Room version abstractions (#865)

* Rough first pass at adding room version abstractions

* Define newer room versions

* Update room version metadata

* Fix roomserver/versions

* Try to fix whitespace in roomsSchema
This commit is contained in:
Neil Alexander 2020-02-05 16:25:58 +00:00 committed by GitHub
parent 4da2630904
commit 880d8ae024
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
11 changed files with 1201 additions and 967 deletions

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@ -21,13 +21,14 @@ import (
"github.com/matrix-org/dendrite/common"
"github.com/matrix-org/dendrite/roomserver/api"
"github.com/matrix-org/dendrite/roomserver/state"
"github.com/matrix-org/dendrite/roomserver/state/database"
"github.com/matrix-org/dendrite/roomserver/types"
"github.com/matrix-org/gomatrixserverlib"
)
// A RoomEventDatabase has the storage APIs needed to store a room event.
type RoomEventDatabase interface {
state.RoomStateDatabase
database.RoomStateDatabase
// Stores a matrix room event in the database
StoreEvent(
ctx context.Context,
@ -149,7 +150,12 @@ func calculateAndSetState(
stateAtEvent *types.StateAtEvent,
event gomatrixserverlib.Event,
) error {
var err error
// TODO: get the correct room version
state, err := state.GetStateResolutionAlgorithm(state.StateResolutionAlgorithmV1, db)
if err != nil {
return err
}
if input.HasState {
// We've been told what the state at the event is so we don't need to calculate it.
// Check that those state events are in the database and store the state.
@ -163,7 +169,7 @@ func calculateAndSetState(
}
} else {
// We haven't been told what the state at the event is so we need to calculate it from the prev_events
if stateAtEvent.BeforeStateSnapshotNID, err = state.CalculateAndStoreStateBeforeEvent(ctx, db, event, roomNID); err != nil {
if stateAtEvent.BeforeStateSnapshotNID, err = state.CalculateAndStoreStateBeforeEvent(ctx, event, roomNID); err != nil {
return err
}
}

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@ -171,27 +171,32 @@ func (u *latestEventsUpdater) doUpdateLatestEvents() error {
func (u *latestEventsUpdater) latestState() error {
var err error
// TODO: get the correct room version
state, err := state.GetStateResolutionAlgorithm(state.StateResolutionAlgorithmV1, u.db)
if err != nil {
return err
}
latestStateAtEvents := make([]types.StateAtEvent, len(u.latest))
for i := range u.latest {
latestStateAtEvents[i] = u.latest[i].StateAtEvent
}
u.newStateNID, err = state.CalculateAndStoreStateAfterEvents(
u.ctx, u.db, u.roomNID, latestStateAtEvents,
u.ctx, u.roomNID, latestStateAtEvents,
)
if err != nil {
return err
}
u.removed, u.added, err = state.DifferenceBetweeenStateSnapshots(
u.ctx, u.db, u.oldStateNID, u.newStateNID,
u.ctx, u.oldStateNID, u.newStateNID,
)
if err != nil {
return err
}
u.stateBeforeEventRemoves, u.stateBeforeEventAdds, err = state.DifferenceBetweeenStateSnapshots(
u.ctx, u.db, u.newStateNID, u.stateAtEvent.BeforeStateSnapshotNID,
u.ctx, u.newStateNID, u.stateAtEvent.BeforeStateSnapshotNID,
)
return err
}

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@ -23,6 +23,7 @@ import (
"github.com/matrix-org/dendrite/roomserver/api"
"github.com/matrix-org/dendrite/roomserver/auth"
"github.com/matrix-org/dendrite/roomserver/state"
"github.com/matrix-org/dendrite/roomserver/state/database"
"github.com/matrix-org/dendrite/roomserver/types"
"github.com/matrix-org/gomatrixserverlib"
"github.com/matrix-org/util"
@ -39,7 +40,7 @@ type RoomserverQueryAPIEventDB interface {
// RoomserverQueryAPIDatabase has the storage APIs needed to implement the query API.
type RoomserverQueryAPIDatabase interface {
state.RoomStateDatabase
database.RoomStateDatabase
RoomserverQueryAPIEventDB
// Look up the numeric ID for the room.
// Returns 0 if the room doesn't exists.
@ -98,6 +99,11 @@ func (r *RoomserverQueryAPI) QueryLatestEventsAndState(
request *api.QueryLatestEventsAndStateRequest,
response *api.QueryLatestEventsAndStateResponse,
) error {
// TODO: get the correct room version
state, err := state.GetStateResolutionAlgorithm(state.StateResolutionAlgorithmV1, r.DB)
if err != nil {
return err
}
response.QueryLatestEventsAndStateRequest = *request
roomNID, err := r.DB.RoomNID(ctx, request.RoomID)
if err != nil {
@ -116,7 +122,7 @@ func (r *RoomserverQueryAPI) QueryLatestEventsAndState(
// Look up the currrent state for the requested tuples.
stateEntries, err := state.LoadStateAtSnapshotForStringTuples(
ctx, r.DB, currentStateSnapshotNID, request.StateToFetch,
ctx, currentStateSnapshotNID, request.StateToFetch,
)
if err != nil {
return err
@ -137,6 +143,11 @@ func (r *RoomserverQueryAPI) QueryStateAfterEvents(
request *api.QueryStateAfterEventsRequest,
response *api.QueryStateAfterEventsResponse,
) error {
// TODO: get the correct room version
state, err := state.GetStateResolutionAlgorithm(state.StateResolutionAlgorithmV1, r.DB)
if err != nil {
return err
}
response.QueryStateAfterEventsRequest = *request
roomNID, err := r.DB.RoomNID(ctx, request.RoomID)
if err != nil {
@ -160,7 +171,7 @@ func (r *RoomserverQueryAPI) QueryStateAfterEvents(
// Look up the currrent state for the requested tuples.
stateEntries, err := state.LoadStateAfterEventsForStringTuples(
ctx, r.DB, prevStates, request.StateToFetch,
ctx, prevStates, request.StateToFetch,
)
if err != nil {
return err
@ -315,6 +326,11 @@ func (r *RoomserverQueryAPI) QueryMembershipsForRoom(
func (r *RoomserverQueryAPI) getMembershipsBeforeEventNID(
ctx context.Context, eventNID types.EventNID, joinedOnly bool,
) ([]types.Event, error) {
// TODO: get the correct room version
state, err := state.GetStateResolutionAlgorithm(state.StateResolutionAlgorithmV1, r.DB)
if err != nil {
return []types.Event{}, err
}
events := []types.Event{}
// Lookup the event NID
eIDs, err := r.DB.EventIDs(ctx, []types.EventNID{eventNID})
@ -329,7 +345,7 @@ func (r *RoomserverQueryAPI) getMembershipsBeforeEventNID(
}
// Fetch the state as it was when this event was fired
stateEntries, err := state.LoadCombinedStateAfterEvents(ctx, r.DB, prevState)
stateEntries, err := state.LoadCombinedStateAfterEvents(ctx, prevState)
if err != nil {
return nil, err
}
@ -416,7 +432,13 @@ func (r *RoomserverQueryAPI) QueryServerAllowedToSeeEvent(
func (r *RoomserverQueryAPI) checkServerAllowedToSeeEvent(
ctx context.Context, eventID string, serverName gomatrixserverlib.ServerName,
) (bool, error) {
stateEntries, err := state.LoadStateAtEvent(ctx, r.DB, eventID)
// TODO: get the correct room version
state, err := state.GetStateResolutionAlgorithm(state.StateResolutionAlgorithmV1, r.DB)
if err != nil {
return false, err
}
stateEntries, err := state.LoadStateAtEvent(ctx, eventID)
if err != nil {
return false, err
}
@ -570,6 +592,12 @@ func (r *RoomserverQueryAPI) QueryStateAndAuthChain(
request *api.QueryStateAndAuthChainRequest,
response *api.QueryStateAndAuthChainResponse,
) error {
// TODO: get the correct room version
state, err := state.GetStateResolutionAlgorithm(state.StateResolutionAlgorithmV1, r.DB)
if err != nil {
return err
}
response.QueryStateAndAuthChainRequest = *request
roomNID, err := r.DB.RoomNID(ctx, request.RoomID)
if err != nil {
@ -593,7 +621,7 @@ func (r *RoomserverQueryAPI) QueryStateAndAuthChain(
// Look up the currrent state for the requested tuples.
stateEntries, err := state.LoadCombinedStateAfterEvents(
ctx, r.DB, prevStates,
ctx, prevStates,
)
if err != nil {
return err

