Merge branch 'master' into pass-cfg-by-ref

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Neil Alexander 2020-02-11 10:21:44 +00:00 committed by GitHub
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@ -20,34 +20,40 @@ should pick up any unit test and run it). There are also [scripts](scripts) for
[linting](scripts/find-lint.sh) and doing a [build/test/lint
run](scripts/build-test-lint.sh).
As of February 2020, we are deprecating support for Go 1.11 and Go 1.12 and are
now targeting Go 1.13 or later. Please ensure that you are using at least Go
1.13 when developing for Dendrite - our CI will lint and run tests against this
version.
## Continuous Integration
When a Pull Request is submitted, continuous integration jobs are run
automatically to ensure the code builds and is relatively well-written. The
jobs are run on [Buildkite](https://buildkite.com/matrix-dot-org/dendrite/),
and the Buildkite pipeline configuration can be found in Matrix.org's
[pipelines repository](https://github.com/matrix-org/pipelines).
automatically to ensure the code builds and is relatively well-written. The jobs
are run on [Buildkite](https://buildkite.com/matrix-dot-org/dendrite/), and the
Buildkite pipeline configuration can be found in Matrix.org's [pipelines
repository](https://github.com/matrix-org/pipelines).
If a job fails, click the "details" button and you should be taken to the job's
logs.
![Click the details button on the failing build step](docs/images/details-button-location.jpg)
![Click the details button on the failing build
step](docs/images/details-button-location.jpg)
Scroll down to the failing step and you should see some log output. Scan
the logs until you find what it's complaining about, fix it, submit a new
commit, then rinse and repeat until CI passes.
Scroll down to the failing step and you should see some log output. Scan the
logs until you find what it's complaining about, fix it, submit a new commit,
then rinse and repeat until CI passes.
### Running CI Tests Locally
To save waiting for CI to finish after every commit, it is ideal to run the
checks locally before pushing, fixing errors first. This also saves other
people time as only so many PRs can be tested at a given time.
checks locally before pushing, fixing errors first. This also saves other people
time as only so many PRs can be tested at a given time.
To execute what Buildkite tests, first run `./scripts/build-test-lint.sh`;
this script will build the code, lint it, and run `go test ./...` with race
condition checking enabled. If something needs to be changed, fix it and then
run the script again until it no longer complains. Be warned that the linting
can take a significant amount of CPU and RAM.
To execute what Buildkite tests, first run `./scripts/build-test-lint.sh`; this
script will build the code, lint it, and run `go test ./...` with race condition
checking enabled. If something needs to be changed, fix it and then run the
script again until it no longer complains. Be warned that the linting can take a
significant amount of CPU and RAM.
Once the code builds, run [Sytest](https://github.com/matrix-org/sytest)
according to the guide in
@ -61,16 +67,18 @@ tests.
## Picking Things To Do
If you're new then feel free to pick up an issue labelled [good first issue](https://github.com/matrix-org/dendrite/labels/good%20first%20issue).
If you're new then feel free to pick up an issue labelled [good first
issue](https://github.com/matrix-org/dendrite/labels/good%20first%20issue).
These should be well-contained, small pieces of work that can be picked up to
help you get familiar with the code base.
Once you're comfortable with hacking on Dendrite there are issues lablled as
[help wanted](https://github.com/matrix-org/dendrite/labels/help%20wanted), these
are often slightly larger or more complicated pieces of work but are hopefully
nonetheless fairly well-contained.
[help wanted](https://github.com/matrix-org/dendrite/labels/help%20wanted),
these are often slightly larger or more complicated pieces of work but are
hopefully nonetheless fairly well-contained.
We ask people who are familiar with Dendrite to leave the [good first issue](https://github.com/matrix-org/dendrite/labels/good%20first%20issue)
We ask people who are familiar with Dendrite to leave the [good first
issue](https://github.com/matrix-org/dendrite/labels/good%20first%20issue)
issues so that there is always a way for new people to come and get involved.
## Getting Help
@ -79,9 +87,11 @@ For questions related to developing on Dendrite we have a dedicated room on
Matrix [#dendrite-dev:matrix.org](https://matrix.to/#/#dendrite-dev:matrix.org)
where we're happy to help.
For more general questions please use [#dendrite:matrix.org](https://matrix.to/#/#dendrite:matrix.org).
For more general questions please use
[#dendrite:matrix.org](https://matrix.to/#/#dendrite:matrix.org).
## Sign off
We ask that everyone who contributes to the project signs off their
contributions, in accordance with the [DCO](https://github.com/matrix-org/matrix-doc/blob/master/CONTRIBUTING.rst#sign-off).
contributions, in accordance with the
[DCO](https://github.com/matrix-org/matrix-doc/blob/master/CONTRIBUTING.rst#sign-off).

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@ -12,7 +12,7 @@ Dendrite can be run in one of two configurations:
## Requirements
- Go 1.11+
- Go 1.13+
- Postgres 9.5+
- For Kafka (optional if using the monolith server):
- Unix-based system (https://kafka.apache.org/documentation/#os)
@ -22,7 +22,7 @@ Dendrite can be run in one of two configurations:
## Setting up a development environment
Assumes Go 1.10+ and JDK 1.8+ are already installed and are on PATH.
Assumes Go 1.13+ and JDK 1.8+ are already installed and are on PATH.
```bash
# Get the code
@ -101,7 +101,7 @@ Create config file, based on `dendrite-config.yaml`. Call it `dendrite.yaml`. Th
It is possible to use 'naffka' as an in-process replacement to Kafka when using
the monolith server. To do this, set `use_naffka: true` in `dendrite.yaml` and uncomment
the necessary line related to naffka in the `database` section. Be sure to update the
the necessary line related to naffka in the `database` section. Be sure to update the
database username and password if needed.
The monolith server can be started as shown below. By default it listens for
@ -255,7 +255,7 @@ you want to support federation.
./bin/dendrite-federation-sender-server --config dendrite.yaml
```
### Run an appservice server
### Run an appservice server
This sends events from the network to [application
services](https://matrix.org/docs/spec/application_service/unstable.html)

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@ -1,27 +1,30 @@
# Dendrite [![Build Status](https://badge.buildkite.com/4be40938ab19f2bbc4a6c6724517353ee3ec1422e279faf374.svg?branch=master)](https://buildkite.com/matrix-dot-org/dendrite) [![Dendrite Dev on Matrix](https://img.shields.io/matrix/dendrite-dev:matrix.org.svg?label=%23dendrite-dev%3Amatrix.org&logo=matrix&server_fqdn=matrix.org)](https://matrix.to/#/#dendrite-dev:matrix.org) [![Dendrite on Matrix](https://img.shields.io/matrix/dendrite:matrix.org.svg?label=%23dendrite%3Amatrix.org&logo=matrix&server_fqdn=matrix.org)](https://matrix.to/#/#dendrite:matrix.org)
Dendrite will be a matrix homeserver written in go.
Dendrite will be a second-generation Matrix homeserver written in Go.
It's still very much a work in progress, but installation instructions can
be found in [INSTALL.md](INSTALL.md)
It's still very much a work in progress, but installation instructions can be
found in [INSTALL.md](INSTALL.md). It is not recommended to use Dendrite as a
production homeserver at this time.
An overview of the design can be found in [DESIGN.md](DESIGN.md)
An overview of the design can be found in [DESIGN.md](DESIGN.md).
# Contributing
Everyone is welcome to help out and contribute! See [CONTRIBUTING.md](CONTRIBUTING.md)
to get started!
Everyone is welcome to help out and contribute! See
[CONTRIBUTING.md](CONTRIBUTING.md) to get started!
We aim to try and make it as easy as possible to jump in.
Please note that, as of February 2020, Dendrite now only targets Go 1.13 or
later. Please ensure that you are using at least Go 1.13 when developing for
Dendrite.
# Discussion
For questions about Dendrite we have a dedicated room on Matrix
[#dendrite:matrix.org](https://matrix.to/#/#dendrite:matrix.org).
Development discussion should happen in
[#dendrite:matrix.org](https://matrix.to/#/#dendrite:matrix.org). Development
discussion should happen in
[#dendrite-dev:matrix.org](https://matrix.to/#/#dendrite-dev:matrix.org).
# Progress
There's plenty still to do to make Dendrite usable! We're tracking progress in
a [project board](https://github.com/matrix-org/dendrite/projects/2).
There's plenty still to do to make Dendrite usable! We're tracking progress in a
[project board](https://github.com/matrix-org/dendrite/projects/2).

