2017-04-20 22:40:52 +00:00
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// Copyright 2017 Vector Creations Ltd
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2020-02-05 18:06:39 +00:00
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// Copyright 2018 New Vector Ltd
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// Copyright 2019-2020 The Matrix.org Foundation C.I.C.
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2017-04-20 22:40:52 +00:00
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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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2017-02-07 17:20:05 +00:00
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package input
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import (
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"context"
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"fmt"
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"github.com/matrix-org/dendrite/common"
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2017-02-07 17:20:05 +00:00
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"github.com/matrix-org/dendrite/roomserver/api"
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2017-03-08 15:10:26 +00:00
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"github.com/matrix-org/dendrite/roomserver/state"
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"github.com/matrix-org/dendrite/roomserver/state/database"
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"github.com/matrix-org/dendrite/roomserver/types"
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"github.com/matrix-org/gomatrixserverlib"
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)
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// A RoomEventDatabase has the storage APIs needed to store a room event.
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type RoomEventDatabase interface {
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database.RoomStateDatabase
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// Stores a matrix room event in the database
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StoreEvent(
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ctx context.Context,
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event gomatrixserverlib.Event,
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txnAndSessionID *api.TransactionID,
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authEventNIDs []types.EventNID,
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) (types.RoomNID, types.StateAtEvent, error)
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// Look up the state entries for a list of string event IDs
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// Returns an error if the there is an error talking to the database
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// Returns a types.MissingEventError if the event IDs aren't in the database.
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StateEntriesForEventIDs(
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ctx context.Context, eventIDs []string,
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) ([]types.StateEntry, error)
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// Set the state at an event.
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SetState(
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ctx context.Context,
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eventNID types.EventNID,
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stateNID types.StateSnapshotNID,
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) error
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// Look up the latest events in a room in preparation for an update.
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// The RoomRecentEventsUpdater must have Commit or Rollback called on it if this doesn't return an error.
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// Returns the latest events in the room and the last eventID sent to the log along with an updater.
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// If this returns an error then no further action is required.
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GetLatestEventsForUpdate(
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ctx context.Context, roomNID types.RoomNID,
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) (updater types.RoomRecentEventsUpdater, err error)
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// Look up the string event IDs for a list of numeric event IDs
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EventIDs(
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ctx context.Context, eventNIDs []types.EventNID,
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) (map[types.EventNID]string, error)
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// Build a membership updater for the target user in a room.
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MembershipUpdater(
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ctx context.Context, roomID, targerUserID string,
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) (types.MembershipUpdater, error)
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// Look up event ID by transaction's info.
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// This is used to determine if the room event is processed/processing already.
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// Returns an empty string if no such event exists.
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GetTransactionEventID(
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ctx context.Context, transactionID string,
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sessionID int64, userID string,
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) (string, error)
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// Look up the room version for a given room.
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GetRoomVersionForRoom(
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ctx context.Context, roomID string,
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) (gomatrixserverlib.RoomVersion, error)
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}
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// OutputRoomEventWriter has the APIs needed to write an event to the output logs.
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type OutputRoomEventWriter interface {
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// Write a list of events for a room
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WriteOutputEvents(roomID string, updates []api.OutputEvent) error
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}
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// processRoomEvent can only be called once at a time
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//
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// TODO(#375): This should be rewritten to allow concurrent calls. The
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// difficulty is in ensuring that we correctly annotate events with the correct
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// state deltas when sending to kafka streams
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func processRoomEvent(
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ctx context.Context,
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db RoomEventDatabase,
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ow OutputRoomEventWriter,
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input api.InputRoomEvent,
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) (eventID string, err error) {
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// Parse and validate the event JSON
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event := input.Event
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// Check that the event passes authentication checks and work out the numeric IDs for the auth events.
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authEventNIDs, err := checkAuthEvents(ctx, db, event.Event, input.AuthEventIDs)
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if err != nil {
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return
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}
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if input.TransactionID != nil {
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tdID := input.TransactionID
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eventID, err = db.GetTransactionEventID(
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ctx, tdID.TransactionID, tdID.SessionID, input.Event.Sender(),
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)
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// On error OR event with the transaction already processed/processesing
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if err != nil || eventID != "" {
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return
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}
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}
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// Store the event
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roomNID, stateAtEvent, err := db.StoreEvent(ctx, event.Event, input.TransactionID, authEventNIDs)
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if err != nil {
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return
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}
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if input.Kind == api.KindOutlier {
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// For outliers we can stop after we've stored the event itself as it
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// doesn't have any associated state to store and we don't need to
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// notify anyone about it.