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@ -0,0 +1,48 @@
package database
import (
"context"
"github.com/matrix-org/dendrite/roomserver/types"
)
// A RoomStateDatabase has the storage APIs needed to load state from the database
type RoomStateDatabase interface {
// Store the room state at an event in the database
AddState(
ctx context.Context,
roomNID types.RoomNID,
stateBlockNIDs []types.StateBlockNID,
state []types.StateEntry,
) (types.StateSnapshotNID, error)
// Look up the state of a room at each event for a list of string event IDs.
// Returns an error if there is an error talking to the database
// Returns a types.MissingEventError if the room state for the event IDs aren't in the database
StateAtEventIDs(ctx context.Context, eventIDs []string) ([]types.StateAtEvent, error)
// Look up the numeric IDs for a list of string event types.
// Returns a map from string event type to numeric ID for the event type.
EventTypeNIDs(ctx context.Context, eventTypes []string) (map[string]types.EventTypeNID, error)
// Look up the numeric IDs for a list of string event state keys.
// Returns a map from string state key to numeric ID for the state key.
EventStateKeyNIDs(ctx context.Context, eventStateKeys []string) (map[string]types.EventStateKeyNID, error)
// Look up the numeric state data IDs for each numeric state snapshot ID
// The returned slice is sorted by numeric state snapshot ID.
StateBlockNIDs(ctx context.Context, stateNIDs []types.StateSnapshotNID) ([]types.StateBlockNIDList, error)
// Look up the state data for each numeric state data ID
// The returned slice is sorted by numeric state data ID.
StateEntries(ctx context.Context, stateBlockNIDs []types.StateBlockNID) ([]types.StateEntryList, error)
// Look up the state data for the state key tuples for each numeric state block ID
// This is used to fetch a subset of the room state at a snapshot.
// If a block doesn't contain any of the requested tuples then it can be discarded from the result.
// The returned slice is sorted by numeric state block ID.
StateEntriesForTuples(
ctx context.Context,
stateBlockNIDs []types.StateBlockNID,
stateKeyTuples []types.StateKeyTuple,
) ([]types.StateEntryList, error)
// Look up the Events for a list of numeric event IDs.
// Returns a sorted list of events.
Events(ctx context.Context, eventNIDs []types.EventNID) ([]types.Event, error)
// Look up snapshot NID for an event ID string
SnapshotNIDFromEventID(ctx context.Context, eventID string) (types.StateSnapshotNID, error)
}

