2020-05-01 12:01:50 +00:00
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package internal
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2020-04-29 10:34:31 +00:00
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import (
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"context"
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2020-04-29 14:29:39 +00:00
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"fmt"
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"time"
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2020-04-29 10:34:31 +00:00
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"github.com/matrix-org/dendrite/federationsender/api"
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2020-05-01 12:01:50 +00:00
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"github.com/matrix-org/dendrite/federationsender/internal/perform"
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2020-04-29 14:29:39 +00:00
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"github.com/matrix-org/dendrite/roomserver/version"
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"github.com/matrix-org/gomatrixserverlib"
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2020-05-04 12:53:47 +00:00
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"github.com/matrix-org/util"
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"github.com/sirupsen/logrus"
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2020-04-29 10:34:31 +00:00
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)
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2020-05-04 12:53:47 +00:00
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// PerformLeaveRequest implements api.FederationSenderInternalAPI
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func (r *FederationSenderInternalAPI) PerformDirectoryLookup(
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ctx context.Context,
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request *api.PerformDirectoryLookupRequest,
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response *api.PerformDirectoryLookupResponse,
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) (err error) {
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dir, err := r.federation.LookupRoomAlias(
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ctx,
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request.ServerName,
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request.RoomAlias,
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)
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if err != nil {
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Improve federation sender performance, implement backoff and blacklisting, fix up invites a bit (#1007)
* Improve federation sender performance and behaviour, add backoff
* Tweaks
* Tweaks
* Tweaks
* Take copies of events before passing to destination queues
* Don't accidentally drop queued messages
* Don't take copies again
* Tidy up a bit
* Break out statistics (tracked component-wide), report success and failures from Perform actions
* Fix comment, use atomic add
* Improve logic a bit, don't block on wakeup, move idle check
* Don't retry sucessful invites, don't dispatch sendEvent, sendInvite etc
* Dedupe destinations, fix other bug hopefully
* Dispatch sends again
* Federation sender to ignore invites that are destined locally
* Loopback invite events
* Remodel a bit with channels
* Linter
* Only loopback invite event if we know the room
* We should tell other resident servers about the invite if we know about the room
* Correct invite signing
* Fix invite loopback
* Check HTTP response codes, push new invites to front of queue
* Review comments
2020-05-07 11:42:06 +00:00
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r.statistics.ForServer(request.ServerName).Failure()
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2020-05-04 12:53:47 +00:00
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return err
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}
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response.RoomID = dir.RoomID
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response.ServerNames = dir.Servers
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Improve federation sender performance, implement backoff and blacklisting, fix up invites a bit (#1007)
* Improve federation sender performance and behaviour, add backoff
* Tweaks
* Tweaks
* Tweaks
* Take copies of events before passing to destination queues
* Don't accidentally drop queued messages
* Don't take copies again
* Tidy up a bit
* Break out statistics (tracked component-wide), report success and failures from Perform actions
* Fix comment, use atomic add
* Improve logic a bit, don't block on wakeup, move idle check
* Don't retry sucessful invites, don't dispatch sendEvent, sendInvite etc
* Dedupe destinations, fix other bug hopefully
* Dispatch sends again
* Federation sender to ignore invites that are destined locally
* Loopback invite events
* Remodel a bit with channels
* Linter
* Only loopback invite event if we know the room
* We should tell other resident servers about the invite if we know about the room
* Correct invite signing
* Fix invite loopback
* Check HTTP response codes, push new invites to front of queue
* Review comments
2020-05-07 11:42:06 +00:00
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r.statistics.ForServer(request.ServerName).Success()
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2020-05-04 12:53:47 +00:00
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return nil
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}
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2020-04-29 10:34:31 +00:00
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// PerformJoinRequest implements api.FederationSenderInternalAPI
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2020-04-29 14:29:39 +00:00
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func (r *FederationSenderInternalAPI) PerformJoin(
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2020-04-29 10:34:31 +00:00
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ctx context.Context,
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request *api.PerformJoinRequest,
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response *api.PerformJoinResponse,
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) (err error) {
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2020-04-29 14:29:39 +00:00
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// Look up the supported room versions.
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var supportedVersions []gomatrixserverlib.RoomVersion
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for version := range version.SupportedRoomVersions() {
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supportedVersions = append(supportedVersions, version)
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}
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2020-05-04 12:53:47 +00:00
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// Deduplicate the server names we were provided.
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2020-05-07 16:14:32 +00:00
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util.SortAndUnique(request.ServerNames)
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2020-04-29 14:29:39 +00:00
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2020-05-04 12:53:47 +00:00
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// Try each server that we were provided until we land on one that
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// successfully completes the make-join send-join dance.
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for _, serverName := range request.ServerNames {
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// Try to perform a make_join using the information supplied in the
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// request.