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return event.EventID(), nil
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}
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if stateAtEvent.BeforeStateSnapshotNID == 0 {
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// We haven't calculated a state for this event yet.
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// Lets calculate one.
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err = calculateAndSetState(ctx, db, input, roomNID, &stateAtEvent, event.Event)
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if err != nil {
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return
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}
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}
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if input.Kind == api.KindBackfill {
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// Backfill is not implemented.
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panic("Not implemented")
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}
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// Update the extremities of the event graph for the room
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return event.EventID(), updateLatestEvents(
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ctx, db, ow, roomNID, stateAtEvent, event.Event, input.SendAsServer, input.TransactionID,
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)
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}
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func calculateAndSetState(
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ctx context.Context,
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db RoomEventDatabase,
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input api.InputRoomEvent,
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roomNID types.RoomNID,
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stateAtEvent *types.StateAtEvent,
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event gomatrixserverlib.Event,
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) error {
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var err error
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roomState := state.NewStateResolution(db)
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if input.HasState {
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// We've been told what the state at the event is so we don't need to calculate it.
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// Check that those state events are in the database and store the state.
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var entries []types.StateEntry
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if entries, err = db.StateEntriesForEventIDs(ctx, input.StateEventIDs); err != nil {
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return err
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}
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if stateAtEvent.BeforeStateSnapshotNID, err = db.AddState(ctx, roomNID, nil, entries); err != nil {
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return err
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}
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} else {
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// We haven't been told what the state at the event is so we need to calculate it from the prev_events
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if stateAtEvent.BeforeStateSnapshotNID, err = roomState.CalculateAndStoreStateBeforeEvent(ctx, event, roomNID); err != nil {
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return err
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}
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}
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return db.SetState(ctx, stateAtEvent.EventNID, stateAtEvent.BeforeStateSnapshotNID)
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}
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2017-09-13 15:30:19 +00:00
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func processInviteEvent(
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ctx context.Context,
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db RoomEventDatabase,
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ow OutputRoomEventWriter,
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input api.InputInviteEvent,
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) (err error) {
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if input.Event.StateKey() == nil {
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return fmt.Errorf("invite must be a state event")
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}
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roomID := input.Event.RoomID()
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targetUserID := *input.Event.StateKey()
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updater, err := db.MembershipUpdater(ctx, roomID, targetUserID)
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if err != nil {
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return err
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}
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succeeded := false
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defer func() {
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txerr := common.EndTransaction(updater, &succeeded)
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if err == nil && txerr != nil {
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err = txerr
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}
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}()
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if updater.IsJoin() {
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// If the user is joined to the room then that takes precedence over this
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// invite event. It makes little sense to move a user that is already
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// joined to the room into the invite state.
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// This could plausibly happen if an invite request raced with a join
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// request for a user. For example if a user was invited to a public
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// room and they joined the room at the same time as the invite was sent.
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// The other way this could plausibly happen is if an invite raced with
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// a kick. For example if a user was kicked from a room in error and in
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// response someone else in the room re-invited them then it is possible
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// for the invite request to race with the leave event so that the
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// target receives invite before it learns that it has been kicked.
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// There are a few ways this could be plausibly handled in the roomserver.
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// 1) Store the invite, but mark it as retired. That will result in the
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// permanent rejection of that invite event. So even if the target
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// user leaves the room and the invite is retransmitted it will be
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// ignored. However a new invite with a new event ID would still be
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// accepted.
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// 2) Silently discard the invite event. This means that if the event
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// was retransmitted at a later date after the target user had left
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// the room we would accept the invite. However since we hadn't told
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// the sending server that the invite had been discarded it would
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// have no reason to attempt to retry.
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// 3) Signal the sending server that the user is already joined to the
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// room.
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// For now we will implement option 2. Since in the abesence of a retry
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// mechanism it will be equivalent to option 1, and we don't have a
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// signalling mechanism to implement option 3.
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return nil
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}
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2020-03-17 11:01:25 +00:00
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outputUpdates, err := updateToInviteMembership(updater, &input.Event.Event, nil)
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if err != nil {
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return err
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}
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if err = ow.WriteOutputEvents(roomID, outputUpdates); err != nil {
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return err
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}
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succeeded = true
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return nil
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}
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