1 A lot of people have tried to hack gaim, but haven't been able to because
2 the code is just so horrid. Well, the code isn't getting better anytime
3 soon (I hate GNU indent), so to help all you would-be hackers help out
4 gaim, here's a brief tutorial on how gaim works. I'll quickly describe
5 the logical flow of things, then what you'll find in each of the source
6 files. As an added bonus, I'll try and describe as best I can how multiple
7 connections and multiple protocols work. Depending on how much I want to
8 avoid my final tomorrow I may even describe other parts of gaim that I
9 particularly want to brag about. Hopefully that's enough to get most of
12 If you don't know how event-driven programs work, stop right now. Gaim
13 uses GTK+'s main loop (actually GLib's but I won't talk about how GTK
14 works) and uses GLib functions for timeouts and socket notification. If
15 you don't know GTK you should go learn that first.
17 If you're going to hack gaim, PLEASE, PLEASE PLEASE PLEASE send patches
18 against the absolute latest CVS. I get really annoyed when I get patches
19 against the last released version, especially since I don't usually have
20 a copy of it on my computer, and gaim tends to change a lot between
21 versions. (I sometimes get annoyed when they're against CVS from 3 days
22 ago, but can't complain because it's usually my fault that I haven't
23 looked at the patch yet.) To get gaim from CVS (if you haven't already),
24 run the following commands:
26 $ export CVSROOT=:pserver:anonymous@cvs.gaim.sourceforge.net:/cvsroot/gaim
27 $ cvs login (hit enter as the password)
28 $ cvs co gaim (you'll see it getting all of the files)
32 You'll now have your normal gaim tree with ./configure and all (which
33 ./autogen.sh takes the liberty of running for you). (If you want to make
34 your life really simple, learn how CVS works. CVS is your friend.) To make
35 a patch, just edit the files right there in that tree (don't bother with
36 two trees, or even two copies of the same file). Then when you're ready to
37 make your patch, simply run 'cvs diff -u >my.patch' and send it off;
38 either post it on sf.net/projects/gaim in the patches section, or email it
41 This file was last modified by $Author: lschiere $ on
42 $Date: 2003-02-18 09:36:15 -0500 (Tue, 18 Feb 2003) $. Do not expect any information contained
43 within to be current or correct.
45 Here's something new. Someone requested that I comment the code. No. I'm a
46 lazy bastard, and I understand most of the code, so I don't need the
47 comments. I understand that some of you do though. So give me the names of
48 specific functions that you'd like commented and I'll see what I can do.
49 It's more likely that those comments will be updated with the code than
50 this file is, though even that is still unlikely.
56 Coding styles are like assholes, everyone has one and no one likes anyone
57 elses. This is mine and if you want me to accept a patch from you without
58 getting annoyed you'll follow this coding style. :)
60 It would probably just be easier for me to include CodingStyle from the
63 Tab indents. I *HATE* 2-space indents, and I strongly dislike 8-space
64 indents. Use a tab character. I'm likely to refuse a patch if it has
67 K&R style for braces. Braces always go on the same line as the if, etc.
68 that they're associated with; the only exception is functions. Braces
69 for else statements should have both braces on the same line as the else
72 No functionOrVariableNamesLikeThis. Save it for Java. Underscores are your
73 friend. "tmp" is an excellent variable name. Hungarian style will not be
74 tolerated. Go back to Microsoft.
76 I have a 105-char wide Eterm. Deal with it.
78 NO goto. I'm very likely to refuse a patch if it makes use of goto. If you
79 feel the need to use goto, you need to rethink your design and flow.
85 Before gaim does anything you can see, it initializes itself, which is
86 mostly just reading .gaimrc (handled by the functions in gaimrc.c) and
87 parsing command-line options. It then draws the login window by calling
88 show_login, and waits for input.
90 At the login window, when "Accounts" is clicked, account_editor() is
91 called. This then displays all of the users and various information
92 about them. (Don't ask about what happens when "Sign On" is called. It's
93 quite hackish. The only reason the login window is there anymore is to
94 make it more palatable to people so used to WinAIM that they can't accept
97 When the "Sign on/off" button is clicked, serv_login is passed the
98 username and the password for the account. If the password length is
99 zero (the password field is a character array rather than pointer so it
100 will not be NULL) then the Signon callback will prompt for the password
101 before calling serv_login. serv_login then signs in the user using the
102 appropriate protocol.
