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Handle state with input event as new events (#1415)
* SendEventWithState events as new * Use cumulative state IDs for final event * Error wrapping in calculateAndSetState * Handle overwriting same event type and state key * Hacky way to spot historical events * Don't exclude from sync * Don't generate output events when rewriting forward extremities * Update output event check * Historical output events * Define output room event type * Notify key changes on state * Don't send our membership event twice * Deduplicate state entries * Tweaks * Remove unnecessary nolint * Fix current state upsert in sync API * Send auth events as outliers, state events as rewrite * Sync API don't consume state events * Process events actually * Improve outlier check * Fix local room check * Remove extra room check, it seems to break the whole damn world * Fix federated join check * Fix nil pointer exception * Better comments on DeduplicateStateEntries * Reflow forced federated joins * Don't force federated join for possibly even local invites * Comment SendEventWithState better * Rewrite room state in sync API storage * Add TODO * Clean up all room data when receiving create event * Don't generate output events for rewrites, but instead notify that state is rewritten on the final new event * Rename to PurgeRoom * Exclude backfilled messages from /sync * Split out rewriting state from updating state from state res Co-authored-by: Kegan Dougal <kegan@matrix.org>
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23 changed files with 616 additions and 30 deletions
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@ -183,33 +183,33 @@ func (r *Joiner) performJoinRoomByID(
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return "", fmt.Errorf("eb.SetContent: %w", err)
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}
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// First work out if this is in response to an existing invite
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// from a federated server. If it is then we avoid the situation
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// where we might think we know about a room in the following
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// section but don't know the latest state as all of our users
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// have left.
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// Force a federated join if we aren't in the room and we've been
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// given some server names to try joining by.
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serverInRoom, _ := helpers.IsServerCurrentlyInRoom(ctx, r.DB, r.ServerName, req.RoomIDOrAlias)
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forceFederatedJoin := len(req.ServerNames) > 0 && !serverInRoom
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// Force a federated join if we're dealing with a pending invite
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// and we aren't in the room.
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isInvitePending, inviteSender, _, err := helpers.IsInvitePending(ctx, r.DB, req.RoomIDOrAlias, req.UserID)
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if err == nil && isInvitePending && !serverInRoom {
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// Check if there's an invite pending.
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if err == nil && isInvitePending {
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_, inviterDomain, ierr := gomatrixserverlib.SplitID('@', inviteSender)
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if ierr != nil {
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return "", fmt.Errorf("gomatrixserverlib.SplitID: %w", err)
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}
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// Check that the domain isn't ours. If it's local then we don't
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// need to do anything as our own copy of the room state will be
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// up-to-date.
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// If we were invited by someone from another server then we can
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// assume they are in the room so we can join via them.
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if inviterDomain != r.Cfg.Matrix.ServerName {
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// Add the server of the person who invited us to the server list,
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// as they should be a fairly good bet.
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req.ServerNames = append(req.ServerNames, inviterDomain)
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// Perform a federated room join.
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return req.RoomIDOrAlias, r.performFederatedJoinRoomByID(ctx, req)
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forceFederatedJoin = true
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}
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}
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// If we should do a forced federated join then do that.
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if forceFederatedJoin {
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return req.RoomIDOrAlias, r.performFederatedJoinRoomByID(ctx, req)
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}
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// Try to construct an actual join event from the template.
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// If this succeeds then it is a sign that the room already exists
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// locally on the homeserver.
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