# HG changeset patch # User Richard Laager # Date 1176678346 0 # Node ID df6b34cc6700b8ec7088052a592f41ce4eae4f6d # Parent 19eba0e74b49ed47cc09657acdebb78d3328cc6c Killing the HACKING file, which is way out of date. diff -r 19eba0e74b49 -r df6b34cc6700 HACKING --- a/HACKING Sun Apr 15 22:56:00 2007 +0000 +++ /dev/null Thu Jan 01 00:00:00 1970 +0000 @@ -1,448 +0,0 @@ -Lots of this is pretty grossly out of date... -Some of it might still be useful. For coding style, your -best bet is to browse through some of the files in src and -emulate what you see there. ---Mark - - -The majority of the below was written by Eric Warmenhoven way back in -antiquity. I have taken the liberty of attempting to PARTIALLY update -it. I still think its helpful, but use it at your own risk. ---Luke - - -A lot of people have tried to hack gaim, but haven't been able to because -the code is just so horrid. Well, the code isn't getting better anytime -soon (I hate GNU indent), so to help all you would-be hackers help out -gaim, here's a brief tutorial on how gaim works. I'll quickly describe -the logical flow of things, then what you'll find in each of the source -files. As an added bonus, I'll try and describe as best I can how multiple -connections and multiple protocols work. Depending on how much I want to -avoid my final tomorrow I may even describe other parts of gaim that I -particularly want to brag about. Hopefully that's enough to get most of -you going. - -If you don't know how event-driven programs work, stop right now. Gaim -uses GTK+'s main loop (actually GLib's but I won't talk about how GTK -works) and uses GLib functions for timeouts and socket notification. If -you don't know GTK+ you should go learn that first. - -If you're going to hack gaim, PLEASE, PLEASE PLEASE PLEASE send patches -against the absolute latest SVN. I get really annoyed when I get patches -against the last released version, especially since I don't usually have -a copy of it on my computer, and gaim tends to change a lot between -versions. (I sometimes get annoyed when they're against SVN from 3 days -ago, but can't complain because it's usually my fault that I haven't -looked at the patch yet.) To get gaim from SVN (if you haven't already), -run the following commands: - -$ svn co https://svn.sourceforge.net/svnroot/gaim/trunk gaim -$ cd gaim -$ ./autogen.sh - -You'll now have your normal gaim tree with ./configure and all (which -./autogen.sh takes the liberty of running for you). (If you want to make -your life really simple, learn how SVN works. SVN is your friend.) To make -a patch, just edit the files right there in that tree (don't bother with -two trees, or even two copies of the same file). Then when you're ready to -make your patch, simply run 'svn diff > my.patch' and post it on -sf.net/projects/gaim in the patches section. - -Some Documentation is available on the Gaim api if you run the command -$make docs -after running ./configure (or ./autogen.sh). You will need doxygen and -graphiz dot to generate these docs. - -CODING STYLE -============ - -Coding styles are like assholes, everyone has one and no one likes anyone -elses. This is mine and if you want me to accept a patch from you without -getting annoyed you'll follow this coding style. :) - -It would probably just be easier for me to include CodingStyle from the -linux kernel source. - -Tab indents. I *HATE* 2-space indents, and I strongly dislike 8-space -indents. Use a tab character. I'm likely to refuse a patch if it has -2-space indents. - -K&R style for braces. Braces always go on the same line as the if, etc. -that they're associated with; the only exception is functions. Braces -for else statements should have both braces on the same line as the else -(i.e. "} else {"). - -No functionOrVariableNamesLikeThis. Save it for Java. Underscores are your -friend. "tmp" is an excellent variable name. Hungarian style will not be -tolerated. Go back to Microsoft. - -I have a 105-char wide Eterm. Deal with it. - -NO goto. I'm very likely to refuse a patch if it makes use of goto. If you -feel the need to use goto, you need to rethink your design and flow. - - -PROGRAM FLOW (just about every function name from here on down is wrong. -============ but many of the ideas still apply under different names.) - -Before gaim does anything you can see, it initializes itself, which is -mostly just reading ~/.gaim/*.xml (handled by the functions in prefs.[ch]) -and parsing command-line options. It then draws the login window by -calling show_login, and waits for input. - -At the login window, when "Accounts" is clicked, account_editor() is -called. This then displays all of the users and various information -about them. (Don't ask about what happens when "Sign On" is called. It's -quite hackish. The only reason the login window is there anymore is to -make it more palatable to people so used to WinAIM that they can't accept -anything else.) - -When the "Sign on/off" button is clicked, serv_login is passed the -username and the password for the account. If the password length is -zero (the password field is a character array rather than pointer so it -will not be NULL) then the Signon callback will prompt for the password -before calling serv_login. serv_login then signs in the user using the -appropriate protocol. - -After