mirror of
https://github.com/diamondburned/cchat-gtk.git
synced 2024-12-23 12:46:45 +00:00
268 lines
6.7 KiB
Go
268 lines
6.7 KiB
Go
package messages
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import (
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"context"
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"github.com/diamondburned/cchat"
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"github.com/diamondburned/cchat-gtk/icons"
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"github.com/diamondburned/cchat-gtk/internal/gts"
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"github.com/diamondburned/cchat-gtk/internal/log"
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"github.com/diamondburned/cchat-gtk/internal/ui/config"
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"github.com/diamondburned/cchat-gtk/internal/ui/messages/container"
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"github.com/diamondburned/cchat-gtk/internal/ui/messages/container/compact"
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"github.com/diamondburned/cchat-gtk/internal/ui/messages/container/cozy"
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"github.com/diamondburned/cchat-gtk/internal/ui/messages/input"
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"github.com/diamondburned/cchat-gtk/internal/ui/messages/sadface"
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"github.com/diamondburned/cchat-gtk/internal/ui/service/menu"
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"github.com/gotk3/gotk3/gtk"
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"github.com/pkg/errors"
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)
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const (
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cozyMessage int = iota
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compactMessage
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)
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var msgIndex = cozyMessage
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func init() {
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config.AppearanceAdd("Message Display", config.Combo(
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&msgIndex, // 0 or 1
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[]string{"Cozy", "Compact"},
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nil,
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))
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}
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type View struct {
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*sadface.FaceView
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Box *gtk.Box
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InputView *input.InputView
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Container container.Container
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contType int // msgIndex
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// Inherit some useful methods.
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state
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}
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func NewView() *View {
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view := &View{}
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view.InputView = input.NewView(view)
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view.Box, _ = gtk.BoxNew(gtk.ORIENTATION_VERTICAL, 0)
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view.Box.PackEnd(view.InputView, false, false, 0)
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view.Box.Show()
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// Create the message container, which will use PackEnd to add the widget on
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// TOP of the input view.
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view.createMessageContainer()
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// placeholder logo
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logo, _ := gtk.ImageNewFromPixbuf(icons.Logo256())
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logo.Show()
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view.FaceView = sadface.New(view.Box, logo)
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return view
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}
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func (v *View) createMessageContainer() {
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// Remove the old message container.
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if v.Container != nil {
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v.Box.Remove(v.Container)
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}
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// Update the container type.
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switch v.contType = msgIndex; msgIndex {
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case cozyMessage:
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v.Container = cozy.NewContainer(v)
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case compactMessage:
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v.Container = compact.NewContainer(v)
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}
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// Add the new message container.
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v.Box.PackEnd(v.Container, true, true, 0)
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}
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func (v *View) Reset() {
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v.state.Reset() // Reset the state variables.
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v.FaceView.Reset() // Switch back to the main screen.
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v.InputView.Reset() // Reset the input.
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v.Container.Reset() // Clean all messages.
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// Recreate the message container if the type is different.
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if v.contType != msgIndex {
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v.createMessageContainer()
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}
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}
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// JoinServer is not thread-safe, but it calls backend functions asynchronously.
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func (v *View) JoinServer(session cchat.Session, server ServerMessage, done func()) {
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// Reset before setting.
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v.Reset()
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// Set the screen to loading.
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v.FaceView.SetLoading()
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// Bind the state.
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v.state.bind(session, server)
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// Skipping ok check because sender can be nil. Without the empty
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// check, Go will panic.
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sender, _ := server.(cchat.ServerMessageSender)
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// We're setting this variable before actually calling JoinServer. This is
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// because new messages created by JoinServer will use this state for things
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// such as determinining if it's deletable or not.
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v.InputView.SetSender(session, sender)
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gts.Async(func() (func(), error) {
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// We can use a background context here, as the user can't go anywhere
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// that would require cancellation anyway. This is done in ui.go.