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@ -0,0 +1,51 @@
// Copyright 2020 The Matrix.org Foundation C.I.C.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
package routing
import (
"net/http"
"github.com/matrix-org/dendrite/clientapi/httputil"
roomserverAPI "github.com/matrix-org/dendrite/roomserver/api"
"github.com/matrix-org/util"
)
// SendMembership implements PUT /rooms/{roomID}/(join|kick|ban|unban|leave|invite)
// by building a m.room.member event then sending it to the room server
func GetCapabilities(
req *http.Request, queryAPI roomserverAPI.RoomserverQueryAPI,
) util.JSONResponse {
roomVersionsQueryReq := roomserverAPI.QueryRoomVersionCapabilitiesRequest{}
var roomVersionsQueryRes roomserverAPI.QueryRoomVersionCapabilitiesResponse
if err := queryAPI.QueryRoomVersionCapabilities(
req.Context(),
&roomVersionsQueryReq,
&roomVersionsQueryRes,
); err != nil {
return httputil.LogThenError(req, err)
}
response := map[string]interface{}{
"capabilities": map[string]interface{}{
"m.room_versions": roomVersionsQueryRes,
},
}
return util.JSONResponse{
Code: http.StatusOK,
JSON: response,
}
}

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@ -551,4 +551,10 @@ func Setup(
return DeleteTag(req, accountDB, device, vars["userId"], vars["roomId"], vars["tag"], syncProducer)
}),
).Methods(http.MethodDelete, http.MethodOptions)
r0mux.Handle("/capabilities",
common.MakeAuthAPI("capabilities", authData, func(req *http.Request, device *authtypes.Device) util.JSONResponse {
return GetCapabilities(req, queryAPI)
}),
).Methods(http.MethodGet)
}

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@ -1,4 +1,4 @@
FROM docker.io/golang:1.12.5-alpine3.9
FROM docker.io/golang:1.13.6-alpine
RUN mkdir /build

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@ -1,4 +1,6 @@
// Copyright 2017 Vector Creations Ltd
// Copyright 2018 New Vector Ltd
// Copyright 2019-2020 The Matrix.org Foundation C.I.C.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
@ -244,6 +246,15 @@ type QueryServersInRoomAtEventResponse struct {
Servers []gomatrixserverlib.ServerName `json:"servers"`
}
// QueryRoomVersionCapabilities asks for the default room version
type QueryRoomVersionCapabilitiesRequest struct{}
// QueryRoomVersionCapabilitiesResponse is a response to QueryServersInRoomAtEventResponse
type QueryRoomVersionCapabilitiesResponse struct {
DefaultRoomVersion string `json:"default"`
AvailableRoomVersions map[string]string `json:"available"`
}
// RoomserverQueryAPI is used to query information from the room server.
type RoomserverQueryAPI interface {
// Query the latest events and state for a room from the room server.
@ -323,6 +334,13 @@ type RoomserverQueryAPI interface {
request *QueryServersInRoomAtEventRequest,
response *QueryServersInRoomAtEventResponse,
) error
// Asks for the default room version as preferred by the server.
QueryRoomVersionCapabilities(
ctx context.Context,
request *QueryRoomVersionCapabilitiesRequest,
response *QueryRoomVersionCapabilitiesResponse,
) error
}
// RoomserverQueryLatestEventsAndStatePath is the HTTP path for the QueryLatestEventsAndState API.
@ -358,6 +376,9 @@ const RoomserverQueryBackfillPath = "/api/roomserver/queryBackfill"
// RoomserverQueryServersInRoomAtEventPath is the HTTP path for the QueryServersInRoomAtEvent API
const RoomserverQueryServersInRoomAtEventPath = "/api/roomserver/queryServersInRoomAtEvents"
// RoomserverQueryRoomVersionCapabilitiesPath is the HTTP path for the QueryRoomVersionCapabilities API
const RoomserverQueryRoomVersionCapabilitiesPath = "/api/roomserver/queryRoomVersionCapabilities"
// NewRoomserverQueryAPIHTTP creates a RoomserverQueryAPI implemented by talking to a HTTP POST API.
// If httpClient is nil then it uses the http.DefaultClient
func NewRoomserverQueryAPIHTTP(roomserverURL string, httpClient *http.Client) RoomserverQueryAPI {
@ -514,3 +535,16 @@ func (h *httpRoomserverQueryAPI) QueryServersInRoomAtEvent(
apiURL := h.roomserverURL + RoomserverQueryServersInRoomAtEventPath
return commonHTTP.PostJSON(ctx, span, h.httpClient, apiURL, request, response)
}
// QueryServersInRoomAtEvent implements RoomServerQueryAPI
func (h *httpRoomserverQueryAPI) QueryRoomVersionCapabilities(
ctx context.Context,
request *QueryRoomVersionCapabilitiesRequest,
response *QueryRoomVersionCapabilitiesResponse,
) error {
span, ctx := opentracing.StartSpanFromContext(ctx, "QueryRoomVersionCapabilities")
defer span.Finish()
apiURL := h.roomserverURL + RoomserverQueryRoomVersionCapabilitiesPath
return commonHTTP.PostJSON(ctx, span, h.httpClient, apiURL, request, response)
}

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@ -1,4 +1,6 @@
// Copyright 2017 Vector Creations Ltd
// Copyright 2018 New Vector Ltd
// Copyright 2019-2020 The Matrix.org Foundation C.I.C.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
@ -21,13 +23,14 @@ import (
"github.com/matrix-org/dendrite/common"
"github.com/matrix-org/dendrite/roomserver/api"
"github.com/matrix-org/dendrite/roomserver/state"
"github.com/matrix-org/dendrite/roomserver/state/database"
"github.com/matrix-org/dendrite/roomserver/types"
"github.com/matrix-org/gomatrixserverlib"
)
// A RoomEventDatabase has the storage APIs needed to store a room event.
type RoomEventDatabase interface {
state.RoomStateDatabase
database.RoomStateDatabase
// Stores a matrix room event in the database
StoreEvent(
ctx context.Context,
@ -149,7 +152,12 @@ func calculateAndSetState(
stateAtEvent *types.StateAtEvent,
event gomatrixserverlib.Event,
) error {
var err error
// TODO: get the correct room version
roomState, err := state.GetStateResolutionAlgorithm(state.StateResolutionAlgorithmV1, db)
if err != nil {
return err
}
if input.HasState {
// We've been told what the state at the event is so we don't need to calculate it.
// Check that those state events are in the database and store the state.
@ -163,7 +171,7 @@ func calculateAndSetState(
}
} else {
// We haven't been told what the state at the event is so we need to calculate it from the prev_events
if stateAtEvent.BeforeStateSnapshotNID, err = state.CalculateAndStoreStateBeforeEvent(ctx, db, event, roomNID); err != nil {
if stateAtEvent.BeforeStateSnapshotNID, err = roomState.CalculateAndStoreStateBeforeEvent(ctx, event, roomNID); err != nil {
return err
}
}

View file

@ -1,4 +1,6 @@
// Copyright 2017 Vector Creations Ltd
// Copyright 2018 New Vector Ltd
// Copyright 2019-2020 The Matrix.org Foundation C.I.C.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
@ -171,27 +173,32 @@ func (u *latestEventsUpdater) doUpdateLatestEvents() error {
func (u *latestEventsUpdater) latestState() error {
var err error
// TODO: get the correct room version
roomState, err := state.GetStateResolutionAlgorithm(state.StateResolutionAlgorithmV1, u.db)
if err != nil {
return err
}
latestStateAtEvents := make([]types.StateAtEvent, len(u.latest))
for i := range u.latest {
latestStateAtEvents[i] = u.latest[i].StateAtEvent
}
u.newStateNID, err = state.CalculateAndStoreStateAfterEvents(
u.ctx, u.db, u.roomNID, latestStateAtEvents,
u.newStateNID, err = roomState.CalculateAndStoreStateAfterEvents(
u.ctx, u.roomNID, latestStateAtEvents,
)
if err != nil {
return err
}
u.removed, u.added, err = state.DifferenceBetweeenStateSnapshots(
u.ctx, u.db, u.oldStateNID, u.newStateNID,
u.removed, u.added, err = roomState.DifferenceBetweeenStateSnapshots(
u.ctx, u.oldStateNID, u.newStateNID,
)
if err != nil {
return err
}
u.stateBeforeEventRemoves, u.stateBeforeEventAdds, err = state.DifferenceBetweeenStateSnapshots(
u.ctx, u.db, u.newStateNID, u.stateAtEvent.BeforeStateSnapshotNID,
u.stateBeforeEventRemoves, u.stateBeforeEventAdds, err = roomState.DifferenceBetweeenStateSnapshots(
u.ctx, u.newStateNID, u.stateAtEvent.BeforeStateSnapshotNID,
)
return err
}

