view src/server.c @ 12116:e75ef7aa913e

[gaim-migrate @ 14416] " This patch implements a replacement for the queuing system from 1.x. It also obsoletes a previous patch [#1338873] I submitted to prioritize the unseen states in gtk conversations. The attached envelope.png is ripped from the msgunread.png already included in gaim. It should be dropped in the pixmaps directory (Makefile.am is updated accordingly in this patch). The two separate queuing preferences from 1.x, queuing messages while away and queuing all new messages (from docklet), are replaced with a single 3-way preference for conversations. The new preference is "Hide new IM conversations". This preference can be set to never, away and always. When a gtk conversation is created, it may be placed in a hidden conversation window instead of being placed normally. This decision is based upon the preference and possibly the away state of the account the conversation is being created for. This *will* effect conversations the user explicitly requests to be created, so in these cases the caller must be sure to present the conversation to the user, using gaim_gtkconv_present_conversation(). This is done already in gtkdialogs.c which handles creating conversations requested by the user from gaim proper (menus, double-clicking on budy in blist, etc.). The main advantage to not queuing messages is that the conversations exist, the message is written to the conversation (and logged if appropriate) and the unseen state is set on the conversation. This means no additional features are needed to track whether there are queued messages or not, just use the unseen state on conversations. Since conversations may not be visible (messages "queued"), gaim proper needs some notification that there are messages waiting. I opted for a menutray icon that shows up when an im conversation has an unseen message. Clicking this icon will focus (and show if hidden) the first conversation with an unseen message. This is essentially the same behavior of the docklet in cvs right now, except that the icon is only visible when there is a conversation with an unread message. The api that is added is flexible enough to allow either the docklet or the new blist menutray icon to be visible for conversations of any/all types and for unseen messages >= any state. Currently they are set to only IM conversations and only unseen states >= TEXT (system messages and no log messages will not trigger blinking the docklet or showing the blist tray icon), but these could be made preferences relatively easily in the future. Other plugins could probably benefit as well: gaim_gtk_conversations_get_first_unseen(). There is probably some limit to comment size, so I'll stop rambling now. If anyone has more questions/comments, catch me in #gaim, here or on gaim-devel." committer: Tailor Script <tailor@pidgin.im>
author Luke Schierer <lschiere@pidgin.im>
date Wed, 16 Nov 2005 18:17:01 +0000
parents 2cbb5993c819
children 4d3119205a33
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"

#define SECS_BEFORE_RESENDING_AUTORESPONSE 600
#define SEX_BEFORE_RESENDING_AUTORESPONSE "Only after you're married"

/* 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);

	/* Only update the last_sent_time if the user actually sent the message */
	if (!(imflags & GAIM_CONV_IM_AUTO_RESP))
		time(&gc->last_sent_time);

	/*
	 * 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_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 *gc, int id, const char *message)
{
	int val = -EINVAL;
	GaimPluginProtocolInfo *prpl_info = NULL;

	if (gc->prpl != NULL)
		prpl_info = GAIM_PLUGIN_PROTOCOL_INFO(gc->prpl);

	if (prpl_info && prpl_info->chat_send)
		val = prpl_info->chat_send(gc, id, message);

	time(&gc->last_sent_time);

	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);

}

/*
 * 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;

	g_return_if_fail(msg != NULL);

	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);
		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 (cnv == NULL)
			cnv = gaim_conversation_new(GAIM_CONV_TYPE_IM, account, name);

		gaim_conv_im_write(GAIM_CONV_IM(cnv), NULL, message, msgflags, mtime);

		/*
		 * 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"));

		if ((away_msg == NULL) || (*away_msg == '\0'))
			return;

		/* Move this to oscar.c! */
		buffy = gaim_str_sub_away_formatters(away_msg, alias);
		serv_send_im(gc, name, buffy, GAIM_CONV_IM_AUTO_RESP);

#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(buffy);
			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, buffy,
							   GAIM_MESSAGE_SEND | GAIM_MESSAGE_AUTO_RESP,
							   mtime);
		}

		g_free(buffy);
	}
	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);
		}
	}
}

void serv_voice_chat(GaimConnection *gc, const char *who)
{
	GaimPluginProtocolInfo *prpl_info = NULL;

	if (gc != NULL && gc->prpl != NULL)
		prpl_info = GAIM_PLUGIN_PROTOCOL_INFO(gc->prpl);
	
	if (prpl_info && prpl_info->media_prpl_ops && prpl_info->media_prpl_ops->call) 
		prpl_info->media_prpl_ops->call(gc, who);
}