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@ -0,0 +1,927 @@
// Copyright 2017 Vector Creations Ltd
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
// Package state provides functions for reading state from the database.
// The functions for writing state to the database are the input package.
package v1
import (
"context"
"fmt"
"sort"
"time"
"github.com/matrix-org/dendrite/roomserver/state/database"
"github.com/matrix-org/dendrite/roomserver/types"
"github.com/matrix-org/gomatrixserverlib"
"github.com/matrix-org/util"
"github.com/prometheus/client_golang/prometheus"
)
type StateResolutionV1 struct {
db database.RoomStateDatabase
}
func Prepare(db database.RoomStateDatabase) StateResolutionV1 {
return StateResolutionV1{
db: db,
}
}
// LoadStateAtSnapshot loads the full state of a room at a particular snapshot.
// This is typically the state before an event or the current state of a room.
// Returns a sorted list of state entries or an error if there was a problem talking to the database.
func (v StateResolutionV1) LoadStateAtSnapshot(
ctx context.Context, stateNID types.StateSnapshotNID,
) ([]types.StateEntry, error) {
stateBlockNIDLists, err := v.db.StateBlockNIDs(ctx, []types.StateSnapshotNID{stateNID})
if err != nil {
return nil, err
}
// We've asked for exactly one snapshot from the db so we should have exactly one entry in the result.
stateBlockNIDList := stateBlockNIDLists[0]
stateEntryLists, err := v.db.StateEntries(ctx, stateBlockNIDList.StateBlockNIDs)
if err != nil {
return nil, err
}
stateEntriesMap := stateEntryListMap(stateEntryLists)
// Combine all the state entries for this snapshot.
// The order of state block NIDs in the list tells us the order to combine them in.
var fullState []types.StateEntry
for _, stateBlockNID := range stateBlockNIDList.StateBlockNIDs {
entries, ok := stateEntriesMap.lookup(stateBlockNID)
if !ok {
// This should only get hit if the database is corrupt.
// It should be impossible for an event to reference a NID that doesn't exist
panic(fmt.Errorf("Corrupt DB: Missing state block numeric ID %d", stateBlockNID))
}
fullState = append(fullState, entries...)
}
// Stable sort so that the most recent entry for each state key stays
// remains later in the list than the older entries for the same state key.
sort.Stable(stateEntryByStateKeySorter(fullState))
// Unique returns the last entry and hence the most recent entry for each state key.
fullState = fullState[:util.Unique(stateEntryByStateKeySorter(fullState))]
return fullState, nil
}
// LoadStateAtEvent loads the full state of a room at a particular event.
func (v StateResolutionV1) LoadStateAtEvent(
ctx context.Context, eventID string,
) ([]types.StateEntry, error) {
snapshotNID, err := v.db.SnapshotNIDFromEventID(ctx, eventID)
if err != nil {
return nil, err
}
stateEntries, err := v.LoadStateAtSnapshot(ctx, snapshotNID)
if err != nil {
return nil, err
}
return stateEntries, nil
}
// LoadCombinedStateAfterEvents loads a snapshot of the state after each of the events
// and combines those snapshots together into a single list.
func (v StateResolutionV1) LoadCombinedStateAfterEvents(
ctx context.Context, prevStates []types.StateAtEvent,
) ([]types.StateEntry, error) {
stateNIDs := make([]types.StateSnapshotNID, len(prevStates))
for i, state := range prevStates {
stateNIDs[i] = state.BeforeStateSnapshotNID
}
// Fetch the state snapshots for the state before the each prev event from the database.
// Deduplicate the IDs before passing them to the database.
// There could be duplicates because the events could be state events where
// the snapshot of the room state before them was the same.
stateBlockNIDLists, err := v.db.StateBlockNIDs(ctx, uniqueStateSnapshotNIDs(stateNIDs))
if err != nil {
return nil, err
}
var stateBlockNIDs []types.StateBlockNID
for _, list := range stateBlockNIDLists {
stateBlockNIDs = append(stateBlockNIDs, list.StateBlockNIDs...)
}
// Fetch the state entries that will be combined to create the snapshots.
// Deduplicate the IDs before passing them to the database.
// There could be duplicates because a block of state entries could be reused by
// multiple snapshots.
stateEntryLists, err := v.db.StateEntries(ctx, uniqueStateBlockNIDs(stateBlockNIDs))
if err != nil {
return nil, err
}
stateBlockNIDsMap := stateBlockNIDListMap(stateBlockNIDLists)
stateEntriesMap := stateEntryListMap(stateEntryLists)
// Combine the entries from all the snapshots of state after each prev event into a single list.
var combined []types.StateEntry
for _, prevState := range prevStates {
// Grab the list of state data NIDs for this snapshot.
stateBlockNIDs, ok := stateBlockNIDsMap.lookup(prevState.BeforeStateSnapshotNID)
if !ok {
// This should only get hit if the database is corrupt.
// It should be impossible for an event to reference a NID that doesn't exist
panic(fmt.Errorf("Corrupt DB: Missing state snapshot numeric ID %d", prevState.BeforeStateSnapshotNID))
}
// Combine all the state entries for this snapshot.
// The order of state block NIDs in the list tells us the order to combine them in.
var fullState []types.StateEntry
for _, stateBlockNID := range stateBlockNIDs {
entries, ok := stateEntriesMap.lookup(stateBlockNID)
if !ok {
// This should only get hit if the database is corrupt.
// It should be impossible for an event to reference a NID that doesn't exist
panic(fmt.Errorf("Corrupt DB: Missing state block numeric ID %d", stateBlockNID))
}
fullState = append(fullState, entries...)
}
if prevState.IsStateEvent() {
// If the prev event was a state event then add an entry for the event itself
// so that we get the state after the event rather than the state before.
fullState = append(fullState, prevState.StateEntry)
}
// Stable sort so that the most recent entry for each state key stays
// remains later in the list than the older entries for the same state key.
sort.Stable(stateEntryByStateKeySorter(fullState))
// Unique returns the last entry and hence the most recent entry for each state key.
fullState = fullState[:util.Unique(stateEntryByStateKeySorter(fullState))]
// Add the full state for this StateSnapshotNID.
combined = append(combined, fullState...)
}
return combined, nil
}
// DifferenceBetweeenStateSnapshots works out which state entries have been added and removed between two snapshots.
func (v StateResolutionV1) DifferenceBetweeenStateSnapshots(
ctx context.Context, oldStateNID, newStateNID types.StateSnapshotNID,
) (removed, added []types.StateEntry, err error) {
if oldStateNID == newStateNID {
// If the snapshot NIDs are the same then nothing has changed
return nil, nil, nil
