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-rw-r--r--roomserver/state/state.go1003
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)
}