diff options
Diffstat (limited to 'roomserver/state/state.go')
-rw-r--r-- | roomserver/state/state.go | 1003 |
1 files changed, 51 insertions, 952 deletions
diff --git a/roomserver/state/state.go b/roomserver/state/state.go index 2a0b7f57..bbc27ad8 100644 --- a/roomserver/state/state.go +++ b/roomserver/state/state.go @@ -1,966 +1,65 @@ -// Copyright 2017 Vector Creations Ltd -// -// Licensed under the Apache License, Version 2.0 (the "License"); -// you may not use this file except in compliance with the License. -// You may obtain a copy of the License at -// -// http://www.apache.org/licenses/LICENSE-2.0 -// -// Unless required by applicable law or agreed to in writing, software -// distributed under the License is distributed on an "AS IS" BASIS, -// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. -// See the License for the specific language governing permissions and -// limitations under the License. - -// Package state provides functions for reading state from the database. -// The functions for writing state to the database are the input package. package state import ( "context" - "fmt" - "sort" - "time" + "errors" + + "github.com/matrix-org/dendrite/roomserver/state/database" + v1 "github.com/matrix-org/dendrite/roomserver/state/v1" "github.com/matrix-org/dendrite/roomserver/types" "github.com/matrix-org/gomatrixserverlib" - "github.com/matrix-org/util" - "github.com/prometheus/client_golang/prometheus" ) -// A RoomStateDatabase has the storage APIs needed to load state from the database -type RoomStateDatabase interface { - // Store the room state at an event in the database - AddState( +type StateResolutionVersion int + +const ( + StateResolutionAlgorithmV1 StateResolutionVersion = iota + 1 + StateResolutionAlgorithmV2 +) + +func GetStateResolutionAlgorithm( + version StateResolutionVersion, db database.RoomStateDatabase, +) (StateResolutionImpl, error) { + switch version { + case StateResolutionAlgorithmV1: + return v1.Prepare(db), nil + default: + return nil, errors.New("unsupported room version") + } +} + +type StateResolutionImpl interface { + LoadStateAtSnapshot( + ctx context.Context, stateNID types.StateSnapshotNID, + ) ([]types.StateEntry, error) + LoadStateAtEvent( + ctx context.Context, eventID string, + ) ([]types.StateEntry, error) + LoadCombinedStateAfterEvents( + ctx context.Context, prevStates []types.StateAtEvent, + ) ([]types.StateEntry, error) + DifferenceBetweeenStateSnapshots( + ctx context.Context, oldStateNID, newStateNID types.StateSnapshotNID, + ) (removed, added []types.StateEntry, err error) + LoadStateAtSnapshotForStringTuples( + ctx context.Context, + stateNID types.StateSnapshotNID, + stateKeyTuples []gomatrixserverlib.StateKeyTuple, + ) ([]types.StateEntry, error) + LoadStateAfterEventsForStringTuples( ctx context.Context, + prevStates []types.StateAtEvent, + stateKeyTuples []gomatrixserverlib.StateKeyTuple, + ) ([]types.StateEntry, error) + CalculateAndStoreStateBeforeEvent( + ctx context.Context, + event gomatrixserverlib.Event, roomNID types.RoomNID, - stateBlockNIDs []types.StateBlockNID, - state []types.StateEntry, ) (types.StateSnapshotNID, error) - // Look up the state of a room at each event for a list of string event IDs. - // Returns an error if there is an error talking to the database - // Returns a types.MissingEventError if the room state for the event IDs aren't in the database - StateAtEventIDs(ctx context.Context, eventIDs []string) ([]types.StateAtEvent, error) - // Look up the numeric IDs for a list of string event types. - // Returns a map from string event type to numeric ID for the event type. - EventTypeNIDs(ctx context.Context, eventTypes []string) (map[string]types.EventTypeNID, error) - // Look up the numeric IDs for a list of string event state keys. - // Returns a map from string state key to numeric ID for the state key. - EventStateKeyNIDs(ctx context.Context, eventStateKeys []string) (map[string]types.EventStateKeyNID, error) - // Look up the numeric state data IDs for each numeric state snapshot ID - // The returned slice is sorted by numeric state snapshot ID. - StateBlockNIDs(ctx context.Context, stateNIDs []types.StateSnapshotNID) ([]types.StateBlockNIDList, error) - // Look up the state data for each numeric state data ID - // The returned slice is sorted by numeric state data ID. - StateEntries(ctx context.Context, stateBlockNIDs []types.StateBlockNID) ([]types.StateEntryList, error) - // Look up the state data for the state key tuples for each numeric state block ID - // This is used to fetch a subset of the room state at a snapshot. - // If a block doesn't contain any of the requested tuples then it can be discarded from the result. - // The returned slice is sorted by numeric state block ID. - StateEntriesForTuples( + CalculateAndStoreStateAfterEvents( ctx context.Context, - stateBlockNIDs []types.StateBlockNID, - stateKeyTuples []types.StateKeyTuple, - ) ([]types.StateEntryList, error) - // Look up the Events for a list of numeric event IDs. - // Returns a sorted list of events. - Events(ctx context.Context, eventNIDs []types.EventNID) ([]types.Event, error) - // Look up snapshot NID for an event ID string - SnapshotNIDFromEventID(ctx context.Context, eventID string) (types.StateSnapshotNID, error) -} - -// LoadStateAtSnapshot loads the full state of a room at a particular snapshot. -// This is typically the state before an event or the current state of a room. -// Returns a sorted list of state entries or an error if there was a problem talking to the database. -func LoadStateAtSnapshot( - ctx context.Context, db RoomStateDatabase, stateNID types.StateSnapshotNID, -) ([]types.StateEntry, error) { - stateBlockNIDLists, err := db.StateBlockNIDs(ctx, []types.StateSnapshotNID{stateNID}) - if err != nil { - return nil, err - } - // We've asked for exactly one snapshot from the db so we should have exactly one entry in the result. - stateBlockNIDList := stateBlockNIDLists[0] - - stateEntryLists, err := db.StateEntries(ctx, stateBlockNIDList.StateBlockNIDs) - if err != nil { - return nil, err - } - stateEntriesMap := stateEntryListMap(stateEntryLists) - - // Combine all the state entries for this snapshot. - // The order of state block NIDs in the list tells us the order to combine them in. - var fullState []types.StateEntry - for _, stateBlockNID := range stateBlockNIDList.StateBlockNIDs { - entries, ok := stateEntriesMap.lookup(stateBlockNID) - if !ok { - // This should only get hit if the database is corrupt. - // It should be impossible for an event to reference a NID that doesn't exist - panic(fmt.Errorf("Corrupt DB: Missing state block numeric ID %d", stateBlockNID)) - } - fullState = append(fullState, entries...) - } - - // Stable sort so that the most recent entry for each state key stays - // remains later in the list than the older entries for the same state key. - sort.Stable(stateEntryByStateKeySorter(fullState)) - // Unique returns the last entry and hence the most recent entry for each state key. - fullState = fullState[:util.Unique(stateEntryByStateKeySorter(fullState))] - return fullState, nil -} - -// LoadStateAtEvent loads the full state of a room at a particular event. -func LoadStateAtEvent( - ctx context.Context, db RoomStateDatabase, eventID string, -) ([]types.StateEntry, error) { - snapshotNID, err := db.SnapshotNIDFromEventID(ctx, eventID) - if err != nil { - return nil, err - } - - stateEntries, err := LoadStateAtSnapshot(ctx, db, snapshotNID) - if err != nil { - return nil, err - } - - return stateEntries, nil -} - -// LoadCombinedStateAfterEvents loads a snapshot of the state after each of the events -// and combines those snapshots together into a single list. -func LoadCombinedStateAfterEvents( - ctx context.Context, db RoomStateDatabase, prevStates []types.StateAtEvent, -) ([]types.StateEntry, error) { - stateNIDs := make([]types.StateSnapshotNID, len(prevStates)) - for i, state := range prevStates { - stateNIDs[i] = state.BeforeStateSnapshotNID - } - // Fetch the state snapshots for the state before the each prev event from the database. - // Deduplicate the IDs before passing them to the database. - // There could be duplicates because the events could be state events where - // the snapshot of the room state before them was the same. - stateBlockNIDLists, err := db.StateBlockNIDs(ctx, uniqueStateSnapshotNIDs(stateNIDs)) - if err != nil { - return nil, err - } - - var stateBlockNIDs []types.StateBlockNID - for _, list := range stateBlockNIDLists { - stateBlockNIDs = append(stateBlockNIDs, list.StateBlockNIDs...) - } - // Fetch the state entries that will be combined to create the snapshots. - // Deduplicate the IDs before passing them to the database. - // There could be duplicates because a block of state entries could be reused by - // multiple snapshots. - stateEntryLists, err := db.StateEntries(ctx, uniqueStateBlockNIDs(stateBlockNIDs)) - if err != nil { - return nil, err - } - stateBlockNIDsMap := stateBlockNIDListMap(stateBlockNIDLists) - stateEntriesMap := stateEntryListMap(stateEntryLists) - - // Combine the entries from all the snapshots of state after each prev event into a single list. - var combined []types.StateEntry - for _, prevState := range prevStates { - // Grab the list of state data NIDs for this snapshot. - stateBlockNIDs, ok := stateBlockNIDsMap.lookup(prevState.BeforeStateSnapshotNID) - if !ok { - // This should only get hit if the database is corrupt. - // It should be impossible for an event to reference a NID that doesn't exist - panic(fmt.Errorf("Corrupt DB: Missing state snapshot numeric ID %d", prevState.BeforeStateSnapshotNID)) - } - - // Combine all the state entries for this snapshot. - // The order of state block NIDs in the list tells us the order to combine them in. - var fullState []types.StateEntry - for _, stateBlockNID := range stateBlockNIDs { - entries, ok := stateEntriesMap.lookup(stateBlockNID) - if !ok { - // This should only get hit if the database is corrupt. - // It should be impossible for an event to reference a NID that doesn't exist - panic(fmt.Errorf("Corrupt DB: Missing state block numeric ID %d", stateBlockNID)) - } - fullState = append(fullState, entries...) - } - if prevState.IsStateEvent() { - // If the prev event was a state event then add an entry for the event itself - // so that we get the state after the event rather than the state before. - fullState = append(fullState, prevState.StateEntry) - } - - // Stable sort so that the most recent entry for each state key stays - // remains later in the list than the older entries for the same state key. - sort.Stable(stateEntryByStateKeySorter(fullState)) - // Unique returns the last entry and hence the most recent entry for each state key. - fullState = fullState[:util.Unique(stateEntryByStateKeySorter(fullState))] - // Add the full state for this StateSnapshotNID. - combined = append(combined, fullState...) - } - return combined, nil -} - -// DifferenceBetweeenStateSnapshots works out which state entries have been added and removed between two snapshots. -func DifferenceBetweeenStateSnapshots( - ctx context.Context, db RoomStateDatabase, oldStateNID, newStateNID types.StateSnapshotNID, -) (removed, added []types.StateEntry, err error) { - if oldStateNID == newStateNID { - // If the snapshot NIDs are the same then nothing has changed - return nil, nil, nil - } - - var oldEntries []types.StateEntry - var newEntries []types.StateEntry - if oldStateNID != 0 { - oldEntries, err = LoadStateAtSnapshot(ctx, db, oldStateNID) - if err != nil { - return nil, nil, err - } - } - if newStateNID != 0 { - newEntries, err = LoadStateAtSnapshot(ctx, db, newStateNID) - if err != nil { - return nil, nil, err - } - } - - var oldI int - var newI int - for { - switch { - case oldI == len(oldEntries): - // We've reached the end of the old entries. - // The rest of the new list must have been newly added. - added = append(added, newEntries[newI:]...) - return - case newI == len(newEntries): - // We've reached the end of the new entries. - // The rest of the old list must be have been removed. - removed = append(removed, oldEntries[oldI:]...) - return - case oldEntries[oldI] == newEntries[newI]: - // The entry is in both lists so skip over it. - oldI++ - newI++ - case oldEntries[oldI].LessThan(newEntries[newI]): - // The lists are sorted so the old entry being less than the new entry means that it only appears in the old list. - removed = append(removed, oldEntries[oldI]) - oldI++ - default: - // Reaching the default case implies that the new entry is less than the old entry. - // Since the lists are sorted this means that it only appears in the new list. - added = append(added, newEntries[newI]) - newI++ - } - } -} - -// LoadStateAtSnapshotForStringTuples loads the state for a list of event type and state key pairs at a snapshot. -// This is used when we only want to load a subset of the room state at a snapshot. -// If there is no entry for a given event type and state key pair then it will be discarded. -// This is typically the state before an event or the current state of a room. -// Returns a sorted list of state entries or an error if there was a problem talking to the database. -func LoadStateAtSnapshotForStringTuples( - ctx context.Context, - db RoomStateDatabase, - stateNID types.StateSnapshotNID, - stateKeyTuples []gomatrixserverlib.StateKeyTuple, -) ([]types.StateEntry, error) { - numericTuples, err := stringTuplesToNumericTuples(ctx, db, stateKeyTuples) - if err != nil { - return nil, err - } - return loadStateAtSnapshotForNumericTuples(ctx, db, stateNID, numericTuples) -} - -// stringTuplesToNumericTuples converts the string state key tuples into numeric IDs -// If there isn't a numeric ID for either the event type or the event state key then the tuple is discarded. -// Returns an error if there was a problem talking to the database. -func stringTuplesToNumericTuples( - ctx context.Context, - db RoomStateDatabase, - stringTuples []gomatrixserverlib.StateKeyTuple, -) ([]types.StateKeyTuple, error) { - eventTypes := make([]string, len(stringTuples)) - stateKeys := make([]string, len(stringTuples)) - for i := range stringTuples { - eventTypes[i] = stringTuples[i].EventType - stateKeys[i] = stringTuples[i].StateKey - } - eventTypes = util.UniqueStrings(eventTypes) - eventTypeMap, err := db.EventTypeNIDs(ctx, eventTypes) - if err != nil { - return nil, err - } - stateKeys = util.UniqueStrings(stateKeys) - stateKeyMap, err := db.EventStateKeyNIDs(ctx, stateKeys) - if err != nil { - return nil, err - } - - var result []types.StateKeyTuple - for _, stringTuple := range stringTuples { - var numericTuple types.StateKeyTuple - var ok1, ok2 bool - numericTuple.EventTypeNID, ok1 = eventTypeMap[stringTuple.EventType] - numericTuple.EventStateKeyNID, ok2 = stateKeyMap[stringTuple.StateKey] - // Discard the tuple if there wasn't a numeric ID for either the event type or the state key. - if ok1 && ok2 { - result = append(result, numericTuple) - } - } - - return result, nil -} - -// loadStateAtSnapshotForNumericTuples loads the state for a list of event type and state key pairs at a snapshot. -// This is used when we only want to load a subset of the room state at a snapshot. -// If there is no entry for a given event type and state key pair then it will be discarded. -// This is typically the state before an event or the current state of a room. -// Returns a sorted list of state entries or an error if there was a problem talking to the database. -func loadStateAtSnapshotForNumericTuples( - ctx context.Context, - db RoomStateDatabase, - stateNID types.StateSnapshotNID, - stateKeyTuples []types.StateKeyTuple, -) ([]types.StateEntry, error) { - stateBlockNIDLists, err := db.StateBlockNIDs(ctx, []types.StateSnapshotNID{stateNID}) - if err != nil { - return nil, err - } - // We've asked for exactly one snapshot from the db so we should have exactly one entry in the result. - stateBlockNIDList := stateBlockNIDLists[0] - - stateEntryLists, err := db.StateEntriesForTuples( - ctx, stateBlockNIDList.StateBlockNIDs, stateKeyTuples, - ) - if err != nil { - return nil, err - } - stateEntriesMap := stateEntryListMap(stateEntryLists) - - // Combine all the state entries for this snapshot. - // The order of state block NIDs in the list tells us the order to combine them in. - var fullState []types.StateEntry - for _, stateBlockNID := range stateBlockNIDList.StateBlockNIDs { - entries, ok := stateEntriesMap.lookup(stateBlockNID) - if !ok { - // If the block is missing from the map it means that none of its entries matched a requested tuple. - // This can happen if the block doesn't contain an update for one of the requested tuples. - // If none of the requested tuples are in the block then it can be safely skipped. - continue - } - fullState = append(fullState, entries...) - } - - // Stable sort so that the most recent entry for each state key stays - // remains later in the list than the older entries for the same state key. - sort.Stable(stateEntryByStateKeySorter(fullState)) - // Unique returns the last entry and hence the most recent entry for each state key. - fullState = fullState[:util.Unique(stateEntryByStateKeySorter(fullState))] - return fullState, nil -} - -// LoadStateAfterEventsForStringTuples loads the state for a list of event type -// and state key pairs after list of events. -// This is used when we only want to load a subset of the room state after a list of events. -// If there is no entry for a given event type and state key pair then it will be discarded. -// This is typically the state before an event. -// Returns a sorted list of state entries or an error if there was a problem talking to the database. -func LoadStateAfterEventsForStringTuples( - ctx context.Context, - db RoomStateDatabase, - prevStates []types.StateAtEvent, - stateKeyTuples []gomatrixserverlib.StateKeyTuple, -) ([]types.StateEntry, error) { - numericTuples, err := stringTuplesToNumericTuples(ctx, db, stateKeyTuples) - if err != nil { - return nil, err - } - return loadStateAfterEventsForNumericTuples(ctx, db, prevStates, numericTuples) -} - -func loadStateAfterEventsForNumericTuples( - ctx context.Context, - db RoomStateDatabase, - prevStates []types.StateAtEvent, - stateKeyTuples []types.StateKeyTuple, -) ([]types.StateEntry, error) { - if len(prevStates) == 1 { - // Fast path for a single event. - prevState := prevStates[0] - result, err := loadStateAtSnapshotForNumericTuples( - ctx, db, prevState.BeforeStateSnapshotNID, stateKeyTuples, - ) - if err != nil { - return nil, err - } - if prevState.IsStateEvent() { - // The result is current the state before the requested event. - // We want the state after the requested event. - // If the requested event was a state event then we need to - // update that key in the result. - // If the requested event wasn't a state event then the state after - // it is the same as the state before it. - for i := range result { - if result[i].StateKeyTuple == prevState.StateKeyTuple { - result[i] = prevState.StateEntry - } - } - } - return result, nil - } - - // Slow path for more that one event. - // Load the entire state so that we can do conflict resolution if we need to. - // TODO: The are some optimistations we could do here: - // 1) We only need to do conflict resolution if there is a conflict in the - // requested tuples so we might try loading just those tuples and then - // checking for conflicts. - // 2) When there is a conflict we still only need to load the state - // needed to do conflict resolution which would save us having to load - // the full state. - - // TODO: Add metrics for this as it could take a long time for big rooms - // with large conflicts. - fullState, _, _, err := calculateStateAfterManyEvents(ctx, db, prevStates) - if err != nil { - return nil, err - } - - // Sort the full state so we can use it as a map. - sort.Sort(stateEntrySorter(fullState)) - - // Filter the full state down to the required tuples. - var result []types.StateEntry - for _, tuple := range stateKeyTuples { - eventNID, ok := stateEntryMap(fullState).lookup(tuple) - if ok { - result = append(result, types.StateEntry{ - StateKeyTuple: tuple, - EventNID: eventNID, - }) - } - } - sort.Sort(stateEntrySorter(result)) - return result, nil -} - -var calculateStateDurations = prometheus.NewSummaryVec( - prometheus.SummaryOpts{ - Namespace: "dendrite", - Subsystem: "roomserver", - Name: "calculate_state_duration_microseconds", - Help: "How long it takes to calculate the state after a list of events", - }, - // Takes two labels: - // algorithm: - // The algorithm used to calculate the state or the step it failed on if it failed. - // Labels starting with "_" are used to indicate when the algorithm fails halfway. - // outcome: - // Whether the state was successfully calculated. - // - // The possible values for algorithm are: - // empty_state -> The list of events was empty so the state is empty. - // no_change -> The state hasn't changed. - // single_delta -> There was a single event added to the state in a way that can be encoded as a single delta - // full_state_no_conflicts -> We created a new copy of the full room state, but didn't enounter any conflicts - // while doing so. - // full_state_with_conflicts -> We created a new copy of the full room state and had to resolve conflicts to do so. - // _load_state_block_nids -> Failed loading the state block nids for a single previous state. - // _load_combined_state -> Failed to load the combined state. - // _resolve_conflicts -> Failed to resolve conflicts. - []string{"algorithm", "outcome"}, -) - -var calculateStatePrevEventLength = prometheus.NewSummaryVec( - prometheus.SummaryOpts{ - Namespace: "dendrite", - Subsystem: "roomserver", - Name: "calculate_state_prev_event_length", - Help: "The length of the list of events to calculate the state after", - }, - []string{"algorithm", "outcome"}, -) - -var calculateStateFullStateLength = prometheus.NewSummaryVec( - prometheus.SummaryOpts{ - Namespace: "dendrite", - Subsystem: "roomserver", - Name: "calculate_state_full_state_length", - Help: "The length of the full room state.", - }, - []string{"algorithm", "outcome"}, -) - -var calculateStateConflictLength = prometheus.NewSummaryVec( - prometheus.SummaryOpts{ - Namespace: "dendrite", - Subsystem: "roomserver", - Name: "calculate_state_conflict_state_length", - Help: "The length of the conflicted room state.", - }, - []string{"algorithm", "outcome"}, -) - -type calculateStateMetrics struct { - algorithm string - startTime time.Time - prevEventLength int - fullStateLength int - conflictLength int -} - -func (c *calculateStateMetrics) stop(stateNID types.StateSnapshotNID, err error) (types.StateSnapshotNID, error) { - var outcome string - if err == nil { - outcome = "success" - } else { - outcome = "failure" - } - endTime := time.Now() - calculateStateDurations.WithLabelValues(c.algorithm, outcome).Observe( - float64(endTime.Sub(c.startTime).Nanoseconds()) / 1000., - ) - calculateStatePrevEventLength.WithLabelValues(c.algorithm, outcome).Observe( - float64(c.prevEventLength), - ) - calculateStateFullStateLength.WithLabelValues(c.algorithm, outcome).Observe( - float64(c.fullStateLength), - ) - calculateStateConflictLength.WithLabelValues(c.algorithm, outcome).Observe( - float64(c.conflictLength), - ) - return stateNID, err -} - -func init() { - prometheus.MustRegister( - calculateStateDurations, calculateStatePrevEventLength, - calculateStateFullStateLength, calculateStateConflictLength, - ) -} - -// CalculateAndStoreStateBeforeEvent calculates a snapshot of the state of a room before an event. -// Stores the snapshot of the state in the database. -// Returns a numeric ID for the snapshot of the state before the event. -func CalculateAndStoreStateBeforeEvent( - ctx context.Context, - db RoomStateDatabase, - event gomatrixserverlib.Event, - roomNID types.RoomNID, -) (types.StateSnapshotNID, error) { - // Load the state at the prev events. - prevEventRefs := event.PrevEvents() - prevEventIDs := make([]string, len(prevEventRefs)) - for i := range prevEventRefs { - prevEventIDs[i] = prevEventRefs[i].EventID - } - - prevStates, err := db.StateAtEventIDs(ctx, prevEventIDs) - if err != nil { - return 0, err - } - - // The state before this event will be the state after the events that came before it. - return CalculateAndStoreStateAfterEvents(ctx, db, roomNID, prevStates) -} - -// CalculateAndStoreStateAfterEvents finds the room state after the given events. -// Stores