View file

@ -1,4 +1,6 @@
// Copyright 2017 Vector Creations Ltd
// Copyright 2018 New Vector Ltd
// Copyright 2019-2020 The Matrix.org Foundation C.I.C.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
@ -18,12 +20,15 @@ import (
"context"
"encoding/json"
"net/http"
"strconv"
"github.com/matrix-org/dendrite/common"
"github.com/matrix-org/dendrite/roomserver/api"
"github.com/matrix-org/dendrite/roomserver/auth"
"github.com/matrix-org/dendrite/roomserver/state"
"github.com/matrix-org/dendrite/roomserver/state/database"
"github.com/matrix-org/dendrite/roomserver/types"
"github.com/matrix-org/dendrite/roomserver/version"
"github.com/matrix-org/gomatrixserverlib"
"github.com/matrix-org/util"
)
@ -39,7 +44,7 @@ type RoomserverQueryAPIEventDB interface {
// RoomserverQueryAPIDatabase has the storage APIs needed to implement the query API.
type RoomserverQueryAPIDatabase interface {
state.RoomStateDatabase
database.RoomStateDatabase
RoomserverQueryAPIEventDB
// Look up the numeric ID for the room.
// Returns 0 if the room doesn't exists.
@ -98,6 +103,11 @@ func (r *RoomserverQueryAPI) QueryLatestEventsAndState(
request *api.QueryLatestEventsAndStateRequest,
response *api.QueryLatestEventsAndStateResponse,
) error {
// TODO: get the correct room version
roomState, err := state.GetStateResolutionAlgorithm(state.StateResolutionAlgorithmV1, r.DB)
if err != nil {
return err
}
response.QueryLatestEventsAndStateRequest = *request
roomNID, err := r.DB.RoomNID(ctx, request.RoomID)
if err != nil {
@ -115,8 +125,8 @@ func (r *RoomserverQueryAPI) QueryLatestEventsAndState(
}
// Look up the currrent state for the requested tuples.
stateEntries, err := state.LoadStateAtSnapshotForStringTuples(
ctx, r.DB, currentStateSnapshotNID, request.StateToFetch,
stateEntries, err := roomState.LoadStateAtSnapshotForStringTuples(
ctx, currentStateSnapshotNID, request.StateToFetch,
)
if err != nil {
return err
@ -137,6 +147,11 @@ func (r *RoomserverQueryAPI) QueryStateAfterEvents(
request *api.QueryStateAfterEventsRequest,
response *api.QueryStateAfterEventsResponse,
) error {
// TODO: get the correct room version
roomState, err := state.GetStateResolutionAlgorithm(state.StateResolutionAlgorithmV1, r.DB)
if err != nil {
return err
}
response.QueryStateAfterEventsRequest = *request
roomNID, err := r.DB.RoomNID(ctx, request.RoomID)
if err != nil {
@ -159,8 +174,8 @@ func (r *RoomserverQueryAPI) QueryStateAfterEvents(
response.PrevEventsExist = true
// Look up the currrent state for the requested tuples.
stateEntries, err := state.LoadStateAfterEventsForStringTuples(
ctx, r.DB, prevStates, request.StateToFetch,
stateEntries, err := roomState.LoadStateAfterEventsForStringTuples(
ctx, prevStates, request.StateToFetch,
)
if err != nil {
return err
@ -315,6 +330,11 @@ func (r *RoomserverQueryAPI) QueryMembershipsForRoom(
func (r *RoomserverQueryAPI) getMembershipsBeforeEventNID(
ctx context.Context, eventNID types.EventNID, joinedOnly bool,
) ([]types.Event, error) {
// TODO: get the correct room version
roomState, err := state.GetStateResolutionAlgorithm(state.StateResolutionAlgorithmV1, r.DB)
if err != nil {
return []types.Event{}, err
}
events := []types.Event{}
// Lookup the event NID
eIDs, err := r.DB.EventIDs(ctx, []types.EventNID{eventNID})
@ -329,7 +349,7 @@ func (r *RoomserverQueryAPI) getMembershipsBeforeEventNID(
}
// Fetch the state as it was when this event was fired
stateEntries, err := state.LoadCombinedStateAfterEvents(ctx, r.DB, prevState)
stateEntries, err := roomState.LoadCombinedStateAfterEvents(ctx, prevState)
if err != nil {
return nil, err
}
@ -416,7 +436,13 @@ func (r *RoomserverQueryAPI) QueryServerAllowedToSeeEvent(
func (r *RoomserverQueryAPI) checkServerAllowedToSeeEvent(
ctx context.Context, eventID string, serverName gomatrixserverlib.ServerName,
) (bool, error) {
stateEntries, err := state.LoadStateAtEvent(ctx, r.DB, eventID)
// TODO: get the correct room version
roomState, err := state.GetStateResolutionAlgorithm(state.StateResolutionAlgorithmV1, r.DB)
if err != nil {
return false, err
}
stateEntries, err := roomState.LoadStateAtEvent(ctx, eventID)
if err != nil {
return false, err
}
@ -570,6 +596,12 @@ func (r *RoomserverQueryAPI) QueryStateAndAuthChain(
request *api.QueryStateAndAuthChainRequest,
response *api.QueryStateAndAuthChainResponse,
) error {
// TODO: get the correct room version
roomState, err := state.GetStateResolutionAlgorithm(state.StateResolutionAlgorithmV1, r.DB)
if err != nil {
return err
}
response.QueryStateAndAuthChainRequest = *request
roomNID, err := r.DB.RoomNID(ctx, request.RoomID)
if err != nil {
@ -592,8 +624,8 @@ func (r *RoomserverQueryAPI) QueryStateAndAuthChain(
response.PrevEventsExist = true
// Look up the currrent state for the requested tuples.
stateEntries, err := state.LoadCombinedStateAfterEvents(
ctx, r.DB, prevStates,
stateEntries, err := roomState.LoadCombinedStateAfterEvents(
ctx, prevStates,
)
if err != nil {
return err
@ -695,6 +727,25 @@ func (r *RoomserverQueryAPI) QueryServersInRoomAtEvent(
return nil
}
// QueryRoomVersionCapabilities implements api.RoomserverQueryAPI
func (r *RoomserverQueryAPI) QueryRoomVersionCapabilities(
ctx context.Context,
request *api.QueryRoomVersionCapabilitiesRequest,
response *api.QueryRoomVersionCapabilitiesResponse,
) error {
response.DefaultRoomVersion = strconv.Itoa(int(version.GetDefaultRoomVersion()))
response.AvailableRoomVersions = make(map[string]string)
for v, desc := range version.GetSupportedRoomVersions() {
sv := strconv.Itoa(int(v))
if desc.Stable {
response.AvailableRoomVersions[sv] = "stable"
} else {
response.AvailableRoomVersions[sv] = "unstable"
}
}
return nil
}
// SetupHTTP adds the RoomserverQueryAPI handlers to the http.ServeMux.
// nolint: gocyclo
func (r *RoomserverQueryAPI) SetupHTTP(servMux *http.ServeMux) {
@ -852,4 +903,18 @@ func (r *RoomserverQueryAPI) SetupHTTP(servMux *http.ServeMux) {
return util.JSONResponse{Code: http.StatusOK, JSON: &response}
}),
)
servMux.Handle(
api.RoomserverQueryRoomVersionCapabilitiesPath,
common.MakeInternalAPI("QueryRoomVersionCapabilities", func(req *http.Request) util.JSONResponse {
var request api.QueryRoomVersionCapabilitiesRequest
var response api.QueryRoomVersionCapabilitiesResponse
if err := json.NewDecoder(req.Body).Decode(&request); err != nil {
return util.ErrorResponse(err)
}
if err := r.QueryRoomVersionCapabilities(req.Context(), &request, &response); err != nil {
return util.ErrorResponse(err)
}
return util.JSONResponse{Code: http.StatusOK, JSON: &response}
}),
)
}

