2017-04-20 23:40:52 +01:00
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// Copyright 2017 Vector Creations Ltd
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2020-02-05 18:06:39 +00:00
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// Copyright 2018 New Vector Ltd
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// Copyright 2019-2020 The Matrix.org Foundation C.I.C.
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2017-04-20 23:40:52 +01:00
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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2020-05-01 10:48:17 +01:00
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package internal
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2017-02-07 17:20:05 +00:00
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import (
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2017-09-13 16:30:19 +01:00
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"context"
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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 12:42:06 +01:00
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"errors"
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2017-08-21 16:37:11 +01:00
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"fmt"
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"github.com/matrix-org/dendrite/common"
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2017-02-07 17:20:05 +00:00
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"github.com/matrix-org/dendrite/roomserver/api"
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2017-03-08 15:10:26 +00:00
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"github.com/matrix-org/dendrite/roomserver/state"
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2020-04-24 10:38:58 +01:00
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"github.com/matrix-org/dendrite/roomserver/storage"
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2017-02-09 16:48:14 +00:00
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"github.com/matrix-org/dendrite/roomserver/types"
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2017-02-07 17:20:05 +00:00
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"github.com/matrix-org/gomatrixserverlib"
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2020-04-28 11:46:47 +01:00
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"github.com/sirupsen/logrus"
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2020-04-03 14:29:06 +01:00
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log "github.com/sirupsen/logrus"
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2017-02-07 17:20:05 +00:00
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)
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2017-02-27 11:25:35 +00:00
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// OutputRoomEventWriter has the APIs needed to write an event to the output logs.
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type OutputRoomEventWriter interface {
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2017-08-08 16:38:03 +01:00
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// Write a list of events for a room
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WriteOutputEvents(roomID string, updates []api.OutputEvent) error
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2017-02-27 11:25:35 +00:00
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}
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2017-12-15 15:22:06 +00:00
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// processRoomEvent can only be called once at a time
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//
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// TODO(#375): This should be rewritten to allow concurrent calls. The
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// difficulty is in ensuring that we correctly annotate events with the correct
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// state deltas when sending to kafka streams
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2017-09-13 16:30:19 +01:00
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func processRoomEvent(
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ctx context.Context,
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2020-04-24 10:38:58 +01:00
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db storage.Database,
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2017-09-13 16:30:19 +01:00
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ow OutputRoomEventWriter,
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input api.InputRoomEvent,
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2018-05-26 12:03:35 +01:00
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) (eventID string, err error) {
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2017-02-07 17:20:05 +00:00
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// Parse and validate the event JSON
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2020-03-27 16:28:22 +00:00
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headered := input.Event
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event := headered.Unwrap()
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2017-02-07 17:20:05 +00:00
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2017-02-09 16:48:14 +00:00
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// Check that the event passes authentication checks and work out the numeric IDs for the auth events.
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2020-03-27 16:28:22 +00:00
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authEventNIDs, err := checkAuthEvents(ctx, db, headered, input.AuthEventIDs)
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2017-02-09 16:48:14 +00:00
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if err != nil {
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2020-04-28 11:46:47 +01:00
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logrus.WithError(err).WithField("event_id", event.EventID()).Error("processRoomEvent.checkAuthEvents failed for event")
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2018-05-26 12:03:35 +01:00
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return
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}
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if input.TransactionID != nil {
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tdID := input.TransactionID
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eventID, err = db.GetTransactionEventID(
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2020-03-27 16:28:22 +00:00
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ctx, tdID.TransactionID, tdID.SessionID, event.Sender(),
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2018-05-26 12:03:35 +01:00
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)
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// On error OR event with the transaction already processed/processesing
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if err != nil || eventID != "" {
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return
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}
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2017-02-07 17:20:05 +00:00
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}
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2017-02-09 16:48:14 +00:00
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// Store the event
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2020-03-27 16:28:22 +00:00
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roomNID, stateAtEvent, err := db.StoreEvent(ctx, event, input.TransactionID, authEventNIDs)
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2017-02-15 11:05:45 +00:00
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if err != nil {
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2018-05-26 12:03:35 +01:00
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return
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2017-02-09 16:48:14 +00:00
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}
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2017-02-07 17:20:05 +00:00
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if input.Kind == api.KindOutlier {
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// For outliers we can stop after we've stored the event itself as it
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// doesn't have any associated state to store and we don't need to
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// notify anyone about it.
