Mercurial > pidgin
view plugins/mono/GetBuddyBack.cs @ 13905:4e44ecb866bd
[gaim-migrate @ 16394]
msn_session_sync_users() iterates over the buddy list, following the ->next pointers of the groups, contacts, and buddies. msn_show_sync_issue(), if called, removed the buddy for which it was called, in preparation for the buddy either being added to the server list or confirmed-to-be-removed. This could lead to the buddy pointer being released and ->next therefore being junk.
The buddy is now not removed until the user responds to the action dialog presented via msn_show_sync_issue(). I'm unclear why gtkgaim got away with this exercise in memory stomping but Adium/libgaim crashed every time, but it's safer in any case.
I also changed some foo->bar to gaim_foo_get_bar().
committer: Tailor Script <tailor@pidgin.im>
| author | Evan Schoenberg <evan.s@dreskin.net> |
|---|---|
| date | Sun, 02 Jul 2006 09:37:25 +0000 |
| parents | 67fbd2ff4c4e |
| children |
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using Gaim; public class GetBuddyBack : GaimPlugin { public void HandleSig(object[] args) { Buddy buddy = (Buddy)args[0]; Debug.debug(Debug.INFO, "buddyback", "buddy " + buddy.Name + " is back!\n"); } public override void Load() { Debug.debug(Debug.INFO, "buddyback", "loading...\n"); /*Signal.connect(BuddyList.GetHandle(), this, "buddy-back", new Signal.Handler(HandleSig));*/ /*BuddyList.OnBuddyBack.connect(this, new Signal.Handler(HandleSig));*/ } public override void Unload() { } public override void Destroy() { } public override GaimPluginInfo Info() { return new GaimPluginInfo("C# Get Buddy Back", "0.1", "Prints when a Buddy returns", "Longer Description", "Eoin Coffey", "urled"); } }
