Return sooner when joining room over federation

This commit is contained in:
Neil Alexander 2020-04-30 11:14:04 +01:00
parent 77fe509031
commit 14398e0020
2 changed files with 37 additions and 17 deletions

View file

@ -332,6 +332,7 @@ func (r joinRoomReq) joinRoomUsingServer(roomID string, server gomatrixserverlib
RoomID: roomID,
UserID: r.userID,
ServerName: server,
Content: r.content,
}
fedJoinRes := federationSenderAPI.PerformJoinResponse{}
if err := r.fsAPI.PerformJoin(r.req.Context(), &fedJoinReq, &fedJoinRes); err != nil {

View file

@ -9,6 +9,7 @@ import (
"github.com/matrix-org/dendrite/federationsender/query/perform"
"github.com/matrix-org/dendrite/roomserver/version"
"github.com/matrix-org/gomatrixserverlib"
"github.com/sirupsen/logrus"
)
// PerformJoinRequest implements api.FederationSenderInternalAPI
@ -87,24 +88,42 @@ func (r *FederationSenderInternalAPI) PerformJoin(
return fmt.Errorf("r.federation.SendJoin: %w", err)
}
// Check that the send_join response was valid.
joinCtx := perform.JoinContext(r.federation, r.keyRing)
if err = joinCtx.CheckSendJoinResponse(
ctx, event, request.ServerName, respMakeJoin, respSendJoin,
); err != nil {
return fmt.Errorf("perform.JoinRequest.CheckSendJoinResponse: %w", err)
}
// At this point, if the above /send_join didn't return an error,
// then the resident servers think we're in the room. We need
// to verify the state and auth chain and notify the roomserver
// but this can take an awful long time in big rooms and there's
// every possibility that client may give up waiting on this CS
// API request long before that. Therefore for now, until we
// have a /confirm_join step, just let the client think that the
// request succeeded and work it out in our own time. There's
// every possibility this might fail, and if so, the room will
// just never appear in the sync stream. That's about the best
// we can do for now.
go func() {
// Don't expire with the original request context.
ctx := context.Background()
// If we successfully performed a send_join above then the other
// server now thinks we're a part of the room. Send the newly
// returned state to the roomserver to update our local view.
if err = r.producer.SendEventWithState(
ctx,
respSendJoin.ToRespState(),
event.Headered(respMakeJoin.RoomVersion),
); err != nil {
return fmt.Errorf("r.producer.SendEventWithState: %w", err)
}
// Check that the send_join response was valid.
joinCtx := perform.JoinContext(r.federation, r.keyRing)
if err = joinCtx.CheckSendJoinResponse(
ctx, event, request.ServerName, respMakeJoin, respSendJoin,
); err != nil {
logrus.WithError(err).Errorf("perform.JoinRequest.CheckSendJoinResponse failed")
return
}
// If we successfully performed a send_join above then the other
// server now thinks we're a part of the room. Send the newly
// returned state to the roomserver to update our local view.
if err = r.producer.SendEventWithState(
ctx,
respSendJoin.ToRespState(),
event.Headered(respMakeJoin.RoomVersion),
); err != nil {
logrus.WithError(err).Errorf("r.producer.SendEventWithState failed")
return
}
}()
// Everything went to plan.
return nil