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2020-04-28 11:46:47 +01:00
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logrus.WithField("event_id", event.EventID()).WithField("type", event.Type()).WithField("room", event.RoomID()).Info("Stored outlier")
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2018-05-26 12:03:35 +01:00
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return event.EventID(), nil
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2017-02-07 17:20:05 +00:00
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}
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2017-02-15 11:05:45 +00:00
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if stateAtEvent.BeforeStateSnapshotNID == 0 {
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// We haven't calculated a state for this event yet.
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// Lets calculate one.
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2020-03-27 16:28:22 +00:00
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err = calculateAndSetState(ctx, db, input, roomNID, &stateAtEvent, event)
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2017-09-20 10:59:19 +01:00
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if err != nil {
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2018-05-26 12:03:35 +01:00
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return
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2017-09-20 10:59:19 +01:00
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}
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2017-02-15 11:05:45 +00:00
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}
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2017-02-21 14:50:30 +00:00
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// Update the extremities of the event graph for the room
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2018-05-26 12:03:35 +01:00
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return event.EventID(), updateLatestEvents(
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2020-03-27 16:28:22 +00:00
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ctx, db, ow, roomNID, stateAtEvent, event, input.SendAsServer, input.TransactionID,
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2018-05-26 12:03:35 +01:00
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)
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}
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func calculateAndSetState(
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ctx context.Context,
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2020-04-24 10:38:58 +01:00
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db storage.Database,
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2018-05-26 12:03:35 +01:00
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input api.InputRoomEvent,
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roomNID types.RoomNID,
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stateAtEvent *types.StateAtEvent,
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event gomatrixserverlib.Event,
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) error {
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2020-03-19 18:33:04 +00:00
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var err error
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roomState := state.NewStateResolution(db)
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2020-02-05 16:25:58 +00:00
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2018-05-26 12:03:35 +01:00
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if input.HasState {
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// We've been told what the state at the event is so we don't need to calculate it.
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// Check that those state events are in the database and store the state.
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var entries []types.StateEntry
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if entries, err = db.StateEntriesForEventIDs(ctx, input.StateEventIDs); err != nil {
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return err
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}
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if stateAtEvent.BeforeStateSnapshotNID, err = db.AddState(ctx, roomNID, nil, entries); err != nil {
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return err
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}
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} else {
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// We haven't been told what the state at the event is so we need to calculate it from the prev_events
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2020-02-05 18:06:39 +00:00
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if stateAtEvent.BeforeStateSnapshotNID, err = roomState.CalculateAndStoreStateBeforeEvent(ctx, event, roomNID); err != nil {
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2018-05-26 12:03:35 +01:00
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return err
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}
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}
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return db.SetState(ctx, stateAtEvent.EventNID, stateAtEvent.BeforeStateSnapshotNID)
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2017-08-21 16:37:11 +01:00
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}
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2017-09-13 16:30:19 +01:00
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func processInviteEvent(
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ctx context.Context,
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2020-04-24 10:38:58 +01:00
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db storage.Database,
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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 12:42:06 +01:00
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ow *RoomserverInternalAPI,
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2017-09-13 16:30:19 +01:00
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input api.InputInviteEvent,
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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 12:42:06 +01:00
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) (*api.InputRoomEvent, error) {
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2017-08-21 16:37:11 +01:00
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if input.Event.StateKey() == 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 12:42:06 +01:00
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return nil, fmt.Errorf("invite must be a state event")
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2017-08-21 16:37:11 +01:00
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}
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roomID := input.Event.RoomID()
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targetUserID := *input.Event.StateKey()
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2020-04-03 14:29:06 +01:00
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log.WithFields(log.Fields{
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"event_id": input.Event.EventID(),
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"room_id": roomID,
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"room_version": input.RoomVersion,
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"target_user_id": targetUserID,
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}).Info("processing invite event")
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updater, err := db.MembershipUpdater(ctx, roomID, targetUserID, input.RoomVersion)
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2017-08-21 16:37:11 +01:00
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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 12:42:06 +01:00
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return nil, err
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2017-08-21 16:37:11 +01:00
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}
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succeeded := false
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2020-02-13 17:27:33 +00:00
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defer func() {
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txerr := common.EndTransaction(updater, &succeeded)
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if err == nil && txerr != nil {
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err = txerr
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}
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}()
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2017-08-21 16:37:11 +01:00
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if updater.IsJoin() {
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// If the user is joined to the room then that takes precedence over this
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// invite event. It makes little sense to move a user that is already
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// joined to the room into the invite state.
