Merge branch 'master' into human-id-rules

pull/3/head
Kegan Dougal 10 years ago
commit 0131543f00

@ -1,303 +0,0 @@
#1: Lightweight IM client (no perm storage)
#2: Mobile IM client (perm storage)
#3: MIDI client
#4: Animatrix client
#5: Unity object trees
#6: Forum
#7: Social Network ("Walls", PMs, groups)
#8: Minecraft-clone
#9: Bug Tracking Software
#10: Global 'Like' widget, which links through to a room.
================
#1: Lightweight IM client (no perm storage)
-------------------------------------------
Description:
An IM client (think web client) with no way of persisting data beyond
a session (the instance a person is using the app).
Features:
Recent activity, Room screen (member list, etc), User page, just like
the web client.
Actions:
- Send a one-to-one message to someone.
- Accept an invite.
- Populate recent activity (all rooms joined with latest message + room names/aliases, rooms invited to + room names/aliases)
- Populate scrollback if click on room
- Populate member list if click on room + get presence updates for them
- Populate room name / topic if click on room
- Create an empty room.
- Join a room from an alias.
---
Action:
Send a one-to-one message to someone.
How:
Enter their username and hit Message. Taken to room page with invited user.
History displays that I've invited someone / joined the room. Enter a message
and hit send. Message appears in window.
::
Client Server
-- @user:domain -->
<--- room ID, ACK--
<-historical msgs--
-- msg,room ID --->
<--- ACK ----------
---
Action:
Accept an invite.
How:
Get list of invites. Click one of them to 'accept' it. May or may not want
room content.
::
Client Server
---- req invites ->
<--- [inv,inv] ----
---- accept inv -->
<--- ACK ----------
<--- room content-- (optional)
---
Action:
Populate recent activity (all rooms joined with latest message + room names/aliases, rooms invited to + room names/aliases)
How:
Request joined rooms with latest message and room name. Request rooms invited to. Possibly extra info like # joined members.
::
Client Server
---- req sync ---->
<---joined rooms--- {msg,name,alias,#members?}
<---invited rooms-- {name,alias}
---
Action:
Populate scrollback if click on room.
How:
Request scrollback for room.
::
Client Server
---- room id ----->
<--- scrollback ---
---
Action:
Populate member list if click on room + get presence updates for them.
How:
Click on room. Member list with names/presence/pics appears. May not want
pic.
::
Client Server
---- req mem list ->
<--- members ------- {name,pic,presence}
- monitor presence->
...
<- presence change--
<- presence change--
...
-- stop presence --->
---
Action:
Populate room name / topic if click on room.
How:
Click on room. Room name and topic with aliases appears. May not want topic
(eg screen size).
::
Client Server
---- req room info->
<--- room info ----- {name,topic,aliases}
---
Action:
Create an empty room.
How:
Type in room config (desired name, public/private, etc). Hit Create. Room is
created. Possibly get room info.
::
Client Server
---- mkroom{config}->
<--ACK{room_id}------
<-- room info ------- (optional)
---
Action:
Join a room from an alias.
How:
Type in alias. Hit Join. Room is joined. Possibly get room info.
::
Client Server
-- join{alias} ----->
<--ACK{room_id}------
<--room info--------- (optional)
===========================
#2: Mobile IM client (perm storage)
-----------------------------------
Description:
An IM client (think android/ios) which persists data on a database.
Features:
Recent activity, Room screen (member list, etc), User page, just like
the web client.
Actions:
- Send a one-to-one message to someone.
- Accept a stored invite.
- Populate recent activity (all rooms joined with latest message + room names/aliases, rooms invited to + room names/aliases)
- Populate scrollback if click on room
- Populate member list if click on room + get presence updates for them
- Populate room name / topic if click on room
- Create an empty room.
- Join a room from an alias.
---
Action:
Send a one-to-one message to someone (single room).
How:
Enter their username and hit Message. Taken to room page with invited user if no room exists,
else takes to existing room. History displays that I've invited someone or scrollback. Enter
a message and hit send. Message appears in window.
::
Client Server
-- @user:domain -->
<--- room ID, ACK--
<-historical msgs-- (optional; not if existing room)
-- msg,room ID --->
<--- ACK ----------
---
Action:
Accept a stored invite.
How:
Send invite to server. Get room content (or NO-OP if already joined).
::
Client Server
---- accept inv -->
<--- ACK ----------
<--- room content-- (optional)
---
Action:
Populate recent activity (all rooms joined with latest message + room names/aliases, rooms invited to + room names/aliases)
incrementally.
How:
Request recent activity diff. Get updated msg/name/#members for changed values only.
::
Client Server
- req sync{token}->
<---diff{rooms}---- {msg,name,alias,#members?}
---
Action:
Populate scrollback if click on room.
How:
Request scrollback for room. Either a diff or a page of scrollback
depending on cached data.
::
Client Server
-room id{latest event}-> {max msgs}
<--- scrollback -------- {fresh/incremental flag}
---
Action:
Populate member list if click on room + get presence updates for them.
How:
Click on room. Member list with names/presence/pics appears. May not want
pic.
::
Client Server
---- req mem list ->
<--- members ------- {name,pic,presence}
- monitor presence->
...
<- presence change--
<- presence change--
...
-- stop presence --->
---
Action:
Populate room name / topic if click on room.
How:
Click on room. Room name and topic with aliases appears. May not want topic
(eg screen size). Display cached info until updated.
::
Client Server
---- req room info->
<--- room info ----- {name,topic,aliases}
---
Action:
Create an empty room.
How:
Type in room config (desired name, public/private, etc). Hit Create. Room is
created. Possibly get room info.
::
Client Server
---- mkroom{config}->
<--ACK{room_id}------
<-- room info ------- (optional)
---
Action:
Join a room from an alias.
How:
Type in alias. Hit Join. Room is joined. Possibly get room info.
::
Client Server
-- join{alias} ----->
<--ACK{room_id}------
<--room info--------- (optional)

