mirror of
https://github.com/matrix-org/dendrite.git
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702 lines
26 KiB
Go
702 lines
26 KiB
Go
// Copyright 2017 Vector Creations Ltd
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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// Package state provides functions for reading state from the database.
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// The functions for writing state to the database are the input package.
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package v2
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import (
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"context"
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"fmt"
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"sort"
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"time"
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"github.com/matrix-org/dendrite/roomserver/state/database"
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"github.com/matrix-org/dendrite/roomserver/state/shared"
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"github.com/matrix-org/dendrite/roomserver/types"
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"github.com/matrix-org/gomatrixserverlib"
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"github.com/matrix-org/util"
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)
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type StateResolutionV2 struct {
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db database.RoomStateDatabase
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}
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func Prepare(db database.RoomStateDatabase) StateResolutionV2 {
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return StateResolutionV2{
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db: db,
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}
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}
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// LoadStateAtSnapshot loads the full state of a room at a particular snapshot.
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// This is typically the state before an event or the current state of a room.
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// Returns a sorted list of state entries or an error if there was a problem talking to the database.
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func (v StateResolutionV2) LoadStateAtSnapshot(
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ctx context.Context, stateNID types.StateSnapshotNID,
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) ([]types.StateEntry, error) {
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stateBlockNIDLists, err := v.db.StateBlockNIDs(ctx, []types.StateSnapshotNID{stateNID})
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if err != nil {
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return nil, err
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}
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// We've asked for exactly one snapshot from the db so we should have exactly one entry in the result.
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stateBlockNIDList := stateBlockNIDLists[0]
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stateEntryLists, err := v.db.StateEntries(ctx, stateBlockNIDList.StateBlockNIDs)
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if err != nil {
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return nil, err
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}
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stateEntriesMap := shared.StateEntryListMap(stateEntryLists)
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// Combine all the state entries for this snapshot.
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// The order of state block NIDs in the list tells us the order to combine them in.
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var fullState []types.StateEntry
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for _, stateBlockNID := range stateBlockNIDList.StateBlockNIDs {
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entries, ok := stateEntriesMap.Lookup(stateBlockNID)
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if !ok {
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// This should only get hit if the database is corrupt.
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// It should be impossible for an event to reference a NID that doesn't exist
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panic(fmt.Errorf("Corrupt DB: Missing state block numeric ID %d", stateBlockNID))
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}
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fullState = append(fullState, entries...)
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}
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// Stable sort so that the most recent entry for each state key stays
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// remains later in the list than the older entries for the same state key.
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sort.Stable(shared.StateEntryByStateKeySorter(fullState))
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// Unique returns the last entry and hence the most recent entry for each state key.
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fullState = fullState[:util.Unique(shared.StateEntryByStateKeySorter(fullState))]
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return fullState, nil
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}
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// LoadStateAtEvent loads the full state of a room at a particular event.
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func (v StateResolutionV2) LoadStateAtEvent(
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ctx context.Context, eventID string,
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) ([]types.StateEntry, error) {
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snapshotNID, err := v.db.SnapshotNIDFromEventID(ctx, eventID)
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if err != nil {
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return nil, err
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}
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stateEntries, err := v.LoadStateAtSnapshot(ctx, snapshotNID)
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if err != nil {
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return nil, err
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}
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return stateEntries, nil
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}
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// LoadCombinedStateAfterEvents loads a snapshot of the state after each of the events
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// and combines those snapshots together into a single list.
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func (v StateResolutionV2) LoadCombinedStateAfterEvents(
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ctx context.Context, prevStates []types.StateAtEvent,
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) ([]types.StateEntry, error) {
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stateNIDs := make([]types.StateSnapshotNID, len(prevStates))
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for i, state := range prevStates {
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stateNIDs[i] = state.BeforeStateSnapshotNID
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}
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// Fetch the state snapshots for the state before the each prev event from the database.
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// Deduplicate the IDs before passing them to the database.
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// There could be duplicates because the events could be state events where
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// the snapshot of the room state before them was the same.
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stateBlockNIDLists, err := v.db.StateBlockNIDs(ctx, shared.UniqueStateSnapshotNIDs(stateNIDs))
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if err != nil {
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return nil, err
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}
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var stateBlockNIDs []types.StateBlockNID
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for _, list := range stateBlockNIDLists {
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stateBlockNIDs = append(stateBlockNIDs, list.StateBlockNIDs...)
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}
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// Fetch the state entries that will be combined to create the snapshots.
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// Deduplicate the IDs before passing them to the database.
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// There could be duplicates because a block of state entries could be reused by
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// multiple snapshots.
