Matrix state resolution in rust!
/// StateMap is just a wrapper/deserialize target for a PDU.
struct StateEvent {
content: serde_json::Value,
origin_server_ts: SystemTime,
sender: UserId,
// ... and so on
}
/// A mapping of event type and state_key to some value `T`, usually an `EventId`.
pub type StateMap<T> = BTreeMap<(EventType, String), T>;
/// A mapping of `EventId` to `T`, usually a `StateEvent`.
pub type EventMap<T> = BTreeMap<EventId, T>;
struct StateResolution {
// For now the StateResolution struct is empty. If "caching" `event_map`
// between `resolve` calls ends up being more efficient (probably not, as this would eat memory)
// it may have an `event_map` field. The `event_map` is all the event's
// `StateResolution` has to know about in order to resolve state.
}
impl StateResolution {
/// The point of this all, resolve the possibly conflicting sets of events.
pub fn resolve(
room_id: &RoomId,
room_version: &RoomVersionId,
state_sets: &[StateMap<EventId>],
event_map: Option<EventMap<StateEvent>>,
store: &dyn StateStore,
) -> Result<StateMap<EventId>, Error>;
}
// The tricky part, making a good abstraction...
trait StateStore {
/// Return a single event based on the EventId.
fn get_event(&self, room_id: &RoomId, event_id: &EventId) -> Result<StateEvent, Error>;
// There are 3 methods that have default implementations `get_events`,
// `auth_event_ids` and `auth_chain_diff`. Each could be overridden if
// the user has an optimization with their database of choice.
}
The StateStore
trait is an abstraction around what ever database your server (or maybe even client) uses to store Persistant Data Units.
We use ruma
s types when deserializing any PDU or it's contents which helps avoid a lot of type checking logic synapse must do while authenticating event chains.
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