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respMakeJoin, err := r.federation.MakeJoin(
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ctx,
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serverName,
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request.RoomID,
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request.UserID,
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supportedVersions,
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)
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if err != nil {
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// TODO: Check if the user was not allowed to join the room.
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Improve federation sender performance, implement backoff and blacklisting, fix up invites a bit (#1007)
* Improve federation sender performance and behaviour, add backoff
* Tweaks
* Tweaks
* Tweaks
* Take copies of events before passing to destination queues
* Don't accidentally drop queued messages
* Don't take copies again
* Tidy up a bit
* Break out statistics (tracked component-wide), report success and failures from Perform actions
* Fix comment, use atomic add
* Improve logic a bit, don't block on wakeup, move idle check
* Don't retry sucessful invites, don't dispatch sendEvent, sendInvite etc
* Dedupe destinations, fix other bug hopefully
* Dispatch sends again
* Federation sender to ignore invites that are destined locally
* Loopback invite events
* Remodel a bit with channels
* Linter
* Only loopback invite event if we know the room
* We should tell other resident servers about the invite if we know about the room
* Correct invite signing
* Fix invite loopback
* Check HTTP response codes, push new invites to front of queue
* Review comments
2020-05-07 11:42:06 +00:00
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r.statistics.ForServer(serverName).Failure()
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2020-05-04 12:53:47 +00:00
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return fmt.Errorf("r.federation.MakeJoin: %w", err)
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}
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2020-04-29 14:29:39 +00:00
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2020-05-04 12:53:47 +00:00
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// Set all the fields to be what they should be, this should be a no-op
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// but it's possible that the remote server returned us something "odd"
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respMakeJoin.JoinEvent.Type = gomatrixserverlib.MRoomMember
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respMakeJoin.JoinEvent.Sender = request.UserID
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respMakeJoin.JoinEvent.StateKey = &request.UserID
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respMakeJoin.JoinEvent.RoomID = request.RoomID
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respMakeJoin.JoinEvent.Redacts = ""
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if request.Content == nil {
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request.Content = map[string]interface{}{}
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}
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request.Content["membership"] = "join"
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if err = respMakeJoin.JoinEvent.SetContent(request.Content); err != nil {
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return fmt.Errorf("respMakeJoin.JoinEvent.SetContent: %w", err)
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}
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if err = respMakeJoin.JoinEvent.SetUnsigned(struct{}{}); err != nil {
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return fmt.Errorf("respMakeJoin.JoinEvent.SetUnsigned: %w", err)
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}
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2020-04-29 14:29:39 +00:00
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2020-05-04 12:53:47 +00:00
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// Work out if we support the room version that has been supplied in
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// the make_join response.
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if respMakeJoin.RoomVersion == "" {
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respMakeJoin.RoomVersion = gomatrixserverlib.RoomVersionV1
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}
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if _, err = respMakeJoin.RoomVersion.EventFormat(); err != nil {
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return fmt.Errorf("respMakeJoin.RoomVersion.EventFormat: %w", err)
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}
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2020-04-29 14:29:39 +00:00
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2020-05-04 12:53:47 +00:00
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// Build the join event.
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event, err := respMakeJoin.JoinEvent.Build(
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time.Now(),
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r.cfg.Matrix.ServerName,
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r.cfg.Matrix.KeyID,
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r.cfg.Matrix.PrivateKey,
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respMakeJoin.RoomVersion,
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)
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if err != nil {
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return fmt.Errorf("respMakeJoin.JoinEvent.Build: %w", err)
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}
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2020-04-29 14:29:39 +00:00
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2020-05-04 12:53:47 +00:00
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// Try to perform a send_join using the newly built event.
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respSendJoin, err := r.federation.SendJoin(
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ctx,
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serverName,
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event,
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respMakeJoin.RoomVersion,
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)
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if err != nil {
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logrus.WithError(err).Warnf("r.federation.SendJoin failed")
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Improve federation sender performance, implement backoff and blacklisting, fix up invites a bit (#1007)
* Improve federation sender performance and behaviour, add backoff
* Tweaks
* Tweaks
* Tweaks
* Take copies of events before passing to destination queues
* Don't accidentally drop queued messages
* Don't take copies again
* Tidy up a bit
* Break out statistics (tracked component-wide), report success and failures from Perform actions
* Fix comment, use atomic add
* Improve logic a bit, don't block on wakeup, move idle check
* Don't retry sucessful invites, don't dispatch sendEvent, sendInvite etc
* Dedupe destinations, fix other bug hopefully
* Dispatch sends again
* Federation sender to ignore invites that are destined locally
* Loopback invite events
* Remodel a bit with channels
* Linter
* Only loopback invite event if we know the room
* We should tell other resident servers about the invite if we know about the room
* Correct invite signing
* Fix invite loopback
* Check HTTP response codes, push new invites to front of queue
* Review comments
2020-05-07 11:42:06 +00:00
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r.statistics.ForServer(serverName).Failure()
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2020-05-04 12:53:47 +00:00
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continue
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}
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2020-04-29 14:29:39 +00:00
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2020-05-04 12:53:47 +00:00
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// Check that the send_join response was valid.
