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Diffstat (limited to 'roomserver/state/v1/state.go')
-rw-r--r-- | roomserver/state/v1/state.go | 927 |
1 files changed, 927 insertions, 0 deletions
diff --git a/roomserver/state/v1/state.go b/roomserver/state/v1/state.go new file mode 100644 index 00000000..5683745b --- /dev/null +++ b/roomserver/state/v1/state.go @@ -0,0 +1,927 @@ +// 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 +} |