);
			/* don't do it again */
			opt_away = 0;
		} else if (awaymessage) {
			serv_set_away(gc, GAIM_AWAY_CUSTOM, awaymessage->message);
		}
		if (opt_away_arg != NULL) {
			g_free(opt_away_arg);
			opt_away_arg = NULL;
		}
#endif

		/* let the prpl know what buddies we pulled out of the local list */
		for (gnode = gaim_get_blist()->root; gnode; gnode = gnode->next) {
			if(!GAIM_BLIST_NODE_IS_GROUP(gnode))
				continue;
			for(cnode = gnode->child; cnode; cnode = cnode->next) {
				if(!GAIM_BLIST_NODE_IS_CONTACT(cnode))
					continue;
				for(bnode = cnode->child; bnode; bnode = bnode->next) {
					GaimBuddy *b;
					if(!GAIM_BLIST_NODE_IS_BUDDY(bnode))
						continue;

					b = (GaimBuddy *)bnode;
					if(b->account == gc->account) {
						add_buds = g_list_append(add_buds, b->name);
					}
				}
			}
		}

		if(add_buds) {
			serv_add_buddies(gc, add_buds);
			g_list_free(add_buds);
		}

		serv_set_permit_deny(gc);
	}
	else if (gc->state == GAIM_DISCONNECTED) {
		if (ops != NULL && ops->disconnected != NULL)
			ops->disconnected(gc);
	}
}

void
gaim_connection_set_account(GaimConnection *gc, GaimAccount *account)
{
	g_return_if_fail(gc != NULL);
	g_return_if_fail(account != NULL);

	gc->account = account;
}

void
gaim_connection_set_display_name(GaimConnection *gc, const char *name)
{
	g_return_if_fail(gc != NULL);

	if (gc->display_name != NULL)
		g_free(gc->display_name);

	gc->display_name = (name == NULL ? NULL : g_strdup(name));
}

GaimConnectionState
gaim_connection_get_state(const GaimConnection *gc)
{
	g_return_val_if_fail(gc != NULL, GAIM_DISCONNECTED);

	return gc->state;
}

GaimAccount *
gaim_connection_get_account(const GaimConnection *gc)
{
	g_return_val_if_fail(gc != NULL, NULL);

	return gc->account;
}

const char *
gaim_connection_get_display_name(const GaimConnection *gc)
{
	g_return_val_if_fail(gc != NULL, NULL);

	return gc->display_name;
}

void
gaim_connection_update_progress(GaimConnection *gc, const char *text,
								size_t step, size_t count)
{
	GaimConnectionUiOps *ops;

	g_return_if_fail(gc   != NULL);
	g_return_if_fail(text != NULL);
	g_return_if_fail(step < count);
	g_return_if_fail(count > 1);

	ops = gaim_connections_get_ui_ops();

	if (ops != NULL && ops->connect_progress != NULL)
		ops->connect_progress(gc, text, step, count);
}

void
gaim_connection_notice(GaimConnection *gc, const char *text)
{
	GaimConnectionUiOps *ops;

	g_return_if_fail(gc   != NULL);
	g_return_if_fail(text != NULL);

	ops = gaim_connections_get_ui_ops();

	if (ops != NULL && ops->notice != NULL)
		ops->notice(gc, text);
}

void
gaim_connection_error(GaimConnection *gc, const char *text)
{
	GaimConnectionUiOps *ops;

	g_return_if_fail(gc   != NULL);
	g_return_if_fail(text != NULL);

	/* If we've already got one error, we don't need any more */
	if (gc->disconnect_timeout)
		return;

	ops = gaim_connections_get_ui_ops();

	if (ops != NULL) {
		if (ops->report_disconnect != NULL)
			ops->report_disconnect(gc, text);

		if (ops->disconnected != NULL)
			ops->disconnected(gc);
	}

	gc->disconnect_timeout = gaim_timeout_add(0, gaim_connection_disconnect_cb,
			gaim_connection_get_account(gc));
}

void
gaim_connections_disconnect_all(void)
{
	GList *l;
	GaimConnection *gc;

	while ((l = gaim_connections_get_all()) != NULL) {
		gc = l->data;
		gc->wants_to_die = TRUE;
		gaim_connection_destroy(gc);
	}
}

GList *
gaim_connections_get_all(void)
{
	return connections;
}

GList *
gaim_connections_get_connecting(void)
{
	return connections_connecting;
}

void
gaim_connections_set_ui_ops(GaimConnectionUiOps *ops)
{
	connection_ui_ops = ops;
}

GaimConnectionUiOps *
gaim_connections_get_ui_ops(void)
{
	return connection_ui_ops;
}

void
gaim_connections_init(void)
{
	void *handle = gaim_connections_get_handle();

	gaim_signal_register(handle, "signing-on",
						 gaim_marshal_VOID__POINTER, NULL, 1,
						 gaim_value_new(GAIM_TYPE_SUBTYPE,
										GAIM_SUBTYPE_CONNECTION));

	gaim_signal_register(handle, "signed-on",
						 gaim_marshal_VOID__POINTER, NULL, 1,
						 gaim_value_new(GAIM_TYPE_SUBTYPE,
										GAIM_SUBTYPE_CONNECTION));

	gaim_signal_register(handle, "signing-off",
						 gaim_marshal_VOID__POINTER, NULL, 1,
						 gaim_value_new(GAIM_TYPE_SUBTYPE,
										GAIM_SUBTYPE_CONNECTION));

	gaim_signal_register(handle, "signed-off",
						 gaim_marshal_VOID__POINTER, NULL, 1,
						 gaim_value_new(GAIM_TYPE_SUBTYPE,
										GAIM_SUBTYPE_CONNECTION));
}

void
gaim_connections_uninit(void)
{
	gaim_signals_unregister_by_instance(gaim_connections_get_handle());
}

void *
gaim_connections_get_handle(void)
{
	return &connections_handle;
}