// Copyright 2017 Vector Creations Ltd // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. package input import ( "github.com/matrix-org/dendrite/roomserver/api" "github.com/matrix-org/dendrite/roomserver/state" "github.com/matrix-org/dendrite/roomserver/types" "github.com/matrix-org/gomatrixserverlib" ) // A RoomEventDatabase has the storage APIs needed to store a room event. type RoomEventDatabase interface { state.RoomStateDatabase // Stores a matrix room event in the database StoreEvent(event gomatrixserverlib.Event, authEventNIDs []types.EventNID) (types.RoomNID, types.StateAtEvent, error) // Lookup the state entries for a list of string event IDs // Returns an error if the there is an error talking to the database // or if the event IDs aren't in the database. StateEntriesForEventIDs(eventIDs []string) ([]types.StateEntry, error) // Lookup the Events for a list of numeric event IDs. // Returns a sorted list of events. Events(eventNIDs []types.EventNID) ([]types.Event, error) // Lookup the state of a room at each event for a list of string event IDs. // Returns an error if there is an error talking to the database // or if the room state for the event IDs aren't in the database StateAtEventIDs(eventIDs []string) ([]types.StateAtEvent, error) // Store the room state at an event in the database AddState(roomNID types.RoomNID, stateBlockNIDs []types.StateBlockNID, state []types.StateEntry) (types.StateSnapshotNID, error) // Set the state at an event. SetState(eventNID types.EventNID, stateNID types.StateSnapshotNID) error // Lookup the latest events in a room in preparation for an update. // The RoomRecentEventsUpdater must have Commit or Rollback called on it if this doesn't return an error. // Returns the latest events in the room and the last eventID sent to the log along with an updater. // If this returns an error then no further action is required. GetLatestEventsForUpdate(roomNID types.RoomNID) (updater types.RoomRecentEventsUpdater, err error) // Lookup the string event IDs for a list of numeric event IDs EventIDs(eventNIDs []types.EventNID) (map[types.EventNID]string, error) } // OutputRoomEventWriter has the APIs needed to write an event to the output logs. type OutputRoomEventWriter interface { // Write an event. WriteOutputRoomEvent(output api.OutputRoomEvent) error } func processRoomEvent(db RoomEventDatabase, ow OutputRoomEventWriter, input api.InputRoomEvent) error { // Parse and validate the event JSON event, err := gomatrixserverlib.NewEventFromUntrustedJSON(input.Event) if err != nil { return err } // Check that the event passes authentication checks and work out the numeric IDs for the auth events. authEventNIDs, err := checkAuthEvents(db, event, input.AuthEventIDs) if err != nil { return err } // Store the event roomNID, stateAtEvent, err := db.StoreEvent(event, authEventNIDs) if err != nil { return err } if input.Kind == api.KindOutlier { // For outliers we can stop after we've stored the event itself as it // doesn't have any associated state to store and we don't need to // notify anyone about it. return nil } if stateAtEvent.BeforeStateSnapshotNID == 0 { // We haven't calculated a state for this event yet. // Lets calculate one. if input.HasState { // We've been told what the state at the event is so we don't need to calculate it. // Check that those state events are in the database and store the state. entries, err := db.StateEntriesForEventIDs(input.StateEventIDs) if err != nil { return err } if stateAtEvent.BeforeStateSnapshotNID, err = db.AddState(roomNID, nil, entries); err != nil { return nil } } else { // We haven't been told what the state at the event is so we need to calculate it from the prev_events if stateAtEvent.BeforeStateSnapshotNID, err = calculateAndStoreStateBeforeEvent(db, event, roomNID); err != nil { return err } } db.SetState(stateAtEvent.EventNID, stateAtEvent.BeforeStateSnapshotNID) } if input.Kind == api.KindBackfill { // Backfill is not implemented. panic("Not implemented") } // Update the extremities of the event graph for the room if err := updateLatestEvents(db, ow, roomNID, stateAtEvent, event); err != nil { return err } // TODO: // * Caculate the new current state for the room if the forward extremities have changed. // * Work out the delta between the new current state and the previous current state. // * Work out the visibility of the event. // * Write a message to the output logs containing: // - The event itself // - The visiblity of the event, i.e. who is allowed to see the event. // - The changes to the current state of the room. return nil }