ncdc/libdc/include/dc/session.h
Florian Stinglmayr bd88d735eb try out a queue API to notify "listeners" of the session
I was always unsure on what to do: a callback or a simple queue for
dc_event_t. But since we already have dc_event_t (and ref counting)
this seemed like the best solution.
2019-07-23 20:01:12 +02:00

152 lines
5.2 KiB
C

/*
* Part of ncdc - a discord client for the console
* Copyright (C) 2019 Florian Stinglmayr <fstinglmayr@gmail.com>
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <https://www.gnu.org/licenses/>.
*/
#ifndef DC_SESSION_H
#define DC_SESSION_H
#include <stdint.h>
#include <dc/api.h>
#include <dc/loop.h>
#include <dc/account.h>
#include <dc/channel.h>
#include <dc/gateway.h>
#include <dc/guild.h>
/**
* A session object will contain all information gathered after a user
* authenticated to the services. It is the "god emperor object" of libdiscord,
* that stores, caches, and provides all information after a log in. From
* available channel objects, account objects of friends, and guild mates,
* to a list of available guilds.
*
* If you consider writing a fully fledged client, or a very sophisticated
* bot, you should consider using this session object in your application.
*
* Please note that the session object attempts to use as little API calls as
* necessary, relying heavily on data provided by the gateway. So it may take
* a bit before appropriate information (i.e. friends) have been loaded.
*/
struct dc_session_;
typedef struct dc_session_ *dc_session_t;
/**
* Creates a new session that will attach itself to the given loop.
*/
dc_session_t dc_session_new(dc_loop_t loop);
/**
* Logs the given user out, and clears all internal data.
*/
bool dc_session_logout(dc_session_t s);
/**
* Logs the given user into the system, starts a websocket and begins to
* collect information about the given login user (channels, guilds,
* friends).
*/
bool dc_session_login(dc_session_t s, dc_account_t login);
/**
* Returns true if the session is ready, i.e. a login has been performed
* and the READY event has been parsed from the websocket.
*/
bool dc_session_is_ready(dc_session_t s);
bool dc_session_has_token(dc_session_t s);
/**
* Returns the currently logged in user. Which is often called "@me" in
* Discord API.
*/
dc_account_t dc_session_me(dc_session_t s);
/**
* Return the API handle in use by the session. Do not unref the reference
* and if you need it for something else, dc_ref() it yourself.
*/
dc_api_t dc_session_api(dc_session_t s);
/**
* Queue API. If you enable queuing the session will keep the events from the
* web socket around for you to handle. Please note that all internal states
* will already have been upgraded, and changed once you pull these events
* from the queue. Also note that if you enable queuing but never pull these
* events from the queue they will pile up, and use a lot of memory.
*
* If you disable queuing then the queue is deleted, and no more events are
* placed into the queue.
*
* dc_session_pop_event() will remove an event from the queue for you to handle.
* You will have to call dc_unref() on it yourself to cleanup any internal data
* of the event. It will return NULL if no event is in the queue.
*/
void dc_session_enable_queue(dc_session_t s, bool enable);
dc_event_t dc_session_pop_event(dc_session_t s);
/**
* access to the internal account cache
*/
void dc_session_add_account(dc_session_t s, dc_account_t u);
void dc_session_add_account_new(dc_session_t s, dc_account_t u);
dc_account_t dc_session_account_fullname(dc_session_t s, char const *f);
/**
* Adds a new channel to the internal cache. _new does the same, but doesn't
* increase the reference count.
*/
void dc_session_add_channel(dc_session_t s, dc_channel_t u);
void dc_session_add_channel_new(dc_session_t s, dc_channel_t u);
dc_channel_t dc_session_channel_by_id(dc_session_t s, char const *snowflake);
/**
* Creates a new channel, or returns an existing channel if a channel with
* these recipients already exists.
* Warning: You must dc_ref() the return object if you need it beyond the
* life-span of the session.
*/
dc_channel_t dc_session_make_channel(dc_session_t s, dc_account_t *r,
size_t n);
/**
* Finds a channel object by that match the given recipients.
* Warning: You must dc_ref() the return object if you need it beyond the
* life-span of the session.
*/
dc_channel_t dc_session_channel_recipients(dc_session_t s,
dc_account_t *r, size_t sz);
/**
* Add a guild to be managed by this session. _new does the same, but doesn't
* ref the given reference.
*/
void dc_session_add_guild(dc_session_t s, dc_guild_t g);
void dc_session_add_guild_new(dc_session_t s, dc_guild_t g);
GHashTable *dc_session_guilds(dc_session_t s);
dc_guild_t dc_session_guild_by_name(dc_session_t s, char const *name);
/**
* comparision functions for sorting, and finding
*/
bool dc_session_equal_me(dc_session_t s, dc_account_t a);
bool dc_session_equal_me_fullname(dc_session_t s, char const *a);
#endif