Mercurial > pidgin
view src/connection.c @ 11261:b53606580f68
[gaim-migrate @ 13439]
Patch #1226486 from Levi Bard
Fixes bug #1224178
If you change the topic in a chat room and that topic change is rejected, the
topic field is wrong -- it shows the new topic even thought it didn't get set.
This patch resets the GUI's topic immediately when you hit enter. Then, if the
topic change is successful, the server will echo the topic change back to us
and we'll update the GUI to the new topic.
The only question is, does the server always echo the topic back to us? From the
core's point of view, I'm ready to assume yes. It's the case for both IRC and
Jabber*. If someone could test changing a topic in SILC or Zephyr, that'd be
great. If servers using those protocols do not echo the topic back, the prpl
will have to fake it as appropriate.
* I didn't actually test on Jabber, but Nathan said the server will echo the
topic change back. If it's broken, let me know.
committer: Tailor Script <tailor@pidgin.im>
author | Richard Laager <rlaager@wiktel.com> |
---|---|
date | Sun, 14 Aug 2005 06:55:57 +0000 |
parents | bb0d7b719af2 |
children | 84d3f47e6258 |
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/** * @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 "account.h" #include "blist.h" #include "connection.h" #include "dbus-maybe.h" #include "debug.h" #include "gaim.h" #include "log.h" #include "notify.h" #include "prefs.h" #include "request.h" #include "server.h" #include "signals.h" #include "util.h" static GList *connections = NULL; static GList *connections_connecting = NULL; static GaimConnectionUiOps *connection_ui_ops = NULL; static int connections_handle; static gboolean send_keepalive(gpointer data) { GaimConnection *gc = data; GaimPluginProtocolInfo *prpl_info = NULL; if (gc != NULL && gc->prpl != NULL) prpl_info = GAIM_PLUGIN_PROTOCOL_INFO(gc->prpl); if (prpl_info && prpl_info->keepalive) prpl_info->keepalive(gc); return TRUE; } static void update_keepalive(GaimConnection *gc, gboolean on) { if (on && !gc->keepalive) { gaim_debug_info("connection", "Activating keepalive.\n"); gc->keepalive = gaim_timeout_add(30000, send_keepalive, gc); } else if (!on && gc->keepalive > 0) { gaim_debug_info("connection", "Deactivating keepalive.\n"); gaim_timeout_remove(gc->keepalive); gc->keepalive = 0; } } void gaim_connection_new(GaimAccount *account, gboolean regist, const char *password) { GaimConnection *gc; GaimPlugin *prpl; GaimPluginProtocolInfo *prpl_info; g_return_if_fail(account != NULL); if (!gaim_account_is_disconnected(account)) return; prpl = gaim_find_prpl(gaim_account_get_protocol_id(account)); if (prpl != NULL) prpl_info = GAIM_PLUGIN_PROTOCOL_INFO(prpl); else { gchar *message; message = g_strdup_printf(_("Missing protocol plugin for %s"), gaim_account_get_username(account)); gaim_notify_error(NULL, regist ? _("Registration Error") : _("Connection Error"), message, NULL); g_free(message); return; } if (regist) { if (prpl_info->register_user == NULL) return; } else { if (((password == NULL) || (*password == '\0')) && !(prpl_info->options & OPT_PROTO_NO_PASSWORD) && !(prpl_info->options & OPT_PROTO_PASSWORD_OPTIONAL)) { gaim_debug_error("connection", "Can not connect to account %s without " "a password.\n", gaim_account_get_username(account)); return; } } gc = g_new0(GaimConnection, 1); GAIM_DBUS_REGISTER_POINTER(gc, GaimConnection); gc->prpl = prpl; if ((password != NULL) && (*password != '\0')) gc->password = g_strdup(password); gaim_connection_set_account(gc, account); gaim_connection_set_state(gc, GAIM_CONNECTING); connections = g_list_append(connections, gc); gaim_account_set_connection(account, gc); gaim_signal_emit(gaim_connections_get_handle(), "signing-on", gc); if (regist) { gaim_debug_info("connection", "Registering. gc = %p\n", gc); /* set this so we don't auto-reconnect after registering */ gc->wants_to_die = TRUE; prpl_info->register_user(account); } else { gaim_debug_info("connection", "Connecting. gc = %p\n", gc); gaim_signal_emit(gaim_accounts_get_handle(), "account-connecting", account); prpl_info->login(account, gaim_account_get_active_status(account)); } } void