Mercurial > pidgin
view src/server.c @ 11843:6539e6aa8ae6
[gaim-migrate @ 14134]
Don't reset the plugin details when loading or unloading a plugin. I noticed
the error reporting when plugins don't load doesn't seem to work, but I
didn't do anything to fix it.
committer: Tailor Script <tailor@pidgin.im>
author | Stu Tomlinson <stu@nosnilmot.com> |
---|---|
date | Wed, 26 Oct 2005 10:53:16 +0000 |
parents | 9d6e498fe402 |
children | c9312177821a |
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 "blist.h" #include "conversation.h" #include "debug.h" #include "log.h" #include "notify.h" #include "prefs.h" #include "prpl.h" #include "request.h" #include "signals.h" #include "server.h" #include "status.h" #include "util.h" /* XXX UI Stuff */ #include "gaim.h" #include "gtkutils.h" #define SECS_BEFORE_RESENDING_AUTORESPONSE 600 #define SEX_BEFORE_RESENDING_AUTORESPONSE "Only after you're married" void serv_touch_idle(GaimConnection *gc) { /* Are we idle? If so, not anymore */ if (gc->is_idle > 0) { gc->is_idle = 0; serv_set_idle(gc, 0); } time(&gc->last_sent_time); if (gc->is_auto_away) check_idle(gc); } /* This should return the elapsed time in seconds in which Gaim will not send * typing notifications. * if it returns zero, it will not send any more typing notifications * typing is a flag - TRUE for typing, FALSE for stopped typing */ int serv_send_typing(GaimConnection *g, const char *name, int typing) { GaimPluginProtocolInfo *prpl_info = NULL; if (g != NULL && g->prpl != NULL) prpl_info = GAIM_PLUGIN_PROTOCOL_INFO(g->prpl); if (g && prpl_info && prpl_info->send_typing) return prpl_info->send_typing(g, name, typing); return 0; } static GSList *last_auto_responses = NULL; struct last_auto_response { GaimConnection *gc; char name[80]; time_t sent; }; static gboolean expire_last_auto_responses(gpointer data) { GSList *tmp, *cur; struct last_auto_response *lar; tmp = last_auto_responses; while (tmp) { cur = tmp; tmp = tmp->next; lar = (struct last_auto_response *)cur->data; if ((time(NULL) - lar->sent) > SECS_BEFORE_RESENDING_AUTORESPONSE) { last_auto_responses = g_slist_remove(last_auto_responses, lar); g_free(lar); } } return FALSE; /* do not run again */ } static struct last_auto_response * get_last_auto_response(GaimConnection *gc, const char *name) { GSList *tmp; struct last_auto_response *lar; /* because we're modifying or creating a lar, schedule the * function to expire them as the pref dictates */ gaim_timeout_add((SECS_BEFORE_RESENDING_AUTORESPONSE + 1) * 1000, expire_last_auto_responses, NULL); tmp = last_auto_responses; while (tmp) { lar = (struct last_auto_response *)tmp->data; if (gc == lar->gc && !strncmp(name, lar->name, sizeof(lar->name))) return lar; tmp = tmp->next; } lar = (struct last_auto_response *)g_new0(struct last_auto_response, 1); g_snprintf(lar->name, sizeof(lar->name), "%s", name); lar->gc = gc; lar->sent = 0; last_auto_responses = g_slist_append(last_auto_responses, lar); return lar; } int serv_send_im(GaimConnection *gc, const char *name, const char *message, GaimConvImFlags imflags) { GaimConversation *conv; GaimAccount *account; GaimPresence *presence; GaimPluginProtocolInfo *prpl_info = NULL; int val = -EINVAL; const gchar *auto_reply_pref; if (gc != NULL && gc->prpl != NULL) prpl_info = GAIM_PLUGIN_PROTOCOL_INFO(gc->prpl); account = gaim_connection_get_account(gc); presence = gaim_account_get_presence(account); conv = gaim_find_conversation_with_account(GAIM_CONV_TYPE_IM, name, gc->account); if (prpl_info && prpl_info->send_im) val = prpl_info->send_im(gc, name, message, imflags); if (!