}
var oldEntries []types.StateEntry
var newEntries []types.StateEntry
if oldStateNID != 0 {
oldEntries, err = v.LoadStateAtSnapshot(ctx, oldStateNID)
if err != nil {
return nil, nil, err
}
}
if newStateNID != 0 {
newEntries, err = v.LoadStateAtSnapshot(ctx, newStateNID)
if err != nil {
return nil, nil, err
}
}
var oldI int
var newI int
for {
switch {
case oldI == len(oldEntries):
// We've reached the end of the old entries.
// The rest of the new list must have been newly added.
added = append(added, newEntries[newI:]...)
return
case newI == len(newEntries):
// We've reached the end of the new entries.
// The rest of the old list must be have been removed.
removed = append(removed, oldEntries[oldI:]...)
return
case oldEntries[oldI] == newEntries[newI]:
// The entry is in both lists so skip over it.
oldI++
newI++
case oldEntries[oldI].LessThan(newEntries[newI]):
// The lists are sorted so the old entry being less than the new entry means that it only appears in the old list.
removed = append(removed, oldEntries[oldI])
oldI++
default:
// Reaching the default case implies that the new entry is less than the old entry.
// Since the lists are sorted this means that it only appears in the new list.
added = append(added, newEntries[newI])
newI++
}
}
}
// LoadStateAtSnapshotForStringTuples loads the state for a list of event type and state key pairs at a snapshot.
// This is used when we only want to load a subset of the room state at a snapshot.
// If there is no entry for a given event type and state key pair then it will be discarded.
// This is typically the state before an event or the current state of a room.
// Returns a sorted list of state entries or an error if there was a problem talking to the database.
func (v StateResolutionV1) LoadStateAtSnapshotForStringTuples(
ctx context.Context,
stateNID types.StateSnapshotNID,
stateKeyTuples []gomatrixserverlib.StateKeyTuple,
) ([]types.StateEntry, error) {
numericTuples, err := v.stringTuplesToNumericTuples(ctx, stateKeyTuples)
if err != nil {
return nil, err
}
return v.loadStateAtSnapshotForNumericTuples(ctx, stateNID, numericTuples)
}
// stringTuplesToNumericTuples converts the string state key tuples into numeric IDs
// If there isn't a numeric ID for either the event type or the event state key then the tuple is discarded.
// Returns an error if there was a problem talking to the database.
func (v StateResolutionV1) stringTuplesToNumericTuples(
ctx context.Context,
stringTuples []gomatrixserverlib.StateKeyTuple,
) ([]types.StateKeyTuple, error) {
eventTypes := make([]string, len(stringTuples))
stateKeys := make([]string, len(stringTuples))
for i := range stringTuples {
eventTypes[i] = stringTuples[i].EventType
stateKeys[i] = stringTuples[i].StateKey
}
eventTypes = util.UniqueStrings(eventTypes)
eventTypeMap, err := v.db.EventTypeNIDs(ctx, eventTypes)
if err != nil {
return nil, err
}
stateKeys = util.UniqueStrings(stateKeys)
stateKeyMap, err := v.db.EventStateKeyNIDs(ctx, stateKeys)
if err != nil {
return nil, err
}
var result []types.StateKeyTuple
for _, stringTuple := range stringTuples {
var numericTuple types.StateKeyTuple
var ok1, ok2 bool
numericTuple.EventTypeNID, ok1 = eventTypeMap[stringTuple.EventType]
numericTuple.EventStateKeyNID, ok2 = stateKeyMap[stringTuple.StateKey]
// Discard the tuple if there wasn't a numeric ID for either the event type or the state key.
if ok1 && ok2 {
result = append(result, numericTuple)
}
}
return result, nil
}
// loadStateAtSnapshotForNumericTuples loads the state for a list of event type and state key pairs at a snapshot.
// This is used when we only want to load a subset of the room state at a snapshot.
// If there is no entry for a given event type and state key pair then it will be discarded.
// This is typically the state before an event or the current state of a room.
// Returns a sorted list of state entries or an error if there was a problem talking to the database.
func (v StateResolutionV1) loadStateAtSnapshotForNumericTuples(
ctx context.Context,
stateNID types.StateSnapshotNID,
stateKeyTuples []types.StateKeyTuple,
) ([]types.StateEntry, error) {
stateBlockNIDLists, err := v.db.StateBlockNIDs(ctx, []types.StateSnapshotNID{stateNID})
if err != nil {
return nil, err
}
// We've asked for exactly one snapshot from the db so we should have exactly one entry in the result.
stateBlockNIDList := stateBlockNIDLists[0]
stateEntryLists, err := v.db.StateEntriesForTuples(
ctx, stateBlockNIDList.StateBlockNIDs, stateKeyTuples,
)
if err != nil {
return nil, err
}
stateEntriesMap := stateEntryListMap(stateEntryLists)
// Combine all the state entries for this snapshot.
// The order of state block NIDs in the list tells us the order to combine them in.
var fullState []types.StateEntry
for _, stateBlockNID := range stateBlockNIDList.StateBlockNIDs {
entries, ok := stateEntriesMap.lookup(stateBlockNID)
if !ok {
// If the block is missing from the map it means that none of its entries matched a requested tuple.
// This can happen if the block doesn't contain an update for one of the requested tuples.
// If none of the requested tuples are in the block then it can be safely skipped.
continue
}
fullState = append(fullState, entries...)
}
// Stable sort so that the most recent entry for each state key stays
// remains later in the list than the older entries for the same state key.
sort.Stable(stateEntryByStateKeySorter(fullState))
// Unique returns the last entry and hence the most recent entry for each state key.
fullState = fullState[:util.Unique(stateEntryByStateKeySorter(fullState))]
return fullState, nil
}
// LoadStateAfterEventsForStringTuples loads the state for a list of event type
// and state key pairs after list of events.
// This is used when we only want to load a subset of the room state after a list of events.
// If there is no entry for a given event type and state key pair then it will be discarded.
// This is typically the state before an event.
// Returns a sorted list of state entries or an error if there was a problem talking to the database.
func (v StateResolutionV1) LoadStateAfterEventsForStringTuples(
ctx context.Context,
prevStates []types.StateAtEvent,
stateKeyTuples []gomatrixserverlib.StateKeyTuple,
) ([]types.StateEntry, error) {
numericTuples, err := v.stringTuplesToNumericTuples(ctx, stateKeyTuples)
if err != nil {
return nil, err
}
return v.loadStateAfterEventsForNumericTuples(ctx, prevStates, numericTuples)
}
func (v StateResolutionV1) loadStateAfterEventsForNumericTuples(
ctx context.Context,
prevStates []types.StateAtEvent,
stateKeyTuples []types.StateKeyTuple,
