- conn->connectToIrc();
-}
-
-void CoreSession::attachNetworkConnection(NetworkConnection *conn) {
- connect(conn, SIGNAL(connected(NetworkId)), this, SLOT(networkConnected(NetworkId)));
- connect(conn, SIGNAL(quitRequested(NetworkId)), this, SLOT(networkDisconnected(NetworkId)));
-
- // I guess we don't need these anymore, client-side can just connect the network's signals directly
- //signalProxy()->attachSignal(conn, SIGNAL(connected(NetworkId)), SIGNAL(networkConnected(NetworkId)));
- //signalProxy()->attachSignal(conn, SIGNAL(disconnected(NetworkId)), SIGNAL(networkDisconnected(NetworkId)));
-
- connect(conn, SIGNAL(displayMsg(Message::Type, BufferInfo::Type, QString, QString, QString, Message::Flags)),
- this, SLOT(recvMessageFromServer(Message::Type, BufferInfo::Type, QString, QString, QString, Message::Flags)));
- connect(conn, SIGNAL(displayStatusMsg(QString)), this, SLOT(recvStatusMsgFromServer(QString)));
-
- connect(conn, SIGNAL(nickChanged(const NetworkId &, const QString &, const QString &)),
- this, SLOT(renameBuffer(const NetworkId &, const QString &, const QString &)));
- connect(conn, SIGNAL(channelJoined(NetworkId, const QString &, const QString &)),
- this, SLOT(channelJoined(NetworkId, const QString &, const QString &)));
- connect(conn, SIGNAL(channelParted(NetworkId, const QString &)),
- this, SLOT(channelParted(NetworkId, const QString &)));
-}
-
-void CoreSession::disconnectFromNetwork(NetworkId id) {
- if(!_connections.contains(id))
- return;
-
- //_connections[id]->disconnectFromIrc();
- _connections[id]->userInputHandler()->handleQuit(BufferInfo(), QString());