README.CVS

Fri, 23 Dec 2005 19:26:04 +0000

author
Sadrul Habib Chowdhury <sadrul@pidgin.im>
date
Fri, 23 Dec 2005 19:26:04 +0000
changeset 12645
a907ba243930
parent 9944
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permissions
-rw-r--r--

[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: Richard Laager <rlaager@pidgin.im>

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cd9873560d20 [gaim-migrate @ 6053]
Ethan Blanton <elb@pidgin.im>
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1 If you plan to use gaim CVS, PLEASE read this message in its entirety!
cd9873560d20 [gaim-migrate @ 6053]
Ethan Blanton <elb@pidgin.im>
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2
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Christian Hammond <chipx86@chipx86.com>
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3 Gaim is a fast-moving project with a somewhat regular release schedule.
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Christian Hammond <chipx86@chipx86.com>
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4 Due to the rate of gaim development, CVS undergoes frequent bursts of
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Christian Hammond <chipx86@chipx86.com>
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5 massive changes, often leaving behind brokenness and partial
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Christian Hammond <chipx86@chipx86.com>
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6 functionality while the responsible developers rewrite some portion of
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Luke Schierer <lschiere@pidgin.im>
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7 code or seek to add new features.
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8
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9 What this all boils down to is that CVS _WILL_ sometimes be broken.
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10 Because of this, we ask that users who are not interested in
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11 personally tracking down bugs and fixing them (without a lot of
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12 assistance from the developers!) avoid CVS and use releases. Since
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13 releases will be made often, this should not prevent anyone from using
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14 the newest, shiniest features -- but it will prevent users from having
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15 to deal with ugly development bugs that we already know about but
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16 haven't gotten around to fixing.
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17
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Björn Voigt <bjoern@cs.tu-berlin.de>
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18 If you are interested in hacking on gaim, please read README and
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19 HACKING, and take note of the issues in PROGRAMMING_NOTES. (Note that
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20 they may be somewhat out of date at times.) Win32 developers, please
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21 read README.mingw.
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22
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23 By far the best documentation, however, is the documented code. Not
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24 all parts of gaim have yet been documented, but the major subsystems
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25 are falling fast. If you have doxygen, you can use the Doxyfile in
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26 the toplevel directory to generate pretty documentation. Otherwise
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27 (or even if you do!), the header files for each subsystem contain
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28 documentation for the functions they contain. For instance,
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29 conversation.h contains documentation for the entire
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30 gaim_conversation_* API, and account.h contains documentation for the
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31 gaim_account_* API.
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32
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33 If you have questions, please feel free to contact the gaim developers
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34 by email at gaim-devel@lists.sourceforge.net, on IRC at
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35 irc.freenode.net in #gaim, or via the sourceforge forums at
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36 http://www.sourceforge.net/projects/gaim. Please do as much homework
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37 as you can before contacting us; the more you know about your
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38 question, the faster and more effectively we can help you!
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39
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40 Send patches to gaim-devel@lists.sourceforge.net or post them in the
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41 Sourceforge forums at http://www.sourceforge.net/projects/gaim.

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