gaim/gaim

5428dacb9d23
disable the removing buddy from old group step in moving a buddy.
This should make moving a buddy end up with the buddy in both groups.
That obviously sucks, but also sucks much less than removing the buddy,
like we currently do. Hopefully I'll find time to fix this right.
#include "internal.h"
#include "connection.h"
#include "debug.h"
#include "pluginpref.h"
#include "prpl.h"
#include "signals.h"
#include "version.h"
#define AUTORECON_PLUGIN_ID "core-autorecon"
#define INITIAL 8000
#define MAXTIME 2048000
typedef struct {
int delay;
guint timeout;
} GaimAutoRecon;
/*
I use a struct here, but the visible/invisible isn't yet supported
in this plugin, so this is more for future implementation of those
features
*/
typedef struct {
const char *state;
const char *message;
} GaimAwayState;
static GHashTable *hash = NULL;
static GHashTable *awayStates = NULL;
#define AUTORECON_OPT "/plugins/core/autorecon"
#define OPT_HIDE_CONNECTED AUTORECON_OPT "/hide_connected_error"
#define OPT_HIDE_CONNECTING AUTORECON_OPT "/hide_connecting_error"
#define OPT_RESTORE_STATE AUTORECON_OPT "/restore_state"
/* storage of original (old_ops) and modified (new_ops) ui ops to allow us to
intercept calls to report_disconnect */
static GaimConnectionUiOps *old_ops = NULL;
static GaimConnectionUiOps *new_ops = NULL;
static void report_disconnect(GaimConnection *gc, const char *text) {
if(old_ops == NULL || old_ops->report_disconnect == NULL) {
/* there's nothing to call through to, so don't bother
checking prefs */
return;
} else if(gc->state == GAIM_CONNECTED
&& gaim_prefs_get_bool(OPT_HIDE_CONNECTED)) {
/* this is a connected error, and we're hiding those */
gaim_debug(GAIM_DEBUG_INFO, "autorecon",
"hid disconnect error message (%s)\n", text);
return;
} else if(gc->state == GAIM_CONNECTING
&& gaim_prefs_get_bool(OPT_HIDE_CONNECTING)) {
/* this is a connecting error, and we're hiding those */
gaim_debug(GAIM_DEBUG_INFO, "autorecon",
"hid error message while connecting (%s)\n", text);
return;
}
/* if we haven't returned by now, then let's pass to the real
function */
old_ops->report_disconnect(gc, text);
}
static gboolean do_signon(gpointer data) {
GaimAccount *account = data;
GaimAutoRecon *info;
gaim_debug(GAIM_DEBUG_INFO, "autorecon", "do_signon called\n");
g_return_val_if_fail(account != NULL, FALSE);
info = g_hash_table_lookup(hash, account);
if (g_list_index(gaim_accounts_get_all(), account) < 0)
return FALSE;
if(info)
info->timeout = 0;
gaim_debug(GAIM_DEBUG_INFO, "autorecon", "calling gaim_account_connect\n");
gaim_account_connect(account);
gaim_debug(GAIM_DEBUG_INFO, "autorecon", "done calling gaim_account_connect\n");
return FALSE;
}
static void reconnect(GaimConnection *gc, void *m) {
GaimAccount *account;
GaimAutoRecon *info;
g_return_if_fail(gc != NULL);
account = gaim_connection_get_account(gc);
info = g_hash_table_lookup(hash, account);
if (!gc->wants_to_die) {
if (info == NULL) {
info = g_new0(GaimAutoRecon, 1);
g_hash_table_insert(hash, account, info);
info->delay = INITIAL;
} else {
info->delay = MIN(2 * info->delay, MAXTIME);
if (info->timeout != 0)
g_source_remove(info->timeout);
}
info->timeout = g_timeout_add(info->delay, do_signon, account);
} else if (info != NULL) {
g_hash_table_remove(hash, account);
}
if (gc->wants_to_die)
g_hash_table_remove(awayStates, account);
}
static void save_state(GaimAccount *account, const char *state, const char *message) {
/* Saves whether the account is back/away/visible/invisible */
GaimAwayState *info;
if (!strcmp(state,GAIM_AWAY_CUSTOM)) {
info = g_new0(GaimAwayState, 1);
info->state = state;
info->message = message;
g_hash_table_insert(awayStates, account, info);
} else if(!strcmp(state,"Back"))
g_hash_table_remove(awayStates, account);
}
static void restore_state(GaimConnection *gc, void *m) {
/* Restore the state to what it was before the disconnect */
GaimAwayState *info;
GaimAccount *account;
g_return_if_fail(gc != NULL && gaim_prefs_get_bool(OPT_RESTORE_STATE));
