Add method to resolve batches of conflicted events

This commit is contained in:
Devin Ragotzy 2020-12-14 11:13:45 -05:00
parent dca71f76ee
commit 55e889a11f

View File

@ -82,6 +82,135 @@ impl StateResolution {
event_auth::auth_check(room_version, &ev, prev_event, auth_events, None)
}
pub fn resolve_incoming(
room_id: &RoomId,
room_version: &RoomVersionId,
unconflicted: &StateMap<EventId>,
conflicted: Vec<((EventType, String), EventId)>,
event_map: Option<EventMap<Arc<StateEvent>>>,
store: &dyn StateStore,
) -> Result<StateMap<EventId>> {
let mut event_map = if let Some(ev_map) = event_map {
ev_map
} else {
BTreeMap::new()
};
let all_ids = vec![
unconflicted.values().cloned().collect(),
// conflicted can contain duplicates no BTreeMaps
conflicted.iter().map(|(_, v)| v).cloned().collect(),
];
// We use the store here since it takes a Vec<Vec> instead of Vec<Maps> like
// `StateResolution::get_auth_chain_diff`
let mut auth_diff = store.auth_chain_diff(room_id, all_ids)?;
tracing::debug!("auth diff size {}", auth_diff.len());
// add the auth_diff to conflicting now we have a full set of conflicting events
auth_diff.extend(conflicted.iter().map(|(_, v)| v).cloned());
let mut all_conflicted = auth_diff
.into_iter()
.collect::<BTreeSet<_>>()
.into_iter()
.collect::<Vec<_>>();
tracing::info!("full conflicted set is {} events", all_conflicted.len());
// gather missing events for the event_map
let events = store
.get_events(
room_id,
&all_conflicted
.iter()
// we only want the events we don't know about yet
.filter(|id| !event_map.contains_key(id))
.cloned()
.collect::<Vec<_>>(),
)
.unwrap();
// update event_map to include the fetched events
event_map.extend(events.into_iter().map(|ev| (ev.event_id(), ev)));
// Don't honor events we cannot verify.
all_conflicted.retain(|id| event_map.contains_key(id));
// get only the control events with a state_key: "" or ban/kick event (sender != state_key)
let control_events = all_conflicted
.iter()
.filter(|id| is_power_event(id, &event_map))
.cloned()
.collect::<Vec<_>>();
// sort the control events based on power_level/clock/event_id and outgoing/incoming edges
let mut sorted_control_levels = StateResolution::reverse_topological_power_sort(
room_id,
&control_events,
&mut event_map,
store,
&all_conflicted,
);
// sequentially auth check each control event.
let resolved_control = StateResolution::iterative_auth_check(
room_id,
room_version,
&sorted_control_levels,
unconflicted,
&mut event_map,
store,
)?;
// At this point the control_events have been resolved we now have to
// sort the remaining events using the mainline of the resolved power level.
sorted_control_levels.dedup();
let deduped_power_ev = sorted_control_levels;
// This removes the control events that passed auth and more importantly those that failed auth
let events_to_resolve = all_conflicted
.iter()
.filter(|id| !deduped_power_ev.contains(id))
.cloned()
.collect::<Vec<_>>();
// This "epochs" power level event
let power_event = resolved_control.get(&(EventType::RoomPowerLevels, "".into()));
tracing::debug!("PL {:?}", power_event);
let sorted_left_events = StateResolution::mainline_sort(
room_id,
&events_to_resolve,
power_event,
&mut event_map,
store,
);
tracing::debug!(
"SORTED LEFT {:?}",
sorted_left_events
.iter()
.map(ToString::to_string)
.collect::<Vec<_>>()
);
let mut resolved_state = StateResolution::iterative_auth_check(
room_id,
room_version,
&sorted_left_events,
&resolved_control, // the control events are added to the final resolved state
&mut event_map,
store,
)?;
// add unconflicted state to the resolved state
resolved_state.extend(unconflicted.clone());
Ok(resolved_state)
}
/// Resolve sets of state events as they come in. Internally `StateResolution` builds a graph
/// and an auth chain to allow for state conflict resolution.
///