104 After you're signed in, Gaim draws the buddy list by calling
105 show_buddy_list. Assuming the user has a buddy list (all buddy list
106 functions are controlled by list.c; when you sign on do_import is called
107 and that loads the locally saved list), the protocol calls
108 serv_got_update, which sets the information in the appropriate struct
109 buddy and then passes it off to set_buddy.
111 set_buddy is responsible for a lot of stuff, but most of it is done
112 implicitly. It's responsible for the sounds (which is just a call to
113 play_sound), but the biggest thing it does is call new_group_show and
114 new_buddy_show if necessary. There's only one group_show per group name,
115 even between connections, and only one buddy_show per group_show per
116 buddy name, even between connections. (If that's not confusing enough,
117 wait until I really start describing how the buddy list works.)
119 New connections happen the exact same way as described above. Each
120 gaim_account can have one gaim_connection associated with it. gaim_account
121 and gaim_connection both have a protocol field. This is kind of confusing:
122 gaim, except for the account editor screen and when the user signs on,
123 ignores the user's protocl field, and only uses the connection's protocol
124 field. You can change the connection's protocol field once it's created
125 and been assigned a PRPL to use to change certain behavior (Oscar does
126 this because it handles both AIM and ICQ). I'll talk about the
127 gaim_connection struct more later.
129 When the user opens a new conversation window, new_conversation is called.
130 That's easy enough. If there isn't a conversation with the person already
131 open (checked by calling find_conversation), show_conv is called to
132 create the new window. All sorts of neat things happen there, but it's
133 mostly drawing the window. show_conv is the best place to edit the UI.
135 That's pretty much it for the quick tutorial. I know it wasn't much but
136 it's enough to get you started. Make sure you know GTK before you get too
137 involved. Most of the back-end stuff is pretty basic; most of gaim is GTK.
144 Not much to say here, just a few basic functions.
147 This takes care of most of the away stuff: setting the away message
148 (do_away_message); coming back (do_im_back); drawing the away window;
149 etc. Away messages work really oddly due to multiple connections and
150 multiple protocols; I think there are really only two or three people
151 who know how it works and I don't think any of us know why it works
155 Code for opening a browser window. Most of the code is trying to deal
156 with Netscape. The most important function here is open_url. Have fun.
159 This takes care of the buddy list window and most things related to it.
160 It still has some functions that manage the list, but not many.
163 This takes care of the buddy chat stuff. This used to be a lot bigger
164 until the chat and IM windows got merged in the code. Now it mostly
165 just takes care of chat-specific stuff, like ignoring people and
166 keeping track of who's in the room. This is also where the chat window
170 This is where most of the functions dealing with the IM and chat windows
171 are hidden. It tries to abstract things as much as possible, but doesn't
172 do a very good job. This is also where things like "Enter sends" and
173 "Ctrl-{B/I/U/S}" options get carried out (look for send_callback). The
174 chat and IM toolbar (with the B/I/U/S buttons) are both built from
175 the same function, build_conv_toolbar.
178 This is the start of what will become the main() for gaim-core.
181 A massive file with a lot of little utility functions. This is where all
182 of those little dialog windows are created. Things like the warn dialog
183 and the add buddy dialog are here. Not all of the dialogs in gaim are in
184 this file, though. But most of them are. This is also where do_import
185 is housed, to import buddy lists. (The actual buddy list parsing code
186 is in util.c for winaim lists and buddy.c for gaim's own lists.)
189 This controls everything about the .gaimrc file. There's not really much
190 to say about it; this is probably one of the better designed and easier
191 to follow files in gaim. The important functions are towards the bottom.
194 This is gaim's HTML widget. It replaced the old widget, GtkHtml (which
195 was different than GNOME's GtkHTML). It's self-contained (it doesn't
196 use any of gaim's code) and is actually a separate project from gaim
197 (but is maintained by Eric).
200 Don't ask my why this is called html.c. Most of it is just grab_url,
201 which does like the name says; it downloads a URL to show in the
202 GtkHTML widget. http.c would be a more appropriate name, but that's OK.
205 This file used to be entirely #if 0'd out of existance. However, thanks
206 to some very generous people who submitted patches, this takes care of
207 reporting idle time (imagine that). It's a pretty straight-forward file.
208 This also takes care of the auto-away stuff.
211 This file contains all of the routines for managing buddy lists,
212 including importing them from a file, saving them, adding and removing
213 buddies and groups, etc.
216 This is where the main() function is. It takes care of a lot of the
217 initialization stuff, and showing the login window. It's pretty tiny
218 and there's not really much to edit in it. This has some of the most
219 pointless functions, like gaim_setup, which optionally turns off sounds
220 on signon. A lot of this file should actually be part of other files.