(imflags & GAIM_CONV_IM_AUTO_RESP)) serv_touch_idle(gc); /* * XXX - If "only auto-reply when away & idle" is set, then shouldn't * this only reset lar->sent if we're away AND idle? */ auto_reply_pref = gaim_prefs_get_string("/core/away/auto_reply"); if ((gc->flags & GAIM_CONNECTION_AUTO_RESP) && !gaim_presence_is_available(presence) && strcmp(auto_reply_pref, "never")) { struct last_auto_response *lar; lar = get_last_auto_response(gc, name); lar->sent = time(NULL); } if (conv && gaim_conv_im_get_type_again_timeout(GAIM_CONV_IM(conv))) gaim_conv_im_stop_type_again_timeout(GAIM_CONV_IM(conv)); return val; } void serv_get_info(GaimConnection *gc, const char *name) { GaimPluginProtocolInfo *prpl_info = NULL; if (gc != NULL && gc->prpl != NULL) prpl_info = GAIM_PLUGIN_PROTOCOL_INFO(gc->prpl); if (gc && prpl_info && prpl_info->get_info) prpl_info->get_info(gc, name); } void serv_set_info(GaimConnection *gc, const char *info) { GaimPluginProtocolInfo *prpl_info = NULL; GaimAccount *account; if (gc != NULL && gc->prpl != NULL) prpl_info = GAIM_PLUGIN_PROTOCOL_INFO(gc->prpl); if (prpl_info && g_list_find(gaim_connections_get_all(), gc) && prpl_info->set_info) { account = gaim_connection_get_account(gc); if (gaim_signal_emit_return_1(gaim_accounts_get_handle(), "account-setting-info", account, info)) return; prpl_info->set_info(gc, info); gaim_signal_emit(gaim_accounts_get_handle(), "account-set-info", account, info); } } /* * Set buddy's alias on server roster/list */ void serv_alias_buddy(GaimBuddy *b) { GaimPluginProtocolInfo *prpl_info = NULL; if (b != NULL && b->account->gc->prpl != NULL) prpl_info = GAIM_PLUGIN_PROTOCOL_INFO(b->account->gc->prpl); if (b && prpl_info && prpl_info->alias_buddy) { prpl_info->alias_buddy(b->account->gc, b->name, b->alias); } } void serv_got_alias(GaimConnection *gc, const char *who, const char *alias) { GaimAccount *account = gaim_connection_get_account(gc); GSList *buds, *buddies = gaim_find_buddies(account, who); GaimBuddy *b; GaimConversation *conv; for (buds = buddies; buds; buds = buds->next) { b = buds->data; gaim_blist_server_alias_buddy(b, alias); conv = gaim_find_conversation_with_account(GAIM_CONV_TYPE_IM, b->name, account); if (conv != NULL && b->server_alias != NULL && strcmp(b->server_alias, alias)) { char *tmp = g_strdup_printf(_("%s is now known as %s.\n"), who, alias); gaim_conversation_write(conv, NULL, tmp, GAIM_MESSAGE_SYSTEM, time(NULL)); g_free(tmp); } } g_slist_free(buddies); } /* * Move a buddy from one group to another on server. * * Note: For now we'll not deal with changing gc's at the same time, but * it should be possible. Probably needs to be done, someday. Although, * the UI for that would be difficult, because groups are Gaim-wide. */ void serv_move_buddy(GaimBuddy *b, GaimGroup *og, GaimGroup *ng) { GaimPluginProtocolInfo *prpl_info = NULL; if (b->account->gc != NULL && b->account->gc->prpl != NULL) prpl_info = GAIM_PLUGIN_PROTOCOL_INFO(b->account->gc->prpl); if (b && b->account->gc && og && ng) { if (prpl_info && prpl_info->group_buddy) { prpl_info->group_buddy(b->account->gc, b->name, og->name, ng->name); } } } void serv_add_permit(GaimConnection *g, const char *name) { GaimPluginProtocolInfo *prpl_info = NULL; if (g != NULL && g->prpl != NULL) prpl_info = GAIM_PLUGIN_PROTOCOL_INFO(g->prpl); if (prpl_info && g_list_find(gaim_connections_get_all(), g) && prpl_info->add_permit) prpl_info->add_permit(g, name); } void serv_add_deny(GaimConnection *g, const char *name) { GaimPluginProtocolInfo *prpl_info = NULL; if (g != NULL && g->prpl != NULL) prpl_info = GAIM_PLUGIN_PROTOCOL_INFO(g->prpl); if (prpl_info && g_list_find(gaim_connections_get_all(), g) && prpl_info->add_deny) prpl_info->add_deny(g, name); } void serv_rem_permit(GaimConnection *g, const char *name) { GaimPluginProtocolInfo *prpl_info = NULL; if (g != NULL && g->prpl != NULL) prpl_info = GAIM_PLUGIN_PROTOCOL_INFO(g->prpl); if (prpl_info && g_list_find(gaim_connections_get_all(), g) && prpl_info->rem_permit) prpl_info->rem_permit(g, name); } void serv_rem_deny(GaimConnection *g, const char *name) { GaimPluginProtocolInfo *prpl_info = NULL; if (g != NULL && g->prpl != NULL) prpl_info = GAIM_PLUGIN_PROTOCOL_INFO(g->prpl); if (prpl_info && g_list_find(gaim_connections_get_all(), g) && prpl_info->rem_deny) prpl_info->rem_deny(g, name); } void serv_set_permit_deny(GaimConnection *g) { GaimPluginProtocolInfo *prpl_info = NULL; if (g != NULL && g->prpl != NULL) prpl_info = GAIM_PLUGIN_PROTOCOL_INFO(g->prpl); /* * this is called when either you import a buddy list, and make lots * of changes that way, or when the user toggles the permit/deny mode * in the prefs. In either case you should probably be resetting and * resending the permit/deny info when you get this. */ if (prpl_info && g_list_find(gaim_connections_get_all(), g) && prpl_info->set_permit_deny) prpl_info->set_permit_deny(g); } void serv_set_idle(GaimConnection *g, int time) { GaimPluginProtocolInfo *prpl_info = NULL; if (g != NULL && g->prpl != NULL) prpl_info = GAIM_PLUGIN_PROTOCOL_INFO(g->prpl); if (prpl_info && g_list_find(gaim_connections_get_all(), g) && prpl_info->set_idle) prpl_info->set_idle(g, time); } void serv_join_chat(GaimConnection *g, GHashTable *data) { GaimPluginProtocolInfo *prpl_info = NULL; if (g != NULL && g->prpl != NULL) prpl_info = GAIM_PLUGIN_PROTOCOL_INFO(g->prpl); if (prpl_info && g_list_find(gaim_connections_get_all(), g) && prpl_info->join_chat) prpl_info->join_chat(g, data); } void serv_reject_chat(GaimConnection *g, GHashTable *data) { GaimPluginProtocolInfo *prpl_info = NULL; if (g != NULL && g->prpl != NULL) prpl_info = GAIM_PLUGIN_PROTOCOL_INFO(g->prpl); if (prpl_info && g_list_find(gaim_connections_get_all(), g) && prpl_info->reject_chat) prpl_info->reject_chat(g, data); } void serv_chat_invite(GaimConnection *g, int id, const char *message, const char *name) { GaimPluginProtocolInfo *prpl_info = NULL; GaimConversation *conv; char *buffy = message && *message ? g_strdup(message) : NULL; conv = gaim_find_chat(g, id); if (conv == NULL) return; if (g != NULL && g->prpl != NULL) prpl_info = GAIM_PLUGIN_PROTOCOL_INFO(g->prpl); gaim_signal_emit(gaim_conversations_get_handle(), "chat-inviting-user", conv, name, &buffy); if (prpl_info && g_list_find(gaim_connections_get_all(), g) && prpl_info->chat_invite) prpl_info->chat_invite(g, id, buffy, name); gaim_signal_emit(gaim_conversations_get_handle(), "chat-invited-user", conv, name, buffy); if (buffy) g_free(buffy); } /* Ya know, nothing uses this except gaim_conversation_destroy(), * I think I'll just merge it into that later... * Then again, something might want to use this, from outside prpl-land * to leave a chat without destroying the conversation. */ void serv_chat_leave(GaimConnection *g, int id) { GaimPluginProtocolInfo *prpl_info = NULL; if (!g_list_find(gaim_connections_get_all(), g)) return; if (g->prpl != NULL) prpl_info = GAIM_PLUGIN_PROTOCOL_INFO(g->prpl); if (prpl_info && prpl_info->chat_leave) prpl_info->chat_leave(g, id); } void serv_chat_whisper(GaimConnection *g, int id, const char *who, const char *message) { GaimPluginProtocolInfo *prpl_info = NULL; if (g != NULL && g->prpl != NULL) prpl_info = GAIM_PLUGIN_PROTOCOL_INFO(g->prpl); if (prpl_info && prpl_info->chat_whisper) prpl_info->chat_whisper(g, id, who, message); } int serv_chat_send(GaimConnection *g, int id, const char *message) { int val = -EINVAL; GaimPluginProtocolInfo *prpl_info = NULL; if (g->prpl != NULL) prpl_info = GAIM_PLUGIN_PROTOCOL_INFO(g->prpl); if (prpl_info && prpl_info->chat_send) val = prpl_info->chat_send(g, id, message); serv_touch_idle(g); return val; } void serv_set_buddyicon(GaimConnection *gc, const char *filename) { GaimPluginProtocolInfo *prpl_info = NULL; if (gc->prpl != NULL) prpl_info = GAIM_PLUGIN_PROTOCOL_INFO(gc->prpl); if (prpl_info && prpl_info->set_buddy_icon) prpl_info->set_buddy_icon(gc, filename); } #if 0 int find_queue_row_by_name(char *name) { gchar *temp; gint i = 0; gboolean valid; GtkTreeIter iter; valid = gtk_tree_model_get_iter_first(GTK_TREE_MODEL(awayqueuestore), &iter); while(valid) { gtk_tree_model_get(GTK_TREE_MODEL(awayqueuestore), &iter, 0, &temp, -1); if(!strcmp(name, temp)) return i; g_free(temp); i++; valid = gtk_tree_model_iter_next(GTK_TREE_MODEL(awayqueuestore), &iter); } return -1; } int find_queue_total_by_name(char *name) { GSList *templist; int i = 0; templist = message_queue; while (templist) { struct queued_message *qm = (struct queued_message *)templist->data; if ((qm->flags & GAIM_MESSAGE_RECV) && !strcmp(name, qm->name)) i++; templist = templist->next; } return i; } #endif /* * woo. i'm actually going to comment this function. isn't that fun. make * sure to follow along, kids */ void serv_got_im(GaimConnection *gc, const char *who, const char *msg, GaimConvImFlags imflags, time_t mtime) { GaimAccount *account; GaimConversation *cnv; GaimPresence *presence; GaimStatus *status; GaimMessageFlags msgflags; char *message, *name; char *angel, *buffy; int plugin_return; account = gaim_connection_get_account(gc); presence = gaim_account_get_presence(account); /* * We should update the conversation window buttons and menu, * if it exists. */ cnv = gaim_find_conversation_with_account(GAIM_CONV_TYPE_IM, who, gc->account); /* * Plugin stuff. we pass a char ** but we don't want to pass what's * been given us by the prpls. So we create temp holders and pass * those instead. It's basically just to avoid segfaults. */ buffy = g_malloc(MAX(strlen(msg) + 1, BUF_LONG)); strcpy(buffy, msg); angel = g_strdup(who); plugin_return = GPOINTER_TO_INT( gaim_signal_emit_return_1(gaim_conversations_get_handle(), "receiving-im-msg", gc->account, &angel, &buffy, cnv, &imflags)); if (!buffy || !angel || plugin_return) { if (buffy) g_free(buffy); if (angel) g_free(angel); return; } name = angel; message = buffy; gaim_signal_emit(gaim_conversations_get_handle(), "received-im-msg", gc->account, name, message, cnv, imflags); /* Make sure URLs are clickable */ buffy = gaim_markup_linkify(message); g_free(message); message = buffy; /* * Um. When we call gaim_conversation_write with the message we received, * it's nice to pass whether or not it was an auto-response. So if it * was an auto-response, we set the appropriate flag. This is just so * prpls don't have to know about GAIM_MESSAGE_* (though some do anyway). */ msgflags = GAIM_MESSAGE_RECV; if (imflags & GAIM_CONV_IM_AUTO_RESP) msgflags |= GAIM_MESSAGE_AUTO_RESP; /* * Alright. Two cases for how to handle this. Either we're away or * we're not. If we're not, then it's easy. If we are, then there * are three or four different ways of handling it and different * things we have to do for each. */ if (!gaim_presence_is_available(presence)) { time_t t = time(NULL); char *tmpmsg; GaimBuddy *b = gaim_find_buddy(gc->account, name); const char *alias = b ? gaim_buddy_get_alias(b) : name; struct last_auto_response *lar; const gchar *auto_reply_pref; const char *away_msg; #if 0 int row; #endif /* * Either we're going to queue it or not. Because of the way * awayness currently works, this is fucked up. It's possible * for an account to be away without the imaway dialog being * shown. In fact, it's possible for *all* the accounts to be * away without the imaway dialog being shown. So in order for * this to be queued properly, we have to make sure that the * imaway dialog actually exists, first. */ #if 0 if (!cnv && awayqueue && gaim_prefs_get_bool("/gaim/gtk/away/queue_messages")) { /* * Alright, so we're going to queue it. Neat, eh? :) * So first we create something to store the message, and add * it to our queue. Then we update the away dialog to indicate * that we've queued something. */ struct queued_message *qm; GtkTreeIter iter; gchar path[10]; qm = g_new0(struct queued_message, 1); g_snprintf(qm->name, sizeof(qm->name), "%s", name); if(strcmp(alias, name) != 0) g_snprintf(qm->alias, sizeof(qm->alias), "(%s)", alias); qm->message = g_strdup(message); qm->account = gc->account; qm->tm = mtime; qm->flags = msgflags; message_queue = g_slist_append(message_queue, qm); row = find_queue_row_by_name(qm->name); if (row >= 0) { char number[32]; int qtotal; qtotal = find_queue_total_by_name(qm->name); g_snprintf(number, 32, ngettext("(%d message)", "(%d messages)", qtotal), qtotal); g_snprintf(path, 10, "%d", row); gtk_tree_model_get_iter_from_string( GTK_TREE_MODEL(awayqueuestore), &iter, path); gtk_list_store_set(awayqueuestore, &iter, 2, number, -1); } else { gtk_tree_model_get_iter_first(GTK_TREE_MODEL(awayqueuestore), &iter); gtk_list_store_append(awayqueuestore, &iter); gtk_list_store_set(awayqueuestore, &iter, 0, qm->name, 1, qm->alias, 2, _("(1 message)"), -1); } } else #endif { /* * Make sure the conversation * exists and is updated (partly handled above already), play * the receive sound (sound.c will take care of not playing * while away), and then write it to the convo window. */ if (cnv == NULL) cnv = gaim_conversation_new(GAIM_CONV_TYPE_IM, account, name); gaim_conv_im_write(GAIM_CONV_IM(cnv), NULL, message, msgflags, mtime); } /* * Regardless of whether we queue it or not, we should send an * auto-response. That is, of course, unless the horse.... no wait. * Don't autorespond if: * * - it's not supported on this connection * - or the away message is empty * - or it's disabled * - or we're not idle and the 'only auto respond if idle' pref * is set */ auto_reply_pref = gaim_prefs_get_string("/core/away/auto_reply"); if (!(gc->flags & GAIM_CONNECTION_AUTO_RESP) || gaim_presence_is_available(presence) || !strcmp(auto_reply_pref, "never") || (!gaim_presence_is_idle(presence) && !strcmp(auto_reply_pref, "awayidle"))) { g_free(name); g_free(message); return; } /* * This used to be based on the conversation window. But um, if * you went away, and someone sent you a message and got your * auto-response, and then you closed the window, and then the * sent you another one, they'd get the auto-response back too * soon. Besides that, we need to keep track of this even if we've * got a queue. So the rest of this block is just the auto-response, * if necessary. */ lar = get_last_auto_response(gc, name); if ((t - lar->sent) < SECS_BEFORE_RESENDING_AUTORESPONSE) { g_free(name); g_free(message); return; } lar->sent = t; status = gaim_presence_get_active_status(presence); if (status == NULL) return; away_msg = gaim_value_get_string( gaim_status_get_attr_value(status, "message")); /* apply