Mercurial > pidgin
view src/connection.c @ 5563:9eb5b13fd412
[gaim-migrate @ 5965]
Just a taste of what's coming.
Standard "This won't compile" thing. Plugin authors, you're going to hate
me, but that's okay, because I have friends too!
It's really late. My brain resembles that of fish swimming in jello pudding
with neon lights flying around chanting musicals. I'm not on drugs. I'm
just that tired.
committer: Tailor Script <tailor@pidgin.im>
author | Christian Hammond <chipx86@chipx86.com> |
---|---|
date | Fri, 30 May 2003 09:38:29 +0000 |
parents | |
children | 187c740f2a4e |
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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 "connection.h" static GList *connections = 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); connections = g_list_append(connections, gc); return gc; } void gaim_connection_destroy(GaimConnection *gc) { g_return_if_fail(gc != NULL); if (gaim_connection_get_state(gc) != GAIM_DISCONNECTED) { gaim_connection_disconnect(gc); return; } 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); connections = g_list_remove(connections, gc); g_free(gc); } void gaim_connection_connect(GaimConnection *gc) { GaimAccount *account; GaimConnectionUiOps *ops; GaimPluginProtocolInfo *prpl_info = NULL; g_return_if_fail(gc != NULL); ops = gaim_get_connection_ui_ops(); prpl_info = GAIM_PLUGIN_PROTOCOL_INFO(gc->prpl); account = gaim_connection_get_account(gc); if ((prpl_info->options & OPT_PROTO_NO_PASSWORD) && !(prpl_info->options & OPT_PROTO_PASSWORD_OPTIONAL) && gaim_account_get_password(account) == NULL) { if (ops != NULL && ops->request_pass != NULL) ops->request_pass(gc); return; } gaim_connection_set_state(gc, GAIM_CONNECTING); serv_login(account); } void gaim_connection_disconnect(GaimConnection *gc) { GList *wins; g_return_if_fail(gc != NULL); g_return_if_fail(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_event_broadcast(event_signoff, gc); system_log(log_signoff, gc, NULL, OPT_LOG_BUDDY_SIGNON | OPT_LOG_MY_SIGNON); serv_close(gc); gaim_connection_set_state(gc, GAIM_DISCONNECTED); /* XXX Evil UI stuff!! */ do_away_menu(); do_proto_menu(); /* * 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) { struct gaim_window *win = (struct gaim_window *)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); update_privacy_connections(); /* XXX More UI stuff! */ if (connections != NULL) return; destroy_all_dialogs(); gaim_blist_destroy(); show_login(); } /* * d:)->-< * * d:O-\-< * * d:D-/-< * * d8D->-< DANCE! */ void gaim_connection_set_state(GaimConnection *gc, GaimConnectionState state) { g_return_if_fail(gc != NULL); gc->state = state; if (gc->state == GAIM_CONNECTED) { GaimConnectionUiOps *ops = gaim_get_connection_ui_ops(); 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); /* I hate this. -- ChipX86 */ gaim_setup(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) { struct gaim_window *win = (struct gaim_window *)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); } } 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_connections_disconnect_all(void) { GList *l; for (l = gaim_connections_get_all(); l != NULL; l = l->next) gaim_connection_destroy(l->data); } GList * gaim_connections_get_all(void) { return connections; } void gaim_set_connection_ui_ops(GaimConnectionUiOps *ops) { connection_ui_ops = ops; } GaimConnectionUiOps * gaim_get_connection_ui_ops(void) { return connection_ui_ops; }