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stateEntryLists, err := v.db.StateEntries(ctx, shared.UniqueStateBlockNIDs(stateBlockNIDs))
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if err != nil {
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return nil, err
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}
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stateBlockNIDsMap := shared.StateBlockNIDListMap(stateBlockNIDLists)
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stateEntriesMap := shared.StateEntryListMap(stateEntryLists)
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// Combine the entries from all the snapshots of state after each prev event into a single list.
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var combined []types.StateEntry
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for _, prevState := range prevStates {
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// Grab the list of state data NIDs for this snapshot.
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stateBlockNIDs, ok := stateBlockNIDsMap.Lookup(prevState.BeforeStateSnapshotNID)
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if !ok {
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// This should only get hit if the database is corrupt.
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// It should be impossible for an event to reference a NID that doesn't exist
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panic(fmt.Errorf("Corrupt DB: Missing state snapshot numeric ID %d", prevState.BeforeStateSnapshotNID))
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}
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// Combine all the state entries for this snapshot.
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// The order of state block NIDs in the list tells us the order to combine them in.
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var fullState []types.StateEntry
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for _, stateBlockNID := range stateBlockNIDs {
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entries, ok := stateEntriesMap.Lookup(stateBlockNID)
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if !ok {
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// This should only get hit if the database is corrupt.
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// It should be impossible for an event to reference a NID that doesn't exist
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panic(fmt.Errorf("Corrupt DB: Missing state block numeric ID %d", stateBlockNID))
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}
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fullState = append(fullState, entries...)
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}
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if prevState.IsStateEvent() {
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// If the prev event was a state event then add an entry for the event itself
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// so that we get the state after the event rather than the state before.
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fullState = append(fullState, prevState.StateEntry)
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}
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// Stable sort so that the most recent entry for each state key stays
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// remains later in the list than the older entries for the same state key.
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sort.Stable(shared.StateEntryByStateKeySorter(fullState))
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// Unique returns the last entry and hence the most recent entry for each state key.
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fullState = fullState[:util.Unique(shared.StateEntryByStateKeySorter(fullState))]
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// Add the full state for this StateSnapshotNID.
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combined = append(combined, fullState...)
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}
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return combined, nil
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}
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// DifferenceBetweeenStateSnapshots works out which state entries have been added and removed between two snapshots.
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func (v StateResolutionV2) DifferenceBetweeenStateSnapshots(
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ctx context.Context, oldStateNID, newStateNID types.StateSnapshotNID,
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) (removed, added []types.StateEntry, err error) {
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if oldStateNID == newStateNID {
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// If the snapshot NIDs are the same then nothing has changed
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return nil, nil, nil
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}
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var oldEntries []types.StateEntry
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var newEntries []types.StateEntry
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if oldStateNID != 0 {
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oldEntries, err = v.LoadStateAtSnapshot(ctx, oldStateNID)
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if err != nil {
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return nil, nil, err
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}
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}
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if newStateNID != 0 {
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newEntries, err = v.LoadStateAtSnapshot(ctx, newStateNID)
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if err != nil {
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return nil, nil, err
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}
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}
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var oldI int
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var newI int
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for {
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switch {
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case oldI == len(oldEntries):
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// We've reached the end of the old entries.
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// The rest of the new list must have been newly added.
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added = append(added, newEntries[newI:]...)
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return
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case newI == len(newEntries):
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// We've reached the end of the new entries.
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// The rest of the old list must be have been removed.
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removed = append(removed, oldEntries[oldI:]...)
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return
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case oldEntries[oldI] == newEntries[newI]:
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// The entry is in both lists so skip over it.
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oldI++
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newI++
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case oldEntries[oldI].LessThan(newEntries[newI]):
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// The lists are sorted so the old entry being less than the new entry means that it only appears in the old list.
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removed = append(removed, oldEntries[oldI])
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oldI++
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default:
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// Reaching the default case implies that the new entry is less than the old entry.
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// Since the lists are sorted this means that it only appears in the new list.
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added = append(added, newEntries[newI])
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newI++
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}
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}
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}
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// LoadStateAtSnapshotForStringTuples loads the state for a list of event type and state key pairs at a snapshot.
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// This is used when we only want to load a subset of the room state at a snapshot.
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// If there is no entry for a given event type and state key pair then it will be discarded.
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// This is typically the state before an event or the current state of a room.
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// Returns a sorted list of state entries or an error if there was a problem talking to the database.
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func (v StateResolutionV2) LoadStateAtSnapshotForStringTuples(
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ctx context.Context,
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stateNID types.StateSnapshotNID,
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stateKeyTuples []gomatrixserverlib.StateKeyTuple,
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) ([]types.StateEntry, error) {
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numericTuples, err := v.stringTuplesToNumericTuples(ctx, stateKeyTuples)
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if err != nil {
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return nil, err
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}
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return v.loadStateAtSnapshotForNumericTuples(ctx, stateNID, numericTuples)
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}
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// stringTuplesToNumericTuples converts the string state key tuples into numeric IDs
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// If there isn't a numeric ID for either the event type or the event state key then the tuple is discarded.