default fonts and colors */ /* TODO: Do we even need this? */ tmpmsg = stylize(away_msg, MSG_LEN); /* Move this to oscar.c! */ buffy = gaim_str_sub_away_formatters(tmpmsg, alias); serv_send_im(gc, name, buffy, GAIM_CONV_IM_AUTO_RESP); g_free(buffy); #if 0 if (!cnv && awayqueue && gaim_prefs_get_bool("/gaim/gtk/away/queue_messages")) { struct queued_message *qm; qm = g_new0(struct queued_message, 1); g_snprintf(qm->name, sizeof(qm->name), "%s", name); qm->message = g_strdup(gaim_str_sub_away_formatters(tmpmsg, alias)); qm->account = gc->account; qm->tm = mtime; qm->flags = GAIM_MESSAGE_SEND | GAIM_MESSAGE_AUTO_RESP; message_queue = g_slist_append(message_queue, qm); } else if (cnv != NULL) #endif { gaim_conv_im_write(GAIM_CONV_IM(cnv), NULL, gaim_str_sub_away_formatters(tmpmsg, alias), GAIM_MESSAGE_SEND | GAIM_MESSAGE_AUTO_RESP, mtime); } g_free(tmpmsg); } else { /* * We're not away. This is easy. If the convo window doesn't * exist, create and update it (if it does exist it was updated * earlier), then play a sound indicating we've received it and * then display it. Easy. */ if (cnv == NULL) cnv = gaim_conversation_new(GAIM_CONV_TYPE_IM, gc->account, name); gaim_conv_im_write(GAIM_CONV_IM(cnv), NULL, message, msgflags, mtime); } g_free(name); g_free(message); } void serv_got_typing(GaimConnection *gc, const char *name, int timeout, GaimTypingState state) { GaimConversation *conv; GaimConvIm *im = NULL; conv = gaim_find_conversation_with_account(GAIM_CONV_TYPE_IM, name, gc->account); if (conv != NULL) { im = GAIM_CONV_IM(conv); gaim_conv_im_set_typing_state(im, state); gaim_conv_im_update_typing(im); } if (state == GAIM_TYPING) { gaim_signal_emit(gaim_conversations_get_handle(), "buddy-typing", gc->account, name); } else { gaim_signal_emit(gaim_conversations_get_handle(), "buddy-typing-stopped", gc->account, name); } if (conv != NULL && timeout > 0) gaim_conv_im_start_typing_timeout(im, timeout); } void serv_got_typing_stopped(GaimConnection *gc, const char *name) { GaimConversation *conv; GaimConvIm *im; conv = gaim_find_conversation_with_account(GAIM_CONV_TYPE_IM, name, gc->account); if (conv != NULL) { im = GAIM_CONV_IM(conv); if (im->typing_state == GAIM_NOT_TYPING) return; gaim_conv_im_stop_typing_timeout(im); gaim_conv_im_set_typing_state(im, GAIM_NOT_TYPING); gaim_conv_im_update_typing(im); } gaim_signal_emit(gaim_conversations_get_handle(), "buddy-typing-stopped", gc->account, name); } struct chat_invite_data { GaimConnection *gc; GHashTable *components; }; static void chat_invite_data_free(struct chat_invite_data *cid) { if (cid->components) g_hash_table_destroy(cid->components); g_free(cid); } static void chat_invite_reject(struct chat_invite_data *cid) { serv_reject_chat(cid->gc, cid->components); chat_invite_data_free(cid); } static void chat_invite_accept(struct chat_invite_data *cid) { serv_join_chat(cid->gc, cid->components); chat_invite_data_free(cid); } void serv_got_chat_invite(GaimConnection *gc, const char *name, const char *who, const char *message, GHashTable *data) { GaimAccount *account; char buf2[BUF_LONG]; struct chat_invite_data *cid = g_new0(struct chat_invite_data, 1); int plugin_return; account = gaim_connection_get_account(gc); plugin_return = GPOINTER_TO_INT(gaim_signal_emit_return_1( gaim_conversations_get_handle(), "chat-invited", account, who, name, message, data)); cid->gc = gc; cid->components = data; if (plugin_return == 0) { if (message != NULL) { g_snprintf(buf2, sizeof(buf2), _("%s has invited %s to the chat room %s:\n%s"), who, gaim_account_get_username(account), name, message); } else