View file

@ -0,0 +1,64 @@
// Copyright 2017 Vector Creations Ltd
// Copyright 2018 New Vector Ltd
// Copyright 2019-2020 The Matrix.org Foundation C.I.C.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
package database
import (
"context"
"github.com/matrix-org/dendrite/roomserver/types"
)
// A RoomStateDatabase has the storage APIs needed to load state from the database
type RoomStateDatabase interface {
// Store the room state at an event in the database
AddState(
ctx context.Context,
roomNID types.RoomNID,
stateBlockNIDs []types.StateBlockNID,
state []types.StateEntry,
) (types.StateSnapshotNID, error)
// Look up the state of a room at each event for a list of string event IDs.
// Returns an error if there is an error talking to the database
// Returns a types.MissingEventError if the room state for the event IDs aren't in the database
StateAtEventIDs(ctx context.Context, eventIDs []string) ([]types.StateAtEvent, error)
// Look up the numeric IDs for a list of string event types.
// Returns a map from string event type to numeric ID for the event type.
EventTypeNIDs(ctx context.Context, eventTypes []string) (map[string]types.EventTypeNID, error)
// Look up the numeric IDs for a list of string event state keys.
// Returns a map from string state key to numeric ID for the state key.
EventStateKeyNIDs(ctx context.Context, eventStateKeys []string) (map[string]types.EventStateKeyNID, error)
// Look up the numeric state data IDs for each numeric state snapshot ID
// The returned slice is sorted by numeric state snapshot ID.
StateBlockNIDs(ctx context.Context, stateNIDs []types.StateSnapshotNID) ([]types.StateBlockNIDList, error)
// Look up the state data for each numeric state data ID
// The returned slice is sorted by numeric state data ID.
StateEntries(ctx context.Context, stateBlockNIDs []types.StateBlockNID) ([]types.StateEntryList, error)
// Look up the state data for the state key tuples for each numeric state block ID
// This is used to fetch a subset of the room state at a snapshot.
// If a block doesn't contain any of the requested tuples then it can be discarded from the result.
// The returned slice is sorted by numeric state block ID.
StateEntriesForTuples(
ctx context.Context,
stateBlockNIDs []types.StateBlockNID,
stateKeyTuples []types.StateKeyTuple,
) ([]types.StateEntryList, error)
// Look up the Events for a list of numeric event IDs.
// Returns a sorted list of events.
Events(ctx context.Context, eventNIDs []types.EventNID) ([]types.Event, error)
// Look up snapshot NID for an event ID string
SnapshotNIDFromEventID(ctx context.Context, eventID string) (types.StateSnapshotNID, error)
}