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Data flows for use cases
========================
::
<- Data from server to client
-> Data from client to server
Instant Messaging
-----------------
Without storage
~~~~~~~~~~~~~~~
::
Home screen
Data required on load:
<- For each room the user is joined: Name, topic, # members, last message, room ID, aliases
Data required when new message arrives for a room:
<- Room ID, message content, sender (user ID, display name, avatar url)
Data required when someone invites you to a room:
<- Room ID, sender (user ID, display name, avatar url), Room Name, Room Topic
Data required when you leave a room on another device:
<- Room ID
Data required when you join a room on another device:
<- Name, topic, # members, last message, room ID, aliases
Data required when your profile info changes on another device:
<- new profile info e.g. avatar, display name, etc.
Creating a room
-> Invitee list of user IDs, public/private, name of room, alias of room, topic of room
<- Room ID
Joining a room (and dumped into chat screen on success)
-> Room ID / Room alias
<- Room ID, Room aliases (plural), Name, topic, member list (f.e. member: user ID,
avatar, presence, display name, power level, whether they are typing), enough
messages to fill screen (and whether there are more)
Chat Screen
Data required when member name changes:
<- new name, room ID, user ID, when in the context of the room did this occur
Data required when the room name changes:
<- new name, room ID, old room name?
Invite a user:
-> user ID, room ID
<- display name / avatar of user invited (if known)
Kick a user:
-> user ID, room ID
<- what message it came after
Leave a room:
-> room ID
<- what message it came after
Send a message
-> Message content, room ID, message sequencing (eg sending my 1st, 2nd, 3rd msg)
<- actual content sent (if server mods it), what message it comes after (to correctly
display the local echo)
Place a call (receive a call is just reverse)
<- turn servers
-> SDP offer
-> Ice candidates (1 by 1; trickling)
<- SDP answer
<- Ice candidates
Scrolling back (infinite scrolling)
-> Identifier for the earliest message, # requested messages
<- requested messages (f.e change in display name, what the old name was), whether
there are more.
With storage
~~~~~~~~~~~~
::
Home Screen
On Load
-> Identifier which tells the server the client's current state (which rooms it is aware
of, which messages it has, what display names for users, etc..)
<- A delta from the client's current state to the current state on the server (e.g. the
new rooms, the *latest* message if different, the changed display names, the new
invites, etc). f.e Room: Whether the cache of the room that you have has been replaced
with this new state.
Pre-load optimisation (not essential for this screen)
-> Number of desired messages f.e room to cache
<- f.e Room: the delta OR the entire state
Bug Tracking
------------
::
Landing Page
On Load
<- Issues assigned to me, Issues I'm watching, Recent activity on other issues includes
comments, list of projects
Search for an issue (assume text)
-> Search string
<- List of paginated issues
Request page 2:
-> Page number requested
<- Page of paginated issues
Issue Page
On Load
-> Issue ID and Project ID (equiv to Room)
<- Issue contents e.g. priority, resolution state, etc. All comments e.g. user ID,
comment text, timestamp. Entire issue history e.g. changes in priority
Post a comment
-> Issue ID, comment content, Project ID (equiv to Room)
<- actual content sent (if modded), what comment it comes after
Set issue priority
-> Issue ID, Project ID, desired priority
<- What action in the history it came after
Someone else sets issue priority
<- Issue ID, Project ID, new priority, where in the history
Mapping model use cases to matrix models (Room, Message, etc)
=============================================================
To think about:
- Do we want to support the idea of forking off new rooms from existing ones? This
and forums could benefit from it.
Bug tracking UI
---------------
::
Projects => Rooms
Issues => Message Events
Comments => Message Events (relates_to key)
Projects:
- Unlikely that there will be 100,000s of issues, so having to pull in all the issues for a project is okay.
- Permissions are usually per project and this Just Works.
- New issues come in automatically and Just Work.
- Can have read-only members
Issues:
- Don't really want 1 Room per Issue, else you can have thousands of Rooms PER PROJECT, hence choice for
Issues as Messages. Don't need to join a room for each issue.
- Idea of issue owner is clear (sender of the message)
- Updating issues requires an additional event similar to comments (with ``relates_to``)? Could possibly
be state events? Don't really want all the history if say the priority was changed 1000 times, just want
the current state of the key.
Comments:
- Additional event with ``relates_to`` key.
Forum
-----
::
Forum => Room (with pointers to Board Rooms)
Boards => Room (with pointers to Thread Rooms)
Threads => Room
Messages => Message Events
Forum:
- Contains 10s of Boards.
- Contains special Message Events which point to different rooms f.e Board.
Boards:
- Contains 100s of Threads.
- Contains special Message Events which point to different rooms f.e. Thread.
Threads:
- Contains 100s of Messages.
Can't do this nicely with the current Federation API because you have loads of
Rooms and what does posting a message look like? Creating a thread is done by..?
The user who is posting cannot create the thread because otherwise they would be
the room creator and have ultimate privileges. So it has to be created by a bot
of some kind which ties into auth (Application services?). To follow a board,
you need a bot to join the Board Room and then watch it for changes...
Fundamental problem with forums is that there is only 1 PDU graph per room and
you either have to pull in lots of graphs separately or one graph and filter it
separately to get to the desired sub set of data. You have to subscribe into a
lot of graphs if you subscribe to a board... If you have the entire board...
good luck scrollbacking a particular thread.
Google+ Community
-----------------
::
Community => Room (with pointers to Category Rooms)
Category => Room
Post => Message Events
Comment => Message Events (relates_to key)
Community:
- Contains 10s of categories.
- Contains special Message Events which point to different rooms f.e Category.
- Moderators of the community are mods in this room. They are in charge of making
new categories and the subsequent rooms. Can get a bit funky if a mod creates a
category room without the same permissions as the community room... but another
mod can always delete the pointer to the buggy category room and make a new one.
- Do we want to support the idea of forking off new rooms from existing ones? This
and forums could benefit from it.
Category:
- Contains 1000s of posts.
- Same permissions as the community room. How to enforce? Fork off the community
room?
Posts:
- Contains 10s of comments.
This is similar to forums but you can more reasonably say "screw it, pull in the
entire community of posts."

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Matrix Spec Design Workflow
===========================
1. Write use cases
2. Design data flows for use cases
3. Design generic API (factoring out commonalities where possible)
4. Design transport-specific API with justifications
5. Formalise transport-specific API as swagger or similar
6. Evolve the generic API design doc and transport-specific API into the actual spec.