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// This could plausibly happen if an invite request raced with a join
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// request for a user. For example if a user was invited to a public
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// room and they joined the room at the same time as the invite was sent.
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// The other way this could plausibly happen is if an invite raced with
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// a kick. For example if a user was kicked from a room in error and in
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// response someone else in the room re-invited them then it is possible
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// for the invite request to race with the leave event so that the
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// target receives invite before it learns that it has been kicked.
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// There are a few ways this could be plausibly handled in the roomserver.
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// 1) Store the invite, but mark it as retired. That will result in the
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// permanent rejection of that invite event. So even if the target
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// user leaves the room and the invite is retransmitted it will be
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// ignored. However a new invite with a new event ID would still be
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// accepted.
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// 2) Silently discard the invite event. This means that if the event
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// was retransmitted at a later date after the target user had left
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// the room we would accept the invite. However since we hadn't told
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// the sending server that the invite had been discarded it would
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// have no reason to attempt to retry.
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// 3) Signal the sending server that the user is already joined to the
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// room.
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// For now we will implement option 2. Since in the abesence of a retry
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// mechanism it will be equivalent to option 1, and we don't have a
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// signalling mechanism to implement option 3.
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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 12:42:06 +01:00
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return nil, nil
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2017-08-21 16:37:11 +01:00
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}
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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 12:42:06 +01:00
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// Normally, with a federated invite, the federation sender would do
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// the /v2/invite request (in which the remote server signs the invite)
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// and then the signed event gets sent back to the roomserver as an input
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// event. When the invite is local, we don't interact with the federation
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// sender therefore we need to generate the loopback invite event for
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// the room ourselves.
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loopback, err := localInviteLoopback(ow, input)
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if err != nil {
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return nil, err
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}
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2020-04-03 14:29:06 +01:00
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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 12:42:06 +01:00
|
|
|
event := input.Event.Unwrap()
|
2020-04-24 16:30:25 +01:00
|
|
|
if len(input.InviteRoomState) > 0 {
|
|
|
|
// If we were supplied with some invite room state already (which is
|
|
|
|
// most likely to be if the event came in over federation) then use
|
|
|
|
// that.
|
|
|
|
if err = event.SetUnsignedField("invite_room_state", input.InviteRoomState); err != nil {
|
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 12:42:06 +01:00
|
|
|
return nil, err
|
2020-04-24 16:30:25 +01:00
|
|
|
}
|
|
|
|
} else {
|
|
|
|
// There's no invite room state, so let's have a go at building it
|
|
|
|
// up from local data (which is most likely to be if the event came
|
|
|
|
// from the CS API). If we know about the room then we can insert
|
|
|
|
// the invite room state, if we don't then we just fail quietly.
|
|
|
|
if irs, ierr := buildInviteStrippedState(ctx, db, input); ierr == nil {
|
|
|
|
if err = event.SetUnsignedField("invite_room_state", irs); err != nil {
|
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 12:42:06 +01:00
|
|
|
return nil, err
|
2020-04-24 16:30:25 +01:00
|
|
|
}
|
|
|
|
}
|
2020-04-03 14:29:06 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
outputUpdates, err := updateToInviteMembership(updater, &event, nil, input.Event.RoomVersion)
|
2017-08-21 16:37:11 +01:00
|
|
|
if err != nil {
|
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 12:42:06 +01:00
|
|
|
return nil, err
|
2017-08-21 16:37:11 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
if err = ow.WriteOutputEvents(roomID, outputUpdates); err != nil {
|
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 12:42:06 +01:00
|
|
|
return nil, err
|
2017-08-21 16:37:11 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
succeeded = true
|
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 12:42:06 +01:00
|
|
|
return loopback, nil
|
|
|
|
}
|
|
|
|
|
|
|
|
func localInviteLoopback(
|
|
|
|
ow *RoomserverInternalAPI,
|
|
|
|
input api.InputInviteEvent,
|
|
|
|
) (ire *api.InputRoomEvent, err error) {
|
|
|
|
if input.Event.StateKey() == nil {
|
|
|
|
return nil, errors.New("no state key on invite event")
|
|
|
|
}
|
|
|
|
ourServerName := string(ow.Cfg.Matrix.ServerName)
|
|
|
|
_, theirServerName, err := gomatrixserverlib.SplitID('@', *input.Event.StateKey())
|
|
|
|
if err != nil {
|
|
|
|
return nil, err
|
|
|
|
}
|
|
|
|
// Check if the invite originated locally and is destined locally.