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// Copyright 2017 Vector Creations Ltd
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
// Package state provides functions for reading state from the database.
// The functions for writing state to the database are the input package.
package v1
import (
"context"
"fmt"
"sort"
"time"
"github.com/matrix-org/dendrite/roomserver/state/database"
"github.com/matrix-org/dendrite/roomserver/types"
"github.com/matrix-org/gomatrixserverlib"
"github.com/matrix-org/util"
"github.com/prometheus/client_golang/prometheus"
)
type StateResolutionV1 struct {
db database.RoomStateDatabase
}
func Prepare(db database.RoomStateDatabase) StateResolutionV1 {
return StateResolutionV1{
db: db,
}
}
// LoadStateAtSnapshot loads the full state of a room at a particular snapshot.
// This is typically the state before an event or the current state of a room.
// Returns a sorted list of state entries or an error if there was a problem talking to the database.
func (v StateResolutionV1) LoadStateAtSnapshot(
ctx context.Context, stateNID types.StateSnapshotNID,
) ([]types.StateEntry, error) {
stateBlockNIDLists, err := v.db.StateBlockNIDs(ctx, []types.StateSnapshotNID{stateNID})
if err != nil {
return nil, err
}
// We've asked for exactly one snapshot from the db so we should have exactly one entry in the result.
stateBlockNIDList := stateBlockNIDLists[0]
stateEntryLists, err := v.db.StateEntries(ctx, stateBlockNIDList.StateBlockNIDs)
if err != nil {
return nil, err
}
stateEntriesMap := stateEntryListMap(stateEntryLists)
// Combine all the state entries for this snapshot.
// The order of state block NIDs in the list tells us the order to combine them in.
var fullState []types.StateEntry
for _, stateBlockNID := range stateBlockNIDList.StateBlockNIDs {
entries, ok := stateEntriesMap.lookup(stateBlockNID)
if !ok {
// This should only get hit if the database is corrupt.
// It should be impossible for an event to reference a NID that doesn't exist
panic(fmt.Errorf("Corrupt DB: Missing state block numeric ID %d", stateBlockNID))
}
fullState = append(fullState, entries...)
}
// Stable sort so that the most recent entry for each state key stays
// remains later in the list than the older entries for the same state key.
sort.Stable(stateEntryByStateKeySorter(fullState))
// Unique returns the last entry and hence the most recent entry for each state key.
fullState = fullState[:util.Unique(stateEntryByStateKeySorter(fullState))]
return fullState, nil
}
// LoadStateAtEvent loads the full state of a room at a particular event.
func (v StateResolutionV1) LoadStateAtEvent(
ctx context.Context, eventID string,
) ([]types.StateEntry, error) {
snapshotNID, err := v.db.SnapshotNIDFromEventID(ctx, eventID)
if err != nil {
return nil, err
}
stateEntries, err := v.LoadStateAtSnapshot(ctx, snapshotNID)
if err != nil {
return nil, err
}
return stateEntries, nil
}
// LoadCombinedStateAfterEvents loads a snapshot of the state after each of the events
// and combines those snapshots together into a single list.
func (v StateResolutionV1) LoadCombinedStateAfterEvents(
ctx context.Context, prevStates []types.StateAtEvent,
) ([]types.StateEntry, error) {
stateNIDs := make([]types.StateSnapshotNID, len(prevStates))
for i, state := range prevStates {
stateNIDs[i] = state.BeforeStateSnapshotNID
}
// Fetch the state snapshots for the state before the each prev event from the database.
// Deduplicate the IDs before passing them to the database.
// There could be duplicates because the events could be state events where
// the snapshot of the room state before them was the same.
stateBlockNIDLists, err := v.db.StateBlockNIDs(ctx, uniqueStateSnapshotNIDs(stateNIDs))
if err != nil {
return nil, err
}
var stateBlockNIDs []types.StateBlockNID
for _, list := range stateBlockNIDLists {
stateBlockNIDs = append(stateBlockNIDs, list.StateBlockNIDs...)
}
// Fetch the state entries that will be combined to create the snapshots.
// Deduplicate the IDs before passing them to the database.
// There could be duplicates because a block of state entries could be reused by
// multiple snapshots.
stateEntryLists, err := v.db.StateEntries(ctx, uniqueStateBlockNIDs(stateBlockNIDs))
if err != nil {
return nil, err
}
stateBlockNIDsMap := stateBlockNIDListMap(stateBlockNIDLists)
stateEntriesMap := stateEntryListMap(stateEntryLists)
// Combine the entries from all the snapshots of state after each prev event into a single list.
var combined []types.StateEntry
for _, prevState := range prevStates {
// Grab the list of state data NIDs for this snapshot.
stateBlockNIDs, ok := stateBlockNIDsMap.lookup(prevState.BeforeStateSnapshotNID)
if !ok {
// This should only get hit if the database is corrupt.
// It should be impossible for an event to reference a NID that doesn't exist
panic(fmt.Errorf("Corrupt DB: Missing state snapshot numeric ID %d", prevState.BeforeStateSnapshotNID))
}
// Combine all the state entries for this snapshot.
// The order of state block NIDs in the list tells us the order to combine them in.
var fullState []types.StateEntry
for _, stateBlockNID := range stateBlockNIDs {
entries, ok := stateEntriesMap.lookup(stateBlockNID)
if !ok {
// This should only get hit if the database is corrupt.
// It should be impossible for an event to reference a NID that doesn't exist
panic(fmt.Errorf("Corrupt DB: Missing state block numeric ID %d", stateBlockNID))
}
fullState = append(fullState, entries...)
}
if prevState.IsStateEvent() {
// If the prev event was a state event then add an entry for the event itself
// so that we get the state after the event rather than the state before.
fullState = append(fullState, prevState.StateEntry)
}
// Stable sort so that the most recent entry for each state key stays
// remains later in the list than the older entries for the same state key.
sort.Stable(stateEntryByStateKeySorter(fullState))
// Unique returns the last entry and hence the most recent entry for each state key.
fullState = fullState[:util.Unique(stateEntryByStateKeySorter(fullState))]
// Add the full state for this StateSnapshotNID.
combined = append(combined, fullState...)
}
return combined, nil
}
// DifferenceBetweeenStateSnapshots works out which state entries have been added and removed between two snapshots.
func (v StateResolutionV1) DifferenceBetweeenStateSnapshots(
ctx context.Context, oldStateNID, newStateNID types.StateSnapshotNID,
) (removed, added []types.StateEntry, err error) {
if oldStateNID == newStateNID {
// If the snapshot NIDs are the same then nothing has changed
return nil, nil, nil
}
var oldEntries []types.StateEntry
var newEntries []types.StateEntry
if oldStateNID != 0 {
oldEntries, err = v.LoadStateAtSnapshot(ctx, oldStateNID)
if err != nil {
return nil, nil, err
}
}
if newStateNID != 0 {
newEntries, err = v.LoadStateAtSnapshot(ctx, newStateNID)
if err != nil {
return nil, nil, err
}
}
var oldI int
var newI int
for {
switch {
case oldI == len(oldEntries):
// We've reached the end of the old entries.
// The rest of the new list must have been newly added.
added = append(added, newEntries[newI:]...)
return
case newI == len(newEntries):
// We've reached the end of the new entries.
// The rest of the old list must be have been removed.
removed = append(removed, oldEntries[oldI:]...)
return
case oldEntries[oldI] == newEntries[newI]:
// The entry is in both lists so skip over it.
oldI++
newI++
case oldEntries[oldI].LessThan(newEntries[newI]):
// The lists are sorted so the old entry being less than the new entry means that it only appears in the old list.
removed = append(removed, oldEntries[oldI])
oldI++
default:
// Reaching the default case implies that the new entry is less than the old entry.
// Since the lists are sorted this means that it only appears in the new list.
added = append(added, newEntries[newI])
newI++
}
}
}
// LoadStateAtSnapshotForStringTuples loads the state for a list of event type and state key pairs at a snapshot.
// This is used when we only want to load a subset of the room state at a snapshot.
// If there is no entry for a given event type and state key pair then it will be discarded.
// This is typically the state before an event or the current state of a room.
// Returns a sorted list of state entries or an error if there was a problem talking to the database.
func (v StateResolutionV1) LoadStateAtSnapshotForStringTuples(
ctx context.Context,
stateNID types.StateSnapshotNID,
stateKeyTuples []gomatrixserverlib.StateKeyTuple,
) ([]types.StateEntry, error) {
numericTuples, err := v.stringTuplesToNumericTuples(ctx, stateKeyTuples)
if err != nil {
return nil, err
}
return v.loadStateAtSnapshotForNumericTuples(ctx, stateNID, numericTuples)
}
// stringTuplesToNumericTuples converts the string state key tuples into numeric IDs
// If there isn't a numeric ID for either the event type or the event state key then the tuple is discarded.
// Returns an error if there was a problem talking to the database.
func (v StateResolutionV1) stringTuplesToNumericTuples(
ctx context.Context,
stringTuples []gomatrixserverlib.StateKeyTuple,
) ([]types.StateKeyTuple, error) {
eventTypes := make([]string, len(stringTuples))
stateKeys := make([]string, len(stringTuples))
for i := range stringTuples {
eventTypes[i] = stringTuples[i].EventType
stateKeys[i] = stringTuples[i].StateKey
}
eventTypes = util.UniqueStrings(eventTypes)
eventTypeMap, err := v.db.EventTypeNIDs(ctx, eventTypes)
if err != nil {
return nil, err
}
stateKeys = util.UniqueStrings(stateKeys)
stateKeyMap, err := v.db.EventStateKeyNIDs(ctx, stateKeys)
if err != nil {
return nil, err
}
var result []types.StateKeyTuple
for _, stringTuple := range stringTuples {
var numericTuple types.StateKeyTuple
var ok1, ok2 bool
numericTuple.EventTypeNID, ok1 = eventTypeMap[stringTuple.EventType]
numericTuple.EventStateKeyNID, ok2 = stateKeyMap[stringTuple.StateKey]
// Discard the tuple if there wasn't a numeric ID for either the event type or the state key.
if ok1 && ok2 {
result = append(result, numericTuple)
}
}
return result, nil
}
// loadStateAtSnapshotForNumericTuples loads the state for a list of event type and state key pairs at a snapshot.
// This is used when we only want to load a subset of the room state at a snapshot.
// If there is no entry for a given event type and state key pair then it will be discarded.
// This is typically the state before an event or the current state of a room.
// Returns a sorted list of state entries or an error if there was a problem talking to the database.
func (v StateResolutionV1) loadStateAtSnapshotForNumericTuples(
ctx context.Context,
stateNID types.StateSnapshotNID,
stateKeyTuples []types.StateKeyTuple,
) ([]types.StateEntry, error) {
stateBlockNIDLists, err := v.db.StateBlockNIDs(ctx, []types.StateSnapshotNID{stateNID})
if err != nil {
return nil, err
}
// We've asked for exactly one snapshot from the db so we should have exactly one entry in the result.
stateBlockNIDList := stateBlockNIDLists[0]