the resulting state in the database and returns a numeric ID for that snapshot. -func CalculateAndStoreStateAfterEvents( - ctx context.Context, - db RoomStateDatabase, - roomNID types.RoomNID, - prevStates []types.StateAtEvent, -) (types.StateSnapshotNID, error) { - metrics := calculateStateMetrics{startTime: time.Now(), prevEventLength: len(prevStates)} - - if len(prevStates) == 0 { - // 2) There weren't any prev_events for this event so the state is - // empty. - metrics.algorithm = "empty_state" - return metrics.stop(db.AddState(ctx, roomNID, nil, nil)) - } - - if len(prevStates) == 1 { - prevState := prevStates[0] - if prevState.EventStateKeyNID == 0 { - // 3) None of the previous events were state events and they all - // have the same state, so this event has exactly the same state - // as the previous events. - // This should be the common case. - metrics.algorithm = "no_change" - return metrics.stop(prevState.BeforeStateSnapshotNID, nil) - } - // The previous event was a state event so we need to store a copy - // of the previous state updated with that event. - stateBlockNIDLists, err := db.StateBlockNIDs( - ctx, []types.StateSnapshotNID{prevState.BeforeStateSnapshotNID}, - ) - if err != nil { - metrics.algorithm = "_load_state_blocks" - return metrics.stop(0, err) - } - stateBlockNIDs := stateBlockNIDLists[0].StateBlockNIDs - if len(stateBlockNIDs) < maxStateBlockNIDs { - // 4) The number of state data blocks is small enough that we can just - // add the state event as a block of size one to the end of the blocks. - metrics.algorithm = "single_delta" - return metrics.stop(db.AddState( - ctx, roomNID, stateBlockNIDs, []types.StateEntry{prevState.StateEntry}, - )) - } - // If there are too many deltas then we need to calculate the full state - // So fall through to calculateAndStoreStateAfterManyEvents - } - - return calculateAndStoreStateAfterManyEvents(ctx, db, roomNID, prevStates, metrics) -} - -// maxStateBlockNIDs is the maximum number of state data blocks to use to encode a snapshot of room state. -// Increasing this number means that we can encode more of the state changes as simple deltas which means that -// we need fewer entries in the state data table. However making this number bigger will increase the size of -// the rows in the state table itself and will require more index lookups when retrieving a snapshot. -// TODO: Tune this to get the right balance between size and lookup performance. -const maxStateBlockNIDs = 64 - -// calculateAndStoreStateAfterManyEvents finds the room state after the given events. -// This handles the slow path of calculateAndStoreStateAfterEvents for when there is more than one event. -// Stores the resulting state and returns a numeric ID for the snapshot. -func calculateAndStoreStateAfterManyEvents( - ctx context.Context, - db RoomStateDatabase, - roomNID types.RoomNID, - prevStates []types.StateAtEvent, - metrics calculateStateMetrics, -) (types.StateSnapshotNID, error) { - - state, algorithm, conflictLength, err := - calculateStateAfterManyEvents(ctx, db, prevStates) - metrics.algorithm = algorithm - if err != nil { - return metrics.stop(0, err) - } - - // TODO: Check if we can encode the new state as a delta against the - // previous state. - metrics.conflictLength = conflictLength - metrics.fullStateLength = len(state) - return metrics.stop(db.AddState(ctx, roomNID, nil, state)) -} - -func calculateStateAfterManyEvents( - ctx context.Context, db RoomStateDatabase, prevStates []types.StateAtEvent, -) (state []types.StateEntry, algorithm string, conflictLength int, err error) { - var combined []types.StateEntry - // Conflict resolution. - // First stage: load the state after each of the prev events. - combined, err = LoadCombinedStateAfterEvents(ctx, db, prevStates) - if err != nil { - algorithm = "_load_combined_state" - return - } - - // Collect all the entries with the same type and key together. - // We don't care about the order here because the conflict resolution - // algorithm doesn't depend on the order of the prev events. - // Remove duplicate entires. - combined = combined[:util.SortAndUnique(stateEntrySorter(combined))] - - // Find the conflicts - conflicts := findDuplicateStateKeys(combined) - - if len(conflicts) > 0 { - conflictLength = len(conflicts) - - // 5) There are conflicting state events, for each conflict workout - // what the appropriate state event is. - - // Work out which entries aren't conflicted. - var notConflicted []types.StateEntry - for _, entry := range combined { - if _, ok := stateEntryMap(conflicts).lookup(entry.StateKeyTuple); !ok { - notConflicted = append(notConflicted, entry) - } - } - - var resolved []types.StateEntry - resolved, err = resolveConflicts(ctx, db, notConflicted, conflicts) - if err != nil { - algorithm = "_resolve_conflicts" - return - } - algorithm = "full_state_with_conflicts" - state = resolved - } else { - algorithm = "full_state_no_conflicts" - // 6) There weren't any conflicts - state = combined - } - return -} - -// resolveConflicts resolves a list of conflicted state entries. It takes two lists. -// The first is a list of all state entries that are not conflicted. -// The second is a list of all state entries that are conflicted -// A state entry is conflicted when there is more than one numeric event ID for the same state key tuple. -// Returns a list that combines the entries without conflicts with the result of state resolution for the entries with conflicts. -// The returned list is sorted by state key tuple. -// Returns an error if there was a problem talking to the database. -func resolveConflicts( - ctx context.Context, - db RoomStateDatabase, - notConflicted, conflicted []types.StateEntry, -) ([]types.StateEntry, error) { - - // Load the conflicted events - conflictedEvents, eventIDMap, err := loadStateEvents(ctx, db, conflicted) - if err != nil { - return nil, err - } - - // Work out which auth events we need to load. - needed := gomatrixserverlib.StateNeededForAuth(conflictedEvents) - - // Find the numeric IDs for the necessary state keys. - var neededStateKeys []string - neededStateKeys = append(neededStateKeys, needed.Member...) - neededStateKeys = append(neededStateKeys, needed.ThirdPartyInvite...) - stateKeyNIDMap, err := db.EventStateKeyNIDs(ctx, neededStateKeys) - if err != nil { - return nil, err - } - - // Load the necessary auth events. - tuplesNeeded := stateKeyTuplesNeeded(stateKeyNIDMap, needed) - var authEntries []types.StateEntry - for _, tuple := range tuplesNeeded { - if eventNID, ok := stateEntryMap(notConflicted).lookup(tuple); ok { - authEntries = append(authEntries, types.StateEntry{ - StateKeyTuple: tuple, - EventNID: eventNID, - }) - } - } - authEvents, _, err := loadStateEvents(ctx, db, authEntries) - if err != nil { - return nil, err - } - - // Resolve the conflicts. - resolvedEvents := gomatrixserverlib.ResolveStateConflicts(conflictedEvents, authEvents) - - // Map from the full events back to numeric state entries. - for _, resolvedEvent := range resolvedEvents { - entry, ok := eventIDMap[resolvedEvent.EventID()] - if !ok { - panic(fmt.Errorf("Missing state entry for event ID %q", resolvedEvent.EventID())) - } - notConflicted = append(notConflicted, entry) - } - - // Sort the result so it can be searched. - sort.Sort(stateEntrySorter(notConflicted)) - return notConflicted, nil -} - -// stateKeyTuplesNeeded works out which numeric state key tuples we need to authenticate some events. -func stateKeyTuplesNeeded(stateKeyNIDMap map[string]types.EventStateKeyNID, stateNeeded gomatrixserverlib.StateNeeded) []types.StateKeyTuple { - var keyTuples []types.StateKeyTuple - if stateNeeded.Create { - keyTuples = append(keyTuples, types.StateKeyTuple{ - EventTypeNID: types.MRoomCreateNID, - EventStateKeyNID: types.EmptyStateKeyNID, - }) - } - if stateNeeded.PowerLevels { - keyTuples = append(keyTuples, types.StateKeyTuple{ - EventTypeNID: types.MRoomPowerLevelsNID, - EventStateKeyNID: types.EmptyStateKeyNID, - }) - } - if stateNeeded.JoinRules { - keyTuples = append(keyTuples, types.StateKeyTuple{ - EventTypeNID: types.MRoomJoinRulesNID, - EventStateKeyNID: types.EmptyStateKeyNID, - }) - } - for _, member := range stateNeeded.Member { - stateKeyNID, ok := stateKeyNIDMap[member] - if ok { - keyTuples = append(keyTuples, types.StateKeyTuple{ - EventTypeNID: types.MRoomMemberNID, - EventStateKeyNID: stateKeyNID, - }) - } - } - for _, token := range stateNeeded.ThirdPartyInvite { - stateKeyNID, ok := stateKeyNIDMap[token] - if ok { - keyTuples = append(keyTuples, types.StateKeyTuple{ - EventTypeNID: types.MRoomThirdPartyInviteNID, - EventStateKeyNID: stateKeyNID, - }) - } - } - return keyTuples -} - -// loadStateEvents loads the matrix events for a list of state entries. -// Returns a list of state events in no particular order and a map from string event ID back to state entry. -// The map can be used to recover which numeric state entry a given event is for. -// Returns an error if there was a problem talking to the database. -func loadStateEvents( - ctx context.Context, db RoomStateDatabase, entries []types.StateEntry, -) ([]gomatrixserverlib.Event, map[string]types.StateEntry, error) { - eventNIDs := make([]types.EventNID, len(entries)) - for i := range entries { - eventNIDs[i] = entries[i].EventNID - } - events, err := db.Events(ctx, eventNIDs) - if err != nil { - return nil, nil, err - } - eventIDMap := map[string]types.StateEntry{} - result := make([]gomatrixserverlib.Event, len(entries)) - for i := range entries { - event, ok := eventMap(events).lookup(entries[i].EventNID) - if !ok { - panic(fmt.Errorf("Corrupt DB: Missing event numeric ID %d", entries[i].EventNID)) - } - result[i] = event.Event - eventIDMap[event.Event.EventID()] = entries[i] - } - return result, eventIDMap, nil -} - -// findDuplicateStateKeys finds the state entries where the state key tuple appears more than once in a sorted list. -// Returns a sorted list of those state entries. -func findDuplicateStateKeys(a []types.StateEntry) []types.StateEntry { - var result []types.StateEntry - // j is the starting index of a block of entries with the same state key tuple. - j := 0 - for i := 1; i < len(a); i++ { - // Check if the state key tuple matches the start of the block - if a[j].StateKeyTuple != a[i].StateKeyTuple { - // If the state key tuple is different then we've reached the end of a block of duplicates. - // Check if the size of the block is bigger than one. - // If the size is one then there was only a single entry with that state key tuple so we don't add it to the result - if j+1 != i { - // Add the block to the result. - result = append(result, a[j:i]...) - } - // Start a new block for the next state key tuple. - j = i - } - } - // Check if the last block with the same state key tuple had more than one event in it. - if j+1 != len(a) { - result = append(result, a[j:]...) - } - return result -} - -type stateEntrySorter []types.StateEntry - -func (s stateEntrySorter) Len() int { return len(s) } -func (s stateEntrySorter) Less(i, j int) bool { return s[i].LessThan(s[j]) } -func (s stateEntrySorter) Swap(i, j int) { s[i], s[j] = s[j], s[i] } - -type stateBlockNIDListMap []types.StateBlockNIDList - -func (m stateBlockNIDListMap) lookup(stateNID types.StateSnapshotNID) (stateBlockNIDs []types.StateBlockNID, ok bool) { - list := []types.StateBlockNIDList(m) - i := sort.Search(len(list), func(i int) bool { - return list[i].StateSnapshotNID >= stateNID - }) - if i < len(list) && list[i].StateSnapshotNID == stateNID { - ok = true - stateBlockNIDs = list[i].StateBlockNIDs - } - return -} - -type stateEntryListMap []types.StateEntryList - -func (m stateEntryListMap) lookup(stateBlockNID types.StateBlockNID) (stateEntries []types.StateEntry, ok bool) { - list := []types.StateEntryList(m) - i := sort.Search(len(list), func(i int) bool { - return list[i].StateBlockNID >= stateBlockNID - }) - if i < len(list) && list[i].StateBlockNID == stateBlockNID { - ok = true - stateEntries = list[i].StateEntries - } - return -} - -type stateEntryByStateKeySorter []types.StateEntry - -func (s stateEntryByStateKeySorter) Len() int { return len(s) } -func (s stateEntryByStateKeySorter) Less(i, j int) bool { - return s[i].StateKeyTuple.LessThan(s[j].StateKeyTuple) -} -func (s stateEntryByStateKeySorter) Swap(i, j int) { s[i], s[j] = s[j], s[i] } - -type stateNIDSorter []types.StateSnapshotNID - -func (s stateNIDSorter) Len() int { return len(s) } -func (s stateNIDSorter) Less(i, j int) bool { return s[i] < s[j] } -func (s stateNIDSorter) Swap(i, j int) { s[i], s[j] = s[j], s[i] } - -func uniqueStateSnapshotNIDs(nids []types.StateSnapshotNID) []types.StateSnapshotNID { - return nids[:util.SortAndUnique(stateNIDSorter(nids))] -} - -type stateBlockNIDSorter []types.StateBlockNID - -func (s stateBlockNIDSorter) Len() int { return len(s) } -func (s stateBlockNIDSorter) Less(i, j int) bool { return s[i] < s[j] } -func (s stateBlockNIDSorter) Swap(i, j int) { s[i], s[j] = s[j], s[i] } - -func uniqueStateBlockNIDs(nids []types.StateBlockNID) []types.StateBlockNID { - return nids[:util.SortAndUnique(stateBlockNIDSorter(nids))] -} - -// Map from event type, state key tuple to numeric event ID. -// Implemented using binary search on a sorted array. -type stateEntryMap []types.StateEntry - -// lookup an entry in the event map. -func (m stateEntryMap) lookup(stateKey types.StateKeyTuple) (eventNID types.EventNID, ok bool) { - // Since the list is sorted we can implement this using binary search. - // This is faster than using a hash map. - // We don't have to worry about pathological cases because the keys are fixed - // size and are controlled by us. - list := []types.StateEntry(m) - i := sort.Search(len(list), func(i int) bool { - return !list[i].StateKeyTuple.LessThan(stateKey) - }) - if i < len(list) && list[i].StateKeyTuple == stateKey { - ok = true - eventNID = list[i].EventNID - } - return -} - -// Map from numeric event ID to event. -// Implemented using binary search on a sorted array. -type eventMap []types.Event - -// lookup an entry in the event map. -func (m eventMap) lookup(eventNID types.EventNID) (event *types.Event, ok bool) { - // Since the list is sorted we can implement this using binary search. - // This is faster than using a hash map. - // We don't have to worry about pathological cases because the keys are fixed - // size are controlled by us. - list := []types.Event(m) - i := sort.Search(len(list), func(i int) bool { - return list[i].EventNID >= eventNID - }) - if i < len(list) && list[i].EventNID == eventNID { - ok = true - event = &list[i] - } - return + roomNID types.RoomNID, + prevStates []types.StateAtEvent, + ) (types.StateSnapshotNID, error) } |