gaim/gaim

Make this sucker compile again!!
draft default tip
2022-03-31, Gary Kramlich
ea0a68c3b8a8
Make this sucker compile again!!
version 0.11.0pre5:
The build process for plugins has changed slightly. Everything still
works more or less the same from a user point of view, that is, 'make
file.so' will still turn file.c into a plugin. The build now uses
libtool in an attempt to increase portability. By using libtool the
act of compiling and linking has been divided into two steps (to be
precise it always was two but we only called gcc once; now we call
libtool twice). PLUGIN_CFLAGS has also been added. Any -D switches you
were passing in PLUGIN_LIBS should be passed in PLUGIN_CFLAGS now.
version 0.11.0pre1:
Gaim is now multi-connection based. This represents a significant
change. Most of the code was modified, though most of the modifications
were small (referencing an int as part of a struct as opposed to as a
global int). Plugins need to be modified to match the new function
declarations and such.
Gaim now uses GModule from the GLib library for plugins. This brings
a few changes. gaim_plugin_init is now passed a GModule *, which it
should use for all of its callbacks. gaim_plugin_init now returns
char * instead of int instead of void. If gaim_plugin_init returns
NULL then gaim assumes everything was OK and proceeds. Otherwise, it
displays the error message and unloads your plugin. There is no more
gaim_plugin_error (at least, that gaim itself will use. You may wish
to simply return gaim_plugin_error() in gaim_plugin_init).
Because gaim now uses GModule, plugins are opened with RTLD_GLOBAL. I
had previously wanted to avoid this, but there are simply too many
benefits gained from using GModule to reject it for this reason. This
means that plugins can now call each other's functions. Beware, this
has good and bad implications. If you call a function, it will look
first in your plugin, and then in gaim's global symbol table, including
other plugins.
The new system allows for protocol plugins. New protocols (including
Yahoo, MSN, IRC, ICQ, etc) can be loaded dynamically. However, most
of these plugins are going to be controlled by the gaim maintainers.
If you have interest in writing a protocol plugin, please talk to one
of us before you start.
That's about all that I'm going to talk about. My SN is EWarmenhoven
if you have any questions (like what the hell struct gaim_connection is
and what its relation to struct aim_user is).
version 0.10.0:
Rather than have a separate CFLAGS and LDFLAGS for the plugins than
for gaim, and doing all kinds of crazy things to work around the
problems that creates, the plugins now have the same CFLAGS and LIBS.
The plugins also have PLUGIN_LIBS which can be passed at make time.
This makes things like #ifdef USE_APPLET and #ifdef USE_PERL much more
reliable. (#include "config.h" in order to get all the #defines)
The internals of gaim plugin events got modified slightly. It should
have no effect on existing plugins or the way plugins are made. The
change was to make my life easier adding perl. It should also make
adding new plugin events even easier than before (though I doubt that
any more will ever be added). Also, events are printed to the debug
window.
event_buddy_away was being triggered every blist_update for every away
buddy. This got fixed, but now when you sign on, event_buddy_away may
be called before event_buddy_signon. Not that it should matter much.
Just after I finish saying that no more events will be added, I go and
add one. Go figure. Anyway, it's event_new_conversation. Enough people
asked me to add it, and I found it useful enough, that I finally did
add it. It gets passed a char *, the name of the person who the
conversation is with. This gets triggered when a new conversation
window is created, in case you couldn't figure it out on your own.
event_blist_update wasn't being called if you weren't reporting idle
time or if you were idle. This got fixed.
version 0.9.20:
It's 3 am the night before finals, it's obviously a good time to hack
gaim.