stateEntryLists, err := v.db.StateEntriesForTuples(
ctx, stateBlockNIDList.StateBlockNIDs, stateKeyTuples,
)
if err != nil {
return nil, err
}
stateEntriesMap := stateEntryListMap(stateEntryLists)
// Combine all the state entries for this snapshot.
// The order of state block NIDs in the list tells us the order to combine them in.
var fullState []types.StateEntry
for _, stateBlockNID := range stateBlockNIDList.StateBlockNIDs {
entries, ok := stateEntriesMap.lookup(stateBlockNID)
if !ok {
// If the block is missing from the map it means that none of its entries matched a requested tuple.
// This can happen if the block doesn't contain an update for one of the requested tuples.
// If none of the requested tuples are in the block then it can be safely skipped.
continue
}
fullState = append(fullState, entries...)
}
// Stable sort so that the most recent entry for each state key stays
// remains later in the list than the older entries for the same state key.
sort.Stable(stateEntryByStateKeySorter(fullState))
// Unique returns the last entry and hence the most recent entry for each state key.
fullState = fullState[:util.Unique(stateEntryByStateKeySorter(fullState))]
return fullState, nil
}
// LoadStateAfterEventsForStringTuples loads the state for a list of event type
// and state key pairs after list of events.
// This is used when we only want to load a subset of the room state after a list of events.
// If there is no entry for a given event type and state key pair then it will be discarded.
// This is typically the state before an event.
// Returns a sorted list of state entries or an error if there was a problem talking to the database.
func (v StateResolutionV1) LoadStateAfterEventsForStringTuples(
ctx context.Context,
prevStates []types.StateAtEvent,
stateKeyTuples []gomatrixserverlib.StateKeyTuple,
) ([]types.StateEntry, error) {
numericTuples, err := v.stringTuplesToNumericTuples(ctx, stateKeyTuples)
if err != nil {
return nil, err
}
return v.loadStateAfterEventsForNumericTuples(ctx, prevStates, numericTuples)
}
func (v StateResolutionV1) loadStateAfterEventsForNumericTuples(
ctx context.Context,
prevStates []types.StateAtEvent,
stateKeyTuples []types.StateKeyTuple,
) ([]types.StateEntry, error) {
if len(prevStates) == 1 {
// Fast path for a single event.
prevState := prevStates[0]
result, err := v.loadStateAtSnapshotForNumericTuples(
ctx, prevState.BeforeStateSnapshotNID, stateKeyTuples,
)
if err != nil {
return nil, err
}
if prevState.IsStateEvent() {
// The result is current the state before the requested event.
// We want the state after the requested event.
// If the requested event was a state event then we need to
// update that key in the result.
// If the requested event wasn't a state event then the state after
// it is the same as the state before it.
for i := range result {
if result[i].StateKeyTuple == prevState.StateKeyTuple {
result[i] = prevState.StateEntry
}
}
}
return result, nil
}
// Slow path for more that one event.
// Load the entire state so that we can do conflict resolution if we need to.
// TODO: The are some optimistations we could do here:
// 1) We only need to do conflict resolution if there is a conflict in the
// requested tuples so we might try loading just those tuples and then
// checking for conflicts.
// 2) When there is a conflict we still only need to load the state
// needed to do conflict resolution which would save us having to load
// the full state.
// TODO: Add metrics for this as it could take a long time for big rooms
// with large conflicts.
fullState, _, _, err := v.calculateStateAfterManyEvents(ctx, prevStates)
if err != nil {
return nil, err
}
// Sort the full state so we can use it as a map.
sort.Sort(stateEntrySorter(fullState))
// Filter the full state down to the required tuples.
var result []types.StateEntry
for _, tuple := range stateKeyTuples {
eventNID, ok := stateEntryMap(fullState).lookup(tuple)
if ok {
result = append(result, types.StateEntry{
StateKeyTuple: tuple,
EventNID: eventNID,
})
}
}
sort.Sort(stateEntrySorter(result))
return result, nil
}
var calculateStateDurations = prometheus.NewSummaryVec(
prometheus.SummaryOpts{
Namespace: "dendrite",
Subsystem: "roomserver",
Name: "calculate_state_duration_microseconds",
Help: "How long it takes to calculate the state after a list of events",
},
// Takes two labels:
// algorithm:
// The algorithm used to calculate the state or the step it failed on if it failed.
// Labels starting with "_" are used to indicate when the algorithm fails halfway.
// outcome:
// Whether the state was successfully calculated.
//
// The possible values for algorithm are:
// empty_state -> The list of events was empty so the state is empty.
// no_change -> The state hasn't changed.
// single_delta -> There was a single event added to the state in a way that can be encoded as a single delta
// full_state_no_conflicts -> We created a new copy of the full room state, but didn't enounter any conflicts
// while doing so.
// full_state_with_conflicts -> We created a new copy of the full room state and had to resolve conflicts to do so.
// _load_state_block_nids -> Failed loading the state block nids for a single previous state.
// _load_combined_state -> Failed to load the combined state.
// _resolve_conflicts -> Failed to resolve conflicts.
[]string{"algorithm", "outcome"},
)
var calculateStatePrevEventLength = prometheus.NewSummaryVec(
prometheus.SummaryOpts{
Namespace: "dendrite",
Subsystem: "roomserver",
Name: "calculate_state_prev_event_length",
Help: "The length of the list of events to calculate the state after",
},
[]string{"algorithm", "outcome"},
)
var calculateStateFullStateLength = prometheus.NewSummaryVec(
prometheus.SummaryOpts{
Namespace: "dendrite",
Subsystem: "roomserver",
Name: "calculate_state_full_state_length",
Help: "The length of the full room state.",
},
[]string{"algorithm", "outcome"},
)
var calculateStateConflictLength = prometheus.NewSummaryVec(
prometheus.SummaryOpts{
Namespace: "dendrite",
Subsystem: "roomserver",
Name: "calculate_state_conflict_state_length",
Help: "The length of the conflicted room state.",
},
[]string{"algorithm", "outcome"},
)
type calculateStateMetrics struct {
algorithm string
startTime time.Time
prevEventLength int
fullStateLength int
conflictLength int
}
func (c *calculateStateMetrics) stop(stateNID types.StateSnapshotNID, err error) (types.StateSnapshotNID, error) {
var outcome string
if err == nil {
outcome = "success"
} else {
outcome = "failure"
}
endTime := time.Now()
calculateStateDurations.WithLabelValues(c.algorithm, outcome).Observe(
float64(endTime.Sub(c.startTime).Nanoseconds()) / 1000.,
)
calculateStatePrevEventLength.WithLabelValues(c.algorithm, outcome).Observe(
float64(c.prevEventLength),
)
calculateStateFullStateLength.WithLabelValues(c.algorithm, outcome).Observe(
float64(c.fullStateLength),
)
calculateStateConflictLength.WithLabelValues(c.algorithm, outcome).Observe(
float64(c.conflictLength),
)
return stateNID, err
}
func init() {
prometheus.MustRegister(
calculateStateDurations, calculateStatePrevEventLength,
calculateStateFullStateLength, calculateStateConflictLength,
)
}
// CalculateAndStoreStateBeforeEvent calculates a snapshot of the state of a room before an event.
// Stores the snapshot of the state in the database.
// Returns a numeric ID for the snapshot of the state before the event.
func (v StateResolutionV1) CalculateAndStoreStateBeforeEvent(
ctx context.Context,
event gomatrixserverlib.Event,
roomNID types.RoomNID,
) (types.StateSnapshotNID, error) {
// Load the state at the prev events.
prevEventRefs := event.PrevEvents()
prevEventIDs := make([]string, len(prevEventRefs))
for i := range prevEventRefs {
prevEventIDs[i] = prevEventRefs[i].EventID
}
prevStates, err := v.db.StateAtEventIDs(ctx, prevEventIDs)
if err != nil {
return 0, err
}
// The state before this event will be the state after the events that came before it.
return v.CalculateAndStoreStateAfterEvents(ctx, roomNID, prevStates)
}
// CalculateAndStoreStateAfterEvents finds the room state after the given events.
// Stores the resulting state in the database and returns a numeric ID for that snapshot.
func (v StateResolutionV1) CalculateAndStoreStateAfterEvents(
ctx context.Context,
roomNID types.RoomNID,
prevStates []types.StateAtEvent,
) (types.StateSnapshotNID, error) {
metrics := calculateStateMetrics{startTime: time.Now(), prevEventLength: len(prevStates)}
if len(prevStates) == 0 {
// 2) There weren't any prev_events for this event so the state is
// empty.
metrics.algorithm = "empty_state"
return metrics.stop(v.db.AddState(ctx, roomNID, nil, nil))
}
if len(prevStates) == 1 {
prevState := prevStates[0]
if prevState.EventStateKeyNID == 0 {
// 3) None of the previous events were state events and they all
// have the same state, so this event has exactly the same state
// as the previous events.
// This should be the common case.
metrics.algorithm = "no_change"
return metrics.stop(prevState.BeforeStateSnapshotNID, nil)
}
// The previous event was a state event so we need to store a copy
// of the previous state updated with that event.
stateBlockNIDLists, err := v.db.StateBlockNIDs(
ctx, []types.StateSnapshotNID{prevState.BeforeStateSnapshotNID},
)
if err != nil {
metrics.algorithm = "_load_state_blocks"
return metrics.stop(0, err)
}
stateBlockNIDs := stateBlockNIDLists[0].StateBlockNIDs
if len(stateBlockNIDs) < maxStateBlockNIDs {
// 4) The number of state data blocks is small enough that we can just
// add the state event as a block of size one to the end of the blocks.
metrics.algorithm = "single_delta"
return metrics.stop(v.db.AddState(
ctx, roomNID, stateBlockNIDs, []types.StateEntry{prevState.StateEntry},
))
}
// If there are too many deltas then we need to calculate the full state
// So fall through to calculateAndStoreStateAfterManyEvents
}
return v.calculateAndStoreStateAfterManyEvents(ctx, roomNID, prevStates, metrics)
}
// maxStateBlockNIDs is the maximum number of state data blocks to use to encode a snapshot of room state.
// Increasing this number means that we can encode more of the state changes as simple deltas which means that
// we need fewer entries in the state data table. However making this number bigger will increase the size of
// the rows in the state table itself and will require more index lookups when retrieving a snapshot.
// TODO: Tune this to get the right balance between size and lookup performance.
const maxStateBlockNIDs = 64
// calculateAndStoreStateAfterManyEvents finds the room state after the given events.
// This handles the slow path of calculateAndStoreStateAfterEvents for when there is more than one event.
// Stores the resulting state and returns a numeric ID for the snapshot.
func (v StateResolutionV1) calculateAndStoreStateAfterManyEvents(
ctx context.Context,
roomNID types.RoomNID,
prevStates []types.StateAtEvent,
metrics calculateStateMetrics,
) (types.StateSnapshotNID, error) {
state, algorithm, conflictLength, err :=
v.calculateStateAfterManyEvents(ctx, prevStates)
