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>
This commit is contained in:
Neil Alexander 2020-09-15 11:17:46 +01:00 committed by GitHub
parent 8dc9506210
commit 965f068d1a
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
23 changed files with 616 additions and 30 deletions

View file

@ -276,6 +276,29 @@ func (d *Database) handleBackwardExtremities(ctx context.Context, txn *sql.Tx, e
return nil
}
func (d *Database) PurgeRoom(
ctx context.Context, roomID string,
) error {
return d.Writer.Do(d.DB, nil, func(txn *sql.Tx) error {
// If the event is a create event then we'll delete all of the existing
// data for the room. The only reason that a create event would be replayed
// to us in this way is if we're about to receive the entire room state.
if err := d.CurrentRoomState.DeleteRoomStateForRoom(ctx, txn, roomID); err != nil {
return fmt.Errorf("d.CurrentRoomState.DeleteRoomStateForRoom: %w", err)
}
if err := d.OutputEvents.DeleteEventsForRoom(ctx, txn, roomID); err != nil {
return fmt.Errorf("d.Events.DeleteEventsForRoom: %w", err)
}
if err := d.Topology.DeleteTopologyForRoom(ctx, txn, roomID); err != nil {
return fmt.Errorf("d.Topology.DeleteTopologyForRoom: %w", err)
}
if err := d.BackwardExtremities.DeleteBackwardExtremitiesForRoom(ctx, txn, roomID); err != nil {
return fmt.Errorf("d.BackwardExtremities.DeleteBackwardExtremitiesForRoom: %w", err)
}
return nil
})
}
func (d *Database) WriteEvent(
ctx context.Context,
ev *gomatrixserverlib.HeaderedEvent,