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Federation
==========
.. sectnum::
.. contents:: Table of Contents
Authorization
-------------
When receiving new events from remote servers, or creating new events, a server
must know whether that event is allowed by the authorization rules. These rules
depend solely on the state at that event. The types of state events that affect
authorization are:
- ``m.room.create``
- ``m.room.member``
- ``m.room.join_rules``
- ``m.room.power_levels``
Servers should not create new events that reference unauthorized events.
However, any event that does reference an unauthorized event is not itself
automatically considered unauthorized.
Unauthorized events that appear in the event graph do *not* have any effect on
the state of the graph.
.. Note:: This is in contrast to redacted events which can still affect the
state of the graph. For example, a redacted *"join"* event will still
result in the user being considered joined.
Rules
~~~~~
The following are the rules to determine if an event is authorized (this does
include validation).
**TODO**: What signatures do we expect?
1. If type is ``m.room.create`` allow if and only if it has no prev events.
#. If type is ``m.room.member``:
a. If ``membership`` is ``join``:
i. If the previous event is an ``m.room.create``, the depth is 1 and
the ``state_key`` is the creator, then allow.
#. If the ``state_key`` does not match ``sender`` key, reject.
#. If the current state has ``membership`` set to ``join``.
#. If the ``sender`` is in the ``m.room.may_join`` list. [Not currently
implemented]
#. If the ``join_rules`` is:
- ``public``: allow.
- ``invite``: allow if the current state has ``membership`` set to
``invite``
- ``knock``: **TODO**.
- ``private``: Reject.
#. Reject
#. If ``membership`` is ``invite`` then allow if ``sender`` is in room,
otherwise reject.
#. If ``membership`` is ``leave``:
i. If ``sender`` matches ``state_key`` allow.
#. If ``sender``'s power level is greater than the the ``kick_level``
given in the current ``m.room.power_levels`` state (defaults to 50),
and the ``state_key``'s power level is less than or equal to the
``sender``'s power level, then allow.
#. Reject.
#. If ``membership`` is ``ban``:
i. **TODO**.
#. Reject.
#. Reject the event if the event type's required power level is less that the
``sender``'s power level.
#. If the ``sender`` is not in the room, reject.
#. If the type is ``m.room.power_levels``:
a. **TODO**.
#. Allow.
Definitions
~~~~~~~~~~~
Required Power Level
A given event type has an associated *required power level*. This is given
by the current ``m.room.power_levels`` event, it is either listed explicitly
in the ``events`` section or given by either ``state_default`` or
``events_default`` depending on if the event type is a state event or not.
Auth events
~~~~~~~~~~~
The auth events of an event are the set of events used by the authorization
algorithm to accept the event. These should be a subset of the current state.
A server is required to store the complete chain of auth events for all events
it serves to remote servers.
All auth events have type:
- ``m.room.create``
- ``m.room.power_levels``
- ``m.room.member``
.. todo
We probably should probably give a lower band of how long auth events
should be kept around for.
Auth chain
~~~~~~~~~~
The *auth chain* for an event is the recursive list of auth events and the auth
chain for those auth events.
.. Note:: The auth chain for an event gives all the information a server needs
to accept an event. However, being given an auth chain for an event
that appears valid does not mean that the event might not later be
rejected. For example if we discover that the sender had been banned
between the join event listed in the auth events and the event being
authed.
**TODO**: Clean the above explanations up a bit.
Auth chain resolution
~~~~~~~~~~~~~~~~~~~~~
If an auth check fails, or if we get told something we accepted should have
been rejected, we need to try and determine who is right.
If two servers disagree about the validity of the auth events, both should
inform the other of what they think the current auth chain is. If either are
missing auth events that they know are valid (through authorization and state
resolution) they process the missing events as usual.
If either side notice that the other has accepted an auth events we think
should be rejected (for reasons *not* in their auth chain), that server should
inform the other with suitable proof.
The proofs can be:
- An *event chain* that shows an auth event is *not* an ancestor of the event.
This can be done by giving the full ancestor chains up to the depth of the
invalid auth event.
- Given an event (and event chain?) showing that authorization had been revoked.
If a server discovers it cannot prove the other side is wrong, then it accepts
that the other is correct; i.e. we always accept that the other side is correct
unless we can prove otherwise.
State Resolution
----------------
**TODO**
When two branches in the event graph merge, the state of those branches might
differ, so a *state resolution* algorithm must be used to determine the current
state of the resultant merge.
The properties of the state resolution algorithm are:
- Must only depend on the event graph, and not local server state.
- When two state events are comparable, the descendant one should be picked.
- Must not require the full event graph.
The following algorithm satisfies these requirements; given two or more events,
pick the one with the greatest:
#. Depth.
#. Hash of event_id.
This works except in the case of auth events, where we need to mitigate against
the attack where servers artificially netsplit to avoid bans or power level
changes.
We want the following rules to apply:
#. If power levels have been changed on two different branches use the rules
above, ensuring that the one picked is a valid change from the one not picked.
#. Similarly handle membership changes (e.g. bans, kicks, etc.)
#. Any state merged must be allowed by the newly merged auth events. If none of
the candidate events for a given state are allowed, we pick the last event
given by the ordering above (i.e. we pick one with the least depth).
State Conflict Resolution
-------------------------
If a server discovers that it disagrees with another about the current state,
it can follow the same process outlined in *Auth chain resolution* to resolve
these conflicts.
Constructing a new event
------------------------
**TODO**
When constructing a new event, the server should insert the following fields:
- ``prev_events``: The list of event ids of what the server believes are the
current leaf nodes of the event graph (i.e., nodes that have been received
but are yet to be referenced by another event).
- ``depth``: An integer one greater than the maximum depth of the event's
previous events.
- ``auth_events``: The list of event ids that authorizes this event. This
should be a subset of the current state.
- ``origin_server_ts``: The time the server created the event.
- ``origin``: The name of the server.
Signing and Hashes
~~~~~~~~~~~~~~~~~~
**TODO**
Validation
----------
**TODO**
Domain specific string
A string of the form ``<prefix><localpart>:<domain>``, where <prefix> is a
single character, ``<localpart>`` is an arbitrary string that does not
include a colon, and `<domain>` is a valid server name.
``room_id``
A domain specific string with prefix ``!`` that is static across all events
in a graph and uniquely identifies it. The ``domain`` should be that of the
home server that created the room (i.e., the server that generated the
first ``m.room.create`` event).
``sender``
The entity that logically sent the event. This is usually a user id, but
can also be a server name.
User Id
A domain specific string with prefix ``@`` representing a user account. The
``domain`` is the home server of the user and is the server used to contact
the user.
Joining a room
--------------
If a user requests to join a room that the server is already in (i.e. the a
user on that server has already joined the room) then the server can simply
generate a join event and send it as normal.
If the server is not already in the room it needs to will need to join via
another server that is already in the room. This is done as a two step process.
First, the local server requests from the remote server a skeleton of a join
event. The remote does this as the local server does not have the event graph
to use to fill out the ``prev_events`` key in the new event. Critically, the
remote server does not process the event it responded with.
Once the local server has this event, it fills it out with any extra data and
signs it. Once ready the local server sends this event to a remote server
(which could be the same or different from the first remote server), this
remote server then processes the event and distributes to all the other
participating servers in that room. The local server is told about the
current state and complete auth chain for the join event. The local server
can then process the join event itself.
.. Note::
Finding which server to use to join any particular room is not specified.
Inviting a user
---------------
To invite a remote user to a room we need their home server to sign the invite
event. This is done by sending the event to the remote server, which then signs
the event, before distributing the invite to other servers.
Handling incoming events
------------------------
When a server receives an event, it should:
#. Check if it knows about the room. If it doesn't, then it should get the
current state and auth events to determine whether the server *should* be in
the room. If so continue, if not drop or reject the event
#. If the server already knew about the room, check the prev events to see if
it is missing any events. If it is, request them. Servers should limit how
far back they will walk the event graph for missing events.
#. If the server does not have all the prev events, then it should request the
current state and auth events from a server.
Failures
--------
A server can notify a remote server about something it thinks it has done
wrong using the failures mechanism. For example, the remote accepted an event
the local think it shouldn't have.
A failure has a severity level depending on the action taken by the local
server. These levels are:
``FATAL``
The local server could not parse the event, for example due to a missing
required field.
``ERROR``
The local server *could* parse the event, but it was rejected. For example,
the event may have failed an authorization check.
``WARN``
The local server accepted the event, but something was unexpected about it.
For example, the event may have referenced another event the local server
thought should be rejected.
A failure also includes several other fields:
``code``
A numeric code (to be defined later) indicating a particular type of
failure.
``reason``
A short string indicating what was wrong, for diagnosis purposes on the
remote server.
``affected``
The event id of the event this failure is responding to. For example, if
an accepted event referenced a rejected event, this would point to the
accepted one.
``source``
The event id of the event that was the source of this unexpected behaviour.
For example, if an accepted event referenced a rejected event, this would
point to the rejected one.
Appendix
========
**TODO**
Example event:
.. code::
{
"auth_events": [
[
"$14187571482fLeia:localhost:8480",
{
"sha256": "kiZUclzzPetHfy0rVoYKnYXnIv5VxH8a4996zVl8xbw"
}
],
[
"$14187571480odWTd:localhost:8480",
{
"sha256": "GqtndjviW9yPGaZ6EJfzuqVCRg5Lhoyo4YYv1NFP7fw"
}
],
[
"$14205549830rrMar:localhost:8480",
{
"sha256": "gZmL23QdWjNOmghEZU6YjqgHHrf2fxarKO2z5ZTbkig"
}
]
],
"content": {
"body": "Test!",
"msgtype": "m.text"
},
"depth": 250,
"event_id": "$14207181140uTFlx:localhost:8480",
"hashes": {
"sha256": "k1nuafFdFvZXzhb5NeTE0Q2Jkqu3E8zkh3uH3mqwIxc"
},
"origin": "localhost:8480",
"origin_server_ts": 1420718114694,
"prev_events": [
[
"$142071809077XNNkP:localhost:8480",
{
"sha256": "xOnU1b+4LOVz5qih0dkNFrdMgUcf35fKx9sdl/gqhjY"
}
]
],
"room_id": "!dwZDafgDEFTtpPKpLy:localhost:8480",
"sender": "@bob:localhost:8480",
"signatures": {
"localhost:8480": {
"ed25519:auto": "Nzd3D+emFBJJ4LCTzQEZaKO0Sa3sSTR1fGpu8OWXYn+7XUqke9Q1jYUewrEfxb3lPxlYWm/GztVUJizLz1K5Aw"
}
},
"type": "m.room.message",
"unsigned": {
"age": 500
}
}

