--- /dev/null Thu Jan 01 00:00:00 1970 +0000
+++ b/HACKING Mon Aug 22 17:59:14 2005 -0400
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+Lots of this is pretty grossly out of date... +Some of it might still be useful. For coding style, your +best bet is to browse through some of the files in src and +emulate what you see there. +The majority of the below was written by Eric Warmenhoven way back in +antiquity. I have taken the liberty of attempting to PARTIALLY update +it. I still think its helpful, but use it at your own risk. +A lot of people have tried to hack gaim, but haven't been able to because +the code is just so horrid. Well, the code isn't getting better anytime +soon (I hate GNU indent), so to help all you would-be hackers help out +gaim, here's a brief tutorial on how gaim works. I'll quickly describe +the logical flow of things, then what you'll find in each of the source +files. As an added bonus, I'll try and describe as best I can how multiple +connections and multiple protocols work. Depending on how much I want to +avoid my final tomorrow I may even describe other parts of gaim that I +particularly want to brag about. Hopefully that's enough to get most of +If you don't know how event-driven programs work, stop right now. Gaim +uses GTK+'s main loop (actually GLib's but I won't talk about how GTK +works) and uses GLib functions for timeouts and socket notification. If +you don't know GTK you should go learn that first. +If you're going to hack gaim, PLEASE, PLEASE PLEASE PLEASE send patches +against the absolute latest CVS. I get really annoyed when I get patches +against the last released version, especially since I don't usually have +a copy of it on my computer, and gaim tends to change a lot between +versions. (I sometimes get annoyed when they're against CVS from 3 days +ago, but can't complain because it's usually my fault that I haven't +looked at the patch yet.) To get gaim from CVS (if you haven't already), +run the following commands: +$ export CVSROOT=:pserver:anonymous@cvs.sourceforge.net:/cvsroot/gaim +$ cvs login (hit enter as the password) +$ cvs co gaim (you'll see it getting all of the files) +You'll now have your normal gaim tree with ./configure and all (which +./autogen.sh takes the liberty of running for you). (If you want to make +your life really simple, learn how CVS works. CVS is your friend.) To make +a patch, just edit the files right there in that tree (don't bother with +two trees, or even two copies of the same file). Then when you're ready to +make your patch, simply run 'cvs diff -u >my.patch' and post it on +sf.net/projects/gaim in the patches section. +Some Documentation is available on the Gaim api if you run the command +after running ./configure (or ./autogen.sh). You will need doxygen and +graphiz dot to generate these docs. +Coding styles are like assholes, everyone has one and no one likes anyone +elses. This is mine and if you want me to accept a patch from you without +getting annoyed you'll follow this coding style. :) +It would probably just be easier for me to include CodingStyle from the +Tab indents. I *HATE* 2-space indents, and I strongly dislike 8-space +indents. Use a tab character. I'm likely to refuse a patch if it has +K&R style for braces. Braces always go on the same line as the if, etc. +that they're associated with; the only exception is functions. Braces +for else statements should have both braces on the same line as the else +No functionOrVariableNamesLikeThis. Save it for Java. Underscores are your +friend. "tmp" is an excellent variable name. Hungarian style will not be +tolerated. Go back to Microsoft. +I have a 105-char wide Eterm. Deal with it. +NO goto. I'm very likely to refuse a patch if it makes use of goto. If you +feel the need to use goto, you need to rethink your design and flow. +PROGRAM FLOW (just about every function name from here on down is wrong. +============ but many of the ideas still apply under different names.) +Before gaim does anything you can see, it initializes itself, which is +mostly just reading ~/.gaim/*.xml (handled by the functions in prefs.[ch]) +and parsing command-line options. It then draws the login window by +calling show_login, and waits for input. +At the login window, when "Accounts" is clicked, account_editor() is +called. This then displays all of the users and various information +about them. (Don't ask about what happens when "Sign On" is called. It's +quite hackish. The only reason the login window is there anymore is to +make it more palatable to people so used to WinAIM that they can't accept +When the "Sign on/off" button is clicked, serv_login is passed the +username and the password for the account. If the password length is +zero (the password field is a character array rather than pointer so it +will not be NULL) then the Signon callback will prompt for the password +before calling serv_login. serv_login then signs in the user using the +After you're signed in, Gaim draws the buddy list by calling +show_buddy_list. Assuming the user has a buddy list (all buddy list +functions are controlled by list.c; when you sign