) ([]types.StateEntry, error) {
if len(prevStates) == 1 {
// Fast path for a single event.
prevState := prevStates[0]
result, err := v.loadStateAtSnapshotForNumericTuples(
ctx, prevState.BeforeStateSnapshotNID, stateKeyTuples,
)
if err != nil {
return nil, err
}
if prevState.IsStateEvent() {
// The result is current the state before the requested event.
// We want the state after the requested event.
// If the requested event was a state event then we need to
// update that key in the result.
// If the requested event wasn't a state event then the state after
// it is the same as the state before it.
for i := range result {
if result[i].StateKeyTuple == prevState.StateKeyTuple {
result[i] = prevState.StateEntry
}
}
}
return result, nil
}
// Slow path for more that one event.
// Load the entire state so that we can do conflict resolution if we need to.
// TODO: The are some optimistations we could do here:
// 1) We only need to do conflict resolution if there is a conflict in the
// requested tuples so we might try loading just those tuples and then
// checking for conflicts.
// 2) When there is a conflict we still only need to load the state
// needed to do conflict resolution which would save us having to load
// the full state.
// TODO: Add metrics for this as it could take a long time for big rooms
// with large conflicts.
fullState, _, _, err := v.calculateStateAfterManyEvents(ctx, prevStates)
if err != nil {
return nil, err
}
// Sort the full state so we can use it as a map.
sort.Sort(stateEntrySorter(fullState))
// Filter the full state down to the required tuples.
var result []types.StateEntry
for _, tuple := range stateKeyTuples {
eventNID, ok := stateEntryMap(fullState).lookup(tuple)
if ok {
result = append(result, types.StateEntry{
StateKeyTuple: tuple,
EventNID: eventNID,
})
}
}
sort.Sort(stateEntrySorter(result))
return result, nil
}
var calculateStateDurations = prometheus.NewSummaryVec(
prometheus.SummaryOpts{
Namespace: "dendrite",
Subsystem: "roomserver",
Name: "calculate_state_duration_microseconds",
Help: "How long it takes to calculate the state after a list of events",
},
// Takes two labels:
// algorithm:
// The algorithm used to calculate the state or the step it failed on if it failed.
// Labels starting with "_" are used to indicate when the algorithm fails halfway.
// outcome:
// Whether the state was successfully calculated.
//
// The possible values for algorithm are:
// empty_state -> The list of events was empty so the state is empty.
// no_change -> The state hasn't changed.
// single_delta -> There was a single event added to the state in a way that can be encoded as a single delta
// full_state_no_conflicts -> We created a new copy of the full room state, but didn't enounter any conflicts
// while doing so.
// full_state_with_conflicts -> We created a new copy of the full room state and had to resolve conflicts to do so.
// _load_state_block_nids -> Failed loading the state block nids for a single previous state.
// _load_combined_state -> Failed to load the combined state.
// _resolve_conflicts -> Failed to resolve conflicts.
[]string{"algorithm", "outcome"},
)
var calculateStatePrevEventLength = prometheus.NewSummaryVec(
prometheus.SummaryOpts{
Namespace: "dendrite",
Subsystem: "roomserver",
Name: "calculate_state_prev_event_length",
Help: "The length of the list of events to calculate the state after",
},
[]string{"algorithm", "outcome"},
)
var calculateStateFullStateLength = prometheus.NewSummaryVec(
prometheus.SummaryOpts{
Namespace: "dendrite",
Subsystem: "roomserver",
Name: "calculate_state_full_state_length",
Help: "The length of the full room state.",
},
[]string{"algorithm", "outcome"},
)
var calculateStateConflictLength = prometheus.NewSummaryVec(
prometheus.SummaryOpts{
Namespace: "dendrite",
Subsystem: "roomserver",
Name: "calculate_state_conflict_state_length",
Help: "The length of the conflicted room state.",
},
[]string{"algorithm", "outcome"},
)
type calculateStateMetrics struct {
algorithm string
startTime time.Time
prevEventLength int
fullStateLength int
conflictLength int
}
func (c *calculateStateMetrics) stop(stateNID types.StateSnapshotNID, err error) (types.StateSnapshotNID, error) {
var outcome string
if err == nil {
outcome = "success"
} else {
outcome = "failure"
}
endTime := time.Now()
calculateStateDurations.WithLabelValues(c.algorithm, outcome).Observe(
float64(endTime.Sub(c.startTime).Nanoseconds()) / 1000.,
)
calculateStatePrevEventLength.WithLabelValues(c.algorithm, outcome).Observe(
float64(c.prevEventLength),
)
calculateStateFullStateLength.WithLabelValues(c.algorithm, outcome).Observe(
float64(c.fullStateLength),
)
calculateStateConflictLength.WithLabelValues(c.algorithm, outcome).Observe(
float64(c.conflictLength),
)
return stateNID, err
}
func init() {
prometheus.MustRegister(
calculateStateDurations, calculateStatePrevEventLength,
calculateStateFullStateLength, calculateStateConflictLength,
)
}
// CalculateAndStoreStateBeforeEvent calculates a snapshot of the state of a room before an event.
// Stores the snapshot of the state in the database.
// Returns a numeric ID for the snapshot of the state before the event.
func (v StateResolutionV1) CalculateAndStoreStateBeforeEvent(
ctx context.Context,
event gomatrixserverlib.Event,
roomNID types.RoomNID,
) (types.StateSnapshotNID, error) {
// Load the state at the prev events.
prevEventRefs := event.PrevEvents()
prevEventIDs := make([]string, len(prevEventRefs))
for i := range prevEventRefs {
prevEventIDs[i] = prevEventRefs[i].EventID
}
prevStates, err := v.db.StateAtEventIDs(ctx, prevEventIDs)
if err != nil {
return 0, err
}
// The state before this event will be the state after the events that came before it.
return v.CalculateAndStoreStateAfterEvents(ctx, roomNID, prevStates)
}
// CalculateAndStoreStateAfterEvents finds the room state after the given events.
// Stores the resulting state in the database and returns a numeric ID for that snapshot.
func (v StateResolutionV1) CalculateAndStoreStateAfterEvents(
ctx context.Context,
roomNID types.RoomNID,
prevStates []types.StateAtEvent,
) (types.StateSnapshotNID, error) {
metrics := calculateStateMetrics{startTime: time.Now(), prevEventLength: len(prevStates)}
if len(prevStates) == 0 {
// 2) There weren't any prev_events for this event so the state is
// empty.
metrics.algorithm = "empty_state"
return metrics.stop(v.db.AddState(ctx, roomNID, nil, nil))
}
if len(prevStates) == 1 {
prevState := prevStates[0]
if prevState.EventStateKeyNID == 0 {
// 3) None of the previous events were state events and they all