@ -0,0 +1,123 @@
# JSON Schema for Matrix events. http://json-schema.org/
title: "Matrix Event"
type: object
properties:
auth_events:
description: The events needed to authenticate this event
$ref: "#/definitions/event_reference_list"
content:
type: object
description: The body of the event.
depth:
type: integer
description: A number one greater than that of any preceeding event.
minimum: 0
event_id:
$ref: "#/definitions/event_id"
hashes:
$ref: "#/definitions/hashes"
origin:
$ref: "#/definitions/server_id"
origin_server_ts:
type: integer
description: Posix timestamp on the originating server
minimum: 0
prev_events:
description: The event(s) this event came after.
$ref: "#/definitions/event_reference_list"
prev_state:
description: The state event(s) this event replaces.
$ref: "#/definitions/event_reference_list"
room_id:
$ref: "#/definitions/room_id"
sender:
oneOf:
- $ref: "#/definitions/user_id"
- $ref: "#/definitions/server_id"
state_key:
type: string
type:
type: string
unsigned:
type: object
required:
- auth_events
- content
- depth
- event_id
- hashes
- origin
- origin_server_ts
- prev_events
- room_id
- sender
- type
dependencies:
state_key:
- prev_state
prev_state:
- state_key
definitions:
server_id:
type: string
description: Identifies a server.
pattern: "^(([a-zA-Z0-9]|[a-zA-Z0-9][a-zA-Z0-9\\-]*[a-zA-Z0-9])\\.)*\
([a-zA-Z0-9]|[a-zA-Z0-9][a-zA-Z0-9\\-]*[a-zA-Z0-9])\
(:[0-9]*[0-9])?$"
event_id:
type: string
description: Identifies an event.
pattern: "^\\$[^:]+:\
(([a-zA-Z0-9]|[a-zA-Z0-9][a-zA-Z0-9\\-]*[a-zA-Z0-9])\\.)*\
([a-zA-Z0-9]|[a-zA-Z0-9][a-zA-Z0-9\\-]*[a-zA-Z0-9])\
(:[0-9]*[0-9])?$"
room_id:
type: string
description: Identifies a room.
pattern: "^\\![^:]+:\
(([a-zA-Z0-9]|[a-zA-Z0-9][a-zA-Z0-9\\-]*[a-zA-Z0-9])\\.)*\
([a-zA-Z0-9]|[a-zA-Z0-9][a-zA-Z0-9\\-]*[a-zA-Z0-9])\
(:[0-9]*[0-9])?$"
user_id:
type: string
description: Identifies a user.
pattern: "^\\@[^:]+:\
(([a-zA-Z0-9]|[a-zA-Z0-9][a-zA-Z0-9\\-]*[a-zA-Z0-9])\\.)*\
([a-zA-Z0-9]|[a-zA-Z0-9][a-zA-Z0-9\\-]*[a-zA-Z0-9])\
(:[0-9]*[0-9])?$"
base64:
type: string
description: Base64 string without padding.
pattern: "^[a-zA-Z0-9/+]*$"
hashes:
type: object
description: Hashes
minProperties: 1
additionalProperties:
$ref: "#/definitions/base64"
signatures:
type: object
description: Signatures
additionalProperties:
type: object
minProperties: 1
additionalProperties:
$ref: "#/definitions/base64"
event_reference:
type: array
minItems: 2
maxItems: 2
items:
- type: string
description: Event id of the referenced event.
$ref: "#/definitions/event_id"
- type: object
description: Reference hashes of the referenced event.
$ref: "#/definitions/hashes"
event_reference_list:
type: array
items:
$ref: "#/definitions/event_reference"