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joinCtx := perform.JoinContext(r.federation, r.keyRing)
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if err = joinCtx.CheckSendJoinResponse(
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ctx, event, serverName, respMakeJoin, respSendJoin,
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); err != nil {
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logrus.WithError(err).Warnf("joinCtx.CheckSendJoinResponse failed")
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continue
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}
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// If we successfully performed a send_join above then the other
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// server now thinks we're a part of the room. Send the newly
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// returned state to the roomserver to update our local view.
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if err = r.producer.SendEventWithState(
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ctx,
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respSendJoin.ToRespState(),
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event.Headered(respMakeJoin.RoomVersion),
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); err != nil {
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logrus.WithError(err).Warnf("r.producer.SendEventWithState failed")
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continue
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}
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// We're all good.
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Improve federation sender performance, implement backoff and blacklisting, fix up invites a bit (#1007)
* Improve federation sender performance and behaviour, add backoff
* Tweaks
* Tweaks
* Tweaks
* Take copies of events before passing to destination queues
* Don't accidentally drop queued messages
* Don't take copies again
* Tidy up a bit
* Break out statistics (tracked component-wide), report success and failures from Perform actions
* Fix comment, use atomic add
* Improve logic a bit, don't block on wakeup, move idle check
* Don't retry sucessful invites, don't dispatch sendEvent, sendInvite etc
* Dedupe destinations, fix other bug hopefully
* Dispatch sends again
* Federation sender to ignore invites that are destined locally
* Loopback invite events
* Remodel a bit with channels
* Linter
* Only loopback invite event if we know the room
* We should tell other resident servers about the invite if we know about the room
* Correct invite signing
* Fix invite loopback
* Check HTTP response codes, push new invites to front of queue
* Review comments
2020-05-07 11:42:06 +00:00
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r.statistics.ForServer(serverName).Success()
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2020-05-04 12:53:47 +00:00
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return nil
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2020-04-29 14:29:39 +00:00
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}
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2020-05-04 12:53:47 +00:00
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// If we reach here then we didn't complete a join for some reason.
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return fmt.Errorf(
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"failed to join user %q to room %q through %d server(s)",
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request.UserID, request.RoomID, len(request.ServerNames),
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)
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2020-04-29 10:34:31 +00:00
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}
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// PerformLeaveRequest implements api.FederationSenderInternalAPI
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2020-04-29 14:29:39 +00:00
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func (r *FederationSenderInternalAPI) PerformLeave(
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2020-04-29 10:34:31 +00:00
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ctx context.Context,
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request *api.PerformLeaveRequest,
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response *api.PerformLeaveResponse,
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) (err error) {
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2020-05-04 17:34:09 +00:00
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// Deduplicate the server names we were provided.
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2020-05-07 16:14:32 +00:00
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util.SortAndUnique(request.ServerNames)
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2020-05-04 17:34:09 +00:00
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// Try each server that we were provided until we land on one that
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// successfully completes the make-leave send-leave dance.
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for _, serverName := range request.ServerNames {
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// Try to perform a make_leave using the information supplied in the
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// request.
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respMakeLeave, err := r.federation.MakeLeave(
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ctx,
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serverName,
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request.RoomID,
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request.UserID,
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)
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if err != nil {
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// TODO: Check if the user was not allowed to leave the room.
