Add PerformInvite and refactor how errors get handled (#1158)
* Add PerformInvite and refactor how errors get handled - Rename `JoinError` to `PerformError` - Remove `error` from the API function signature entirely. This forces errors to be bundled into `PerformError` which makes it easier for callers to detect and handle errors. On network errors, HTTP clients will make a `PerformError`. * Unbreak everything; thanks Go! * Send back JSONResponse according to the PerformError * Update federation invite code too
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16 changed files with 469 additions and 332 deletions
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@ -18,17 +18,12 @@ package internal
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import (
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"context"
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"errors"
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"fmt"
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"github.com/matrix-org/dendrite/internal/sqlutil"
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"github.com/matrix-org/dendrite/roomserver/api"
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"github.com/matrix-org/dendrite/roomserver/state"
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"github.com/matrix-org/dendrite/roomserver/storage"
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"github.com/matrix-org/dendrite/roomserver/types"
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"github.com/matrix-org/gomatrixserverlib"
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"github.com/sirupsen/logrus"
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log "github.com/sirupsen/logrus"
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)
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// processRoomEvent can only be called once at a time
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@ -148,193 +143,3 @@ func (r *RoomserverInternalAPI) calculateAndSetState(
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}
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return r.DB.SetState(ctx, stateAtEvent.EventNID, stateAtEvent.BeforeStateSnapshotNID)
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}
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func (r *RoomserverInternalAPI) processInviteEvent(
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ctx context.Context,
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ow *RoomserverInternalAPI,
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input api.InputInviteEvent,
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) (*api.InputRoomEvent, error) {
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if input.Event.StateKey() == nil {
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return nil, fmt.Errorf("invite must be a state event")
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}
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roomID := input.Event.RoomID()
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targetUserID := *input.Event.StateKey()
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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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_, domain, _ := gomatrixserverlib.SplitID('@', targetUserID)
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isTargetLocalUser := domain == r.Cfg.Matrix.ServerName
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updater, err := r.DB.MembershipUpdater(ctx, roomID, targetUserID, isTargetLocalUser, input.RoomVersion)
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if err != nil {
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return nil, err
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}
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succeeded := false
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defer func() {
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txerr := sqlutil.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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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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return nil, nil
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}
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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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event := input.Event.Unwrap()
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if len(input.InviteRoomState) > 0 {
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// If we were supplied with some invite room state already (which is
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// most likely to be if the event came in over federation) then use
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// that.
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if err = event.SetUnsignedField("invite_room_state", input.InviteRoomState); err != nil {
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return nil, err
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}
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} else {
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// There's no invite room state, so let's have a go at building it
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// up from local data (which is most likely to be if the event came
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// from the CS API). If we know about the room then we can insert
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// the invite room state, if we don't then we just fail quietly.
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if irs, ierr := buildInviteStrippedState(ctx, r.DB, input); ierr == nil {
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if err = event.SetUnsignedField("invite_room_state", irs); err != nil {
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return nil, err
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}
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}
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}
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outputUpdates, err := updateToInviteMembership(updater, &event, nil, input.Event.RoomVersion)
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if err != nil {
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return nil, err
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}
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if err = ow.WriteOutputEvents(roomID, outputUpdates); err != nil {
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return nil, err
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}
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succeeded = true
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return loopback, nil
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}
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func localInviteLoopback(
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ow *RoomserverInternalAPI,
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input api.InputInviteEvent,
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) (ire *api.InputRoomEvent, err error) {
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if input.Event.StateKey() == nil {
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return nil, errors.New("no state key on invite event")
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}
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ourServerName := string(ow.Cfg.Matrix.ServerName)
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_, theirServerName, err := gomatrixserverlib.SplitID('@', *input.Event.StateKey())
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if err != nil {
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return nil, err
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}
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// Check if the invite originated locally and is destined locally.
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if input.Event.Origin() == ow.Cfg.Matrix.ServerName && string(theirServerName) == ourServerName {
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rsEvent := input.Event.Sign(
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ourServerName,
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ow.Cfg.Matrix.KeyID,
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ow.Cfg.Matrix.PrivateKey,
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).Headered(input.RoomVersion)
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ire = &api.InputRoomEvent{
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Kind: api.KindNew,
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Event: rsEvent,
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AuthEventIDs: rsEvent.AuthEventIDs(),
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SendAsServer: ourServerName,
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TransactionID: nil,
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}
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}
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return ire, nil
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}
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func buildInviteStrippedState(
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ctx context.Context,
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db storage.Database,
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input api.InputInviteEvent,
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) ([]gomatrixserverlib.InviteV2StrippedState, error) {
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roomNID, err := db.RoomNID(ctx, input.Event.RoomID())
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if err != nil || roomNID == 0 {
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return nil, fmt.Errorf("room %q unknown", input.Event.RoomID())
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}
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stateWanted := []gomatrixserverlib.StateKeyTuple{}
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// "If they are set on the room, at least the state for m.room.avatar, m.room.canonical_alias, m.room.join_rules, and m.room.name SHOULD be included."
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// https://matrix.org/docs/spec/client_server/r0.6.0#m-room-member
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for _, t := range []string{
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gomatrixserverlib.MRoomName, gomatrixserverlib.MRoomCanonicalAlias,
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gomatrixserverlib.MRoomAliases, gomatrixserverlib.MRoomJoinRules,
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"m.room.avatar",
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} {
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stateWanted = append(stateWanted, gomatrixserverlib.StateKeyTuple{
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EventType: t,
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StateKey: "",
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})
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}
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_, currentStateSnapshotNID, _, err := db.LatestEventIDs(ctx, roomNID)
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if err != nil {
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return nil, err
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}
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roomState := state.NewStateResolution(db)
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stateEntries, err := roomState.LoadStateAtSnapshotForStringTuples(
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ctx, currentStateSnapshotNID, stateWanted,
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)
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if err != nil {
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return nil, err
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}
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stateNIDs := []types.EventNID{}
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for _, stateNID := range stateEntries {
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stateNIDs = append(stateNIDs, stateNID.EventNID)
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}
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stateEvents, err := db.Events(ctx, stateNIDs)
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if err != nil {
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return nil, err
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}
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inviteState := []gomatrixserverlib.InviteV2StrippedState{
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gomatrixserverlib.NewInviteV2StrippedState(&input.Event.Event),
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}
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stateEvents = append(stateEvents, types.Event{Event: input.Event.Unwrap()})
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for _, event := range stateEvents {
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inviteState = append(inviteState, gomatrixserverlib.NewInviteV2StrippedState(&event.Event))
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}
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return inviteState, nil
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}
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