File diff suppressed because it is too large Load Diff

@ -7,7 +7,10 @@ HTTP API
--------
Uploads are POSTed to a resource which returns a token which is used to GET
the download::
the download. Uploads are POSTed to the sender's local homeserver, but are
downloaded from the recipient's local homeserver, which must thus first transfer
the content from the origin homeserver using the same API (unless the origin
and destination homeservers are the same). The upload/download API is::
=> POST /_matrix/media/v1/upload HTTP/1.1
Content-Type: <media-type>

@ -198,12 +198,11 @@ Requests that a client can make to its Home Server
* get another user's Display Name / Avatar / metadata fields
[[TODO(paul): At some later stage we should consider the API for:
TODO(paul): At some later stage we should consider the API for:
* get/set ACL permissions on my metadata fields
* manage my ACL tokens
]]
Server-Server
-------------

@ -3,7 +3,9 @@ Host: ...
Content-Length: ...
Content-Type: application/json
{
.. code :: javascript
{
"origin": "localhost:5000",
"pdus": [
{
@ -27,7 +29,7 @@ Content-Type: application/json
"1404381396852"
],
"ts": 1404381427823
}
}
HTTP/1.1 200 OK
...
@ -42,7 +44,9 @@ HTTP/1.1 200 OK
Content-Length: ...
Content-Type: application/json
{
.. code :: javascript
{
origin: ...,
prev_ids: ...,
data: [
@ -59,6 +63,6 @@ Content-Type: application/json
},
...,
]
}
}

@ -125,13 +125,14 @@ m.invite_level
m.join_rules
Encodes the rules on how non-members can join the room. Has the following
possibilities:
"public" - a non-member can join the room directly
"knock" - a non-member cannot join the room, but can post a single "knock"
message requesting access, which existing members may approve or deny
"invite" - non-members cannot join the room without an invite from an
existing member
"private" - nobody who is not in the 'may_join' list or already a member
may join by any mechanism
- "public" - a non-member can join the room directly
- "knock" - a non-member cannot join the room, but can post a single "knock"
message requesting access, which existing members may approve or deny
- "invite" - non-members cannot join the room without an invite from an
existing member
- "private" - nobody who is not in the 'may_join' list or already a member
may join by any mechanism
In any of the first three modes, existing members with sufficient permission
can send invites to non-members if allowed by the "m.invite_level" key. A
@ -263,10 +264,11 @@ resolve this:
that duplicate requests can be suppressed. On receipt of a room creation
request that the HS thinks there already exists a room for, the invitation to
join can be rejected if:
a) the HS believes the sending user is already a member of the room (and
maybe their HS has forgotten this fact), or
b) the proposed room has a lexicographically-higher ID than the existing
room (to resolve true race condition conflicts)
- a) the HS believes the sending user is already a member of the room (and
maybe their HS has forgotten this fact), or
- b) the proposed room has a lexicographically-higher ID than the existing
room (to resolve true race condition conflicts)
* The room ID for a private 1:1 chat has a special form, determined by
concatenting the User IDs of both members in a deterministic order, such that

@ -0,0 +1,28 @@
::
+---------------+
| Room |
| "Room-ID" |
| {State} | +----------------------+
| Name------|-------->| Event m.room.name |
| Topic | | "Name" |
| [Aliases] | +----------------------+ +-------------+
| [Members]-|---+ +----------------------+ <----| Start Token |
| [Messages] | | | Event m.room.member | +-------------+
| | | | +---->| "invite/join/ban" |
+---------------+ | "User-ID" |
| | +----------------------+
| | +----------------------+
| | Message | Event m.room.message |
| +-------------->| {content} |<--+
| +----------------------+ |
| Comment +----------------------+ |
+------------------>| Event m.room.message | |
| {content} | |
| "relates-to"-------|---+ +-------------+
+----------------------+ <----| End Token |
+-------------+

File diff suppressed because it is too large Load Diff

@ -27,6 +27,7 @@ all state events eventually.
Algorithm requirements
----------------------
We want the algorithm to have the following properties:
- Since we aren't guaranteed what order we receive state events in, except that
we see parents before children, the state resolution algorithm must not depend
on the order and must always come to the same result.

@ -7,7 +7,7 @@ Client APIs
To set "I am typing for the next N msec"::
PUT .../rooms/:room_id/typing/:user_id
Content: { "typing": true, "timeout": N }
# timeout is in msec; I suggest no more than 20 or 30 seconds
# timeout is in msec; I suggest no more than 20 or 30 seconds
This should be re-sent by the client to continue informing the server the user
is still typing; I suggest a safety margin of 5 seconds before the expected