|
|
|
|
if input.Event.Origin() == ow.Cfg.Matrix.ServerName && string(theirServerName) == ourServerName {
|
|
|
|
rsEvent := input.Event.Sign(
|
|
|
|
ourServerName,
|
|
|
|
ow.Cfg.Matrix.KeyID,
|
|
|
|
ow.Cfg.Matrix.PrivateKey,
|
|
|
|
).Headered(input.RoomVersion)
|
|
|
|
ire = &api.InputRoomEvent{
|
|
|
|
Kind: api.KindNew,
|
|
|
|
Event: rsEvent,
|
|
|
|
AuthEventIDs: rsEvent.AuthEventIDs(),
|
|
|
|
SendAsServer: ourServerName,
|
|
|
|
TransactionID: nil,
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return ire, nil
|
2017-02-07 17:20:05 +00:00
|
|
|
}
|
2020-04-24 16:30:25 +01:00
|
|
|
|
|
|
|
func buildInviteStrippedState(
|
|
|
|
ctx context.Context,
|
|
|
|
db storage.Database,
|
|
|
|
input api.InputInviteEvent,
|
|
|
|
) ([]gomatrixserverlib.InviteV2StrippedState, error) {
|
|
|
|
roomNID, err := db.RoomNID(ctx, input.Event.RoomID())
|
|
|
|
if err != nil || roomNID == 0 {
|
|
|
|
return nil, fmt.Errorf("room %q unknown", input.Event.RoomID())
|
|
|
|
}
|
|
|
|
stateWanted := []gomatrixserverlib.StateKeyTuple{}
|
|
|
|
for _, t := range []string{
|
|
|
|
gomatrixserverlib.MRoomName, gomatrixserverlib.MRoomCanonicalAlias,
|
|
|
|
gomatrixserverlib.MRoomAliases, gomatrixserverlib.MRoomJoinRules,
|
|
|
|
} {
|
|
|
|
stateWanted = append(stateWanted, gomatrixserverlib.StateKeyTuple{
|
|
|
|
EventType: t,
|
|
|
|
StateKey: "",
|
|
|
|
})
|
|
|
|
}
|
|
|
|
_, currentStateSnapshotNID, _, err := db.LatestEventIDs(ctx, roomNID)
|
|
|
|
if err != nil {
|
|
|
|
return nil, err
|
|
|
|
}
|
|
|
|
roomState := state.NewStateResolution(db)
|
|
|
|
stateEntries, err := roomState.LoadStateAtSnapshotForStringTuples(
|
|
|
|
ctx, currentStateSnapshotNID, stateWanted,
|
|
|
|
)
|
|
|
|
if err != nil {
|
|
|
|
return nil, err
|
|
|
|
}
|
|
|
|
stateNIDs := []types.EventNID{}
|
|
|
|
for _, stateNID := range stateEntries {
|
|
|
|
stateNIDs = append(stateNIDs, stateNID.EventNID)
|
|
|
|
}
|
|
|
|
stateEvents, err := db.Events(ctx, stateNIDs)
|
|
|
|
if err != nil {
|
|
|
|
return nil, err
|
|
|
|
}
|
|
|
|
inviteState := []gomatrixserverlib.InviteV2StrippedState{
|
|
|
|
gomatrixserverlib.NewInviteV2StrippedState(&input.Event.Event),
|
|
|
|
}
|
|
|
|
for _, event := range stateEvents {
|
|
|
|
inviteState = append(inviteState, gomatrixserverlib.NewInviteV2StrippedState(&event.Event))
|
|
|
|
}
|
|
|
|
return inviteState, nil
|
|
|
|
}
|