on do_import is called +and that loads the locally saved list), the protocol calls +serv_got_update, which sets the information in the appropriate struct +buddy and then passes it off to set_buddy. +set_buddy is responsible for a lot of stuff, but most of it is done +implicitly. It's responsible for the sounds (which is just a call to +play_sound), but the biggest thing it does is call new_group_show and +new_buddy_show if necessary. There's only one group_show per group name, +even between connections, and only one buddy_show per group_show per +buddy name, even between connections. (If that's not confusing enough, +wait until I really start describing how the buddy list works.) +New connections happen the exact same way as described above. Each +gaim_account can have one gaim_connection associated with it. gaim_account +and gaim_connection both have a protocol field. This is kind of confusing: +gaim, except for the account editor screen and when the user signs on, +ignores the user's protocl field, and only uses the connection's protocol +field. You can change the connection's protocol field once it's created +and been assigned a PRPL to use to change certain behavior (Oscar does +this because it handles both AIM and ICQ). I'll talk about the +gaim_connection struct more later. +When the user opens a new conversation window, new_conversation is called. +That's easy enough. If there isn't a conversation with the person already +open (checked by calling find_conversation), show_conv is called to +create the new window. All sorts of neat things happen there, but it's +mostly drawing the window. show_conv is the best place to edit the UI. +That's pretty much it for the quick tutorial. I know it wasn't much but +it's enough to get you started. Make sure you know GTK before you get too +involved. Most of the back-end stuff is pretty basic; most of gaim is GTK. +SOURCE FILES (this should probly be utterly removed) + Not much to say here, just a few basic functions. + This controls the GaimAccount struct, which stores information + on each account a user registers with gaim. Usernames, pass- + words, user info, alias, user specific options, and everything + else controlled from within the account editor (and then some) + are handled via this code. + Api and implemenation for account options. I'm not precisely + sure how this meshes with account.[ch] + This takes care of most of the away stuff: setting the away message + (do_away_message); coming back (do_im_back); drawing the away window; + etc. Away messages work really oddly due to multiple connections and + multiple protocols; I think there are really only two or three people + who know how it works and I don't think any of us know why it works + This takes care of the buddy list backend, the blist.xml file, + importing old buddy list files, and related things like + finding buddies and groups. buddies, contacts, and groups + are controlled from these files. + This takes care of the buddy chat stuff. This used to be a lot bigger + until the chat and IM windows got merged in the code. Now it mostly + just takes care of chat-specific stuff, like ignoring people and + keeping track of who's in the room. This is also where the chat window + This is where most of the functions dealing with the IM and chat windows + are hidden. It tries to abstract things as much as possible, but doesn't + do a very good job. This is also where things like "Enter sends" and + "Ctrl-{B/I/U/S}" options get carried out (look for send_callback). The + chat and IM toolbar (with the B/I/U/S buttons) are both built from + the same function, build_conv_toolbar. + This is the start of what will become the main() for gaim-core. + A massive file with a lot of little utility functions. This is where all + of those little dialog windows are created. Things like the warn dialog + and the add buddy dialog are here. Not all of the dialogs in gaim are in + this file, though. But most of them are. This is also where do_import + is housed, to import buddy lists. (The actual buddy list parsing code + is in util.c for winaim lists and buddy.c for gaim's own lists.) + This is gaim's HTML widget. It replaced the old widget, GtkHtml (which + was different than GNOME's GtkHTML). It's self-contained (it doesn't + use any of gaim's code) and is actually a separate project from gaim + (but is maintained by Eric). + This file used to be entirely #if 0'd out of existance. However, thanks + to some very generous people who submitted patches, this takes care of + reporting idle time (imagine that). It's a pretty straight-forward file. + This also takes care of the auto-away stuff. + This is where the main() function is. It takes care of a lot of the + initialization stuff, and showing the login window. It's pretty tiny + and there's not really much to edit in it. This has some of the most + pointless functions, like gaim_setup, which optionally turns off sounds + on signon. A lot of this file should actually be part of other files. + Oscar, Yahoo, and MSN all require md5 hashing, so better to put it in + the core than have the same thing in three different