Mercurial > pidgin
view src/server.c @ 11545:85abf1deac05
[gaim-migrate @ 13800]
The registration process is now actually useful, it saves the UIN that was assigned to you as your new username (and the password you selected, if the account has "Remember Password" checked. Don't leak proto_data when logging out. Don't leak authentication token when cancelling registration.
committer: Tailor Script <tailor@pidgin.im>
author | Daniel Atallah <daniel.atallah@gmail.com> |
---|---|
date | Wed, 14 Sep 2005 19:01:33 +0000 |
parents | 17142948653e |
children | 7fbf5e4e8f5f |
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 "sound.h" #include "status.h" #include "util.h" /* XXX UI Stuff */ #include "gtkdialogs.h" #include "gaim.h" #include "gtkimhtml.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); } } void serv_change_passwd(GaimConnection *gc, const char *orig, const char *new) { GaimPluginProtocolInfo *prpl_info = NULL; 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->change_passwd) prpl_info->change_passwd(gc, orig, new); } void serv_add_buddy(GaimConnection *gc, GaimBuddy *buddy) { GaimPluginProtocolInfo *prpl_info = NULL; 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->add_buddy) prpl_info->add_buddy(gc, buddy, gaim_find_buddys_group(buddy)); } void serv_add_buddies(GaimConnection *gc, GList *buddies) { GaimPluginProtocolInfo *prpl_info = NULL; 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)) { GList *cur, *groups = NULL; /* Make a list of what the groups each buddy is in */ for (cur = buddies; cur != NULL; cur = cur->next) { GaimBlistNode *node = cur->data; groups = g_list_append(groups, node->parent->parent); } if (prpl_info->add_buddies) prpl_info->add_buddies(gc, buddies, groups); else if (prpl_info->add_buddy) { GList *curb = buddies; GList *curg = groups; while ((curb != NULL) && (curg != NULL)) { prpl_info->add_buddy(gc, curb->data, curg->data); curb = curb->next; curg = curg->next; } } g_list_free(groups); } } void serv_remove_buddy(GaimConnection *gc, GaimBuddy *buddy, GaimGroup *group) { GaimPluginProtocolInfo *prpl_info = NULL; 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->remove_buddy) prpl_info->remove_buddy(gc, buddy, group); } void serv_remove_buddies(GaimConnection *gc, GList *buddies, GList *groups) { GaimPluginProtocolInfo *prpl_info = NULL; if (!g_list_find(gaim_connections_get_all(), gc)) return; 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)) { if (prpl_info->remove_buddies) { prpl_info->remove_buddies(gc, buddies, groups); } else { GList *curb = buddies; GList *curg = groups; while ((curb != NULL) && (curg != NULL)) { serv_remove_buddy(gc, curb->data, curg->data); curb = curb->next; curg = curg->next; } } } } void serv_remove_group(GaimConnection *gc, GaimGroup *group) { GaimPluginProtocolInfo *prpl_info = NULL; 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->remove_group) { prpl_info->remove_group(gc, group); } } /* * 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 */ 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. */ /* XXX UGLY HACK OF THE YEAR * Robot101 will fix this after his exams. honest. * I guess he didn't specify WHICH exams, exactly... */ /* XXX CORE/UI */ #if 0 if (docklet_count && gaim_prefs_get_bool("/plugins/gtk/docklet/queue_messages") && !gaim_find_conversation_with_account(GAIM_CONV_TYPE_IM, name, gc->account)) { /* * We're gonna queue it up and wait for the user to ask for * it... probably by clicking the docklet or windows tray icon. */ struct queued_message *qm; qm = g_new0(struct queued_message, 1); g_snprintf(qm->name, sizeof(qm->name), "%s", name); qm->message = g_strdup(message); qm->account = gc->account; qm->tm = mtime; qm->flags = msgflags; unread_message_queue = g_slist_append(unread_message_queue, qm); } else { #endif 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); #if 0 } #endif } g_free(name); g_free(message); } void serv_got_typing(GaimConnection *gc, const char *name, int timeout, GaimTypingState state) { GaimBuddy *b; GaimConversation *cnv; GaimConvIm *im; cnv = gaim_find_conversation_with_account(GAIM_CONV_TYPE_IM, name, gc->account); if (!cnv) return; im = GAIM_CONV_IM(cnv); gaim_conversation_set_account(cnv, gc->account); gaim_conv_im_set_typing_state(im, state); gaim_conv_im_update_typing(im); b = gaim_find_buddy(gc->account, name); if (b != NULL) { if (state == GAIM_TYPING) { gaim_signal_emit(gaim_conversations_get_handle(), "buddy-typing", cnv); } else { gaim_signal_emit(gaim_conversations_get_handle(), "buddy-typing-stopped", cnv); } } if (timeout > 0) gaim_conv_im_start_typing_timeout(im, timeout); } void serv_got_typing_stopped(GaimConnection *gc, const char *name) { GaimConversation *c; GaimConvIm *im; GaimBuddy *b; c = gaim_find_conversation_with_account(GAIM_CONV_TYPE_IM, name, gc->account); if (!c) return; im = GAIM_CONV_IM(c); 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); b = gaim_find_buddy(gc->account, name); if (b != NULL) { gaim_signal_emit(gaim_conversations_get_handle(), "buddy-typing-stopped", c); } } 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_conv_window_show(gaim_conversation_get_window(conv)); gaim_conv_window_switch_conversation(gaim_conversation_get_window(conv), conv); 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); } } }