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-rw-r--r--roomserver/state/v1/state.go927
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diff --git a/roomserver/state/v1/state.go b/roomserver/state/v1/state.go
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+// 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 v1
+
+import (
+ "context"
+ "fmt"
+ "sort"
+ "time"
+
+ "github.com/matrix-org/dendrite/roomserver/state/database"
+ "github.com/matrix-org/dendrite/roomserver/types"
+ "github.com/matrix-org/gomatrixserverlib"
+ "github.com/matrix-org/util"
+ "github.com/prometheus/client_golang/prometheus"
+)
+
+type StateResolutionV1 struct {
+ db database.RoomStateDatabase
+}
+
+func Prepare(db database.RoomStateDatabase) StateResolutionV1 {
+ return StateResolutionV1{
+ db: db,
+ }
+}
+
+// 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 (v StateResolutionV1) LoadStateAtSnapshot(
+ ctx context.Context, stateNID types.StateSnapshotNID,
+) ([]types.StateEntry, error) {
+ stateBlockNIDLists, err := v.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 := v.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 (v StateResolutionV1) LoadStateAtEvent(
+ ctx context.Context, eventID string,
+) ([]types.StateEntry, error) {
+ snapshotNID, err := v.db.SnapshotNIDFromEventID(ctx, eventID)
+ if err != nil {
+ return nil, err
+ }
+
+ stateEntries, err := v.LoadStateAtSnapshot(ctx, 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 (v StateResolutionV1) LoadCombinedStateAfterEvents(
+ ctx context.Context, 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 := v.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 := v.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 (v StateResolutionV1) DifferenceBetweeenStateSnapshots(
+ ctx context.Context, 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 = v.LoadStateAtSnapshot(ctx, oldStateNID)
+ if err != nil {
+ return nil, nil, err
+ }
+ }
+ if newStateNID != 0 {
+ newEntries, err = v.LoadStateAtSnapshot(ctx, 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 (v StateResolutionV1) LoadStateAtSnapshotForStringTuples(
+ ctx context.Context,
+ stateNID types.StateSnapshotNID,
+ stateKeyTuples []gomatrixserverlib.StateKeyTuple,
+) ([]types.StateEntry, error) {
+ numericTuples, err := v.stringTuplesToNumericTuples(ctx, stateKeyTuples)
+ if err != nil {
+ return nil, err
+ }
+ return v.loadStateAtSnapshotForNumericTuples(ctx, 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 (v StateResolutionV1) stringTuplesToNumericTuples(
+ ctx context.Context,
+ 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 := v.db.EventTypeNIDs(ctx, eventTypes)
+ if err != nil {
+ return nil, err
+ }
+ stateKeys = util.UniqueStrings(stateKeys)
+ stateKeyMap, err := v.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 (v StateResolutionV1) loadStateAtSnapshotForNumericTuples(
+ ctx context.Context,
+ stateNID types.StateSnapshotNID,
+ stateKeyTuples []types.StateKeyTuple,
+) ([]types.StateEntry, error) {
+ stateBlockNIDLists, err := v.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 := v.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 (v StateResolutionV1) LoadStateAfterEventsForStringTuples(
+ ctx context.Context,
+ prevStates []types.StateAtEvent,
+ stateKeyTuples []gomatrixserverlib.StateKeyTuple,
+) ([]types.StateEntry, error) {
+ numericTuples, err := v.stringTuplesToNumericTuples(ctx, stateKeyTuples)
+ if err != nil {
+ return nil, err
+ }
+ return v.loadStateAfterEventsForNumericTuples(ctx, prevStates, numericTuples)
+}
+
+func (v StateResolutionV1) loadStateAfterEventsForNumericTuples(
+ ctx context.Context,
+ prevStates []types.StateAtEvent,
+ stateKeyTuples []types.StateKeyTuple,
+) ([]types.StateEntry, error) {
+ if len(prevStates) == 1 {
+ // Fast path for a single event.
+ prevState := prevStates[0]
+ result, err := v.loadStateAtSnapshotForNumericTuples(
+ ctx, 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 := v.calculateStateAfterManyEvents(ctx, 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 (v StateResolutionV1) CalculateAndStoreStateBeforeEvent(
+ ctx context.Context,
+ 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 := v.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 v.CalculateAndStoreStateAfterEvents(ctx, 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 (v StateResolutionV1) CalculateAndStoreStateAfterEvents(
+ ctx context.Context,
+ 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(v.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 := v.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(v.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 v.calculateAndStoreStateAfterManyEvents(ctx, 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 (v StateResolutionV1) calculateAndStoreStateAfterManyEvents(
+ ctx context.Context,
+ roomNID types.RoomNID,
+ prevStates []types.StateAtEvent,
+ metrics calculateStateMetrics,
+) (types.StateSnapshotNID, error) {
+
+ state, algorithm, conflictLength, err :=
+ v.calculateStateAfterManyEvents(ctx, 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(v.db.AddState(ctx, roomNID, nil, state))
+}
+
+func (v StateResolutionV1) calculateStateAfterManyEvents(
+ ctx context.Context, 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 = v.LoadCombinedStateAfterEvents(ctx, 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 = v.resolveConflicts(ctx, 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 (v StateResolutionV1) resolveConflicts(
+ ctx context.Context,
+ notConflicted, conflicted []types.StateEntry,
+) ([]types.StateEntry, error) {
+
+ // Load the conflicted events
+ conflictedEvents, eventIDMap, err := v.loadStateEvents(ctx, 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 := v.db.EventStateKeyNIDs(ctx, neededStateKeys)
+ if err != nil {
+ return nil, err
+ }
+
+ // Load the necessary auth events.
+ tuplesNeeded := v.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 := v.loadStateEvents(ctx, 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 (v StateResolutionV1) 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 (v StateResolutionV1) loadStateEvents(
+ ctx context.Context, 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 := v.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
+}