view src/connection.c @ 6468:4aa3b1cec52b

[gaim-migrate @ 6977] Destroying the connection after requesting a password works great when we just pop up the dialog waiting for a callback, but UIs that actually wait for the input for the dialog will set the password, try to connect (which it won't, since it's connected), and then disconnect. Not what we want. committer: Tailor Script <tailor@pidgin.im>
author Christian Hammond <chipx86@chipx86.com>
date Thu, 14 Aug 2003 08:19:41 +0000
parents ff4551719cc7
children 70d5122bc3ff
line wrap: on
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/**
 * @file connection.c Connection API
 * @ingroup core
 *
 * gaim
 *
 * Copyright (C) 2003 Christian Hammond <chipx86@gnupdate.org>
 *
 * 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 "sound.h"
#include "util.h"

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


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(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)
		g_source_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_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_get_connection_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);

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

	connections = g_list_append(connections, gc);

	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));

		serv_close(gc);

		connections = g_list_remove(connections, gc);

		gaim_connection_set_state(gc, GAIM_DISCONNECTED);

		gaim_event_broadcast(event_signoff, gc);
		system_log(log_signoff, gc, NULL,
				   OPT_LOG_BUDDY_SIGNON | OPT_LOG_MY_SIGNON);

		/*
		 * 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) {
			GaimWindow *win = (GaimWindow *)wins->data;
			gaim_conversation_update(gaim_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_get_connection_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,*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) {
			GaimWindow *win = (GaimWindow *)wins->data;
			gaim_conversation_update(gaim_window_get_conversation_at(win, 0),
									 GAIM_CONV_ACCOUNT_ONLINE);
		}

		gaim_event_broadcast(event_signon, gc);
		system_log(log_signon, gc, NULL,
				   OPT_LOG_BUDDY_SIGNON | OPT_LOG_MY_SIGNON);

#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(bnode = gnode->child; bnode; bnode = bnode->next) {
				if(GAIM_BLIST_NODE_IS_BUDDY(bnode)) {
					struct buddy *b = (struct buddy *)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_get_connection_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_get_connection_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_get_connection_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 = g_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_set_connection_ui_ops(GaimConnectionUiOps *ops)
{
	connection_ui_ops = ops;
}

GaimConnectionUiOps *
gaim_get_connection_ui_ops(void)
{
	return connection_ui_ops;
}