you're signed in, Gaim draws the buddy list by calling -show_buddy_list. Assuming the user has a buddy list (all buddy list -functions are controlled by list.c; when you sign on do_import is called -and that loads the locally saved list), the protocol calls -gaim_prpl_got functions, which set the information in the appropriate -struct buddy and then passes it off to set_buddy. - -set_buddy is responsible for a lot of stuff, but most of it is done -implicitly. It's responsible for the sounds (which is just a call to -play_sound), but the biggest thing it does is call new_group_show and -new_buddy_show if necessary. There's only one group_show per group name, -even between connections, and only one buddy_show per group_show per -buddy name, even between connections. (If that's not confusing enough, -wait until I really start describing how the buddy list works.) - -New connections happen the exact same way as described above. Each -gaim_account can have one gaim_connection associated with it. gaim_account -and gaim_connection both have a protocol field. This is kind of confusing: -gaim, except for the account editor screen and when the user signs on, -ignores the user's protocl field, and only uses the connection's protocol -field. You can change the connection's protocol field once it's created -and been assigned a PRPL to use to change certain behavior (Oscar does -this because it handles both AIM and ICQ). I'll talk about the -gaim_connection struct more later. - -When the user opens a new conversation window, new_conversation is called. -That's easy enough. If there isn't a conversation with the person already -open (checked by calling find_conversation), show_conv is called to -create the new window. All sorts of neat things happen there, but it's -mostly drawing the window. show_conv is the best place to edit the UI. - -That's pretty much it for the quick tutorial. I know it wasn't much but -it's enough to get you started. Make sure you know GTK+ before you get too -involved. Most of the back-end stuff is pretty basic; most of gaim is GTK+. - - -SOURCE FILES (this should probly be utterly removed) -============ - -about.c: - Not much to say here, just a few basic functions. - -account.[ch]: - This controls the GaimAccount struct, which stores information - on each account a user registers with gaim. Usernames, pass- - words, user info, alias, user specific options, and everything - else controlled from within the account editor (and then some) - are handled via this code. - -accountopt.[ch]: - Api and implemenation for account options. I'm not precisely - sure how this meshes with account.[ch] - -away.c: - This takes care of most of the away stuff: setting the away message - (do_away_message); coming back (do_im_back); drawing the away window; - etc. Away messages work really oddly due to multiple connections and - multiple protocols; I think there are really only two or three people - who know how it works and I don't think any of us know why it works - that way. - -blist.[ch]: - This takes care of the buddy list backend, the blist.xml file, - importing old buddy list files, and related things like - finding buddies and groups. buddies, contacts, and groups - are controlled from these files. - -buddy_chat.c: - This takes care of the buddy chat stuff. This used to be a lot bigger - until the chat and IM windows got merged in the code. Now it mostly - just takes care of chat-specific stuff, like ignoring people and - keeping track of who's in the room. This is also where the chat window - is created. - -conversation.c: - This is where most of the functions dealing with the IM and chat windows - are hidden. It tries to abstract things as much as possible, but doesn't - do a very good job. This is also where things like "Enter sends" and - "Ctrl-{B/I/U/S}" options get carried out (look for send_callback). The - chat and IM toolbar (with the B/I/U/S buttons) are both built from - the same function, build_conv_toolbar. - -core.c: - This is the start of what will become the main() for gaim-core. - -gtkdialogs.c: - A massive file with a lot of little utility functions. This is where all - of those little dialog windows are created. Things like the warn dialog - and the add buddy dialog are here. Not all of the dialogs in gaim are in - this file, though. But most of them are. This is also where do_import - is housed, to import buddy lists. (The actual buddy list parsing code - is in util.c for winaim lists and buddy.c for gaim's own lists.) - -gtkimhtml.c: - This is gaim's HTML widget. It replaced the old widget, GtkHtml (which - was different than GNOME's GtkHTML). It's self-contained (it doesn't - use any of gaim's code) and is actually a separate project from gaim - (but is maintained by Eric). - -idle.c: - This file used to be entirely #if 0'd out of existance. However, thanks - to some very generous people who submitted patches, this takes care of - reporting idle time (imagine that). It's a pretty straight-forward file. - This also takes care of the auto-away stuff. - -gtkmain.c: - This is where the main() function is. It takes care of a lot of the - initialization stuff, and showing the buddy list or account editor. - -md5.c: - Oscar, Yahoo, and MSN all require md5 hashing, so better to put it in - the core than have the same thing in three