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logrus.WithError(err).Warnf("r.federation.MakeLeave failed")
|
Improve federation sender performance, implement backoff and blacklisting, fix up invites a bit (#1007)
* Improve federation sender performance and behaviour, add backoff
* Tweaks
* Tweaks
* Tweaks
* Take copies of events before passing to destination queues
* Don't accidentally drop queued messages
* Don't take copies again
* Tidy up a bit
* Break out statistics (tracked component-wide), report success and failures from Perform actions
* Fix comment, use atomic add
* Improve logic a bit, don't block on wakeup, move idle check
* Don't retry sucessful invites, don't dispatch sendEvent, sendInvite etc
* Dedupe destinations, fix other bug hopefully
* Dispatch sends again
* Federation sender to ignore invites that are destined locally
* Loopback invite events
* Remodel a bit with channels
* Linter
* Only loopback invite event if we know the room
* We should tell other resident servers about the invite if we know about the room
* Correct invite signing
* Fix invite loopback
* Check HTTP response codes, push new invites to front of queue
* Review comments
2020-05-07 11:42:06 +00:00
|
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r.statistics.ForServer(serverName).Failure()
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2020-05-04 17:34:09 +00:00
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continue
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}
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// Set all the fields to be what they should be, this should be a no-op
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// but it's possible that the remote server returned us something "odd"
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respMakeLeave.LeaveEvent.Type = gomatrixserverlib.MRoomMember
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respMakeLeave.LeaveEvent.Sender = request.UserID
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respMakeLeave.LeaveEvent.StateKey = &request.UserID
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respMakeLeave.LeaveEvent.RoomID = request.RoomID
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respMakeLeave.LeaveEvent.Redacts = ""
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if respMakeLeave.LeaveEvent.Content == nil {
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content := map[string]interface{}{
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"membership": "leave",
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}
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if err = respMakeLeave.LeaveEvent.SetContent(content); err != nil {
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logrus.WithError(err).Warnf("respMakeLeave.LeaveEvent.SetContent failed")
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continue
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}
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}
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if err = respMakeLeave.LeaveEvent.SetUnsigned(struct{}{}); err != nil {
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logrus.WithError(err).Warnf("respMakeLeave.LeaveEvent.SetUnsigned failed")
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continue
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}
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// Work out if we support the room version that has been supplied in
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// the make_leave response.
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if _, err = respMakeLeave.RoomVersion.EventFormat(); err != nil {
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return gomatrixserverlib.UnsupportedRoomVersionError{}
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}
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// Build the leave event.
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event, err := respMakeLeave.LeaveEvent.Build(
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time.Now(),
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r.cfg.Matrix.ServerName,
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r.cfg.Matrix.KeyID,
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r.cfg.Matrix.PrivateKey,
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respMakeLeave.RoomVersion,
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)
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if err != nil {
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logrus.WithError(err).Warnf("respMakeLeave.LeaveEvent.Build failed")
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continue
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}
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// Try to perform a send_leave using the newly built event.
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err = r.federation.SendLeave(
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ctx,
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serverName,
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event,
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)
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if err != nil {
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logrus.WithError(err).Warnf("r.federation.SendLeave failed")
|
Improve federation sender performance, implement backoff and blacklisting, fix up invites a bit (#1007)
* Improve federation sender performance and behaviour, add backoff
* Tweaks
* Tweaks
* Tweaks
* Take copies of events before passing to destination queues
* Don't accidentally drop queued messages
* Don't take copies again
* Tidy up a bit
* Break out statistics (tracked component-wide), report success and failures from Perform actions
* Fix comment, use atomic add
* Improve logic a bit, don't block on wakeup, move idle check
* Don't retry sucessful invites, don't dispatch sendEvent, sendInvite etc
* Dedupe destinations, fix other bug hopefully
* Dispatch sends again
* Federation sender to ignore invites that are destined locally
* Loopback invite events
* Remodel a bit with channels
* Linter
* Only loopback invite event if we know the room
* We should tell other resident servers about the invite if we know about the room
* Correct invite signing
* Fix invite loopback
* Check HTTP response codes, push new invites to front of queue
* Review comments
2020-05-07 11:42:06 +00:00
|
|
|
r.statistics.ForServer(serverName).Failure()
|
2020-05-04 17:34:09 +00:00
|
|
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continue
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|
|
}
|
|
|
|
|
Improve federation sender performance, implement backoff and blacklisting, fix up invites a bit (#1007)
* Improve federation sender performance and behaviour, add backoff
* Tweaks
* Tweaks
* Tweaks
* Take copies of events before passing to destination queues
* Don't accidentally drop queued messages
* Don't take copies again
* Tidy up a bit
* Break out statistics (tracked component-wide), report success and failures from Perform actions
* Fix comment, use atomic add
* Improve logic a bit, don't block on wakeup, move idle check
* Don't retry sucessful invites, don't dispatch sendEvent, sendInvite etc
* Dedupe destinations, fix other bug hopefully
* Dispatch sends again
* Federation sender to ignore invites that are destined locally
* Loopback invite events
* Remodel a bit with channels
* Linter
* Only loopback invite event if we know the room
* We should tell other resident servers about the invite if we know about the room
* Correct invite signing
* Fix invite loopback
* Check HTTP response codes, push new invites to front of queue
* Review comments
2020-05-07 11:42:06 +00:00
|
|
|
r.statistics.ForServer(serverName).Success()
|
2020-05-04 17:34:09 +00:00
|
|
|
return nil
|
|
|
|
}
|
|
|
|
|
|
|
|
// If we reach here then we didn't complete a leave for some reason.
|
|
|
|
return fmt.Errorf(
|
|
|
|
"Failed to leave room %q through %d server(s)",
|
|
|
|
request.RoomID, len(request.ServerNames),
|
|
|
|
)
|
2020-04-29 10:34:31 +00:00
|
|
|
}
|