remove (disfunctional) notifications from pacf

This commit is contained in:
Johanna Amann 2015-05-27 07:37:25 -07:00
parent f2be226a5a
commit ad2361b7ac
8 changed files with 7 additions and 173 deletions

View file

@ -28,14 +28,13 @@ export {
# events ``rule_{added,remove,error}`` to signal if it indeed worked out;
# this is separate from accepting the operation because often a plugin
# will only know later (i.e., asynchrously) if that was an error for
# something it thought it could handle. The same applies to notifications,
# with the corresponding ``notification_*`` events.
# something it thought it could handle.
type Plugin: record {
# Returns a descriptive name of the plugin instance, suitable for use in logging
# messages. Note that this function is not optional.
name: function(state: PluginState) : string;
## If true, plugin can expire rules/notifications itself. If false,
## If true, plugin can expire rules itself. If false,
## framework will manage rule expiration.
can_expire: bool;
@ -60,19 +59,6 @@ export {
# remove_rule().
remove_rule: function(state: PluginState, r: Rule) : bool &optional;
# Implements the add_notification() operation. If the plugin accepts the notification,
# it returns true, false otherwise. The notification will already have its
# ``id`` field set, which the plugin may use for identification
# purposes.
add_notification: function(state: PluginState, r: Notification) : bool &optional;
# Implements the remove_notification() operation. This will only be called for
# notifications that the plugins has previously accepted with add_notification().
# The ``id`` field will match that of the add_notification() call. Generally,
# a plugin that accepts an add_notification() should also accept the
# remove_notification().
remove_notification: function(state: PluginState, r: Notification) : bool &optional;
# A transaction groups a number of operations. The plugin can add them internally
# and postpone putting them into effect until committed. This allows to build a
# configuration of multiple rules at once, including replaying a previous state.