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README.md
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README.md
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# Dendrite
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Dendrite will be a matrix homeserver written in go.
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# Design
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*
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## Log Based Architecture
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### Decomposition and Decoupling
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A matrix homeserver can be built around append-only event logs built from the
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messages, receipts, presence, typing notifications, device messages and other
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events sent by users on the homeservers or by other homeservers.
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The server would then decompose into two categories: writers that add new
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entries to the logs and readers that read those entries.
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The event logs then serve to decouple the two components, the writers and
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readers need only agree on the format of the entries in the event log.
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This format could be largely dervived from the wire format of the events used
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in the client and federation protocols:
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C-S API +---------+ Event Log +---------+ C-S API
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---------> | |+ (e.g. kafka) | |+ --------->
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| Writers || =============> | Readers ||
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---------> | || | || --------->
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S-S API +---------+| +---------+| S-S API
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+---------+ +---------+
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However the way matrix handles state events in a room creates a few
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complications for this model.
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1) Writers require the room state at an event to check if it is allowed.
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2) Readers require the room state at an event to determine the users and
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servers that are allowed to see the event.
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3) A client can query the current state of the room from a reader.
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The writers and readers cannot extract the necessary information directly from
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the event logs because it would take to long to extract the information as the
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state is built up by collecting individual state events from the event history.
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The writers and readers therefore need access to something that stores copies
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of the event state in a form that can be efficiently queried. One possibility
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would be for the readers and writers to maintain copies of the current state
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in local databases. A second possibility would be to add a dedicated component
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that maintained the state of the room and exposed an API that the readers and
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writers could query to get the state. The second has the advantage that the
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state is calculated and stored in a single location.
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C-S API +---------+ Log +--------+ Log +---------+ C-S API
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---------> | |+ ======> | | ======> | |+ --------->
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| Writers || | Room | | Readers ||
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---------> | || <------ | Server | ------> | || --------->
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S-S API +---------+| Query | | Query +---------+| S-S API
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+---------+ +--------+ +---------+
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The room server can annotate the events it logs to the readers with room state
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so that the readers can avoid querying the room server unnecessarily.
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[This architecture can be extended to cover most of the APIs.](WIRING.md)
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# TODO
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- [ ] gomatrixlib
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- [x] Canonical JSON.
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- [x] Signed JSON.
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- [ ] Event hashing.
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- [ ] Event signing.
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- [x] Federation server discovery.
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- [x] Federation key lookup.
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- [ ] Federation request signing.
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- [x] Event authentication.
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- [ ] Event visibility.
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- [ ] State resolution.
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- [ ] Third party invites authentication.
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- [ ] Room Server
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- [ ] Inputing new events from logs.
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- [ ] Inputing backfilled events from logs.
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- [ ] Outputing events and current state to logs.
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- [ ] Querying state at an event.
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- [ ] Querying current forward extremities and state.
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- [ ] Querying message history.
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- [ ] Exporting/importing messages from other servers.
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- [ ] Other Room Server stuff.
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- [ ] Client Room Send
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- [ ] Handling /client/r0/room/... HTTP PUTs
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- [ ] Talk to remote servers for joins to remote servers.
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- [ ] Outputting new events to logs.
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- [ ] Updating the last active time in presence.
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- [ ] Other Client Room Send stuff.
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- [ ] Client Sync
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- [ ] Inputing new room events and state from the logs.
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- [ ] Handling /client/r0/sync HTTP GETs
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- [ ] Outputing whether the client is syncing to the logs.
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- [ ] Other Client Sync Stuff.
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- [ ] Other Components.
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WIRING.md
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# Wiring
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The diagram is incomplete. The following things aren't shown on the diagram:
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- [ ] Device Messages
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- [ ] User Profiles
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- [ ] Notification Counts
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- [ ] Sending federation.
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- [ ] Querying federation.
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- [ ] Other things that aren't shown on the diagram.