223 Oscar, Yahoo, and MSN all require md5 hashing, so better to put it in
224 the core than have the same thing in three different places.
227 This contains all of the plugin code, except for the UI. This is what
228 actually loads the plugins, makes sure they're valid, has the code for
229 setting up plugin event handlers, and contains the plugin_event method
230 that gaim calls on events.
233 This is the file that tries to take care of most of the major issues
234 with multiple connections. The best function in here by far is the
235 account_editor(). auto_login() is also in here (I'm just reading multi.h
236 now...). account_editor is really the only function that the UI needs
237 to be concerned with.
240 This was basically copied straight from X-Chat through the power of
241 the GPL. Perl is the biggest, most confusing piece of C code I've ever
242 seen in my life (and keep in mind I'm a gaim hacker). I have a basic
243 idea of what's going on in it, but I couldn't tell you exactly. The
244 top half sets up perl and tells it what's going on and the bottom half
245 implements the AIM module.
248 The important function in here is build_prefs, but the most useful
249 function is gaim_button. build_prefs draws the window, and calls
250 gaim_button probably 30 or 40 times. (I don't really wanna run grep
251 | wc to count.) This is where you add the toggle button for gaim
252 preferences. It's very simple, and if you look at a couple of the
253 calls to gaim_button you'll figure it out right away. The new prefs
254 window uses a CList instead of a Notebook, and there's a pretty bad
255 hack to get it to work. I won't tell you what though.
258 Adam (of libfaim glory) got bored one day and rewrote this file, so
259 now everything actually works. The main function is proxy_connect,
260 which figures out which proxy you want to use (if you want to use one
261 at all) and passes off the data to the appropriate function. This file
262 should be pretty straight-forward.
265 This file is what lets gaim dynamically load protocols, sort of. All
266 of the actual dlopen(), dlsym() stuff is in module.c. But this contains
267 all of the functions that the protocol plugin needs to call, and manages
268 all of the protocols. It's a pretty simple file actually.
271 This is where all of the differentiation between the different protocols
272 is done. Nearly everything that's network related goes through here
273 at one point or another. This has good things like serv_send_im and
274 serv_got_update. Most of it should be pretty self-explanatory.
277 The main function in this file is play_sound, which plays one of 8
278 (maybe 9?) sounds based on preferences. All that the rest of the code
279 should have to do is call play_sound(BUDDY_ARRIVE), for example, and
280 this file will take care of determining if a sound should be played
281 and which file should be played.
284 There's not really a lot of cohesion to this file; it's just a lot of
285 stuff that happened to be thrown into it for no apparent reason. None
286 of it is particularly tasty; it's all just utility functions. Just
289 plugins/ticker/gtkticker.c:
290 Syd, our resident GTK God, wrote a GtkWidget, GtkTicker. This is that
291 widget. It's cool, and it's tiny. This is actually a really good example
292 widget for those of you looking to write your own.
294 plugins/ticker/ticker.c:
295 Syd is just so cool. I really can't get over it. He let me come
296 visit him at Netscape one day, and I got to see all of their toys
297 (don't worry, I'm under an NDA). Anyway, this file is for the buddy
298 ticker. This is also a damn cool file because it's got all of the
299 functions that you'd want right up at the top. Someday I want to be
302 For the PRPLs, the only protocol whose "main" gaim file isn't the same as
303 the name of the protocol is ICQ; for that it's gaim_icq.c. But ICQ is
304 deprecated and you should be using Oscar for ICQ anyway.
309 The buddy list is a pain in the ass. Let me start off by saying that. The
310 most difficult part about getting gaim to do multiple connections was
311 the buddy list. In its current state it's very much like the UI for
312 0.10.x and earlier, which is what I was aiming for. However, the code
313 is completely different. And not much better.
315 There are two parts to the buddy list: the lists for the connections and
316 the Buddy List window. list.c contains code to manage the lists themselves
317 and buddy.c contains the code for the Buddy List window.
319 Each buddy needs to belong to a connection, it cannot belong to a
320 "protocol" like in EveryBuddy. The reason is because when you are adding
321 buddies, you tell the server who is on your buddy list so it can tell you
322 about them; in order to tell the server, it needs to go out over a
323 connection. Going out over all connections would not be good, so you need
324 to specify which connection they go out on.
326 Managing lists is therefore fairly easy, each group and buddy has an
327 associated connection. Management functions like add_buddy/remove_buddy
328 and add_group/remove_group all take a gaim_connection. These are all in
329 list.c. They're boring.
