Thanks for the FFe approval, then:

> I'm not sure why you introduced the lock-request signal?

I didn't want to make GSManager (that is a child of GSMonitor) to keep a
reference (even a weak one) of its parent, so the quickest way and the
one that wouldn't have involved too many changes to the GS code, was to
emit a signal that returns a value if the lock is handled.

So, in case unity is running and a lock has been requested, if nothing
fails, unity will handle it and GS will ignore the lock.

> What happens if the lock fails in manager_lock_request? I think you
leak the GSignals too.

If something fails here, the signal will return FALSE, an thus, the
normal GS locking will happen; in case unity will be back (if it has
ever been there), then we replace the g-s locking with the native unity
locking again.

> I think you leak the GSignals too.

You mean the connections?
Btw I've pushed a new version of the patch...

** Patch added: "33_unity_lockscreen_on_lock.patch"
   
https://bugs.launchpad.net/unity/+bug/1282798/+attachment/4017110/+files/33_unity_lockscreen_on_lock.patch

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https://bugs.launchpad.net/bugs/1282798

Title:
  [FFe] Provide a lock screen and unlock dialogs in Unity

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