view plugins/autorecon.c @ 9546:ebbe4390f75b

[gaim-migrate @ 10375] " Added the ability to remember your away message if you're disconnected and then reconnected." --Yosef Radchenko Date: 2004-07-14 22:02 Sender: lschiere Logged In: YES user_id=28833 has this been tested with multiple accounts? Date: 2004-07-14 22:49 Sender: jonrad Logged In: YES user_id=1083867 If you asking whether this was tested with multiple accounts logged in at the same time, then yes. If you're asking whether this was tested on multiple protocols, then no. I've tested it on oscar. Also, I compiled it on my FreeBSD machine and didn't get a chance to compile on any other OSes, but conceptually it should work fine on others (But of course, when dealing with computers, nothing works as it is meant to). Date: 2004-07-14 22:54 Sender: jonrad Logged In: YES user_id=1083867 Also, if you comment out lines 119 and 120: if (gc->want_to_die) g_hash_table_remove(awayStates, aaccount); Then it keeps the away information even if you purposesly disconnected (As opposed to now, which only restores your away state if you were kicked off the network or whatever) Thats helpful if you want to test it. committer: Tailor Script <tailor@pidgin.im>
author Luke Schierer <lschiere@pidgin.im>
date Fri, 16 Jul 2004 13:50:20 +0000
parents 294ae6548d4e
children d80ed3ba45a4
line wrap: on
line source

#include "internal.h"

#include "connection.h"
#include "debug.h"
#include "pluginpref.h"
#include "prpl.h"
#include "signals.h"


#define AUTORECON_PLUGIN_ID "core-autorecon"

#define INITIAL 8000
#define MAXTIME 2048000

typedef struct {
	int delay;
	guint timeout;
} GaimAutoRecon;

/*
   I use a struct here, but the visible/invisible isn't yet supported
   in this plugin, so this is more for future implementation of those 
   features 
*/
typedef struct {
	const char *state;
	const char *message;
} GaimAwayState;

static GHashTable *hash = NULL;
static GHashTable *awayStates = NULL;


#define AUTORECON_OPT  "/plugins/core/autorecon"
#define OPT_HIDE_CONNECTED   AUTORECON_OPT "/hide_connected_error"
#define OPT_HIDE_CONNECTING  AUTORECON_OPT "/hide_connecting_error"
#define OPT_RESTORE_STATE    AUTORECON_OPT "/restore_state"


/* storage of original (old_ops) and modified (new_ops) ui ops to allow us to
   intercept calls to report_disconnect */
static GaimConnectionUiOps *old_ops = NULL;
static GaimConnectionUiOps *new_ops = NULL;


static void report_disconnect(GaimConnection *gc, const char *text) {

	if(old_ops == NULL || old_ops->report_disconnect == NULL) {
		/* there's nothing to call through to, so don't bother
		   checking prefs */
		return;

	} else if(gc->state == GAIM_CONNECTED
			&& gaim_prefs_get_bool(OPT_HIDE_CONNECTED)) {
		/* this is a connected error, and we're hiding those */
		gaim_debug(GAIM_DEBUG_INFO, "autorecon",
				"hid disconnect error message\n");
		return;

	} else if(gc->state == GAIM_CONNECTING
			&& gaim_prefs_get_bool(OPT_HIDE_CONNECTING)) {
		/* this is a connecting error, and we're hiding those */
		gaim_debug(GAIM_DEBUG_INFO, "autorecon",
			"hid error message while connecting\n");
		return;
	}

	/* if we haven't returned by now, then let's pass to the real
	   function */
	old_ops->report_disconnect(gc, text);
}


static gboolean do_signon(gpointer data) {
	GaimAccount *account = data;
	GaimAutoRecon *info;

	gaim_debug(GAIM_DEBUG_INFO, "autorecon", "do_signon called\n");
	g_return_val_if_fail(account != NULL, FALSE);
	info = g_hash_table_lookup(hash, account);

	if (g_list_index(gaim_accounts_get_all(), account) < 0)
		return FALSE;

	if(info)
		info->timeout = 0;

	gaim_debug(GAIM_DEBUG_INFO, "autorecon", "calling gaim_account_connect\n");
	gaim_account_connect(account);
	gaim_debug(GAIM_DEBUG_INFO, "autorecon", "done calling gaim_account_connect\n");

	return FALSE;
}


static void reconnect(GaimConnection *gc, void *m) {
	GaimAccount *account;
	GaimAutoRecon *info;

	g_return_if_fail(gc != NULL);
	account = gaim_connection_get_account(gc);
	info = g_hash_table_lookup(hash, account);

	if (!gc->wants_to_die) {
		if (info == NULL) {
			info = g_new0(GaimAutoRecon, 1);
			g_hash_table_insert(hash, account, info);
			info->delay = INITIAL;
		} else {
			info->delay = MIN(2 * info->delay, MAXTIME);
			if (info->timeout != 0)
				g_source_remove(info->timeout);
		}
		info->timeout = g_timeout_add(info->delay, do_signon, account);
	} else if (info != NULL) {
		g_hash_table_remove(hash, account);
	}

	if (gc->wants_to_die) 
		g_hash_table_remove(awayStates, account);
}

static void save_state(GaimAccount *account, const char *state, const char *message) {
	//Saves whether the account is back/away/visible/invisible