g_snprintf(buf2, sizeof(buf2), _("%s has invited %s to the chat room %s\n"), who, gaim_account_get_username(account), name); gaim_request_accept_cancel(gc, NULL, _("Accept chat invitation?"), buf2, GAIM_DEFAULT_ACTION_NONE, cid, G_CALLBACK(chat_invite_accept), G_CALLBACK(chat_invite_reject)); } else if (plugin_return > 0) chat_invite_accept(cid); else chat_invite_reject(cid); } GaimConversation *serv_got_joined_chat(GaimConnection *gc, int id, const char *name) { GaimConversation *conv; GaimConvChat *chat; GaimAccount *account; account = gaim_connection_get_account(gc); conv = gaim_conversation_new(GAIM_CONV_TYPE_CHAT, account, name); chat = GAIM_CONV_CHAT(conv); if (!g_slist_find(gc->buddy_chats, conv)) gc->buddy_chats = g_slist_append(gc->buddy_chats, conv); gaim_conv_chat_set_id(chat, id); gaim_signal_emit(gaim_conversations_get_handle(), "chat-joined", conv); return conv; } void serv_got_chat_left(GaimConnection *g, int id) { GSList *bcs; GaimConversation *conv = NULL; GaimConvChat *chat = NULL; GaimAccount *account; account = gaim_connection_get_account(g); for (bcs = g->buddy_chats; bcs != NULL; bcs = bcs->next) { conv = (GaimConversation *)bcs->data; chat = GAIM_CONV_CHAT(conv); if (gaim_conv_chat_get_id(chat) == id) break; conv = NULL; } if (!conv) return; gaim_signal_emit(gaim_conversations_get_handle(), "chat-left", conv); gaim_debug(GAIM_DEBUG_INFO, "server", "Leaving room: %s\n", gaim_conversation_get_name(conv)); g->buddy_chats = g_slist_remove(g->buddy_chats, conv); gaim_conv_chat_left(GAIM_CONV_CHAT(conv)); } void serv_got_chat_in(GaimConnection *g, int id, const char *who, GaimConvChatFlags chatflags, const char *message, time_t mtime) { GaimMessageFlags msgflags = 0; GSList *bcs; GaimConversation *conv = NULL; GaimConvChat *chat = NULL; char *buf; char *buffy, *angel; int plugin_return; for (bcs = g->buddy_chats; bcs != NULL; bcs = bcs->next) { conv = (GaimConversation *)bcs->data; chat = GAIM_CONV_CHAT(conv); if (gaim_conv_chat_get_id(chat) == id) break; conv = NULL; } if (!conv) return; /* * Plugin stuff. We pass a char ** but we don't want to pass what's * been given us by the prpls. so we create temp holders and pass those * instead. It's basically just to avoid segfaults. Of course, if the * data is binary, plugins don't see it. Bitch all you want; i really * don't want you to be dealing with it. */ buffy = g_malloc(MAX(strlen(message) + 1, BUF_LONG)); strcpy(buffy, message); angel = g_strdup(who); plugin_return = GPOINTER_TO_INT( gaim_signal_emit_return_1(gaim_conversations_get_handle(), "receiving-chat-msg", g->account, &angel, &buffy, conv, &chatflags)); if (!buffy || !angel || plugin_return) { if (buffy) g_free(buffy); if (angel) g_free(angel); return; } who = angel; message = buffy; gaim_signal_emit(gaim_conversations_get_handle(), "received-chat-msg", g->account, who, message, conv, chatflags); /* Make sure URLs are clickable */ buf = gaim_markup_linkify(message); if (chatflags & GAIM_CONV_CHAT_WHISPER) msgflags |= GAIM_MESSAGE_WHISPER; if (chatflags & GAIM_CONV_CHAT_DELAYED) msgflags |= GAIM_MESSAGE_DELAYED; if (chatflags & GAIM_CONV_CHAT_ALERT) msgflags |= GAIM_MESSAGE_NICK; gaim_conv_chat_write(chat, who, buf, msgflags, mtime); g_free(angel); g_free(buf); g_free(buffy); } void serv_send_file(GaimConnection *gc, const char *who, const char *file) { GaimPluginProtocolInfo *prpl_info = NULL; if (gc != NULL && gc->prpl != NULL) prpl_info = GAIM_PLUGIN_PROTOCOL_INFO(gc->prpl); if (prpl_info && prpl_info->send_file) { if (!prpl_info->can_receive_file || prpl_info->can_receive_file(gc, who)) { prpl_info->send_file(gc, who, file); } } }