This became quite long, and if you don't want to read it all, here's
the important stuff summed up:
- 9 new events (see SIGNALS file for more details)
- int gaim_plugin_init(void *) (no longer returns void, see error.c)
- void gaim_plugin_unload(void *) (to allow plugin to remove itself)
- can only load 1 instance of the same plugin
- PLUGIN_LIBS for extra libraries for plugin
The first thing to note is that there are about 9 new events plugins
can attach to, most of them dealing with chat, since I know that was a
big thing that was missing. Please note that I was nice and decided to
tack these extra events onto the end of the enum, which means that
plugins do not have to be recompiled in order for them to still work.
The big change is that gaim_plugin_init no longer returns void, but
int. If it returns 0+, gaim interprets this as there being no error,
and continues with loading as normal. (This should be backwards-
compatible: returning 0/1 is the equivalent of returning void.) If it
returns a number less than 0, there was an error loading detected by
the plugin. At that point, gaim will try to clean things up by removing
any callbacks that have been added by the plugin. It will then try to
call the plugin's gaim_plugin_error function, if there is one. The
function should take an int (the int returned by gaim_plugin_init) and
return a char*. If the char* is not NULL, it is displayed by gaim as an
error message. The plugin is then unloaded and closed and life goes
back to normal. If any of that was confusing, it was confusing to me,
too. I added a plugin, error.c, which should help clear things up.
Another big thing to note is that plugins can unload themselves. A good
example of why this is useful is a ticker plugin. If the user closes
the ticker window, they obviously want the plugin to be unloaded. Gaim
has no way of knowing that; therefore, the plugin must tell gaim that
it is to be unloaded. To have a plugin unload itself, simply call
gaim_plugin_unload(void *) (the void* is the handle passed to
gaim_plugin_init). Because you are explicitly asking to be removed,
gaim assumes that you have done any cleanup already, and so does not
call gaim_plugin_remove. Rather, it simply removes your callbacks and
unloads the plugin. (There is some trickery to this. Think about it:
your plugin calls the function, your plugin is unloaded, and execution
returns to your plugin, which no longer exists. This would cause a
segfault if it behaved exactly as described. Instead, the plugin is
removed from the list of plugins, and removed 5 seconds later. By then
the plugin should be effectively gone, though still in memory.)
In previous versions of gaim, you could load multiple copies of the
same plugin. This is no longer the case. The reason for this was that
there were not two instances of the plugin in memory; rather, one copy
and two structures representing the same plugin. Then, the callbacks
would be called twice (since the plugin would most likely act the same
across multiple instances), and when one was unloaded, all callbacks
for both instances would be removed. Rather than deal with two copies
of the same plugin, it is easier and cleaner to only handle one.
Sometimes it's necessary to link a plugin with libraries other than the
ones needed for GTK. Before, it was necessary to modify the Makefile to
do so (which was usually messy since it's generated by GNU automake).
Now, you can simply set the environment variable PLUGIN_LIBS to be the
extra libraries you want to link in. For example, to link plugin.c with
the math library, you can run the command
PLUGIN_LIBS=-lm make plugin.so
To link with multiple plugins, make sure to indicate spaces, e.g.
PLUGIN_LIBS='-lm -lcrypt' make encrypt.so
There is a new event, event_quit, which signifies that gaim has exited
correctly (i.e. didn't segfault). Also, after this event is called, all
plugins are removed, and their gaim_plugin_remove function is called.
This behavior is different from previous versions; however, it is the
proper way of doing things, and should have no effect on current
plugins. The reason event_quit exists despite plugins being removed at
quit is because a plugin can be removed without gaim quitting. They are
distinctly separate events.
The new events mean that some versions of gaim have certain events,
others don't. The thing I find fascinating though is that even if a
plugin is compiled for a later version, it will still be backwards-
compatible, even if it makes use of the newer events. The reason why
is the names of the events are stored as integers, and those integers
will never match an event in a prior version. This means you don't
have to worry about which version the person is using, only which
version the person is compiling against. For simplicity's sake, please
assume people are compiling against the latest version. For
practicality's sake, VERSION is #define'd to be the version you're
compiling against, starting with 0.9.20. Prior versions do not have
this defined in the standard plugin Makefile.