metrics.algorithm = algorithm
if err != nil {
return metrics.stop(0, err)
}
// TODO: Check if we can encode the new state as a delta against the
// previous state.
metrics.conflictLength = conflictLength
metrics.fullStateLength = len(state)
return metrics.stop(v.db.AddState(ctx, roomNID, nil, state))
}
func (v StateResolutionV1) calculateStateAfterManyEvents(
ctx context.Context, prevStates []types.StateAtEvent,
) (state []types.StateEntry, algorithm string, conflictLength int, err error) {
var combined []types.StateEntry
// Conflict resolution.
// First stage: load the state after each of the prev events.
combined, err = v.LoadCombinedStateAfterEvents(ctx, prevStates)
if err != nil {
algorithm = "_load_combined_state"
return
}
// Collect all the entries with the same type and key together.
// We don't care about the order here because the conflict resolution
// algorithm doesn't depend on the order of the prev events.
// Remove duplicate entires.
combined = combined[:util.SortAndUnique(stateEntrySorter(combined))]
// Find the conflicts
conflicts := findDuplicateStateKeys(combined)
if len(conflicts) > 0 {
conflictLength = len(conflicts)
// 5) There are conflicting state events, for each conflict workout
// what the appropriate state event is.
// Work out which entries aren't conflicted.
var notConflicted []types.StateEntry
for _, entry := range combined {
if _, ok := stateEntryMap(conflicts).lookup(entry.StateKeyTuple); !ok {
notConflicted = append(notConflicted, entry)
}
}
var resolved []types.StateEntry
resolved, err = v.resolveConflicts(ctx, notConflicted, conflicts)
if err != nil {
algorithm = "_resolve_conflicts"
return
}
algorithm = "full_state_with_conflicts"
state = resolved
} else {
algorithm = "full_state_no_conflicts"
// 6) There weren't any conflicts
state = combined
}
return
}
// resolveConflicts resolves a list of conflicted state entries. It takes two lists.
// The first is a list of all state entries that are not conflicted.
// The second is a list of all state entries that are conflicted
// A state entry is conflicted when there is more than one numeric event ID for the same state key tuple.
// Returns a list that combines the entries without conflicts with the result of state resolution for the entries with conflicts.
// The returned list is sorted by state key tuple.
// Returns an error if there was a problem talking to the database.
func (v StateResolutionV1) resolveConflicts(
ctx context.Context,
notConflicted, conflicted []types.StateEntry,
) ([]types.StateEntry, error) {
// Load the conflicted events
conflictedEvents, eventIDMap, err := v.loadStateEvents(ctx, conflicted)
if err != nil {
return nil, err
}
// Work out which auth events we need to load.
needed := gomatrixserverlib.StateNeededForAuth(conflictedEvents)
// Find the numeric IDs for the necessary state keys.
var neededStateKeys []string
neededStateKeys = append(neededStateKeys, needed.Member...)
neededStateKeys = append(neededStateKeys, needed.ThirdPartyInvite...)
stateKeyNIDMap, err := v.db.EventStateKeyNIDs(ctx, neededStateKeys)
if err != nil {
return nil, err
}
// Load the necessary auth events.
tuplesNeeded := v.stateKeyTuplesNeeded(stateKeyNIDMap, needed)
var authEntries []types.StateEntry
for _, tuple := range tuplesNeeded {
if eventNID, ok := stateEntryMap(notConflicted).lookup(tuple); ok {
authEntries = append(authEntries, types.StateEntry{
StateKeyTuple: tuple,
EventNID: eventNID,
})
}
}
authEvents, _, err := v.loadStateEvents(ctx, authEntries)
if err != nil {
return nil, err
}
// Resolve the conflicts.
resolvedEvents := gomatrixserverlib.ResolveStateConflicts(conflictedEvents, authEvents)
// Map from the full events back to numeric state entries.
for _, resolvedEvent := range resolvedEvents {
entry, ok := eventIDMap[resolvedEvent.EventID()]
if !ok {
panic(fmt.Errorf("Missing state entry for event ID %q", resolvedEvent.EventID()))
}
notConflicted = append(notConflicted, entry)
}
// Sort the result so it can be searched.
sort.Sort(stateEntrySorter(notConflicted))
return notConflicted, nil
}
// stateKeyTuplesNeeded works out which numeric state key tuples we need to authenticate some events.
func (v StateResolutionV1) stateKeyTuplesNeeded(stateKeyNIDMap map[string]types.EventStateKeyNID, stateNeeded gomatrixserverlib.StateNeeded) []types.StateKeyTuple {
var keyTuples []types.StateKeyTuple
if stateNeeded.Create {
keyTuples = append(keyTuples, types.StateKeyTuple{
EventTypeNID: types.MRoomCreateNID,
EventStateKeyNID: types.EmptyStateKeyNID,
})
}
if stateNeeded.PowerLevels {
keyTuples = append(keyTuples, types.StateKeyTuple{
EventTypeNID: types.MRoomPowerLevelsNID,
EventStateKeyNID: types.EmptyStateKeyNID,
})
}
if stateNeeded.JoinRules {
keyTuples = append(keyTuples, types.StateKeyTuple{
EventTypeNID: types.MRoomJoinRulesNID,
EventStateKeyNID: types.EmptyStateKeyNID,
})
}
for _, member := range stateNeeded.Member {
stateKeyNID, ok := stateKeyNIDMap[member]
if ok {
keyTuples = append(keyTuples, types.StateKeyTuple{
EventTypeNID: types.MRoomMemberNID,
EventStateKeyNID: stateKeyNID,
})
}
}
for _, token := range stateNeeded.ThirdPartyInvite {
stateKeyNID, ok := stateKeyNIDMap[token]
if ok {
keyTuples = append(keyTuples, types.StateKeyTuple{
EventTypeNID: types.MRoomThirdPartyInviteNID,
EventStateKeyNID: stateKeyNID,
})
}
}
return keyTuples
}
// loadStateEvents loads the matrix events for a list of state entries.
// Returns a list of state events in no particular order and a map from string event ID back to state entry.
// The map can be used to recover which numeric state entry a given event is for.
// Returns an error if there was a problem talking to the database.
func (v StateResolutionV1) loadStateEvents(
ctx context.Context, entries []types.StateEntry,
) ([]gomatrixserverlib.Event, map[string]types.StateEntry, error) {
eventNIDs := make([]types.EventNID, len(entries))
for i := range entries {
eventNIDs[i] = entries[i].EventNID
}
events, err := v.db.Events(ctx, eventNIDs)
if err != nil {
return nil, nil, err
}
eventIDMap := map[string]types.StateEntry{}
result := make([]gomatrixserverlib.Event, len(entries))
for i := range entries {
event, ok := eventMap(events).lookup(entries[i].EventNID)
if !ok {
panic(fmt.Errorf("Corrupt DB: Missing event numeric ID %d", entries[i].EventNID))
}
result[i] = event.Event
eventIDMap[event.Event.EventID()] = entries[i]
}
return result, eventIDMap, nil
}
// findDuplicateStateKeys finds the state entries where the state key tuple appears more than once in a sorted list.
// Returns a sorted list of those state entries.
func findDuplicateStateKeys(a []types.StateEntry) []types.StateEntry {
var result []types.StateEntry
// j is the starting index of a block of entries with the same state key tuple.
j := 0
for i := 1; i < len(a); i++ {
// Check if the state key tuple matches the start of the block
if a[j].StateKeyTuple != a[i].StateKeyTuple {
// If the state key tuple is different then we've reached the end of a block of duplicates.
// Check if the size of the block is bigger than one.
// If the size is one then there was only a single entry with that state key tuple so we don't add it to the result
if j+1 != i {
// Add the block to the result.
result = append(result, a[j:i]...)
}
// Start a new block for the next state key tuple.
j = i
}
}
// Check if the last block with the same state key tuple had more than one event in it.
if j+1 != len(a) {
result = append(result, a[j:]...)
}
return result
}
type stateEntrySorter []types.StateEntry
func (s stateEntrySorter) Len() int { return len(s) }
func (s stateEntrySorter) Less(i, j int) bool { return s[i].LessThan(s[j]) }
func (s stateEntrySorter) Swap(i, j int) { s[i], s[j] = s[j], s[i] }
type stateBlockNIDListMap []types.StateBlockNIDList
func (m stateBlockNIDListMap) lookup(stateNID types.StateSnapshotNID) (stateBlockNIDs []types.StateBlockNID, ok bool) {
list := []types.StateBlockNIDList(m)
i := sort.Search(len(list), func(i int) bool {
return list[i].StateSnapshotNID >= stateNID
})
if i < len(list) && list[i].StateSnapshotNID == stateNID {
ok = true
stateBlockNIDs = list[i].StateBlockNIDs
}
return
}
type stateEntryListMap []types.StateEntryList
func (m stateEntryListMap) lookup(stateBlockNID types.StateBlockNID) (stateEntries []types.StateEntry, ok bool) {
list := []types.StateEntryList(m)
i := sort.Search(len(list), func(i int) bool {
return list[i].StateBlockNID >= stateBlockNID
})
if i < len(list) && list[i].StateBlockNID == stateBlockNID {
ok = true
stateEntries = list[i].StateEntries
}
return
}
type stateEntryByStateKeySorter []types.StateEntry
func (s stateEntryByStateKeySorter) Len() int { return len(s) }
func (s stateEntryByStateKeySorter) Less(i, j int) bool {
return s[i].StateKeyTuple.LessThan(s[j].StateKeyTuple)
}
func (s stateEntryByStateKeySorter) Swap(i, j int) { s[i], s[j] = s[j], s[i] }
type stateNIDSorter []types.StateSnapshotNID
func (s stateNIDSorter) Len() int { return len(s) }
func (s stateNIDSorter) Less(i, j int) bool { return s[i] < s[j] }
func (s stateNIDSorter) Swap(i, j int) { s[i], s[j] = s[j], s[i] }
func uniqueStateSnapshotNIDs(nids []types.StateSnapshotNID) []types.StateSnapshotNID {
return nids[:util.SortAndUnique(stateNIDSorter(nids))]
}
type stateBlockNIDSorter []types.StateBlockNID
func (s stateBlockNIDSorter) Len() int { return len(s) }
func (s stateBlockNIDSorter) Less(i, j int) bool { return s[i] < s[j] }
func (s stateBlockNIDSorter) Swap(i, j int) { s[i], s[j] = s[j], s[i] }
func uniqueStateBlockNIDs(nids []types.StateBlockNID) []types.StateBlockNID {
return nids[:util.SortAndUnique(stateBlockNIDSorter(nids))]
}
// Map from event type, state key tuple to numeric event ID.
// Implemented using binary search on a sorted array.
type stateEntryMap []types.StateEntry
// lookup an entry in the event map.
func (m stateEntryMap) lookup(stateKey types.StateKeyTuple) (eventNID types.EventNID, ok bool) {
// Since the list is sorted we can implement this using binary search.
// This is faster than using a hash map.
// We don't have to worry about pathological cases because the keys are fixed
// size and are controlled by us.
list := []types.StateEntry(m)
i := sort.Search(len(list), func(i int) bool {
return !list[i].StateKeyTuple.LessThan(stateKey)
})
if i < len(list) && list[i].StateKeyTuple == stateKey {
ok = true
eventNID = list[i].EventNID
}
return
}
// Map from numeric event ID to event.
// Implemented using binary search on a sorted array.
type eventMap []types.Event
// lookup an entry in the event map.
func (m eventMap) lookup(eventNID types.EventNID) (event *types.Event, ok bool) {
// Since the list is sorted we can implement this using binary search.
// This is faster than using a hash map.
// We don't have to worry about pathological cases because the keys are fixed
// size are controlled by us.
list := []types.Event(m)
i := sort.Search(len(list), func(i int) bool {
return list[i].EventNID >= eventNID
})
if i < len(list) && list[i].EventNID == eventNID {
ok = true
event = &list[i]
}
return
}

