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
This commit is contained in:
Neil Alexander 2020-05-07 12:42:06 +01:00 committed by GitHub
parent 3b98535dc5
commit a16db1c408
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
10 changed files with 474 additions and 142 deletions

View file

@ -58,15 +58,22 @@ func (r *RoomserverInternalAPI) InputRoomEvents(
// We lock as processRoomEvent can only be called once at a time
r.mutex.Lock()
defer r.mutex.Unlock()
for i := range request.InputInviteEvents {
var loopback *api.InputRoomEvent
if loopback, err = processInviteEvent(ctx, r.DB, r, request.InputInviteEvents[i]); err != nil {
return err
}
// The processInviteEvent function can optionally return a
// loopback room event containing the invite, for local invites.
// If it does, we should process it with the room events below.
if loopback != nil {
request.InputRoomEvents = append(request.InputRoomEvents, *loopback)
}
}
for i := range request.InputRoomEvents {
if response.EventID, err = processRoomEvent(ctx, r.DB, r, request.InputRoomEvents[i]); err != nil {
return err
}
}
for i := range request.InputInviteEvents {
if err = processInviteEvent(ctx, r.DB, r, request.InputInviteEvents[i]); err != nil {
return err
}
}
return nil
}

View file

@ -18,6 +18,7 @@ package internal
import (
"context"
"errors"
"fmt"
"github.com/matrix-org/dendrite/common"
@ -132,11 +133,11 @@ func calculateAndSetState(
func processInviteEvent(
ctx context.Context,
db storage.Database,
ow OutputRoomEventWriter,
ow *RoomserverInternalAPI,
input api.InputInviteEvent,
) (err error) {
) (*api.InputRoomEvent, error) {
if input.Event.StateKey() == nil {
return fmt.Errorf("invite must be a state event")
return nil, fmt.Errorf("invite must be a state event")
}
roomID := input.Event.RoomID()
@ -151,7 +152,7 @@ func processInviteEvent(
updater, err := db.MembershipUpdater(ctx, roomID, targetUserID, input.RoomVersion)
if err != nil {
return err
return nil, err
}
succeeded := false
defer func() {
@ -189,17 +190,27 @@ func processInviteEvent(
// For now we will implement option 2. Since in the abesence of a retry
// mechanism it will be equivalent to option 1, and we don't have a
// signalling mechanism to implement option 3.
return nil
return nil, nil
}
// Normally, with a federated invite, the federation sender would do
// the /v2/invite request (in which the remote server signs the invite)
// and then the signed event gets sent back to the roomserver as an input
// event. When the invite is local, we don't interact with the federation
// sender therefore we need to generate the loopback invite event for
// the room ourselves.
loopback, err := localInviteLoopback(ow, input)
if err != nil {
return nil, err
}
event := input.Event.Unwrap()
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 {
return err
return nil, err
}
} else {
// There's no invite room state, so let's have a go at building it
@ -208,22 +219,52 @@ func processInviteEvent(
// 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 {
return err
return nil, err
}
}
}
outputUpdates, err := updateToInviteMembership(updater, &event, nil, input.Event.RoomVersion)
if err != nil {
return err
return nil, err
}
if err = ow.WriteOutputEvents(roomID, outputUpdates); err != nil {
return err
return nil, err
}
succeeded = true
return nil
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
}
func buildInviteStrippedState(