// have the same state, so this event has exactly the same state
// as the previous events.
// This should be the common case.
metrics.algorithm = "no_change"
return metrics.stop(prevState.BeforeStateSnapshotNID, nil)
}
// The previous event was a state event so we need to store a copy
// of the previous state updated with that event.
stateBlockNIDLists, err := v.db.StateBlockNIDs(
ctx, []types.StateSnapshotNID{prevState.BeforeStateSnapshotNID},
)
if err != nil {
metrics.algorithm = "_load_state_blocks"
return metrics.stop(0, err)
}
stateBlockNIDs := stateBlockNIDLists[0].StateBlockNIDs
if len(stateBlockNIDs) < maxStateBlockNIDs {
// 4) The number of state data blocks is small enough that we can just
// add the state event as a block of size one to the end of the blocks.
metrics.algorithm = "single_delta"
return metrics.stop(v.db.AddState(
ctx, roomNID, stateBlockNIDs, []types.StateEntry{prevState.StateEntry},
))
}
// If there are too many deltas then we need to calculate the full state
// So fall through to calculateAndStoreStateAfterManyEvents
}
return v.calculateAndStoreStateAfterManyEvents(ctx, roomNID, prevStates, metrics)
}
// maxStateBlockNIDs is the maximum number of state data blocks to use to encode a snapshot of room state.
// Increasing this number means that we can encode more of the state changes as simple deltas which means that
// we need fewer entries in the state data table. However making this number bigger will increase the size of
// the rows in the state table itself and will require more index lookups when retrieving a snapshot.
// TODO: Tune this to get the right balance between size and lookup performance.
const maxStateBlockNIDs = 64
// calculateAndStoreStateAfterManyEvents finds the room state after the given events.
// This handles the slow path of calculateAndStoreStateAfterEvents for when there is more than one event.
// Stores the resulting state and returns a numeric ID for the snapshot.
func (v StateResolutionV1) calculateAndStoreStateAfterManyEvents(
ctx context.Context,
roomNID types.RoomNID,
prevStates []types.StateAtEvent,
metrics calculateStateMetrics,
) (types.StateSnapshotNID, error) {
state, algorithm, conflictLength, err :=
v.calculateStateAfterManyEvents(ctx, prevStates)
metrics.algorithm = algorithm
if err != nil {
return metrics.stop(0, err)
}
// TODO: Check if we can encode the new state as a delta against the
// previous state.
metrics.conflictLength = conflictLength
metrics.fullStateLength = len(state)
return metrics.stop(v.db.AddState(ctx, roomNID, nil, state))
}
func (v StateResolutionV1) calculateStateAfterManyEvents(
ctx context.Context, prevStates []types.StateAtEvent,
) (state []types.StateEntry, algorithm string, conflictLength int, err error) {
var combined []types.StateEntry
// Conflict resolution.
// First stage: load the state after each of the prev events.
combined, err = v.LoadCombinedStateAfterEvents(ctx, prevStates)
if err != nil {
algorithm = "_load_combined_state"
return
}
// Collect all the entries with the same type and key together.
// We don't care about the order here because the conflict resolution
// algorithm doesn't depend on the order of the prev events.
// Remove duplicate entires.
combined = combined[:util.SortAndUnique(stateEntrySorter(combined))]
// Find the conflicts
conflicts := findDuplicateStateKeys(combined)
if len(conflicts) > 0 {
conflictLength = len(conflicts)
// 5) There are conflicting state events, for each conflict workout
// what the appropriate state event is.
// Work out which entries aren't conflicted.
var notConflicted []types.StateEntry
for _, entry := range combined {
if _, ok := stateEntryMap(conflicts).lookup(entry.StateKeyTuple); !ok {
notConflicted = append(notConflicted, entry)
}
}
var resolved []types.StateEntry
resolved, err = v.resolveConflicts(ctx, notConflicted, conflicts)
if err != nil {
algorithm = "_resolve_conflicts"
return
}
algorithm = "full_state_with_conflicts"
state = resolved
} else {
algorithm = "full_state_no_conflicts"
// 6) There weren't any conflicts
state = combined
}
return
}
// resolveConflicts resolves a list of conflicted state entries. It takes two lists.
// The first is a list of all state entries that are not conflicted.
// The second is a list of all state entries that are conflicted
// A state entry is conflicted when there is more than one numeric event ID for the same state key tuple.
// Returns a list that combines the entries without conflicts with the result of state resolution for the entries with conflicts.
// The returned list is sorted by state key tuple.
// Returns an error if there was a problem talking to the database.
func (v StateResolutionV1) resolveConflicts(
ctx context.Context,
notConflicted, conflicted []types.StateEntry,
) ([]types.StateEntry, error) {
// Load the conflicted events
conflictedEvents, eventIDMap, err := v.loadStateEvents(ctx, conflicted)
if err != nil {
return nil, err
}
// Work out which auth events we need to load.
needed := gomatrixserverlib.StateNeededForAuth(conflictedEvents)
// Find the numeric IDs for the necessary state keys.
var neededStateKeys []string
neededStateKeys = append(neededStateKeys, needed.Member...)
neededStateKeys = append(neededStateKeys, needed.ThirdPartyInvite...)
stateKeyNIDMap, err := v.db.EventStateKeyNIDs(ctx, neededStateKeys)
if err != nil {
return nil, err
}
// Load the necessary auth events.
tuplesNeeded := v.stateKeyTuplesNeeded(stateKeyNIDMap, needed)
var authEntries []types.StateEntry
for _, tuple := range tuplesNeeded {
if eventNID, ok := stateEntryMap(notConflicted).lookup(tuple); ok {
authEntries = append(authEntries, types.StateEntry{
StateKeyTuple: tuple,
EventNID: eventNID,
})
}
}
authEvents, _, err := v.loadStateEvents(ctx, authEntries)
if err != nil {
return nil, err
}
// Resolve the conflicts.
resolvedEvents := gomatrixserverlib.ResolveStateConflicts(conflictedEvents, authEvents)
// Map from the full events back to numeric state entries.
for _, resolvedEvent := range resolvedEvents {
entry, ok := eventIDMap[resolvedEvent.EventID()]
if !ok {
panic(fmt.Errorf("Missing state entry for event ID %q", resolvedEvent.EventID()))
}
notConflicted = append(notConflicted, entry)
}
// Sort the result so it can be searched.
sort.Sort(stateEntrySorter(notConflicted))
return notConflicted, nil
}
// stateKeyTuplesNeeded works out which numeric state key tuples we need to authenticate some events.
func (v StateResolutionV1) stateKeyTuplesNeeded(stateKeyNIDMap map[string]types.EventStateKeyNID, stateNeeded gomatrixserverlib.StateNeeded) []types.StateKeyTuple {
var keyTuples []types.StateKeyTuple
if stateNeeded.Create {
