mirror of
https://github.com/1f349/dendrite.git
synced 2024-11-22 11:41:38 +00:00
220 lines
7.2 KiB
Go
220 lines
7.2 KiB
Go
// Copyright 2017 Vector Creations Ltd
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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package routing
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import (
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"context"
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"encoding/json"
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"fmt"
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"net/http"
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"github.com/matrix-org/dendrite/clientapi/httputil"
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"github.com/matrix-org/dendrite/clientapi/jsonerror"
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"github.com/matrix-org/dendrite/clientapi/producers"
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"github.com/matrix-org/dendrite/common/config"
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"github.com/matrix-org/dendrite/roomserver/api"
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"github.com/matrix-org/gomatrixserverlib"
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"github.com/matrix-org/util"
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)
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// Send implements /_matrix/federation/v1/send/{txnID}
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func Send(
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httpReq *http.Request,
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request *gomatrixserverlib.FederationRequest,
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txnID gomatrixserverlib.TransactionID,
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cfg config.Dendrite,
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query api.RoomserverQueryAPI,
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producer *producers.RoomserverProducer,
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keys gomatrixserverlib.KeyRing,
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federation *gomatrixserverlib.FederationClient,
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) util.JSONResponse {
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t := txnReq{
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context: httpReq.Context(),
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query: query,
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producer: producer,
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keys: keys,
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federation: federation,
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}
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if err := json.Unmarshal(request.Content(), &t); err != nil {
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return util.JSONResponse{
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Code: http.StatusBadRequest,
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JSON: jsonerror.NotJSON("The request body could not be decoded into valid JSON. " + err.Error()),
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}
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}
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t.Origin = request.Origin()
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t.TransactionID = txnID
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t.Destination = cfg.Matrix.ServerName
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resp, err := t.processTransaction()
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if err != nil {
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return httputil.LogThenError(httpReq, err)
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}
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return util.JSONResponse{
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Code: http.StatusOK,
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JSON: resp,
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}
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}
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type txnReq struct {
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gomatrixserverlib.Transaction
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context context.Context
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query api.RoomserverQueryAPI
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producer *producers.RoomserverProducer
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keys gomatrixserverlib.KeyRing
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federation *gomatrixserverlib.FederationClient
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}
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func (t *txnReq) processTransaction() (*gomatrixserverlib.RespSend, error) {
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// Check the event signatures
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if err := gomatrixserverlib.VerifyAllEventSignatures(t.context, t.PDUs, t.keys); err != nil {
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return nil, err
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}
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// Process the events.
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results := map[string]gomatrixserverlib.PDUResult{}
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for _, e := range t.PDUs {
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err := t.processEvent(e)
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if err != nil {
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// If the error is due to the event itself being bad then we skip
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// it and move onto the next event. We report an error so that the
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// sender knows that we have skipped processing it.
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//
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// However if the event is due to a temporary failure in our server
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// such as a database being unavailable then we should bail, and
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// hope that the sender will retry when we are feeling better.
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//
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// It is uncertain what we should do if an event fails because
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// we failed to fetch more information from the sending server.
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// For example if a request to /state fails.
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// If we skip the event then we risk missing the event until we
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// receive another event referencing it.
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// If we bail and stop processing then we risk wedging incoming
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// transactions from that server forever.
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switch err.(type) {
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case unknownRoomError:
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case *gomatrixserverlib.NotAllowed:
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default:
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// Any other error should be the result of a temporary error in
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// our server so we should bail processing the transaction entirely.
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return nil, err
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}
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results[e.EventID()] = gomatrixserverlib.PDUResult{
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Error: err.Error(),
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}
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} else {
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results[e.EventID()] = gomatrixserverlib.PDUResult{}
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}
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}
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// TODO: Process the EDUs.
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return &gomatrixserverlib.RespSend{PDUs: results}, nil
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}
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type unknownRoomError struct {
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roomID string
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}
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func (e unknownRoomError) Error() string { return fmt.Sprintf("unknown room %q", e.roomID) }
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func (t *txnReq) processEvent(e gomatrixserverlib.Event) error {
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prevEventIDs := e.PrevEventIDs()
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// Fetch the state needed to authenticate the event.
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needed := gomatrixserverlib.StateNeededForAuth([]gomatrixserverlib.Event{e})
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stateReq := api.QueryStateAfterEventsRequest{
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RoomID: e.RoomID(),
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PrevEventIDs: prevEventIDs,
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StateToFetch: needed.Tuples(),
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}
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var stateResp api.QueryStateAfterEventsResponse
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if err := t.query.QueryStateAfterEvents(t.context, &stateReq, &stateResp); err != nil {
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return err
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}
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if !stateResp.RoomExists {
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// TODO: When synapse receives a message for a room it is not in it
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// asks the remote server for the state of the room so that it can
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// check if the remote server knows of a join "m.room.member" event
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// that this server is unaware of.
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// However generally speaking we should reject events for rooms we
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// aren't a member of.
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return unknownRoomError{e.RoomID()}
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}
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if !stateResp.PrevEventsExist {
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return t.processEventWithMissingState(e)
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}
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// Check that the event is allowed by the state at the event.
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if err := checkAllowedByState(e, stateResp.StateEvents); err != nil {
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return err
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}
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// TODO: Check that the roomserver has a copy of all of the auth_events.
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// TODO: Check that the event is allowed by its auth_events.
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// pass the event to the roomserver
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_, err := t.producer.SendEvents(t.context, []gomatrixserverlib.Event{e}, api.DoNotSendToOtherServers, nil)
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return err
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}
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func checkAllowedByState(e gomatrixserverlib.Event, stateEvents []gomatrixserverlib.Event) error {
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authUsingState := gomatrixserverlib.NewAuthEvents(nil)
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for i := range stateEvents {
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err := authUsingState.AddEvent(&stateEvents[i])
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if err != nil {
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return err
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}
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}
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return gomatrixserverlib.Allowed(e, &authUsingState)
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}
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func (t *txnReq) processEventWithMissingState(e gomatrixserverlib.Event) error {
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// We are missing the previous events for this events.
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// This means that there is a gap in our view of the history of the
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// room. There two ways that we can handle such a gap:
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// 1) We can fill in the gap using /get_missing_events
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// 2) We can leave the gap and request the state of the room at
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// this event from the remote server using either /state_ids
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// or /state.
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// Synapse will attempt to do 1 and if that fails or if the gap is
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// too large then it will attempt 2.
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// Synapse will use /state_ids if possible since usually the state
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// is largely unchanged and it is more efficient to fetch a list of
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// event ids and then use /event to fetch the individual events.
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// However not all version of synapse support /state_ids so you may
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// need to fallback to /state.
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// TODO: Attempt to fill in the gap using /get_missing_events
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// TODO: Attempt to fetch the state using /state_ids and /events
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state, err := t.federation.LookupState(t.context, t.Origin, e.RoomID(), e.EventID())
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if err != nil {
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return err
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}
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// Check that the returned state is valid.
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if err := state.Check(t.context, t.keys); err != nil {
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return err
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}
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// Check that the event is allowed by the state.
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if err := checkAllowedByState(e, state.StateEvents); err != nil {
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return err
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}
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// pass the event along with the state to the roomserver
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return t.producer.SendEventWithState(t.context, state, e)
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}
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