331 The window is a lot more fun. There's really only one function that
332 does anything interesting, and that's set_buddy. (There's also things
333 like build_edit_tree, but that's boring.) set_buddy is called by
334 serv_got_update (and should only be called by that function) any time
335 a user signs on, signs off, goes away, comes back, goes idle, etc, etc,
336 etc. Various things happen depending on the new state of the buddy.
338 struct buddy has a member, present, which is set to either 0, 1, or
339 2. You can check if the buddy is online with "if (b->present)". This
340 becomes important. present is set to either 0 or 1 by serv_got_update,
341 or is not set at all. When the buddy is passed to set_buddy, if present
342 is 1 then set_buddy plays the BUDDY_ARRIVE sound, and sets present to 2,
343 to indicate it has already received notification of arrival. It then
344 does other signin-related stuff: setting the pixmap to the login icon;
345 updating the conversation windows; etc.
347 The most important thing it does though, if a buddy is present, is it
348 checks for the existance of the appropriate group_show and buddy_show for
349 that buddy. Each buddy must belong to a group. group_shows are based on
350 name; there can only be one group_show for each group name. buddy_shows
351 are based both on name and on group_show; there can only be one buddy_show
352 in a group_show for each name. However, there can be two buddy_shows
353 with the same name as long as they have different group_shows.
355 Each buddy_show has a GList of connections that has registered its related
356 buddy as being online. set_buddy makes sure that the connection that it's
357 being passed is part of the connlist for the buddy_show associated with
358 the struct buddy that it's passed (it helps to know your data structures).
360 If a buddy logs off (b->present == 0), and a buddy_show exists for
361 that buddy, then set_buddy will play the logoff sound, change the icon,
362 remove the connection from the connlist for the buddy_show, etc.
364 And that's how that works. For the buddy lists, connections own buddies;
365 for the window, the buddies own the connections. When the buddy_show
366 connlist count drops to zero it disappears from existance.
372 OK, so you want to load a plugin. You go through whatever UI (you
373 can read all about the UI in plugins.c or whereever). You finally get
374 to load_plugin, the meat of the plugins stuff (plugins can actually
375 call load_plugin themselves to load other plugins). load_plugin
376 is passed the full path to the plugin you want to load
377 (e.g. /usr/local/lib/gaim/irc.so).
379 load_plugin does a few things with that filename. The first is to see
380 if you've already loaded that plugin. If you have, load_plugin unloads
381 the one that is currently loaded. You might wonder why; it's because
382 the same plugin can't be loaded twice. If you call g_module_open on a
383 filename twice, both times it will return the same pointer, and both times
384 increment the reference count on the GModule * that it returns. This
385 means you really do have the same plugin twice, which fucks up the
386 callback system to no end. So it's better that you can only have it
387 loaded once at any given time.
389 Now that we're assured that we don't have this particular plugin loaded
390 yet, we better load it. g_module_open, baby. Much more portable than
391 dlopen(). In fact, for Linux it actually is the equivalent of dlopen()
392 (you can read the gmodule source and see for yourself). There's only one
393 quirk. It always logically ORs the options you pass with RTLD_GLOBAL,
394 which means that plugins share symbols. I haven't figured out yet if
395 this means just functions or variables too; but in either case make every
396 function and variable in your plugin static except for gaim_plugin_*(),
397 name(), and description(). It's good coding practice anyway.
399 So, assuming we didn't get NULL back from g_module_open, we then make sure
400 it's a valid gaim plugin by looking for and calling gaim_plugin_init,
401 courtesy g_module_symbol (g_module_symbol is actually what's portable
402 about gmodule as opposed to dl*; some BSD's require '_' prepended to
403 symbol names and g_module_symbol guarantees we do The Right Thing).
405 Assuming we've found gaim_plugin_init and it hasn't returned non-NULL
406 to us, we then add it to our list of plugins and go merrily about our way.
408 So when do the callbacks happen?! plugin_event, baby, plugin_event. Any
409 time you want to trigger a plugin event simply call plugin_even with the
410 parameters to be passed to any event handlers and you're set. plugin_event
411 then makes sure that any plugins waiting for the event get passed the
412 arguments properly and passes it on to perl.
414 Speaking of perl. If you really want to know how this works, you're
415 better off reading X-Chat's documentation of it, because it's better
416 than what I could provide.
419 MULTIPLE CONNECTIONS AND PRPLS
420 ==============================
422 OK, let's start with the basics. There are users. Each user is contained
423 in an gaim_account struct, and kept track of in the gaim_accounts GSList.