keyTuples = append(keyTuples, types.StateKeyTuple{
EventTypeNID: types.MRoomCreateNID,
EventStateKeyNID: types.EmptyStateKeyNID,
})
}
if stateNeeded.PowerLevels {
keyTuples = append(keyTuples, types.StateKeyTuple{
EventTypeNID: types.MRoomPowerLevelsNID,
EventStateKeyNID: types.EmptyStateKeyNID,
})
}
if stateNeeded.JoinRules {
keyTuples = append(keyTuples, types.StateKeyTuple{
EventTypeNID: types.MRoomJoinRulesNID,
EventStateKeyNID: types.EmptyStateKeyNID,
})
}
for _, member := range stateNeeded.Member {
stateKeyNID, ok := stateKeyNIDMap[member]
if ok {
keyTuples = append(keyTuples, types.StateKeyTuple{
EventTypeNID: types.MRoomMemberNID,
EventStateKeyNID: stateKeyNID,
})
}
}
for _, token := range stateNeeded.ThirdPartyInvite {
stateKeyNID, ok := stateKeyNIDMap[token]
if ok {
keyTuples = append(keyTuples, types.StateKeyTuple{
EventTypeNID: types.MRoomThirdPartyInviteNID,
EventStateKeyNID: stateKeyNID,
})
}
}
return keyTuples
}
// loadStateEvents loads the matrix events for a list of state entries.
// Returns a list of state events in no particular order and a map from string event ID back to state entry.
// The map can be used to recover which numeric state entry a given event is for.
// Returns an error if there was a problem talking to the database.
func (v StateResolutionV1) loadStateEvents(
ctx context.Context, entries []types.StateEntry,
) ([]gomatrixserverlib.Event, map[string]types.StateEntry, error) {
eventNIDs := make([]types.EventNID, len(entries))
for i := range entries {
eventNIDs[i] = entries[i].EventNID
}
events, err := v.db.Events(ctx, eventNIDs)
if err != nil {
return nil, nil, err
}
eventIDMap := map[string]types.StateEntry{}
result := make([]gomatrixserverlib.Event, len(entries))
for i := range entries {
event, ok := eventMap(events).lookup(entries[i].EventNID)
if !ok {
panic(fmt.Errorf("Corrupt DB: Missing event numeric ID %d", entries[i].EventNID))
}
result[i] = event.Event
eventIDMap[event.Event.EventID()] = entries[i]
}
return result, eventIDMap, nil
}
// findDuplicateStateKeys finds the state entries where the state key tuple appears more than once in a sorted list.
// Returns a sorted list of those state entries.
func findDuplicateStateKeys(a []types.StateEntry) []types.StateEntry {
var result []types.StateEntry
// j is the starting index of a block of entries with the same state key tuple.
j := 0
for i := 1; i < len(a); i++ {
// Check if the state key tuple matches the start of the block
if a[j].StateKeyTuple != a[i].StateKeyTuple {
// If the state key tuple is different then we've reached the end of a block of duplicates.
// Check if the size of the block is bigger than one.
// If the size is one then there was only a single entry with that state key tuple so we don't add it to the result
if j+1 != i {
// Add the block to the result.
result = append(result, a[j:i]...)
}
// Start a new block for the next state key tuple.
j = i
}
}
// Check if the last block with the same state key tuple had more than one event in it.
if j+1 != len(a) {
result = append(result, a[j:]...)
}
return result
}
type stateEntrySorter []types.StateEntry
func (s stateEntrySorter) Len() int { return len(s) }
func (s stateEntrySorter) Less(i, j int) bool { return s[i].LessThan(s[j]) }
func (s stateEntrySorter) Swap(i, j int) { s[i], s[j] = s[j], s[i] }
type stateBlockNIDListMap []types.StateBlockNIDList
func (m stateBlockNIDListMap) lookup(stateNID types.StateSnapshotNID) (stateBlockNIDs []types.StateBlockNID, ok bool) {
list := []types.StateBlockNIDList(m)
i := sort.Search(len(list), func(i int) bool {
return list[i].StateSnapshotNID >= stateNID
})
if i < len(list) && list[i].StateSnapshotNID == stateNID {
ok = true
stateBlockNIDs = list[i].StateBlockNIDs
}
return
}
type stateEntryListMap []types.StateEntryList
func (m stateEntryListMap) lookup(stateBlockNID types.StateBlockNID) (stateEntries []types.StateEntry, ok bool) {
list := []types.StateEntryList(m)
i := sort.Search(len(list), func(i int) bool {
return list[i].StateBlockNID >= stateBlockNID
})
if i < len(list) && list[i].StateBlockNID == stateBlockNID {
ok = true
stateEntries = list[i].StateEntries
}
return
}
type stateEntryByStateKeySorter []types.StateEntry
func (s stateEntryByStateKeySorter) Len() int { return len(s) }
func (s stateEntryByStateKeySorter) Less(i, j int) bool {
return s[i].StateKeyTuple.LessThan(s[j].StateKeyTuple)
}
func (s stateEntryByStateKeySorter) Swap(i, j int) { s[i], s[j] = s[j], s[i] }
type stateNIDSorter []types.StateSnapshotNID
func (s stateNIDSorter) Len() int { return len(s) }
func (s stateNIDSorter) Less(i, j int) bool { return s[i] < s[j] }
func (s stateNIDSorter) Swap(i, j int) { s[i], s[j] = s[j], s[i] }
func uniqueStateSnapshotNIDs(nids []types.StateSnapshotNID) []types.StateSnapshotNID {
return nids[:util.SortAndUnique(stateNIDSorter(nids))]
}
type stateBlockNIDSorter []types.StateBlockNID
func (s stateBlockNIDSorter) Len() int { return len(s) }
func (s stateBlockNIDSorter) Less(i, j int) bool { return s[i] < s[j] }
func (s stateBlockNIDSorter) Swap(i, j int) { s[i], s[j] = s[j], s[i] }
func uniqueStateBlockNIDs(nids []types.StateBlockNID) []types.StateBlockNID {
return nids[:util.SortAndUnique(stateBlockNIDSorter(nids))]
}
// Map from event type, state key tuple to numeric event ID.
// Implemented using binary search on a sorted array.
type stateEntryMap []types.StateEntry
// lookup an entry in the event map.
func (m stateEntryMap) lookup(stateKey types.StateKeyTuple) (eventNID types.EventNID, ok bool) {
// Since the list is sorted we can implement this using binary search.
// This is faster than using a hash map.
// We don't have to worry about pathological cases because the keys are fixed
// size and are controlled by us.
list := []types.StateEntry(m)
i := sort.Search(len(list), func(i int) bool {
return !list[i].StateKeyTuple.LessThan(stateKey)
})
if i < len(list) && list[i].StateKeyTuple == stateKey {
ok = true
eventNID = list[i].EventNID
}
return
}
// Map from numeric event ID to event.
// Implemented using binary search on a sorted array.
type eventMap []types.Event
// lookup an entry in the event map.
func (m eventMap) lookup(eventNID types.EventNID) (event *types.Event, ok bool) {
// Since the list is sorted we can implement this using binary search.
// This is faster than using a hash map.
// We don't have to worry about pathological cases because the keys are fixed
// size are controlled by us.
list := []types.Event(m)
i := sort.Search(len(list), func(i int) bool {
return list[i].EventNID >= eventNID
})
if i < len(list) && list[i].EventNID == eventNID {
ok = true
event = &list[i]
}
return
}

