Summary: | Make sure it's easy to figure out the state of the channel (especially why it's in a certain state) | ||
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Product: | Telepathy | Reporter: | Sjoerd Simons <sjoerd> |
Component: | tp-spec | Assignee: | Telepathy bugs list <telepathy-bugs> |
Status: | RESOLVED WONTFIX | QA Contact: | Telepathy bugs list <telepathy-bugs> |
Severity: | normal | ||
Priority: | medium | ||
Version: | unspecified | ||
Hardware: | Other | ||
OS: | All | ||
Whiteboard: | Call | ||
i915 platform: | i915 features: |
I don't understand this. In your example, the call ended because the other side rejected it, so: CallState=Ended CallStateReason.Reason=User_Requested and perhaps on top of that: CallStateReason.DBus_Error=ofdT.Error.NoAnswer (or similar) and if you're paranoid then you can confirm that it was the remote user who did this with: CallStateReason.Actor=<the contact who rejected> Is that right? There's a lot to check, but that's Telepathy, and it's not so complicated. Exactly what are you suggesting? Sjoerd and I just decided this is pointless for now. It could come back with DRAFT3 though. We will see. |
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> * Invent a channelstate for the health of the channel > > To make it easier the understand the overall state of the channel we should > have ChannelState property with an actor. So you only have to look at this > property to decide for example that the call ended because the other side > rejected it, without needing to dig in the CallState property