424 Each gaim_account has certain features: a username, a password, and
425 user_info. It also has certain options, and the protocol it uses to sign
426 on (kept as an int which is #define'd in prpl.h).
428 Now then, there are protocols that gaim knows about. Each protocol is
429 in a prpl struct and kept track of in the protocols GSList. The way the
430 management of the protocols is, there will only ever be one prpl per
431 numeric protocol. Each prpl defines a basic set of functions: login,
432 logout, send_im, etc. The prpl is responsible not only for handling
433 these functions, but also for calling the appropriate serv_got functions
434 (e.g. serv_got_update when a buddy comes online/goes offline/goes
435 idle/etc). It handles each of these on a per-connection basis.
437 So why's it called a PRPL? It stands for PRotocol PLugin. That means
438 that it's possible to dynamically add new protocols to gaim. However,
439 all protocols must be implemented the same way: by using a prpl struct
440 and being loaded, regardless of whether they are static or dynamic.
442 Here's how struct gaim_connection fits into all of this. At some point
443 the User (capitalized to indicate a person and not a name) will try to
444 sign on one of Their users. serv_login is then called for that user. It
445 searches for the prpl that is assigned to that user, and calls that prpl's
446 login function, passing it the gaim_account struct that is attempting to
447 sign on. The prpl is then responsible for seeing that the gaim_connection
448 is created (by calling new_gaim_connection), and registering it as
449 being online (by calling account_online and passing it the gaim_account and
450 gaim_connection structs). At that point, the gaim_account and gaim_connection
451 structs have pointers to each other, and the gaim_connection struct has
452 a pointer to the prpl struct that it is using. The gaim_connections are
453 stored in the connections GSList. The way connection management works is,
454 there will always only be one gaim_connection per user, and the prpl that
455 the gaim_connection uses will be constant for the gaim_connection's life.
457 So at certain points the User is going to want to do certain things,
458 like send a message. They must send the message on a connection. So the UI
459 figures out which gaim_connection the User want to send a message on (for
460 our example), and calls serv_send_im, telling it which gaim_connection to
461 use, and the necessary information (who to send it to, etc). The serv_
462 function then calls the handler of the prpl of the connection for that
463 event (that was way too many prepositions). OK, each prpl has a send_im
464 function. Each connection has a prpl. so you call gc->prpl->send_im and
465 pass it the connection and all the necessary info. And that's how things
468 I hope some of that made sense. Looking back at it it makes absolutely no
469 sense to me. Thank god I wrote the code; otherwise I'm sure I'd be lost.
475 Start off with a protocol that you want to implement; make sure it has a
476 number defined in prpl.h. If it doesn't, talk to Rob or Eric about adding
477 it. *NEVER* use an unassigned number, not even for testing or personal
478 use. It's possible that number will be used later by something else and
479 that would cause quite a few head-scratchers.
481 Start off with the following boiler plate:
483 static struct prpl *my_protocol = NULL;
485 void newproto_init(struct prpl *ret) {
486 ret->protocol = PROTO_NEWPROTO;
493 char *gaim_plugin_init(GModule *handle)
495 load_protocol(newproto_init, sizeof(struct prpl));
499 void gaim_plugin_remove()
501 struct prpl *p = find_prpl(PROTO_NEWPROTO);
502 if (p == my_protocol)
508 return "New Protocol";
513 return PRPL_DESC("New Protocol");
518 Replace all NEWPROTO things with your protocol name (e.g. PROTO_OSCAR
519 instead of PROTO_NEWPROTO, oscar_init instead of newproto_init). Then
520 populate your struct prpl; the most important function is actually name(),
521 because without it, Gaim will most likely segfault. The second most
522 important function is login(). Not all functions need to be implemented.
524 There should be absolutely *ZERO* GTK in the PRPLs. PRPLs should *NEVER*
525 say what the UI *looks* like, only what information needs to be there.
526 There's currently an effort to get the GTK that is contained in the PRPLs
527 directory out of there. If you submit a patch that adds GTK to those
528 directories it's very likely to be refused, unless if I'm in a good mood
529 and decide to relocate things for you. That's not likely.
531 You're probably wondering how you can do certain things without GTK. Well,
532 you're just going to have to make do. Rely on the UI, that's why it's
533 there. A PRPL should have absolutely ZERO interaction with the user, it
534 should all be handled by the UI.
536 Don't use the _options variables at all. The core should take care of all
537 of that. There are several proto_opt fields that you can use on a per-user
538 basis. Check out existing protocols for more details.