account = gaim_connection_get_account(gc);
info = g_hash_table_lookup(awayStates, account);
if (info)
serv_set_away(gc, info->state, info->message);
}
static void
free_auto_recon(gpointer data)
{
GaimAutoRecon *info = data;
if (info->timeout != 0)
g_source_remove(info->timeout);
g_free(info);
}
static gboolean
plugin_load(GaimPlugin *plugin)
{
/* this was the suggested way to override a single function of the
real ui ops. However, there's a mild concern of having more than one
bit of code making a new ui op call-through copy. If plugins A and B
both override the ui ops (in that order), B thinks that the
overridden ui ops A created was the original. If A unloads first,
and swaps out and frees its overridden version, then B is calling
through to a free'd ui op. There needs to be a way to "stack up"
overridden ui ops or something... I have a good idea of how to write
such a creature if someone wants it done. - siege 2004-04-20 */
/* get old ops, make a copy with a minor change */
old_ops = gaim_connections_get_ui_ops();
new_ops = (GaimConnectionUiOps *) g_memdup(old_ops,
sizeof(GaimConnectionUiOps));
new_ops->report_disconnect = report_disconnect;
gaim_connections_set_ui_ops(new_ops);
hash = g_hash_table_new_full(g_int_hash, g_int_equal, NULL,
free_auto_recon);
awayStates = g_hash_table_new(g_int_hash, g_int_equal);
gaim_signal_connect(gaim_connections_get_handle(), "signed-off",
plugin, GAIM_CALLBACK(reconnect), NULL);
gaim_signal_connect(gaim_connections_get_handle(), "signed-on",
plugin, GAIM_CALLBACK(restore_state), NULL);
gaim_signal_connect(gaim_accounts_get_handle(), "account-away",
plugin, GAIM_CALLBACK(save_state), NULL);
return TRUE;
}
static gboolean
plugin_unload(GaimPlugin *plugin)
{
gaim_signal_disconnect(gaim_connections_get_handle(), "signed-off",
plugin, GAIM_CALLBACK(reconnect));
gaim_signal_disconnect(gaim_connections_get_handle(), "signed-on",
plugin, GAIM_CALLBACK(restore_state));
gaim_signal_disconnect(gaim_accounts_get_handle(), "account-away",
plugin, GAIM_CALLBACK(save_state));
g_hash_table_destroy(hash);
hash = NULL;
g_hash_table_destroy(awayStates);
awayStates = NULL;
gaim_connections_set_ui_ops(old_ops);
g_free(new_ops);
old_ops = new_ops = NULL;
return TRUE;
}
static GaimPluginPrefFrame *get_plugin_pref_frame(GaimPlugin *plugin) {
GaimPluginPrefFrame *frame = gaim_plugin_pref_frame_new();
GaimPluginPref *pref;
pref = gaim_plugin_pref_new_with_label(_("Error Message Suppression"));
gaim_plugin_pref_frame_add(frame, pref);
pref = gaim_plugin_pref_new_with_name_and_label(OPT_HIDE_CONNECTED,
_("Hide Disconnect Errors"));
gaim_plugin_pref_frame_add(frame, pref);
pref = gaim_plugin_pref_new_with_name_and_label(OPT_HIDE_CONNECTING,
_("Hide Login Errors"));
gaim_plugin_pref_frame_add(frame, pref);
pref = gaim_plugin_pref_new_with_name_and_label(OPT_RESTORE_STATE,
_("Restore Away State On Reconnect"));
gaim_plugin_pref_frame_add(frame, pref);
return frame;
}
static GaimPluginUiInfo pref_info = {
get_plugin_pref_frame
};
static GaimPluginInfo info =
{
GAIM_PLUGIN_MAGIC,
GAIM_MAJOR_VERSION,
GAIM_MINOR_VERSION,
GAIM_PLUGIN_STANDARD, /**< type */
NULL, /**< ui_requirement */
0, /**< flags */
NULL, /**< dependencies */
GAIM_PRIORITY_DEFAULT, /**< priority */
AUTORECON_PLUGIN_ID, /**< id */
N_("Auto-Reconnect"), /**< name */
VERSION, /**< version */
/** summary */
N_("When you are kicked offline, this reconnects you."),
/** description */
N_("When you are kicked offline, this reconnects you."),
"Eric Warmenhoven <eric@warmenhoven.org>", /**< author */
GAIM_WEBSITE, /**< homepage */
plugin_load, /**< load */
plugin_unload, /**< unload */
NULL, /**< destroy */
NULL, /**< ui_info */
NULL, /**< extra_info */
&pref_info, /**< prefs_info */
NULL
};
static void
init_plugin(GaimPlugin *plugin)
{
gaim_prefs_add_none(AUTORECON_OPT);
gaim_prefs_add_bool(OPT_HIDE_CONNECTED, FALSE);
gaim_prefs_add_bool(OPT_HIDE_CONNECTING, FALSE);
gaim_prefs_add_bool(OPT_RESTORE_STATE, TRUE);
}
GAIM_INIT_PLUGIN(autorecon, init_plugin, info)