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