gomuks/matrix/room/room.go

211 lines
6.4 KiB
Go

// gomuks - A terminal Matrix client written in Go.
// Copyright (C) 2018 Tulir Asokan
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
package room
import (
"fmt"
"maunium.net/go/gomatrix"
)
// Room represents a single Matrix room.
type Room struct {
*gomatrix.Room
PrevBatch string
Owner string
memberCache map[string]*Member
firstMemberCache string
nameCache string
topicCache string
}
// UpdateState updates the room's current state with the given Event. This will clobber events based
// on the type/state_key combination.
func (room *Room) UpdateState(event *gomatrix.Event) {
_, exists := room.State[event.Type]
if !exists {
room.State[event.Type] = make(map[string]*gomatrix.Event)
}
switch event.Type {
case "m.room.member":
room.memberCache = nil
room.firstMemberCache = ""
fallthrough
case "m.room.name":
fallthrough
case "m.room.canonical_alias":
fallthrough
case "m.room.alias":
room.nameCache = ""
case "m.room.topic":
room.topicCache = ""
}
room.State[event.Type][*event.StateKey] = event
}
// GetStateEvent returns the state event for the given type/state_key combo, or nil.
func (room *Room) GetStateEvent(eventType string, stateKey string) *gomatrix.Event {
stateEventMap, _ := room.State[eventType]
event, _ := stateEventMap[stateKey]
return event
}
// GetStateEvents returns the state events for the given type.
func (room *Room) GetStateEvents(eventType string) map[string]*gomatrix.Event {
stateEventMap, _ := room.State[eventType]
return stateEventMap
}
// GetTopic returns the topic of the room.
func (room *Room) GetTopic() string {
if len(room.topicCache) == 0 {
topicEvt := room.GetStateEvent("m.room.topic", "")
if topicEvt != nil {
room.topicCache, _ = topicEvt.Content["topic"].(string)
}
}
return room.topicCache
}
// updateNameFromNameEvent updates the room display name to be the name set in the name event.
func (room *Room) updateNameFromNameEvent() {
nameEvt := room.GetStateEvent("m.room.name", "")
if nameEvt != nil {
room.nameCache, _ = nameEvt.Content["name"].(string)
}
}
// updateNameFromCanonicalAlias updates the room display name to be the canonical alias of the room.
func (room *Room) updateNameFromCanonicalAlias() {
canonicalAliasEvt := room.GetStateEvent("m.room.canonical_alias", "")
if canonicalAliasEvt != nil {
room.nameCache, _ = canonicalAliasEvt.Content["alias"].(string)
}
}
// updateNameFromAliases updates the room display name to be the first room alias it finds.
//
// Deprecated: the Client-Server API recommends against using aliases as display name.
func (room *Room) updateNameFromAliases() {
// TODO the spec says clients should not use m.room.aliases for room names.
// However, Riot also uses m.room.aliases, so this is here now.
aliasEvents := room.GetStateEvents("m.room.aliases")
for _, event := range aliasEvents {
aliases, _ := event.Content["aliases"].([]interface{})
if len(aliases) > 0 {
room.nameCache, _ = aliases[0].(string)
break
}
}
}
// updateNameFromMembers updates the room display name based on the members in this room.
//
// The room name depends on the number of users:
// Less than two users -> "Empty room"
// Exactly two users -> The display name of the other user.
// More than two users -> The display name of one of the other users, followed
// by "and X others", where X is the number of users
// excluding the local user and the named user.
func (room *Room) updateNameFromMembers() {
members := room.GetMembers()
if len(members) <= 1 {
room.nameCache = "Empty room"
} else if len(members) == 2 {
room.nameCache = members[room.firstMemberCache].DisplayName
} else {
firstMember := members[room.firstMemberCache].DisplayName
room.nameCache = fmt.Sprintf("%s and %d others", firstMember, len(members)-2)
}
}
// updateNameCache updates the room display name based on the room state in the order
// specified in section 11.2.2.5 of r0.3.0 of the Client-Server API specification.
func (room *Room) updateNameCache() {
if len(room.nameCache) == 0 {
room.updateNameFromNameEvent()
}
if len(room.nameCache) == 0 {
room.updateNameFromCanonicalAlias()
}
if len(room.nameCache) == 0 {
room.updateNameFromAliases()
}
if len(room.nameCache) == 0 {
room.updateNameFromMembers()
}
}
// GetTitle returns the display name of the room.
//
// The display name is returned from the cache.
// If the cache is empty, it is updated first.
func (room *Room) GetTitle() string {
room.updateNameCache()
return room.nameCache
}
// createMemberCache caches all member events into a easily processable MXID -> *Member map.
func (room *Room) createMemberCache() map[string]*Member {
cache := make(map[string]*Member)
events := room.GetStateEvents("m.room.member")
room.firstMemberCache = ""
if events != nil {
for userID, event := range events {
if len(room.firstMemberCache) == 0 && userID != room.Owner {
room.firstMemberCache = userID
}
member := eventToRoomMember(userID, event)
if member.Membership != "leave" {
cache[member.UserID] = member
}
}
}
room.memberCache = cache
return cache
}
// GetMembers returns the members in this room.
//
// The members are returned from the cache.
// If the cache is empty, it is updated first.
func (room *Room) GetMembers() map[string]*Member {
if len(room.memberCache) == 0 {
room.createMemberCache()
}
return room.memberCache
}
// GetMember returns the member with the given MXID.
// If the member doesn't exist, nil is returned.
func (room *Room) GetMember(userID string) *Member {
if len(room.memberCache) == 0 {
room.createMemberCache()
}
member, _ := room.memberCache[userID]
return member
}
// NewRoom creates a new Room with the given ID
func NewRoom(roomID, owner string) *Room {
return &Room{
Room: gomatrix.NewRoom(roomID),
Owner: owner,
}
}