different places. - -module.c: - This contains all of the plugin code, except for the UI. This is what - actually loads the plugins, makes sure they're valid, has the code for - setting up plugin event handlers, and contains the plugin_event method - that gaim calls on events. - -prefs.c: - Read the documentation on this file. This handles the backend - side of prefs. - -proxy.c: - Adam (of libfaim glory) got bored one day and rewrote this file, so - now everything actually works. The main function is proxy_connect, - which figures out which proxy you want to use (if you want to use one - at all) and passes off the data to the appropriate function. This file - should be pretty straight-forward. - Except I STRONGLY suspect that time has broken this file. - -prpl.c: - This file is what lets gaim dynamically load protocols, sort of. All - of the actual dlopen(), dlsym() stuff is in module.c. But this contains - all of the functions that the protocol plugin needs to call, and manages - all of the protocols. It's a pretty simple file actually. - -server.c: - This is where all of the differentiation between the different protocols - is done. Nearly everything that's network related goes through here - at one point or another. This has good things like serv_send_im. Most of - it should be pretty self-explanatory. - -sound.c: - The main function in this file is play_sound, which plays one of 8 - (maybe 9?) sounds based on preferences. All that the rest of the code - should have to do is call play_sound(BUDDY_ARRIVE), for example, and - this file will take care of determining if a sound should be played - and which file should be played. - -util.c: - There's not really a lot of cohesion to this file; it's just a lot of - stuff that happened to be thrown into it for no apparent reason. None - of it is particularly tasty; it's all just utility functions. Just - like the name says. - -plugins/ticker/gtkticker.c: - Syd, our resident GTK+ God, wrote a GtkWidget, GtkTicker. This is that - widget. It's cool, and it's tiny. This is actually a really good example - widget for those of you looking to write your own. - -plugins/ticker/ticker.c: - Syd is just so cool. I really can't get over it. He let me come - visit him at Netscape one day, and I got to see all of their toys - (don't worry, I'm under an NDA). Anyway, this file is for the buddy - ticker. This is also a damn cool file because it's got all of the - functions that you'd want right up at the top. Someday I want to be - as cool as Syd. - -For the PRPLs, the only protocol whose "main" gaim file isn't the same as -the name of the protocol is ICQ; for that it's gaim_icq.c. But ICQ is -deprecated and you should be using Oscar for ICQ anyway. - -PLUGINS (read the plugins howto, this is really out of date) -======= - -OK, so you want to load a plugin. You go through whatever UI (you -can read all about the UI in plugins.c or whereever). You finally get -to load_plugin, the meat of the plugins stuff (plugins can actually -call load_plugin themselves to load other plugins). load_plugin -is passed the full path to the plugin you want to load -(e.g. /usr/local/lib/gaim/irc.so). - -load_plugin does a few things with that filename. The first is to see -if you've already loaded that plugin. If you have, load_plugin unloads -the one that is currently loaded. You might wonder why; it's because -the same plugin can't be loaded twice. If you call g_module_open on a -filename twice, both times it will return the same pointer, and both times -increment the reference count on the GModule * that it returns. This -means you really do have the same plugin twice, which fucks up the -callback system to no end. So it's better that you can only have it -loaded once at any given time. - -Now that we're assured that we don't have this particular plugin loaded -yet, we better load it. g_module_open, baby. Much more portable than -dlopen(). In fact, for Linux it actually is the equivalent of dlopen() -(you can read the gmodule source and see for yourself). There's only one -quirk. It always logically ORs the options you pass with RTLD_GLOBAL, -which means that plugins share symbols. I haven't figured out yet if -this means just functions or variables too; but in either case make every -function and variable in your plugin static except for gaim_plugin_*(), -name(), and description(). It's good coding practice anyway. - -So, assuming we didn't get NULL back from g_module_open, we then make sure -it's a valid gaim plugin by looking for and calling gaim_plugin_init, -courtesy g_module_symbol (g_module_symbol is actually what's portable -about gmodule as opposed to dl*; some BSD's require '_' prepended to -symbol names and g_module_symbol guarantees we do The Right Thing). - -Assuming we've found gaim_plugin_init and it hasn't returned non-NULL -to us, we then add it to our list of plugins and go merrily about our way. - -So when do the callbacks happen?! plugin_event, baby, plugin_event. Any -time you want to trigger a plugin event simply call plugin_even with the -parameters to be passed to any event handlers and you're set. plugin_event -then makes sure that any plugins waiting for the event get passed the -arguments properly and passes it on to perl. - -Speaking of perl. If you really want to know how this works, you're -better