        GaimAwayState *info;

	if (!strcmp(state,GAIM_AWAY_CUSTOM)) {
        	info = g_new0(GaimAwayState, 1);
        	info->state = state;
        	info->message = message;

        	g_hash_table_insert(awayStates, account, info);
	} else if(!strcmp(state,"Back")) 
		g_hash_table_remove(awayStates, account);
}

static void restore_state(GaimConnection *gc, void *m) {
	//Restore the state to what it was before the disconnect
        GaimAwayState *info;
        GaimAccount *account;

        g_return_if_fail(gc != NULL && gaim_prefs_get_bool(OPT_RESTORE_STATE));
        account = gaim_connection_get_account(gc);

        info = g_hash_table_lookup(awayStates, account);
        if (info)
                serv_set_away(gc, info->state, info->message);
}

static void
free_auto_recon(gpointer data)
{
	GaimAutoRecon *info = data;

	if (info->timeout != 0)
		g_source_remove(info->timeout);

	g_free(info);
}


static gboolean
plugin_load(GaimPlugin *plugin)
{

	/* this was the suggested way to override a single function of the
	real ui ops. However, there's a mild concern of having more than one
	bit of code making a new ui op call-through copy. If plugins A and B
	both override the ui ops (in that order), B thinks that the
	overridden ui ops A created was the original. If A unloads first,
	and swaps out and frees its overridden version, then B is calling
	through to a free'd ui op. There needs to be a way to "stack up"
	overridden ui ops or something... I have a good idea of how to write
	such a creature if someone wants it done.  - siege 2004-04-20 */

	/* get old ops, make a copy with a minor change */ 
	old_ops = gaim_connections_get_ui_ops();
	new_ops = (GaimConnectionUiOps *) g_memdup(old_ops,
			sizeof(GaimConnectionUiOps));
	new_ops->report_disconnect = report_disconnect;
	gaim_connections_set_ui_ops(new_ops);

	hash = g_hash_table_new_full(g_int_hash, g_int_equal, NULL,
			free_auto_recon);

	awayStates = g_hash_table_new(g_int_hash, g_int_equal);

	gaim_signal_connect(gaim_connections_get_handle(), "signed-off",
			plugin, GAIM_CALLBACK(reconnect), NULL);

	gaim_signal_connect(gaim_connections_get_handle(), "signed-on",
			plugin, GAIM_CALLBACK(restore_state), NULL);

	gaim_signal_connect(gaim_accounts_get_handle(), "account-away",
			plugin, GAIM_CALLBACK(save_state), NULL);


	return TRUE;
}


static gboolean
plugin_unload(GaimPlugin *plugin)
{
	gaim_signal_disconnect(gaim_connections_get_handle(), "signed-off",
			plugin, GAIM_CALLBACK(reconnect));

	gaim_signal_disconnect(gaim_connections_get_handle(), "signed-on",
			plugin, GAIM_CALLBACK(restore_state));
	
	gaim_signal_disconnect(gaim_accounts_get_handle(), "account-away",
			plugin, GAIM_CALLBACK(save_state));
	
	g_hash_table_destroy(hash);
	hash = NULL;

	g_hash_table_destroy(awayStates);
	awayStates = NULL;

	gaim_connections_set_ui_ops(old_ops);
	g_free(new_ops);
	old_ops = new_ops = NULL;

	return TRUE;
}


static GaimPluginPrefFrame *get_plugin_pref_frame(GaimPlugin *plugin) {
	GaimPluginPrefFrame *frame = gaim_plugin_pref_frame_new();
	GaimPluginPref *pref;

	pref = gaim_plugin_pref_new_with_label(_("Error Message Suppression"));
        gaim_plugin_pref_frame_add(frame, pref);

	pref = gaim_plugin_pref_new_with_name_and_label(OPT_HIDE_CONNECTED,
		_("Hide Disconnect Errors"));
	gaim_plugin_pref_frame_add(frame, pref);

	pref = gaim_plugin_pref_new_with_name_and_label(OPT_HIDE_CONNECTING,
		_("Hide Login Errors"));
	gaim_plugin_pref_frame_add(frame, pref);

	pref = gaim_plugin_pref_new_with_name_and_label(OPT_RESTORE_STATE,
		_("Restore Away State On Reconnent"));
	gaim_plugin_pref_frame_add(frame, pref);

	return frame;
}


static GaimPluginUiInfo pref_info = {
	get_plugin_pref_frame
};


static GaimPluginInfo info =
{
	GAIM_PLUGIN_API_VERSION,                          /**< api_version    */
	GAIM_PLUGIN_STANDARD,                             /**< type           */
	NULL,                                             /**< ui_requirement */
	0,                                                /**< flags          */
	NULL,                                             /**< dependencies   */
	GAIM_PRIORITY_DEFAULT,                            /**< priority       */

	AUTORECON_PLUGIN_ID,                              /**< id             */
	N_("Auto-Reconnect"),                             /**< name           */
	VERSION,                                          /**< version        */
	                                                  /**  summary        */
	N_("When you are kicked offline, this reconnects you."),
	                                                  /**  description    */
	N_("When you are kicked offline, this reconnects you."),
	"Eric Warmenhoven <eric@warmenhoven.org>",        /**< author         */
	GAIM_WEBSITE,                                     /**< homepage       */

	plugin_load,                                      /**< load           */
	plugin_unload,                                    /**< unload         */
	NULL,                                             /**< destroy        */

	NULL,                                             /**< ui_info        */
	NULL,                                             /**< extra_info     */
	&pref_info,                                       /**< prefs_info     */
	NULL
};


static void
init_plugin(GaimPlugin *plugin)
{
	gaim_prefs_add_none(AUTORECON_OPT);
	gaim_prefs_add_bool(OPT_HIDE_CONNECTED, FALSE);
	gaim_prefs_add_bool(OPT_HIDE_CONNECTING, FALSE);
	gaim_prefs_add_bool(OPT_RESTORE_STATE, TRUE);
}

GAIM_INIT_PLUGIN(autorecon, init_plugin, info)