Merge branch develop into server2server_signing

Conflicts:
	synapse/app/homeserver.py
This commit is contained in:
Mark Haines 2014-10-13 10:58:36 +01:00
commit 984e207b59
22 changed files with 911 additions and 527 deletions

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@ -31,7 +31,7 @@ Registration
The aim of registration is to get a user ID and access token which you will need
when accessing other APIs::
curl -XPOST -d '{"user_id":"example", "password":"wordpass"}' "http://localhost:8008/_matrix/client/api/v1/register"
curl -XPOST -d '{"user":"example", "password":"wordpass", "type":"m.login.password"}' "http://localhost:8008/_matrix/client/api/v1/register"
{
"access_token": "QGV4YW1wbGU6bG9jYWxob3N0.AqdSzFmFYrLrTmteXc",
@ -39,14 +39,15 @@ when accessing other APIs::
"user_id": "@example:localhost"
}
NB: If a ``user_id`` is not specified, one will be randomly generated for you.
NB: If a ``user`` is not specified, one will be randomly generated for you.
If you do not specify a ``password``, you will be unable to login to the account
if you forget the ``access_token``.
Implementation note: The matrix specification does not enforce how users
register with a server. It just specifies the URL path and absolute minimum
keys. The reference home server uses a username/password to authenticate user,
but other home servers may use different methods.
but other home servers may use different methods. This is why you need to
specify the ``type`` of method.
Login
-----

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@ -1,103 +1,3 @@
========
Presence
========
A description of presence information and visibility between users.
Overview
========
Each user has the concept of Presence information. This encodes a sense of the
"availability" of that user, suitable for display on other user's clients.
Presence Information
====================
The basic piece of presence information is an enumeration of a small set of
state; such as "free to chat", "online", "busy", or "offline". The default state
unless the user changes it is "online". Lower states suggest some amount of
decreased availability from normal, which might have some client-side effect
like muting notification sounds and suggests to other users not to bother them
unless it is urgent. Equally, the "free to chat" state exists to let the user
announce their general willingness to receive messages moreso than default.
Home servers should also allow a user to set their state as "hidden" - a state
which behaves as offline, but allows the user to see the client state anyway and
generally interact with client features such as reading message history or
accessing contacts in the address book.
This basic state field applies to the user as a whole, regardless of how many
client devices they have connected. The home server should synchronise this
status choice among multiple devices to ensure the user gets a consistent
experience.
Idle Time
---------
As well as the basic state field, the presence information can also show a sense
of an "idle timer". This should be maintained individually by the user's
clients, and the homeserver can take the highest reported time as that to
report. Likely this should be presented in fairly coarse granularity; possibly
being limited to letting the home server automatically switch from a "free to
chat" or "online" mode into "idle".
When a user is offline, the Home Server can still report when the user was last
seen online, again perhaps in a somewhat coarse manner.
Device Type
-----------
Client devices that may limit the user experience somewhat (such as "mobile"
devices with limited ability to type on a real keyboard or read large amounts of
text) should report this to the home server, as this is also useful information
to report as "presence" if the user cannot be expected to provide a good typed
response to messages.
Presence List
=============
Each user's home server stores a "presence list" for that user. This stores a
list of other user IDs the user has chosen to add to it (remembering any ACL
Pointer if appropriate).
To be added to a contact list, the user being added must grant permission. Once
granted, both user's HS(es) store this information, as it allows the user who
has added the contact some more abilities; see below. Since such subscriptions
are likely to be bidirectional, HSes may wish to automatically accept requests
when a reverse subscription already exists.
As a convenience, presence lists should support the ability to collect users
into groups, which could allow things like inviting the entire group to a new
("ad-hoc") chat room, or easy interaction with the profile information ACL
implementation of the HS.
Presence and Permissions
========================
For a viewing user to be allowed to see the presence information of a target
user, either
* The target user has allowed the viewing user to add them to their presence
list, or
* The two users share at least one room in common
In the latter case, this allows for clients to display some minimal sense of
presence information in a user list for a room.
Home servers can also use the user's choice of presence state as a signal for
how to handle new private one-to-one chat message requests. For example, it
might decide:
"free to chat": accept anything
"online": accept from anyone in my addres book list
"busy": accept from anyone in this "important people" group in my address
book list
API Efficiency
==============

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@ -48,6 +48,22 @@
"paramType": "body"
}
]
},
{
"method": "DELETE",
"summary": "Removes a mapping of room alias to room ID.",
"notes": "Only privileged users can perform this action.",
"type": "void",
"nickname": "remove_room_alias",
"parameters": [
{
"name": "roomAlias",
"description": "The room alias to remove.",
"required": true,
"type": "string",
"paramType": "path"
}
]
}
]
}