places. + This contains all of the plugin code, except for the UI. This is what + actually loads the plugins, makes sure they're valid, has the code for + setting up plugin event handlers, and contains the plugin_event method + that gaim calls on events. + Read the documentation on this file. This handles the backend + Adam (of libfaim glory) got bored one day and rewrote this file, so + now everything actually works. The main function is proxy_connect, + which figures out which proxy you want to use (if you want to use one + at all) and passes off the data to the appropriate function. This file + should be pretty straight-forward. + Except I STRONGLY suspect that time has broken this file. + This file is what lets gaim dynamically load protocols, sort of. All + of the actual dlopen(), dlsym() stuff is in module.c. But this contains + all of the functions that the protocol plugin needs to call, and manages + all of the protocols. It's a pretty simple file actually. + This is where all of the differentiation between the different protocols + is done. Nearly everything that's network related goes through here + at one point or another. This has good things like serv_send_im and + serv_got_update. Most of it should be pretty self-explanatory. + The main function in this file is play_sound, which plays one of 8 + (maybe 9?) sounds based on preferences. All that the rest of the code + should have to do is call play_sound(BUDDY_ARRIVE), for example, and + this file will take care of determining if a sound should be played + and which file should be played. + There's not really a lot of cohesion to this file; it's just a lot of + stuff that happened to be thrown into it for no apparent reason. None + of it is particularly tasty; it's all just utility functions. Just +plugins/ticker/gtkticker.c: + Syd, our resident GTK God, wrote a GtkWidget, GtkTicker. This is that + widget. It's cool, and it's tiny. This is actually a really good example + widget for those of you looking to write your own. +plugins/ticker/ticker.c: + Syd is just so cool. I really can't get over it. He let me come + visit him at Netscape one day, and I got to see all of their toys + (don't worry, I'm under an NDA). Anyway, this file is for the buddy + ticker. This is also a damn cool file because it's got all of the + functions that you'd want right up at the top. Someday I want to be +For the PRPLs, the only protocol whose "main" gaim file isn't the same as +the name of the protocol is ICQ; for that it's gaim_icq.c. But ICQ is +deprecated and you should be using Oscar for ICQ anyway. +PLUGINS (read the plugins howto, this is really out of date) +OK, so you want to load a plugin. You go through whatever UI (you +can read all about the UI in plugins.c or whereever). You finally get +to load_plugin, the meat of the plugins stuff (plugins can actually +call load_plugin themselves to load other plugins). load_plugin +is passed the full path to the plugin you want to load +(e.g. /usr/local/lib/gaim/irc.so). +load_plugin does a few things with that filename. The first is to see +if you've already loaded that plugin. If you have, load_plugin unloads +the one that is currently loaded. You might wonder why; it's because +the same plugin can't be loaded twice. If you call g_module_open on a +filename twice, both times it will return the same pointer, and both times +increment the reference count on the GModule * that it returns. This +means you really do have the same plugin twice, which fucks up the +callback system to no end. So it's better that you can only have it +loaded once at any given time. +Now that we're assured that we don't have this particular plugin loaded +yet, we better load it. g_module_open, baby. Much more portable than +dlopen(). In fact, for Linux it actually is the equivalent of dlopen() +(you can read the gmodule source and see for yourself). There's only one +quirk. It always logically ORs the options you pass with RTLD_GLOBAL, +which means that plugins share symbols. I haven't figured out yet if +this means just functions or variables too; but in either case make every +function and variable in your plugin static except for gaim_plugin_*(), +name(), and description(). It's good coding practice anyway. +So, assuming we didn't get NULL back from g_module_open, we then make sure +it's a valid gaim plugin by looking for and calling gaim_plugin_init, +courtesy g_module_symbol (g_module_symbol is actually what's portable +about gmodule as opposed to dl*; some BSD's require '_' prepended to +symbol names and g_module_symbol guarantees we do The Right Thing). +Assuming we've found gaim_plugin_init and it hasn't returned non-NULL +to us, we then add it to our list of plugins and go merrily about our way. +So when do the callbacks happen?! plugin_event, baby, plugin_event. Any +time you want to trigger a plugin event simply call plugin_even with the +parameters to be passed to any event handlers and you're set. plugin_event +then makes sure that any plugins waiting for the event get passed the +arguments properly and passes it on to perl. +Speaking of perl. If you really want to know how this