@ -0,0 +1,317 @@
General UI/UX requirements:
===========================
- Live updates
- No flicker:
* Sending message (local echo)
* Receiving images (encoding w/h)
* Scrollback
* Resolving display names (from user ID)
- Fast startup times
- Fast "opening room" times (esp. when clicking through from a notification)
- Low latency file transfer.
Use cases
---------
- #1: Lightweight IM client (no perm storage) - e.g. Web client
- #2: Bug tracking software
- #3: Forum
- #4: Google + style communities
- #5: Email style threading
- #6: Multi-column threaded IM
- #7: Mobile IM client (perm storage)
- #8: MIDI client
- #9: Animatrix client
- #10: Unity object trees
- #11: Social Network ("Walls", PMs, groups)
- #12: Minecraft-clone
- #13: Global 'Like' widget, which links through to a room.
#1 Web client UI
================
Model::
Rooms ----< Messages
- name - type (call/image)
- topic
Home Screen
What's visible:
- Recent chats ordered by timestamp of latest event (with # users)
- Your own display name, user ID and avatar url
- A searchable list of public rooms (with # users and alias + room name + room topic)
What you can do:
- Create a room (public/private, with alias)
- Join a room from alias
- Message a user (with user ID)
- Leave a recent room
- Open a room
- Open a chat history link.
- Search for a public room.
Chat Screen
What's visible:
- Enough scrollback to fill a "screen full" of content.
- Each message: timestamp, user ID, display name at the time the message was
sent, avatar URL at the time the message was sent, whether it was a bing message
or not.
- User list: for each user: presence, current avatar url in the room, current
display name in the room, power level, ordered by when they were last speaking.
- Recents list: (same as Home Screen)
- Room name
- Room topic
- Typing notifications
- Desktop/Push Notifications for messages
What you can do:
- Invite a user
- Kick a user
- Ban/Unban a user
- Leave the room
- Send a message (image/text/emote)
- Change someone's power level
- Change your own display name
- Accept an incoming call
- Make an outgoing call
- Get older messages by scrolling up (scrollback)
- Redact a message
- Resend a message which was not sent
Message sending:
- Immediate local echo
- Queue up messages which haven't been sent yet
- Reordering local echo to where it actually happened
VoIP:
- One entry in your display for a call (which may contain duration, type, status)
- Glare resolution
Scrollback:
- Display in reverse chronological order by the originating server's timestamp
- Terminates at the start of the room (which then makes it impossible to request
more scrollback)
Local storage:
- Driven by desire for fast startup times and minimal network traffic
- Display messages from storage and from the network without any gaps in messages.
- Persist scrollback if possible: Scrollback from storage first then from the
network.
Notifications:
- Receive notifications for rooms you're interested in (explicitly or from a default)
- Maybe per device.
- Maybe depending on presence (e.g. idle)
- Maybe depending on message volume
- Maybe depending on room config options.
Message contents:
- images
- video
- rich text
- audio
- arbitrary files
- location
- vcards (potentially)
Chat History Screen
What's visible:
- The linked message and enough scrollback to fill a "screen full" of content.
- Each message: timestamp, user ID, display name at the time the message was
sent, avatar URL at the time the message was sent, whether it was a bing message
or not.
- The historical user list. *TODO: Is this taken at the linked message, or at
wherever the user has scrolled to?*
What you can do:
- Get older messages by scrolling up (scrollback)
- Get newer messages by scrolling down
Public Room Search Screen
What's visible:
- The current search text.
- The homeserver being searched (defaults to the HS the client is connected to).
- The results of the current search with enough results to fill the screen
with # users and alias + room name + room topic.
What you can do:
- Change what you are searching for.
- Change the server that's being searched.
- Scroll down to get more search results.
User screen
What's visible:
- Display name
- Avatar
- User ID
What you can do:
- Start a chat with the user
#2 Bug tracking UI
==================
Model::
Projects ----< Issues ---< Comments
- key - summary - user
- name - ID - message
SYN SYN-52 Fix it nooow!
Landing page
What's visible:
- Issues assigned to me
- Issues I'm watching
- Recent activity on other issues (not refined to me)
- List of projects
What you can do:
- View an issue
- Create an issue
- Sort issues
- View a user
- View a project
- Search for issues (by name, time, priority, description contents, reporter, etc...)
Issue page
What's visible:
- Summary of issue
- Issue key
- Project affected
- Description
- Comments
- Priority, labels, type, purpose, etc..
- Reporter/assignee
- Creation and last updated times
- History of issue changes
What you can do:
- Comment on issue
- Change issue info (labels, type, purpose, etc..)
- Open/Close/Resolve the issue
- Edit the issue
- Watch/Unwatch the issue
#3 Forum UI
===========
Model::
Forum ----< Boards ----< Threads ----< Messages
- Matrix - Dev - HALP! - please halp!
Main page
What's visible:
- Categories (containing boards)
- Boards (with names and # posts and tagline and latest post)
What you can do:
- View a board
- View the latest message on a board
Board page
What's visible:
- Threads (titles, OP, latest post date+author, # replies, # upvotes, whether
the OP contains an image or hyperlink (small icon on title))
- Whether the thread is answered (with link to the answer)
- Pagination for posts within a thread (1,2,3,4,5...10)
- Pagination for threads within a board
- List of threads in chronological order
- Stickied threads
What you can do:
- View a user
- View a thread on a particular page
- View the latest message on a thread
- View older threads (pagination)
- Search the board
Thread page
What's visible:
- Messages in chronological order
- For each message: author, timestamp, # posts by author, avatar, registration
date, status message, message contents, # views of message
What you can do:
- Upvote the message
- Flag the message for a mod
- Reply to the message
- Subscribe to thread or message's RSS feed
- Go to previous/next thread
#4 Google+ community
====================
Model::
Community -----< Categories ----< Posts ---< Comments
Kerbal SP Mods, Help Text Text
(no title!)
Communities page
What's visible:
- List of communities
- For each community: # users, # posts, group pic, title
What you can do:
- Join a community
- View a community
Community Page
What's visible:
- Title, pic
- List of categories
- List of members with avatars (+ total #)
- Most recent posts with comments (most recent comment if >1)
What you can do:
- Join the group
- Post a post (with voting and options)
- Report abuse
- View member
- Expand comments
- Infinite scrolling
- Add a comment to a post
- Share a post
- +1 a post
#5 Email style threading
========================
Chat Screen
What's visible:
- Enough scrollback to fill a "screen full" of content.
- Threads:
- Initially will only display the timestamp and user ID of the *first*
message. But can expand to show the entire tree.
- Tree of messages indicating which message is a reply to which.
- Ordered by the arbitrary field (timestamp of oldest message in thread;
newest message in thread; sender id; sender display name; etc)
- Each message: timestamp, user ID, display name at the time of the message
- Room name
- Room topic
- Typing notifications
- Desktop/Push Notifications for messages
What you can do:
- Send a message in reply to another message:
- Immediate local echo, may cause messages to re-order
- Messages that haven't reached the server are queued.
- Thread is displayed where it should be in the thread order once the
message is sent.
- Start a new thread by sending a message.
#6 Multi-threaded IM
====================
Chat Screen
What's visible:
- A multi-column grid of threads from a number of chatrooms
Each concurrent thread is displayed in a different column.
The columns start and end as threads split and rejoin the main conversation
The messages for each thread are ordered by how recent they are::
Room #1 Room # 2 Room # 2
+------------+ +----------------+ Side thread.
| * Message1 | | * Root | +--------------+
| * Message2 | | * A1 -> Root | | * B1 -> Root |
+------------+ | * A2 -> A1 | | * B2 -> B1 |
| * M -> A2, B2 | +--------------+
+----------------+
- Typing notifications. Displayed within the correct thread/column.
What you can do:
- Send a message into a particular thread/column.
- Move an *existing* message into a new thread creating a new column
- Move an existing message into an existing thread, causing the threads to
reconverge (i.e. provide a route from the sidebar back into the existing
thread). This does not imply terminating the thread, which can continue
independently of the merge.

