view src/network.h @ 12645:fc28451f5d96

[gaim-migrate @ 14983] SF Patch #1314512 from Sadrul (who has a patch for everything) "This patch introduces a flag for protocol plugins that support offline messages (like Y!M and ICQ). This was encouraged by the following conversation: <sadrul> should offline buddies be listed/enabled in the send-to menu? <rekkanoryo> i would think only for protocols that support offline messaging, if it's indicated that the buddy is offline -- <snip> -- <Bleeter> sadrul: personally, I'd like to see a 'supports offline' flag of some description <Bleeter> one could then redirect (via plugins) through email or alternative methods <Bleeter> just a thought <Paco-Paco> yeah, that sounds like a reasonble thing to have This patch uses this flag to disable the buddies in the send-to menu who are offline and the protocol doesn't support offline messages." I made this make the label insensitive instead of the whole menuitem. This should address SimGuy's concerns about inconsistency (i.e. you could create a conversation with someone via the buddy list that you couldn't create via the Send To menu). I also hacked up some voodoo to show the label as sensitive when moused-over, as that looks better (given the label-insensitive thing is itself a hack). I think this works quite well. BUG NOTE: This makes more obvious an existing bug. The Send To menu isn't updated when buddies sign on or off or change status (at least under some circumstances). We need to fix that anyway, so I'm not going to let it hold up this commit. Switching tabs will clear it up. I'm thinking we just might want to build the contents of that menu when it is selected. That would save us a mess of inefficient signal callbacks that update the Send To menus in open windows all the time. AIM NOTE: This assumes that AIM can't offline message. That's not strictly true. You can message invisible users on AIM. However, by design, we can't tell when a user is invisible without resorting to dirty hackery. In practice, this isn't a problem, as you can still select the AIM user from the menu. And really, how often will you be choosing the Invisible contact, rather than the user going Invisible in the middle of a conversation or IMing you while they're Invisible? JABBER NOTE: This assumes that Jabber can always offline message. This isn't strictly true. Sadrul said: I have updated Jabber according to this link which seems to talk about how to determine the existence offline-message support in a server: http://www.jabber.org/jeps/jep-0013.html#discover However, jabber.org doesn't seem to send the required info. So I am not sure about it. He later said: I talked to Nathan and he said offline message support is mostly assumed for most jabber servers. GTalk doesn't yet support it, but they are working on it. So I have made jabber to always return TRUE. If there is truly no way to detect offline messaging capability, then this is an acceptable solution. We could special case Google Talk because of its popularity, and remove that later. It's probably not worth it though. MSN NOTE: This assumes that MSN can never offline message. That's effectively true, but to be technically correct, MSN can offline message if there's already a switchboard conversation open with a user. We could write an offline_message function in the MSN prpl to detect that, but it'd be of limited usefulness, especially given that under most circumstances (where this might matter), the switchboard connection will be closed almost immediately. CVS NOTE: I'm writing to share a tragic little story. I have a PC that I use for Gaim development. One day, I was writing a commit message on it, when all of a suddent it went berserk. The screen started flashing, and the whole commit message just disappeared. All of it. And it was a good commit message! I had to cram and rewrite it really quickly. Needless to say, my rushed commit message wasn't nearly as good, and I blame the PC for that. Seriously, though, what kind of version control system loses your commit message on a broken connection to the server? Stupid! committer: Tailor Script <tailor@pidgin.im>
author Richard Laager <rlaager@wiktel.com>
date Fri, 23 Dec 2005 19:26:04 +0000
parents 9c5a2f0bb32c
children d5b8f4dc1622
line wrap: on
line source

/**
 * @file network.h Network API
 * @ingroup core
 *
 * gaim
 *
 * Gaim is the legal property of its developers, whose names are too numerous
 * to list here.  Please refer to the COPYRIGHT file distributed with this
 * source distribution.
 *
 * 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
 */
#ifndef _GAIM_NETWORK_H_
#define _GAIM_NETWORK_H_

#ifdef __cplusplus
extern "C" {
#endif

/**************************************************************************/
/** @name Network API                                                     */
/**************************************************************************/
/*@{*/