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// Returns an error if there was a problem talking to the database.
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func (v StateResolutionV2) stringTuplesToNumericTuples(
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ctx context.Context,
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stringTuples []gomatrixserverlib.StateKeyTuple,
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) ([]types.StateKeyTuple, error) {
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eventTypes := make([]string, len(stringTuples))
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stateKeys := make([]string, len(stringTuples))
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for i := range stringTuples {
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eventTypes[i] = stringTuples[i].EventType
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stateKeys[i] = stringTuples[i].StateKey
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}
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eventTypes = util.UniqueStrings(eventTypes)
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eventTypeMap, err := v.db.EventTypeNIDs(ctx, eventTypes)
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if err != nil {
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return nil, err
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}
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stateKeys = util.UniqueStrings(stateKeys)
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stateKeyMap, err := v.db.EventStateKeyNIDs(ctx, stateKeys)
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if err != nil {
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return nil, err
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}
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var result []types.StateKeyTuple
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for _, stringTuple := range stringTuples {
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var numericTuple types.StateKeyTuple
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var ok1, ok2 bool
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numericTuple.EventTypeNID, ok1 = eventTypeMap[stringTuple.EventType]
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numericTuple.EventStateKeyNID, ok2 = stateKeyMap[stringTuple.StateKey]
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// Discard the tuple if there wasn't a numeric ID for either the event type or the state key.
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if ok1 && ok2 {
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result = append(result, numericTuple)
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}
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}
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return result, nil
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}
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// loadStateAtSnapshotForNumericTuples loads the state for a list of event type and state key pairs at a snapshot.
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// This is used when we only want to load a subset of the room state at a snapshot.
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// If there is no entry for a given event type and state key pair then it will be discarded.
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// This is typically the state before an event or the current state of a room.
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// Returns a sorted list of state entries or an error if there was a problem talking to the database.
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func (v StateResolutionV2) loadStateAtSnapshotForNumericTuples(
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ctx context.Context,
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stateNID types.StateSnapshotNID,
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stateKeyTuples []types.StateKeyTuple,
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) ([]types.StateEntry, error) {
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stateBlockNIDLists, err := v.db.StateBlockNIDs(ctx, []types.StateSnapshotNID{stateNID})
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if err != nil {
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return nil, err
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}
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// We've asked for exactly one snapshot from the db so we should have exactly one entry in the result.
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stateBlockNIDList := stateBlockNIDLists[0]
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stateEntryLists, err := v.db.StateEntriesForTuples(
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ctx, stateBlockNIDList.StateBlockNIDs, stateKeyTuples,
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)
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if err != nil {
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return nil, err
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}
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stateEntriesMap := shared.StateEntryListMap(stateEntryLists)
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// Combine all the state entries for this snapshot.
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// The order of state block NIDs in the list tells us the order to combine them in.
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var fullState []types.StateEntry
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for _, stateBlockNID := range stateBlockNIDList.StateBlockNIDs {
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entries, ok := stateEntriesMap.Lookup(stateBlockNID)
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if !ok {
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// If the block is missing from the map it means that none of its entries matched a requested tuple.
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// This can happen if the block doesn't contain an update for one of the requested tuples.
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// If none of the requested tuples are in the block then it can be safely skipped.
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continue
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}
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fullState = append(fullState, entries...)
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}
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// Stable sort so that the most recent entry for each state key stays
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// remains later in the list than the older entries for the same state key.
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sort.Stable(shared.StateEntryByStateKeySorter(fullState))
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// Unique returns the last entry and hence the most recent entry for each state key.
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fullState = fullState[:util.Unique(shared.StateEntryByStateKeySorter(fullState))]
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return fullState, nil
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}
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// LoadStateAfterEventsForStringTuples loads the state for a list of event type
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// and state key pairs after list of events.
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// This is used when we only want to load a subset of the room state after a list of events.
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// If there is no entry for a given event type and state key pair then it will be discarded.
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// This is typically the state before an event.
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// Returns a sorted list of state entries or an error if there was a problem talking to the database.
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func (v StateResolutionV2) LoadStateAfterEventsForStringTuples(
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ctx context.Context,
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prevStates []types.StateAtEvent,
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stateKeyTuples []gomatrixserverlib.StateKeyTuple,
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) ([]types.StateEntry, error) {
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numericTuples, err := v.stringTuplesToNumericTuples(ctx, stateKeyTuples)
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if err != nil {
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return nil, err
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}
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return v.loadStateAfterEventsForNumericTuples(ctx, prevStates, numericTuples)
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}
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func (v StateResolutionV2) loadStateAfterEventsForNumericTuples(
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ctx context.Context,
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prevStates []types.StateAtEvent,
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stateKeyTuples []types.StateKeyTuple,
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) ([]types.StateEntry, error) {
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if len(prevStates) == 1 {
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// Fast path for a single event.
