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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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@ -43,6 +43,9 @@ type Database interface {
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// Returns an error if there was a problem inserting this event.
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WriteEvent(ctx context.Context, ev *gomatrixserverlib.HeaderedEvent, addStateEvents []gomatrixserverlib.HeaderedEvent,
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addStateEventIDs []string, removeStateEventIDs []string, transactionID *api.TransactionID, excludeFromSync bool) (types.StreamPosition, error)
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// PurgeRoom completely purges room state from the sync API. This is done when
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// receiving an output event that completely resets the state.
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PurgeRoom(ctx context.Context, roomID string) error
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// GetStateEvent returns the Matrix state event of a given type for a given room with a given state key
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// If no event could be found, returns nil
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// If there was an issue during the retrieval, returns an error
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