/**
 * Converts a dot-decimal IP address to an array of unsigned
 * chars.  For example, converts 192.168.0.1 to a 4 byte
 * array containing 192, 168, 0 and 1.
 *
 * @param ip An IP address in dot-decimal notiation.
 * @return An array of 4 bytes containing an IP addresses
 *         equivalent to the given parameter, or NULL if
 *         the given IP address is invalid.  This value
 *         is statically allocated and should not be
 *         freed.
 */
const unsigned char *gaim_network_ip_atoi(const char *ip);

/**
 * Sets the IP address of the local system in preferences.  This
 * is the IP address that should be used for incoming connections
 * (file transfer, direct IM, etc.) and should therefore be
 * publicly accessible.
 *
 * @param ip The local IP address.
 */
void gaim_network_set_public_ip(const char *ip);

/**
 * Returns the IP address of the local system set in preferences.
 *
 * This returns the value set via gaim_network_set_public_ip().
 * You probably want to use gaim_network_get_my_ip() instead.
 *
 * @return The local IP address set in preferences.
 */
const char *gaim_network_get_public_ip(void);

/**
 * Returns the IP address of the local system.
 *
 * You probably want to use gaim_network_get_my_ip() instead.
 *
 * @note The returned string is a pointer to a static buffer. If this
 *       function is called twice, it may be important to make a copy
 *       of the returned string.
 *
 * @param fd The fd to use to help figure out the IP, or else -1.
 * @return The local IP address.
 */
const char *gaim_network_get_local_system_ip(int fd);

/**
 * Returns the IP address that should be used anywhere a
 * public IP addresses is needed (listening for an incoming
 * file transfer, etc).
 *
 * If the user has manually specified an IP address via
 * preferences, then this IP is returned.  Otherwise the
 * IP address returned by gaim_network_get_local_system_ip()
 * is returned.
 *
 * @note The returned string is a pointer to a static buffer. If this
 *       function is called twice, it may be important to make a copy
 *       of the returned string.
 *
 * @param fd The fd to use to help figure out the IP, or -1.
 * @return The local IP address to be used.
 */
const char *gaim_network_get_my_ip(int fd);

/**
 * Attempts to open a listening port ONLY on the specified port number.
 * You probably want to use gaim_network_listen_range() instead of this.
 * This function is useful, for example, if you wanted to write a telnet
 * server as a Gaim plugin, and you HAD to listen on port 23.  Why anyone
 * would want to do that is beyond me.
 *
 * This opens a listening port. The caller will want to set up a watcher
 * of type GAIM_INPUT_READ on the returned fd. It will probably call
 * accept in the callback, and then possibly remove the watcher and close
 * the listening socket, and add a new watcher on the new socket accept
 * returned.
 *
 * @param port The port number to bind to.  Must be greater than 0.
 *
 * @return The file descriptor of the listening socket, or -1 if
 *         no socket could be established.
 */
int gaim_network_listen(unsigned short port);

/**
 * Opens a listening port selected from a range of ports.  The range of
 * ports used is chosen in the following manner:
 * If a range is specified in preferences, these values are used.
 * If a non-0 values are passed to the function as parameters, these
 * values are used.
 * Otherwise a port is chosen at random by the kernel.
 *
 * This opens a listening port. The caller will want to set up a watcher
 * of type GAIM_INPUT_READ on the returned fd. It will probably call
 * accept in the callback, and then possibly remove the watcher and close
 * the listening socket, and add a new watcher on the new socket accept
 * returned.
 *
 * @param start The port number to bind to, or 0 to pick a random port.
 *              Users are allowed to override this arg in prefs.
 * @param end The highest possible port in the range of ports to listen on,
 *            or 0 to pick a random port.  Users are allowed to override this
 *            arg in prefs.
 *
 * @return The file descriptor of the listening socket, or -1 if
 *         no socket could be established.
 */
int gaim_network_listen_range(unsigned short start, unsigned short end);

/**
 * Gets a port number from a file descriptor.
 *
 * @param fd The file descriptor. This should be a tcp socket. The current
 *           implementation probably dies on anything but IPv4. Perhaps this
 *           possible bug will inspire new and valuable contributors to Gaim.
 * @return The port number, in host byte order.
 */
unsigned short gaim_network_get_port_from_fd(int fd);

/**
 * Initializes the network subsystem.
 */
void gaim_network_init(void);

/*@}*/

#ifdef __cplusplus
}
#endif

#endif /* _GAIM_NETWORK_H_ */