off reading X-Chat's documentation of it, because it's better -than what I could provide. - - -MULTIPLE CONNECTIONS AND PRPLS -============================== - -OK, let's start with the basics. There are users. Each user is contained -in an gaim_account struct, and kept track of in the gaim_accounts GSList. -Each gaim_account has certain features: a username, a password, and -user_info. It also has certain options, and the protocol it uses to sign -on (kept as an int which is #define'd in prpl.h). - -Now then, there are protocols that gaim knows about. Each protocol is -in a prpl struct and kept track of in the protocols GSList. The way the -management of the protocols is, there will only ever be one prpl per -numeric protocol. Each prpl defines a basic set of functions: login, -logout, send_im, etc. The prpl is responsible not only for handling -these functions, but also for calling the appropriate prpl_got functions -It handles each of these on a per-account basis. - -So why's it called a PRPL? It stands for PRotocol PLugin. That means -that it's possible to dynamically add new protocols to gaim. However, -all protocols must be implemented the same way: by using a prpl struct -and being loaded, regardless of whether they are static or dynamic. - -Here's how struct gaim_connection fits into all of this. At some point -the User (capitalized to indicate a person and not a name) will try to -sign on one of Their users. serv_login is then called for that user. It -searches for the prpl that is assigned to that user, and calls that prpl's -login function, passing it the gaim_account struct that is attempting to -sign on. The prpl is then responsible for seeing that the gaim_connection -is created (by calling new_gaim_connection), and registering it as -being online (by calling account_online and passing it the gaim_account and -gaim_connection structs). At that point, the gaim_account and gaim_connection -structs have pointers to each other, and the gaim_connection struct has -a pointer to the prpl struct that it is using. The gaim_connections are -stored in the connections GSList. The way connection management works is, -there will always only be one gaim_connection per user, and the prpl that -the gaim_connection uses will be constant for the gaim_connection's life. - -So at certain points the User is going to want to do certain things, -like send a message. They must send the message on a connection. So the UI -figures out which gaim_connection the User want to send a message on (for -our example), and calls serv_send_im, telling it which gaim_connection to -use, and the necessary information (who to send it to, etc). The serv_ -function then calls the handler of the prpl of the connection for that -event (that was way too many prepositions). OK, each prpl has a send_im -function. Each connection has a prpl. so you call gc->prpl->send_im and -pass it the connection and all the necessary info. And that's how things -get done. - -I hope some of that made sense. Looking back at it it makes absolutely no -sense to me. Thank god I wrote the code; otherwise I'm sure I'd be lost. - - -WRITING PRPLS -============= - -Start off with a protocol that you want to implement; make sure it has a -number defined in prpl.h. If it doesn't, talk to Rob or Eric about adding -it. *NEVER* use an unassigned number, not even for testing or personal -use. It's possible that number will be used later by something else and -that would cause quite a few head-scratchers. - -Start off with the following boiler plate: - -static struct prpl *my_protocol = NULL; - -void newproto_init(struct prpl *ret) { - ret->protocol = PROTO_NEWPROTO; - - my_protocol = ret; -} - -#ifndef STATIC - -char *gaim_plugin_init(GModule *handle) -{ - load_protocol(newproto_init, sizeof(struct prpl)); - return NULL; -} - -void gaim_plugin_remove() -{ - struct prpl *p = find_prpl(PROTO_NEWPROTO); - if (p == my_protocol) - unload_protocol(p); -} - -char *name() -{ - return "New Protocol"; -} - -char *description() -{ - return PRPL_DESC("New Protocol"); -} - -#endif - -Replace all NEWPROTO things with your protocol name (e.g. PROTO_OSCAR -instead of PROTO_NEWPROTO, oscar_init instead of newproto_init). Then -populate your struct prpl; the most important function is actually name(), -because without it, Gaim will most likely segfault. The second most -important function is login(). Not all functions need to be implemented. - -There should be absolutely *ZERO* GTK+ in the PRPLs. PRPLs should *NEVER* -say what the UI *looks* like, only what information needs to be there. -There's currently an effort to get the GTK+ that is contained in the PRPLs -directory out of there. If you submit a patch that adds GTK+ to those -directories it's very likely to be refused, unless if I'm in a good mood -and decide to relocate things for you. That's not likely. - -You're probably wondering how you can do certain things without GTK+. Well, -you're just going to have to make do. Rely on the UI, that's why it's -there. A PRPL should have absolutely ZERO interaction with the user, it -should all be handled by the UI. - -Don't use the _options variables at all. The core should take care of all -of that. There are several proto_opt fields that you can use on a per-user -basis. Check out existing protocols for more details.