view src/connection.c @ 5867:db4df0be06fd

[gaim-migrate @ 6298] Added a little bit of code to prevent duplicate accounts, but it doesn't fix the problem of importing all new accounts when are importing from the old .gaimrc and also have an accounts.xml already established. committer: Tailor Script <tailor@pidgin.im>
author Christian Hammond <chipx86@chipx86.com>
date Sat, 14 Jun 2003 12:01:19 +0000
parents 022786c7ab53
children 059d95c67cda
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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 "connection.h"
#include "debug.h"
#include "gaim.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);

		update_privacy_connections();
	}

	gaim_connection_destroy(gc);

	/* XXX More UI stuff! */
	if (connections != NULL)
		return;

	destroy_all_dialogs();
	gaim_blist_destroy();

	show_login();
}

/*
 * 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);

		/* I hate this. -- 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;
}