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s, err := server.JoinServer(context.Background(), v.Container)
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if err != nil {
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err = errors.Wrap(err, "Failed to join server")
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// Even if we're erroring out, we're running the done() callback
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// anyway.
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return func() { done(); v.SetError(err) }, err
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}
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return func() {
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// Run the done() callback.
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done()
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// Set the screen to the main one.
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v.FaceView.SetMain()
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// Set the cancel handler.
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v.state.setcurrent(s)
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}, nil
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})
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}
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func (v *View) AddPresendMessage(msg input.PresendMessage) func(error) {
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var presend = v.Container.AddPresendMessage(msg)
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return func(err error) {
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// Set the retry message.
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presend.SetSentError(err)
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// Only attach the menu once. Further retries do not need to be
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// reattached.
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presend.AttachMenu([]menu.Item{
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menu.SimpleItem("Retry", func() {
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presend.SetLoading()
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v.retryMessage(msg, presend)
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}),
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})
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}
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}
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// LatestMessageFrom returns the last message ID with that author.
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func (v *View) LatestMessageFrom(userID string) (msgID string, ok bool) {
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return v.Container.LatestMessageFrom(userID)
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}
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// retryMessage sends the message.
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func (v *View) retryMessage(msg input.PresendMessage, presend container.PresendGridMessage) {
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var sender = v.InputView.Sender
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if sender == nil {
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return
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}
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go func() {
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if err := sender.SendMessage(msg); err != nil {
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// Set the message's state to errored again, but we don't need to
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// rebind the menu.
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gts.ExecAsync(func() { presend.SetSentError(err) })
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}
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}()
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}
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// BindMenu attaches the menu constructor into the message with the needed
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// states and callbacks.
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func (v *View) BindMenu(msg container.GridMessage) {
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// Add 1 for the edit menu item.
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var mitems []menu.Item
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// Do we have editing capabilities? If yes, append a button to allow it.
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if v.InputView.Editable(msg.ID()) {
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mitems = append(mitems, menu.SimpleItem(
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"Edit", func() { v.InputView.StartEditing(msg.ID()) },
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))
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}
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// Do we have any custom actions? If yes, append it.
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if v.hasActions() {
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var actions = v.actioner.MessageActions(msg.ID())
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var items = make([]menu.Item, len(actions))
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for i, action := range actions {
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items[i] = v.makeActionItem(action, msg.ID())
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}
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mitems = append(mitems, items...)
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}
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msg.AttachMenu(mitems)
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}
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// makeActionItem creates a new menu callback that's called on menu item
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// activation.
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func (v *View) makeActionItem(action, msgID string) menu.Item {
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return menu.SimpleItem(action, func() {
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go func() {
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// Run, get the error, and try to log it. The logger will ignore nil
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// errors.
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err := v.state.actioner.DoMessageAction(action, msgID)
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log.Error(errors.Wrap(err, "Failed to do action "+action))
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}()
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})
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}
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// ServerMessage combines Server and ServerMessage from cchat.
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type ServerMessage interface {
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cchat.Server
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cchat.ServerMessage
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}
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type state struct {
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session cchat.Session
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server cchat.Server
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actioner cchat.ServerMessageActioner
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current func() // stop callback
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author string
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}
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func (s *state) Reset() {
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// If we still have the last server to leave, then leave it.
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if s.current != nil {
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s.current()
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}
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// Lazy way to reset the state.
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*s = state{}
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}
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func (s *state) hasActions() bool {
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return s.actioner != nil
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}
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// SessionID returns the session ID, or an empty string if there's no session.
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func (s *state) SessionID() string {
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if s.session != nil {
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return s.session.ID()
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}
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return ""
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}
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func (s *state) bind(session cchat.Session, server ServerMessage) {
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s.session = session
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s.server = server
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s.actioner, _ = server.(cchat.ServerMessageActioner)
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}
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func (s *state) setcurrent(fn func()) {
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s.current = fn
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}
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