works, you're +better off reading X-Chat's documentation of it, because it's better +than what I could provide. +MULTIPLE CONNECTIONS AND PRPLS +============================== +OK, let's start with the basics. There are users. Each user is contained +in an gaim_account struct, and kept track of in the gaim_accounts GSList. +Each gaim_account has certain features: a username, a password, and +user_info. It also has certain options, and the protocol it uses to sign +on (kept as an int which is #define'd in prpl.h). +Now then, there are protocols that gaim knows about. Each protocol is +in a prpl struct and kept track of in the protocols GSList. The way the +management of the protocols is, there will only ever be one prpl per +numeric protocol. Each prpl defines a basic set of functions: login, +logout, send_im, etc. The prpl is responsible not only for handling +these functions, but also for calling the appropriate serv_got functions +(e.g. serv_got_update when a buddy comes online/goes offline/goes +idle/etc). It handles each of these on a per-connection basis. +So why's it called a PRPL? It stands for PRotocol PLugin. That means +that it's possible to dynamically add new protocols to gaim. However, +all protocols must be implemented the same way: by using a prpl struct +and being loaded, regardless of whether they are static or dynamic. +Here's how struct gaim_connection fits into all of this. At some point +the User (capitalized to indicate a person and not a name) will try to +sign on one of Their users. serv_login is then called for that user. It +searches for the prpl that is assigned to that user, and calls that prpl's +login function, passing it the gaim_account struct that is attempting to +sign on. The prpl is then responsible for seeing that the gaim_connection +is created (by calling new_gaim_connection), and registering it as +being online (by calling account_online and passing it the gaim_account and +gaim_connection structs). At that point, the gaim_account and gaim_connection +structs have pointers to each other, and the gaim_connection struct has +a pointer to the prpl struct that it is using. The gaim_connections are +stored in the connections GSList. The way connection management works is, +there will always only be one gaim_connection per user, and the prpl that +the gaim_connection uses will be constant for the gaim_connection's life. +So at certain points the User is going to want to do certain things, +like send a message. They must send the message on a connection. So the UI +figures out which gaim_connection the User want to send a message on (for +our example), and calls serv_send_im, telling it which gaim_connection to +use, and the necessary information (who to send it to, etc). The serv_ +function then calls the handler of the prpl of the connection for that +event (that was way too many prepositions). OK, each prpl has a send_im +function. Each connection has a prpl. so you call gc->prpl->send_im and +pass it the connection and all the necessary info. And that's how things +I hope some of that made sense. Looking back at it it makes absolutely no +sense to me. Thank god I wrote the code; otherwise I'm sure I'd be lost. +Start off with a protocol that you want to implement; make sure it has a +number defined in prpl.h. If it doesn't, talk to Rob or Eric about adding +it. *NEVER* use an unassigned number, not even for testing or personal +use. It's possible that number will be used later by something else and +that would cause quite a few head-scratchers. +Start off with the following boiler plate: +static struct prpl *my_protocol = NULL; +void newproto_init(struct prpl *ret) { + ret->protocol = PROTO_NEWPROTO; +char *gaim_plugin_init(GModule *handle) + load_protocol(newproto_init, sizeof(struct prpl)); +void gaim_plugin_remove() + struct prpl *p = find_prpl(PROTO_NEWPROTO); + return PRPL_DESC("New Protocol"); +Replace all NEWPROTO things with your protocol name (e.g. PROTO_OSCAR +instead of PROTO_NEWPROTO, oscar_init instead of newproto_init). Then +populate your struct prpl; the most important function is actually name(), +because without it, Gaim will most likely segfault. The second most +important function is login(). Not all functions need to be implemented. +There should be absolutely *ZERO* GTK in the PRPLs. PRPLs should *NEVER* +say what the UI *looks* like, only what information needs to be there. +There's currently an effort to get the GTK that is contained in the PRPLs +directory out of there. If you submit a patch that adds GTK to those +directories it's very likely to be refused, unless if I'm in a good mood +and decide to relocate things for you. That's not likely. +You're probably wondering how you can do certain things without GTK. Well, +you're just going to have to make do. Rely on the UI, that's why it's +there. A PRPL should have absolutely ZERO interaction with the user, it +should all be handled by the UI. +Don't use the _options variables at all. The core should take care of all +of that. There are several proto_opt fields that you can use on a per-user +basis. Check out existing protocols for more details.