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Diagram:
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W -> Writer
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S -> Server/Store/Service/Something/Stuff
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R -> Reader
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+---+ +---+ +---+
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+----------| W | +----------| S | +--------| R |
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| +---+ | Receipts +---+ | Client +---+
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| Federation |>=========================================>| Server |>=====================>| Sync |
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| Send | | | | |
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| | +---+ | | | |
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| | +--------| W | | | | |
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| | | Client +---+ | | | |
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| | | Receipt |>=====>| | | |
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| | | Updater | | | | |
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| | +----------+ | | | |
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| | +---+ +---+ | | +---+ | |
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| | +------------| W | +------| S | | | +--------| R | | |
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| | | Federation +---+ | Room +---+ | | | Client +---+ | |
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| | | Backfill |>=====>| Server |>=====>| |>=====>| Push | | |
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| | +--------------+ | | +------------+ | | | |
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| | | | | | | |
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| | | |>==========================>| | | |
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| | | | +----------+ | |
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| | | | +---+ | |
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| | | | +--------| R | | |
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| | | | | Client +---+ | |
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| |>========================>| |>==========================>| Search | | |
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| | | | | | | |
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| | | | +----------+ | |
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| | | |>==========================================>| |
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| | +---+ | | +---+ | |
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| | +--------| W | | | +----------| S | | |
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| | | Client +---+ | | | Presence +---+ | |
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| | | Room |>=====>| |>=====>| Server |>=====================>| |
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| | | Send | +--------+ | | | |
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| | | |>======================>| |<=====================<| |
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| | +----------+ | | | |
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| | +---+ | | | |
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| | +--------| W | | | | |
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| | | Client +---+ | | | |
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| | | Presence |>=====>| | | |
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| | | Setter | | | | |
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| | +----------+ | | | |
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| |>=========================================>| | | |
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| | +------------+ | |
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| | +---+ | |
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| | +----------| S | | |
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| | | Typing +---+ | |
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| |>=========================================>| Server |>=====================>| |
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+------------+ | | +----------+
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+---+ | |
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+--------| W | | |
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| Client +---+ | |
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| Typing |>=====>| |
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| Setter | | |
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+----------+ +------------+
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# Component Descriptions
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Many of the components are logical rather than physical. For example it is
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possible that all of the client API writers will end up being glued together
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and always deployed as a single unit.
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Outbound federation requests will probably need to be funnelled through a
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choke-point to implement ratelimiting and backoff correctly.
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## Federation Send
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* Handles `/federation/v1/send/` requests.
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* Fetches missing ``prev_events`` from the remote server if needed.
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* Fetches missing room state from the remote server if needed.
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* Checks signatures on remote events, downloading keys if needed.
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* Queries information needed to process events from the Room Server.
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* Writes room events to logs.
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* Writes presence updates to logs.
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* Writes receipt updates to logs.
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* Writes typing updates to logs.
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* Writes other updates to logs.
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## Client Room Send
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* Handles puts to `/client/v1/rooms/` that create room events.
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* Queries information needed to process events from the Room Server.
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* Talks to remote servers if needed for joins and invites.
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* Writes room event pdus.
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* Writes presence updates to logs.
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## Client Presence Setter
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* Handles puts to whatever the client API path for presence is?
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* Writes presence updates to logs.
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## Client Typing Setter
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* Handles puts to whatever the client API path for typing is?
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* Writes typing updates to logs.
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## Client Receipt Updater
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* Handles puts to whatever the client API path for receipts is?
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* Writes typing updates to logs.
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## Federation Backfill
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* Backfills events from other servers
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* Writes the resulting room events to logs.
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* Is a different component from the room server itself cause it'll
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be easier if the room server component isn't making outbound HTTP requests
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to remote servers
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## Room Server
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* Reads new and backfilled room events from the logs written by FS, FB and CRS.
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* Tracks the current state of the room and the state at each event.
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* Probably does auth checks on the incoming events.
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* Handles state resolution as part of working out the current state and the
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* state at each event.
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* Writes updates to the current state and new events to logs.
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* Shards by room ID.
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## Receipt Server
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* Reads new updates to receipts from the logs written by the FS and CRU.
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* Somehow learns enough information from the room server to workout how the
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current receipt markers move with each update.
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* Writes the new marker positions to logs
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* Shards by room ID?
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* It may be impossible to implement without folding it into the Room Server
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forever coupling the components together.
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## Typing Server
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* Reads new updates to typing from the logs written by the FS and CTS.
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* Updates the current list of people typing in a room.
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* Writes the current list of people typing in a room to the logs.
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* Shards by room ID?
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## Presence Server
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* Reads the current state of the rooms from the logs to track the intersection
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of room membership between users.
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* Reads updates to presence from the logs writen by the FS and the CPS.
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* Reads when clients sync from the logs from the Client Sync.
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* Tracks any timers for users.
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* Writes the changes to presence state to the logs.
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* Shards by user ID somehow?
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## Client Sync
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* Handle /client/v2/sync requests.
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* Reads new events and the current state of the rooms from logs written by the Room Server.
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* Reads new receipts positions from the logs written by the Receipts Server.
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* Reads changes to presence from the logs written by the Presence Server.
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* Reads changes to typing from the logs written by the Typing Server.
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* Writes when a client starts and stops syncing to the logs.
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## Client Search
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* Handle whatever the client API path for event search is?
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* Reads new events and the current state of the rooms from logs writeen by the Room Server.
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* Maintains a full text search index of somekind.
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## Client Push
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* Pushes unread messages to remote push servers.
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* Reads new events and the current state of the rooms from logs writeen by the Room Server.
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* Reads the position of the read marker from the Receipts Server.
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* Makes outbound HTTP hits to the push server for the client device.
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