View File

@ -12,7 +12,7 @@
// See the License for the specific language governing permissions and
// limitations under the License.
package state
package v1
import (
"testing"

View File

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

View File

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

View File

@ -54,6 +54,8 @@ type Database interface {
GetMembership(ctx context.Context, roomNID types.RoomNID, requestSenderUserID string) (membershipEventNID types.EventNID, stillInRoom bool, err error)
GetMembershipEventNIDsForRoom(ctx context.Context, roomNID types.RoomNID, joinOnly bool) ([]types.EventNID, error)
EventsFromIDs(ctx context.Context, eventIDs []string) ([]types.Event, error)
GetRoomVersionForRoom(ctx context.Context, roomNID types.RoomNID) (int64, error)
//GetRoomVersionForEvent(ctx context.Context, eventNID types.EventNID) int64
}
// NewPublicRoomsServerDatabase opens a database connection.

View File

@ -0,0 +1,94 @@
package version
import (
"errors"
"github.com/matrix-org/dendrite/roomserver/state"
)
type RoomVersionID int
type EventFormatID int
const (
RoomVersionV1 RoomVersionID = iota + 1
RoomVersionV2
RoomVersionV3
RoomVersionV4
RoomVersionV5
)
const (
EventFormatV1 EventFormatID = iota + 1 // original event ID formatting
EventFormatV2 // event ID is event hash
EventFormatV3 // event ID is URL-safe base64 event hash
)
type RoomVersionDescription struct {
Supported bool
Stable bool
StateResolution state.StateResolutionVersion
EventFormat EventFormatID
EnforceSigningKeyValidity bool
}
var roomVersions = map[RoomVersionID]RoomVersionDescription{
RoomVersionV1: RoomVersionDescription{
Supported: true,
Stable: true,
StateResolution: state.StateResolutionAlgorithmV1,
EventFormat: EventFormatV1,
EnforceSigningKeyValidity: false,
},
RoomVersionV2: RoomVersionDescription{
Supported: false,
Stable: true,
StateResolution: state.StateResolutionAlgorithmV2,
EventFormat: EventFormatV1,
EnforceSigningKeyValidity: false,
},
RoomVersionV3: RoomVersionDescription{
Supported: false,
Stable: true,
StateResolution: state.StateResolutionAlgorithmV2,
EventFormat: EventFormatV2,
EnforceSigningKeyValidity: false,
},
RoomVersionV4: RoomVersionDescription{
Supported: false,
Stable: true,
StateResolution: state.StateResolutionAlgorithmV2,
EventFormat: EventFormatV3,
EnforceSigningKeyValidity: false,
},
RoomVersionV5: RoomVersionDescription{
Supported: false,
Stable: true,
StateResolution: state.StateResolutionAlgorithmV2,
EventFormat: EventFormatV3,
EnforceSigningKeyValidity: true,
},
}
func GetRoomVersions() map[RoomVersionID]RoomVersionDescription {
return roomVersions
}
func GetSupportedRoomVersions() map[RoomVersionID]RoomVersionDescription {
versions := make(map[RoomVersionID]RoomVersionDescription)
for id, version := range GetRoomVersions() {
if version.Supported {
versions[id] = version
}
}
return versions
}
func GetSupportedRoomVersion(version RoomVersionID) (desc RoomVersionDescription, err error) {
if version, ok := roomVersions[version]; ok {
desc = version
}
if !desc.Supported {
err = errors.New("unsupported room version")
}
return
}