53
docs/definitions.rst Normal file
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@ -0,0 +1,53 @@
Definitions
===========
# *Event* -- A JSON object that represents a piece of information to be
distributed to the the room. The object includes a payload and metadata,
including a `type` used to indicate what the payload is for and how to process
them. It also includes one or more references to previous events.
# *Event graph* -- Events and their references to previous events form a
directed acyclic graph. All events must be a descendant of the first event in a
room, except for a few special circumstances.
# *State event* -- A state event is an event that has a non-null string valued
`state_key` field. It may also include a `prev_state` key referencing exactly
one state event with the same type and state key, in the same event graph.
# *State tree* -- A state tree is a tree formed by a collection of state events
that have the same type and state key (all in the same event graph.
# *State resolution algorithm* -- An algorithm that takes a state tree as input
and selects a single leaf node.
# *Current state event* -- The leaf node of a given state tree that has been
selected by the state resolution algorithm.
# *Room state* / *state dictionary* / *current state* -- A mapping of the pair
(event type, state key) to the current state event for that pair.
# *Room* -- An event graph and its associated state dictionary. An event is in
the room if it is part of the event graph.
# *Topological ordering* -- The partial ordering that can be extracted from the
event graph due to it being a DAG.
(The state definitions are purposely slightly ill-defined, since if we allow
deleting events we might end up with multiple state trees for a given event
type and state key pair.)
Federation specific
-------------------
# *(Persistent data unit) PDU* -- An encoding of an event for distribution of
the server to server protocol.
# *(Ephemeral data unit) EDU* -- A piece of information that is sent between
servers and doesn't encode an event.
Client specific
---------------
# *Child events* -- Events that reference a single event in the same room
independently of the event graph.
# *Collapsed events* -- Events that have all child events that reference it
included in the JSON object.

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@ -0,0 +1,30 @@
Matrix Specification NOTHAVEs
=============================
This document contains sections of the main specification that have been
temporarily removed, because they specify intentions or aspirations that have
in no way yet been implemented. Rather than outright-deleting them, they have
been moved here so as to stand as an initial version for such time as they
become extant.
Presence
========
Idle Time
---------
As well as the basic ``presence`` field, the presence information can also show
a sense of an "idle timer". This should be maintained individually by the
user's clients, and the home server can take the highest reported time as that
to report. When a user is offline, the home server can still report when the
user was last seen online.
Device Type
-----------
Client devices that may limit the user experience somewhat (such as "mobile"
devices with limited ability to type on a real keyboard or read large amounts of
text) should report this to the home server, as this is also useful information
to report as "presence" if the user cannot be expected to provide a good typed
response to messages.

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51
docs/state_resolution.rst Normal file
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@ -0,0 +1,51 @@
State Resolution
================
This section describes why we need state resolution and how it works.
Motivation
-----------
We want to be able to associate some shared state with rooms, e.g. a room name
or members list. This is done by having a current state dictionary that maps
from the pair event type and state key to an event.
However, since the servers involved in the room are distributed we need to be
able to handle the case when two (or more) servers try and update the state at
the same time. This is done via the state resolution algorithm.
State Tree
------------
State events contain a reference to the state it is trying to replace. These
relations form a tree where the current state is one of the leaf nodes.
Note that state events are events, and so are part of the PDU graph. Thus we
can be sure that (modulo the internet being particularly broken) we will see
all state events eventually.
Algorithm requirements
----------------------
We want the algorithm to have the following properties:
- Since we aren't guaranteed what order we receive state events in, except that
we see parents before children, the state resolution algorithm must not depend
on the order and must always come to the same result.
- If we receive a state event whose parent is the current state, then the
algorithm will select it.
- The algorithm does not depend on internal state, ensuring all servers should
come to the same decision.
These three properties mean it is enough to keep track of the current state and
compare it with any new proposed state, rather than having to keep track of all
the leafs of the tree and recomputing across the entire state tree.
Current Implementation
----------------------
The current implementation works as follows: Upon receipt of a newly proposed
state change we first find the common ancestor. Then we take the maximum
across each branch of the users' power levels, if one is higher then it is
selected as the current state. Otherwise, we check if one chain is longer than
the other, if so we choose that one. If that also fails, then we concatenate
all the pdu ids and take a SHA1 hash and compare them to select a common
ancestor.