View file

@ -1,4 +1,6 @@
// Copyright 2017 Vector Creations Ltd
// Copyright 2018 New Vector Ltd
// Copyright 2019-2020 The Matrix.org Foundation C.I.C.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
@ -12,7 +14,7 @@
// See the License for the specific language governing permissions and
// limitations under the License.
package state
package v1
import (
"testing"

View file

@ -39,7 +39,10 @@ CREATE TABLE IF NOT EXISTS roomserver_rooms (
last_event_sent_nid BIGINT NOT NULL DEFAULT 0,
-- The state of the room after the current set of latest events.
-- This will be 0 if there are no latest events in the room.
state_snapshot_nid BIGINT NOT NULL DEFAULT 0
state_snapshot_nid BIGINT NOT NULL DEFAULT 0,
-- The version of the room, which will assist in determining the state resolution
-- algorithm, event ID format, etc.
room_version BIGINT NOT NULL DEFAULT 1
);
`
@ -61,12 +64,16 @@ const selectLatestEventNIDsForUpdateSQL = "" +
const updateLatestEventNIDsSQL = "" +
"UPDATE roomserver_rooms SET latest_event_nids = $2, last_event_sent_nid = $3, state_snapshot_nid = $4 WHERE room_nid = $1"
const selectRoomVersionForRoomNIDSQL = "" +
"SELECT room_version FROM roomserver_rooms WHERE room_nid = $1"
type roomStatements struct {
insertRoomNIDStmt *sql.Stmt
selectRoomNIDStmt *sql.Stmt
selectLatestEventNIDsStmt *sql.Stmt
selectLatestEventNIDsForUpdateStmt *sql.Stmt
updateLatestEventNIDsStmt *sql.Stmt
selectRoomVersionForRoomNIDStmt *sql.Stmt
}
func (s *roomStatements) prepare(db *sql.DB) (err error) {
@ -80,6 +87,7 @@ func (s *roomStatements) prepare(db *sql.DB) (err error) {
{&s.selectLatestEventNIDsStmt, selectLatestEventNIDsSQL},
{&s.selectLatestEventNIDsForUpdateStmt, selectLatestEventNIDsForUpdateSQL},
{&s.updateLatestEventNIDsStmt, updateLatestEventNIDsSQL},
{&s.selectRoomVersionForRoomNIDStmt, selectRoomVersionForRoomNIDSQL},
}.prepare(db)
}
@ -154,3 +162,12 @@ func (s *roomStatements) updateLatestEventNIDs(
)
return err
}
func (s *roomStatements) selectRoomVersionForRoomNID(
ctx context.Context, txn *sql.Tx, roomNID types.RoomNID,
) (int64, error) {
var roomVersion int64
stmt := common.TxStmt(txn, s.selectRoomVersionForRoomNIDStmt)
err := stmt.QueryRowContext(ctx, roomNID).Scan(&roomVersion)
return roomVersion, err
}

View file

@ -697,6 +697,14 @@ func (d *Database) EventsFromIDs(ctx context.Context, eventIDs []string) ([]type
return d.Events(ctx, nids)
}
func (d *Database) GetRoomVersionForRoom(
ctx context.Context, roomNID types.RoomNID,
) (int64, error) {
return d.statements.selectRoomVersionForRoomNID(
ctx, nil, roomNID,
)
}
type transaction struct {
ctx context.Context
txn *sql.Tx

View file

@ -54,6 +54,7 @@ type Database interface {
GetMembership(ctx context.Context, roomNID types.RoomNID, requestSenderUserID string) (membershipEventNID types.EventNID, stillInRoom bool, err error)
GetMembershipEventNIDsForRoom(ctx context.Context, roomNID types.RoomNID, joinOnly bool) ([]types.EventNID, error)
EventsFromIDs(ctx context.Context, eventIDs []string) ([]types.Event, error)
GetRoomVersionForRoom(ctx context.Context, roomNID types.RoomNID) (int64, error)
}
// NewPublicRoomsServerDatabase opens a database connection.

View file

@ -0,0 +1,112 @@
// Copyright 2020 The Matrix.org Foundation C.I.C.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
package version
import (
"errors"
"github.com/matrix-org/dendrite/roomserver/state"
)
type RoomVersionID int
type EventFormatID int
const (
RoomVersionV1 RoomVersionID = iota + 1
RoomVersionV2
RoomVersionV3
RoomVersionV4
RoomVersionV5
)
const (
EventFormatV1 EventFormatID = iota + 1 // original event ID formatting
EventFormatV2 // event ID is event hash
EventFormatV3 // event ID is URL-safe base64 event hash
)
type RoomVersionDescription struct {
Supported bool
Stable bool
StateResolution state.StateResolutionVersion
EventFormat EventFormatID
EnforceSigningKeyValidity bool
}
var roomVersions = map[RoomVersionID]RoomVersionDescription{
RoomVersionV1: RoomVersionDescription{
Supported: true,
Stable: true,
StateResolution: state.StateResolutionAlgorithmV1,
EventFormat: EventFormatV1,
EnforceSigningKeyValidity: false,
},
RoomVersionV2: RoomVersionDescription{
Supported: false,
Stable: true,
StateResolution: state.StateResolutionAlgorithmV2,
EventFormat: EventFormatV1,
EnforceSigningKeyValidity: false,
},
RoomVersionV3: RoomVersionDescription{
Supported: false,
Stable: true,
StateResolution: state.StateResolutionAlgorithmV2,
EventFormat: EventFormatV2,
EnforceSigningKeyValidity: false,
},
RoomVersionV4: RoomVersionDescription{
Supported: false,
Stable: true,
StateResolution: state.StateResolutionAlgorithmV2,
EventFormat: EventFormatV3,
EnforceSigningKeyValidity: false,
},
RoomVersionV5: RoomVersionDescription{
Supported: false,
Stable: true,
StateResolution: state.StateResolutionAlgorithmV2,
EventFormat: EventFormatV3,
EnforceSigningKeyValidity: true,
},
}
func GetDefaultRoomVersion() RoomVersionID {
return RoomVersionV1
}
func GetRoomVersions() map[RoomVersionID]RoomVersionDescription {
return roomVersions
}
func GetSupportedRoomVersions() map[RoomVersionID]RoomVersionDescription {
versions := make(map[RoomVersionID]RoomVersionDescription)
for id, version := range GetRoomVersions() {
if version.Supported {
versions[id] = version
}
}
return versions
}
func GetSupportedRoomVersion(version RoomVersionID) (desc RoomVersionDescription, err error) {
if version, ok := roomVersions[version]; ok {
desc = version
}
if !desc.Supported {
err = errors.New("unsupported room version")
}
return
}

View file

@ -7,6 +7,9 @@ POST /login can log in as a user with just the local part of the id
# Blacklisted due to flakiness
avatar_url updates affect room member events
# Blacklisted due to flakiness
displayname updates affect room member events
# Blacklisted due to flakiness
Room members can override their displayname on a room-specific basis
@ -16,3 +19,6 @@ Alias creators can delete alias with no ops
# Blacklisted because matrix-org/dendrite#847 might have broken it but we're not
# really sure and we need it pretty badly anyway
Real non-joined users can get individual state for world_readable rooms after leaving
# Blacklisted until matrix-org/dendrite#862 is reverted due to Riot bug
Latest account data appears in v2 /sync

View file

@ -67,7 +67,6 @@ Can get rooms/{roomId}/members for a departed room (SPEC-216)
3pid invite join valid signature but revoked keys are rejected
3pid invite join valid signature but unreachable ID server are rejected
Room members can join a room with an overridden displayname
displayname updates affect room member events
Real non-joined user cannot call /events on shared room
Real non-joined user cannot call /events on invited room
Real non-joined user cannot call /events on joined room
@ -113,7 +112,7 @@ User can invite local user to room with version 4
Should reject keys claiming to belong to a different user
Can add account data
Can add account data to room
Latest account data appears in v2 /sync
#Latest account data appears in v2 /sync
New account data appears in incremental v2 /sync
Checking local federation server
Inbound federation can query profile data
@ -228,3 +227,6 @@ Guest users can sync from world_readable guest_access rooms if joined
Guest users can sync from default guest_access rooms if joined
Real non-joined users cannot room initalSync for non-world_readable rooms
Push rules come down in an initial /sync
Regular users can add and delete aliases in the default room configuration
Regular users can add and delete aliases when m.room.aliases is restricted
GET /r0/capabilities is not public