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prevState := prevStates[0]
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result, err := v.loadStateAtSnapshotForNumericTuples(
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ctx, prevState.BeforeStateSnapshotNID, stateKeyTuples,
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)
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if err != nil {
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return nil, err
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}
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if prevState.IsStateEvent() {
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// The result is current the state before the requested event.
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// We want the state after the requested event.
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// If the requested event was a state event then we need to
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// update that key in the result.
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// If the requested event wasn't a state event then the state after
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// it is the same as the state before it.
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for i := range result {
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if result[i].StateKeyTuple == prevState.StateKeyTuple {
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result[i] = prevState.StateEntry
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}
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}
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}
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return result, nil
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}
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// Slow path for more that one event.
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// Load the entire state so that we can do conflict resolution if we need to.
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// TODO: The are some optimistations we could do here:
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// 1) We only need to do conflict resolution if there is a conflict in the
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// requested tuples so we might try loading just those tuples and then
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// checking for conflicts.
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// 2) When there is a conflict we still only need to load the state
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// needed to do conflict resolution which would save us having to load
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// the full state.
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// TODO: Add metrics for this as it could take a long time for big rooms
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// with large conflicts.
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fullState, _, _, err := v.calculateStateAfterManyEvents(ctx, prevStates)
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if err != nil {
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return nil, err
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}
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// Sort the full state so we can use it as a map.
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sort.Sort(shared.StateEntrySorter(fullState))
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// Filter the full state down to the required tuples.
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var result []types.StateEntry
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for _, tuple := range stateKeyTuples {
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eventNID, ok := shared.StateEntryMap(fullState).Lookup(tuple)
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if ok {
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result = append(result, types.StateEntry{
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StateKeyTuple: tuple,
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EventNID: eventNID,
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})
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}
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}
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sort.Sort(shared.StateEntrySorter(result))
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return result, nil
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}
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// CalculateAndStoreStateBeforeEvent calculates a snapshot of the state of a room before an event.
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// Stores the snapshot of the state in the database.
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// Returns a numeric ID for the snapshot of the state before the event.
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func (v StateResolutionV2) CalculateAndStoreStateBeforeEvent(
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ctx context.Context,
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event gomatrixserverlib.Event,
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roomNID types.RoomNID,
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) (types.StateSnapshotNID, error) {
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// Load the state at the prev events.
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prevEventRefs := event.PrevEvents()
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prevEventIDs := make([]string, len(prevEventRefs))
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for i := range prevEventRefs {
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prevEventIDs[i] = prevEventRefs[i].EventID
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}
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prevStates, err := v.db.StateAtEventIDs(ctx, prevEventIDs)
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if err != nil {
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return 0, err
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}
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// The state before this event will be the state after the events that came before it.
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return v.CalculateAndStoreStateAfterEvents(ctx, roomNID, prevStates)
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}
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// CalculateAndStoreStateAfterEvents finds the room state after the given events.
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// Stores the resulting state in the database and returns a numeric ID for that snapshot.
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func (v StateResolutionV2) CalculateAndStoreStateAfterEvents(
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ctx context.Context,
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roomNID types.RoomNID,
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prevStates []types.StateAtEvent,
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) (types.StateSnapshotNID, error) {
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metrics := calculateStateMetrics{startTime: time.Now(), prevEventLength: len(prevStates)}
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if len(prevStates) == 0 {
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// 2) There weren't any prev_events for this event so the state is
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// empty.
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metrics.algorithm = "empty_state"
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return metrics.stop(v.db.AddState(ctx, roomNID, nil, nil))
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}
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if len(prevStates) == 1 {
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prevState := prevStates[0]
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if prevState.EventStateKeyNID == 0 {
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// 3) None of the previous events were state events and they all
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// have the same state, so this event has exactly the same state
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// as the previous events.
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// This should be the common case.
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metrics.algorithm = "no_change"
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|
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 StateResolutionV2) 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 StateResolutionV2) 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(shared.StateEntrySorter(combined))]
|
|
|
|
// Find the conflicts
|
|
conflicts := shared.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 := shared.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 StateResolutionV2) 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 := shared.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.ResolveStateConflictsV2(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(shared.StateEntrySorter(notConflicted))
|
|
return notConflicted, nil
|
|
}
|
|
|
|
// stateKeyTuplesNeeded works out which numeric state key tuples we need to authenticate some events.
|
|
func (v StateResolutionV2) 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 StateResolutionV2) 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 := shared.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
|
|
}
|