@ -0,0 +1,17 @@
.loggedin {
visibility: hidden;
}
p {
font-family: monospace;
}
table
{
border-spacing:5px;
}
th,td
{
padding:5px;
}

@ -0,0 +1,30 @@
<div>
<p>This room creation / message sending demo requires a home server to be running on http://localhost:8008</p>
</div>
<form class="loginForm">
<input type="text" id="userLogin" placeholder="Username"></input>
<input type="password" id="passwordLogin" placeholder="Password"></input>
<input type="button" class="login" value="Login"></input>
</form>
<div class="loggedin">
<form class="createRoomForm">
<input type="text" id="roomAlias" placeholder="Room alias (optional)"></input>
<input type="button" class="createRoom" value="Create Room"></input>
</form>
<form class="sendMessageForm">
<input type="text" id="roomId" placeholder="Room ID"></input>
<input type="text" id="messageBody" placeholder="Message body"></input>
<input type="button" class="sendMessage" value="Send Message"></input>
</form>
<table id="rooms">
<tbody>
<tr>
<th>Room ID</th>
<th>My state</th>
<th>Room Alias</th>
<th>Latest message</th>
</tr>
</tbody>
</table>
</div>

@ -0,0 +1,113 @@
var accountInfo = {};
var showLoggedIn = function(data) {
accountInfo = data;
getCurrentRoomList();
$(".loggedin").css({visibility: "visible"});
};
$('.login').live('click', function() {
var user = $("#userLogin").val();
var password = $("#passwordLogin").val();
$.ajax({
url: "http://localhost:8008/_matrix/client/api/v1/login",
type: "POST",
contentType: "application/json; charset=utf-8",
data: JSON.stringify({ user: user, password: password, type: "m.login.password" }),
dataType: "json",
success: function(data) {
showLoggedIn(data);
},
error: function(err) {
var errMsg = "To try this, you need a home server running!";
var errJson = $.parseJSON(err.responseText);
if (errJson) {
errMsg = JSON.stringify(errJson);
}
alert(errMsg);
}
});
});
var getCurrentRoomList = function() {
var url = "http://localhost:8008/_matrix/client/api/v1/initialSync?access_token=" + accountInfo.access_token + "&limit=1";
$.getJSON(url, function(data) {
var rooms = data.rooms;
for (var i=0; i<rooms.length; ++i) {
rooms[i].latest_message = rooms[i].messages.chunk[0].content.body;
addRoom(rooms[i]);
}
}).fail(function(err) {
alert(JSON.stringify($.parseJSON(err.responseText)));
});
};
$('.createRoom').live('click', function() {
var roomAlias = $("#roomAlias").val();
var data = {};
if (roomAlias.length > 0) {
data.room_alias_name = roomAlias;
}
$.ajax({
url: "http://localhost:8008/_matrix/client/api/v1/createRoom?access_token="+accountInfo.access_token,
type: "POST",
contentType: "application/json; charset=utf-8",
data: JSON.stringify(data),
dataType: "json",
success: function(data) {
data.membership = "join"; // you are automatically joined into every room you make.
data.latest_message = "";
addRoom(data);
},
error: function(err) {
alert(JSON.stringify($.parseJSON(err.responseText)));
}
});
});
var addRoom = function(data) {
row = "<tr>" +
"<td>"+data.room_id+"</td>" +
"<td>"+data.membership+"</td>" +
"<td>"+data.room_alias+"</td>" +
"<td>"+data.latest_message+"</td>" +
"</tr>";
$("#rooms").append(row);
};
$('.sendMessage').live('click', function() {
var roomId = $("#roomId").val();
var body = $("#messageBody").val();
var msgId = $.now();
if (roomId.length === 0 || body.length === 0) {
return;
}
var url = "http://localhost:8008/_matrix/client/api/v1/rooms/$roomid/send/m.room.message?access_token=$token";
url = url.replace("$token", accountInfo.access_token);
url = url.replace("$roomid", encodeURIComponent(roomId));
var data = {
msgtype: "m.text",
body: body
};
$.ajax({
url: url,
type: "POST",
contentType: "application/json; charset=utf-8",
data: JSON.stringify(data),
dataType: "json",
success: function(data) {
$("#messageBody").val("");
// wipe the table and reload it. Using the event stream would be the best
// solution but that is out of scope of this fiddle.
$("#rooms").find("tr:gt(0)").remove();
getCurrentRoomList();
},
error: function(err) {
alert(JSON.stringify($.parseJSON(err.responseText)));
}
});
});

@ -0,0 +1,17 @@
.loggedin {
visibility: hidden;
}
p {
font-family: monospace;
}
table
{
border-spacing:5px;
}
th,td
{
padding:5px;
}

@ -0,0 +1,23 @@
<div>
<p>This event stream demo requires a home server to be running on http://localhost:8008</p>
</div>
<form class="loginForm">
<input type="text" id="userLogin" placeholder="Username"></input>
<input type="password" id="passwordLogin" placeholder="Password"></input>
<input type="button" class="login" value="Login"></input>
</form>
<div class="loggedin">
<form class="sendMessageForm">
<input type="button" class="sendMessage" value="Send random message"></input>
</form>
<p id="streamErrorText"></p>
<table id="rooms">
<tbody>
<tr>
<th>Room ID</th>
<th>Latest message</th>
</tr>
</tbody>
</table>
</div>

