Mercurial > pidgin
view src/connection.c @ 5883:f5b0c6073264
[gaim-migrate @ 6315]
Removed the last bit of actual UI from connection.c. It still includes
ui.h, but that's because of the stupid away stuff.
committer: Tailor Script <tailor@pidgin.im>
author | Christian Hammond <chipx86@chipx86.com> |
---|---|
date | Sun, 15 Jun 2003 06:14:47 +0000 |
parents | 059d95c67cda |
children | 02569519d0cc |
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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 "internal.h" #include "blist.h" #include "connection.h" #include "debug.h" #include "log.h" #include "notify.h" #include "prefs.h" #include "request.h" #include "server.h" #include "sound.h" /* XXX UI stuff! */ #include "ui.h" static GList *connections = NULL; static GList *connections_connecting = 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); return gc; } void gaim_connection_destroy(GaimConnection *gc) { GaimAccount *account; g_return_if_fail(gc != NULL); if (gaim_connection_get_state(gc) != GAIM_DISCONNECTED) { gaim_connection_disconnect(gc); return; } account = gaim_connection_get_account(gc); gaim_account_set_connection(account, NULL); 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); 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) { gaim_debug(GAIM_DEBUG_INFO, "connection", "Requestin password\n"); if (ops != NULL && ops->request_pass != NULL) ops->request_pass(gc); return; } gaim_connection_set_state(gc, GAIM_CONNECTING); gaim_debug(GAIM_DEBUG_INFO, "connection", "Calling serv_login\n"); connections = g_list_append(connections, gc); serv_login(account); } void gaim_connection_disconnect(GaimConnection *gc) { GList *wins; g_return_if_fail(gc != NULL); if (gaim_connection_get_state(gc) != GAIM_DISCONNECTED) { if (gaim_connection_get_state(gc) != GAIM_CONNECTING) gaim_blist_remove_account(gaim_connection_get_account(gc)); serv_close(gc); connections = g_list_remove(connections, gc); gaim_connection_set_state(gc, GAIM_DISCONNECTED); gaim_event_broadcast(event_signoff, gc); system_log(log_signoff, gc, NULL, OPT_LOG_BUDDY_SIGNON | OPT_LOG_MY_SIGNON); /* * 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) { GaimWindow *win = (GaimWindow *)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); } gaim_connection_destroy(gc); } /* * d:)->-< * * d:O-\-< * * d:D-/-< * * d8D->-< DANCE! */ void gaim_connection_set_state(GaimConnection *gc, GaimConnectionState state) { g_return_if_fail(gc != NULL); if (gc->state == state) return; 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); connections_connecting = g_list_append(connections_connecting, gc); if (ops != NULL && ops->connected != NULL) ops->connected(gc); gaim_blist_show(); gaim_blist_add_account(gc->account); /* XXX I hate this. UI code. -- 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) { GaimWindow *win = (GaimWindow *)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); } else { connections_connecting = g_list_remove(connections_connecting, 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_connection_notice(GaimConnection *gc, const char *text) { GaimConnectionUiOps *ops; g_return_if_fail(gc != NULL); g_return_if_fail(text != NULL); ops = gaim_get_connection_ui_ops(); if (ops != NULL && ops->notice != NULL) ops->notice(gc, text); } void gaim_connection_error(GaimConnection *gc, const char *text) { GaimConnectionUiOps *ops; g_return_if_fail(gc != NULL); g_return_if_fail(text != NULL); ops = gaim_get_connection_ui_ops(); if (ops != NULL && ops->disconnected != NULL) ops->disconnected(gc, text); gaim_connection_disconnect(gc); } void gaim_connections_disconnect_all(void) { GList *l; while ((l = gaim_connections_get_all()) != NULL) gaim_connection_destroy(l->data); } GList * gaim_connections_get_all(void) { return connections; } GList * gaim_connections_get_connecting(void) { return connections_connecting; } void gaim_set_connection_ui_ops(GaimConnectionUiOps *ops) { connection_ui_ops = ops; } GaimConnectionUiOps * gaim_get_connection_ui_ops(void) { return connection_ui_ops; }