gaim_connection_destroy(GaimConnection *gc) { GaimAccount *account; #if 0 GList *wins; #endif GaimPresence *presence = NULL; GaimPluginProtocolInfo *prpl_info = NULL; g_return_if_fail(gc != NULL); account = gaim_connection_get_account(gc); gaim_debug_info("connection", "Disconnecting connection %p\n", gc); if (gaim_connection_get_state(gc) != GAIM_CONNECTING) gaim_blist_remove_account(account); gaim_signal_emit(gaim_connections_get_handle(), "signing-off", gc); while (gc->buddy_chats) { GaimConversation *b = gc->buddy_chats->data; gc->buddy_chats = g_slist_remove(gc->buddy_chats, b); gaim_conv_chat_left(GAIM_CONV_CHAT(b)); } if (gc->idle_timer > 0) gaim_timeout_remove(gc->idle_timer); gc->idle_timer = 0; update_keepalive(gc, FALSE); if (gc->prpl != NULL) { prpl_info = GAIM_PLUGIN_PROTOCOL_INFO(gc->prpl); if (prpl_info->close) (prpl_info->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); presence = gaim_account_get_presence(account); if (gaim_presence_is_online(presence) == TRUE) gaim_presence_set_status_active(presence, "offline", TRUE); #if 0 /* see comment later in file on if 0'd same code */ /* * 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); } #endif gaim_request_close_with_handle(gc); gaim_notify_close_with_handle(gc); gaim_debug_info("connection", "Destroying connection %p\n", gc); gaim_account_set_connection(account, NULL); if (gc->password != NULL) g_free(gc->password); if (gc->display_name != NULL) g_free(gc->display_name); if (gc->disconnect_timeout) gaim_timeout_remove(gc->disconnect_timeout); GAIM_DBUS_UNREGISTER_POINTER(gc); g_free(gc); } /* * 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) { #if 0 GList *wins; #endif GaimAccount *account; GaimPresence *presence; account = gaim_connection_get_account(gc); presence = gaim_account_get_presence(account); /* Set the time the account came online */ time(&gc->login_time); if (gaim_prefs_get_bool("/core/logging/log_system") && gaim_prefs_get_bool("/core/logging/log_own_states")){ GaimLog *log = gaim_account_get_log(account); char *msg = g_strdup_printf("+++ %s signed on", gaim_account_get_username(account)); gaim_log_write(log, GAIM_MESSAGE_SYSTEM, gaim_account_get_username(account), gc->login_time, msg); g_free(msg); } if (ops != NULL && ops->connected != NULL) ops->connected(gc); gaim_blist_show(); gaim_blist_add_account(account); /* * XXX This is a hack! Remove this and replace it with a better event * notification system. */ #if 0 /* This looks like it was horribly broken before I got here... */ /* Why is it updating the first tab of each window? */ 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); } #endif gaim_signal_emit(gaim_connections_get_handle(), "signed-on", gc); serv_set_permit_deny(gc); update_keepalive(gc, TRUE); if (gaim_account_get_user_info(account) != NULL) serv_set_info(gc, gaim_account_get_user_info(account)); if (gc->idle_timer > 0) gaim_timeout_remove(gc->idle_timer); gc->idle_timer = gaim_timeout_add(20000, check_idle, gc); serv_touch_idle(gc); } else if (gc->state == GAIM_DISCONNECTED) { GaimAccount *account = gaim_connection_get_account(gc); if(gaim_prefs_get_bool("/core/logging/log_system") && gaim_prefs_get_bool("/core/logging/log_own_states")){ GaimLog *log = gaim_account_get_log(account); char *msg = g_strdup_printf("+++ %s signed off", gaim_account_get_username(account)); gaim_log_write(log, GAIM_MESSAGE_SYSTEM, gaim_account_get_username(account), time(NULL), msg); g_free(msg); } gaim_account_destroy_log(account); 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_password(const GaimConnection *gc) { g_return_val_if_fail(gc != NULL, NULL); return gc->password; } 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); } gboolean gaim_connection_disconnect_cb(gpointer data) { GaimAccount *account = data; gaim_account_disconnect(account); return FALSE; } 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); } 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_account_disconnect(gc->account); } } 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; }