@ -0,0 +1,145 @@
var accountInfo = {};
var eventStreamInfo = {
from: "END"
};
var roomInfo = [];
var longpollEventStream = function() {
var url = "http://localhost:8008/_matrix/client/api/v1/events?access_token=$token&from=$from";
url = url.replace("$token", accountInfo.access_token);
url = url.replace("$from", eventStreamInfo.from);
$.getJSON(url, function(data) {
eventStreamInfo.from = data.end;
var hasNewLatestMessage = false;
for (var i=0; i<data.chunk.length; ++i) {
if (data.chunk[i].type === "m.room.message") {
for (var j=0; j<roomInfo.length; ++j) {
if (roomInfo[j].room_id === data.chunk[i].room_id) {
roomInfo[j].latest_message = data.chunk[i].content.body;
hasNewLatestMessage = true;
}
}
}
}
if (hasNewLatestMessage) {
setRooms(roomInfo);
}
$("#streamErrorText").text("");
longpollEventStream();
}).fail(function(err) {
$("#streamErrorText").text("Event stream error: "+JSON.stringify($.parseJSON(err.responseText)));
setTimeout(longpollEventStream, 5000);
});
};
var showLoggedIn = function(data) {
accountInfo = data;
longpollEventStream();
getCurrentRoomList();
$(".loggedin").css({visibility: "visible"});
};
$('.login').live('click', function() {
var user = $("#userLogin").val();
var password = $("#passwordLogin").val();
$.ajax({
url: "http://localhost:8008/_matrix/client/api/v1/login",
type: "POST",
contentType: "application/json; charset=utf-8",
data: JSON.stringify({ user: user, password: password, type: "m.login.password" }),
dataType: "json",
success: function(data) {
$("#rooms").find("tr:gt(0)").remove();
showLoggedIn(data);
},
error: function(err) {
var errMsg = "To try this, you need a home server running!";
var errJson = $.parseJSON(err.responseText);
if (errJson) {
errMsg = JSON.stringify(errJson);
}
alert(errMsg);
}
});
});
var getCurrentRoomList = function() {
$("#roomId").val("");
var url = "http://localhost:8008/_matrix/client/api/v1/initialSync?access_token=" + accountInfo.access_token + "&limit=1";
$.getJSON(url, function(data) {
var rooms = data.rooms;
for (var i=0; i<rooms.length; ++i) {
if ("messages" in rooms[i]) {
rooms[i].latest_message = rooms[i].messages.chunk[0].content.body;
}
}
roomInfo = rooms;
setRooms(roomInfo);
}).fail(function(err) {
alert(JSON.stringify($.parseJSON(err.responseText)));
});
};
$('.sendMessage').live('click', function() {
if (roomInfo.length === 0) {
alert("There is no room to send a message to!");
return;
}
var index = Math.floor(Math.random() * roomInfo.length);
sendMessage(roomInfo[index].room_id);
});
var sendMessage = function(roomId) {
var body = "jsfiddle message @" + $.now();
if (roomId.length === 0) {
return;
}
var url = "http://localhost:8008/_matrix/client/api/v1/rooms/$roomid/send/m.room.message?access_token=$token";
url = url.replace("$token", accountInfo.access_token);
url = url.replace("$roomid", encodeURIComponent(roomId));
var data = {
msgtype: "m.text",
body: body
};
$.ajax({
url: url,
type: "POST",
contentType: "application/json; charset=utf-8",
data: JSON.stringify(data),
dataType: "json",
success: function(data) {
$("#messageBody").val("");
},
error: function(err) {
alert(JSON.stringify($.parseJSON(err.responseText)));
}
});
};
var setRooms = function(roomList) {
// wipe existing entries
$("#rooms").find("tr:gt(0)").remove();
var rows = "";
for (var i=0; i<roomList.length; ++i) {
row = "<tr>" +
"<td>"+roomList[i].room_id+"</td>" +
"<td>"+roomList[i].latest_message+"</td>" +
"</tr>";
rows += row;
}
$("#rooms").append(rows);
};

@ -0,0 +1,43 @@
.roomListDashboard, .roomContents, .sendMessageForm {
visibility: hidden;
}
.roomList {
background-color: #909090;
}
.messageWrapper {
background-color: #EEEEEE;
height: 400px;
overflow: scroll;
}
.membersWrapper {
background-color: #EEEEEE;
height: 200px;
width: 50%;
overflow: scroll;
}
.textEntry {
width: 100%
}
p {
font-family: monospace;
}
table
{
border-spacing:5px;
}
th,td
{
padding:5px;
}
.roomList tr:not(:first-child):hover {
background-color: orange;
cursor: pointer;
}

@ -0,0 +1,7 @@
name: Example Matrix Client
description: Includes login, live event streaming, creating rooms, sending messages and viewing member lists.
authors:
- matrix.org
resources:
- http://matrix.org
normalize_css: no

@ -0,0 +1,56 @@
<div class="signUp">
<p>Matrix example application: Requires a local home server running at http://localhost:8008</p>
<form class="registrationForm">
<p>No account? Register:</p>
<input type="text" id="userReg" placeholder="Username"></input>
<input type="password" id="passwordReg" placeholder="Password"></input>
<input type="button" class="register" value="Register"></input>
</form>
<form class="loginForm">
<p>Got an account? Login:</p>
<input type="text" id="userLogin" placeholder="Username"></input>
<input type="password" id="passwordLogin" placeholder="Password"></input>
<input type="button" class="login" value="Login"></input>
</form>
</div>
<div class="roomListDashboard">
<form class="createRoomForm">
<input type="text" id="roomAlias" placeholder="Room alias"></input>
<input type="button" class="createRoom" value="Create Room"></input>
</form>
<table id="rooms" class="roomList">
<tbody>
<tr>
<th>Room</th>
<th>My state</th>
<th>Latest message</th>
</tr>
</tbody>
</table>
</div>
<div class="roomContents">
<p id="roomName">Select a room</p>
<div class="messageWrapper">
<table id="messages">
<tbody>
</tbody>
</table>
</div>
<form class="sendMessageForm">
<input type="text" class="textEntry" id="body" placeholder="Enter text here..." onkeydown="javascript:if (event.keyCode == 13) document.getElementById('sendMsg').focus()"></input>
<input type="button" class="sendMessage" id="sendMsg" value="Send"></input>
</form>
</div>
<div>
<p>Member list:</p>
<div class="membersWrapper">
<table id="members">
<tbody>
</tbody>
</table>
</div>
</div>

@ -0,0 +1,327 @@
var accountInfo = {};
var eventStreamInfo = {
from: "END"
};
var roomInfo = [];
var memberInfo = [];
var viewingRoomId;
// ************** Event Streaming **************
var longpollEventStream = function() {
var url = "http://localhost:8008/_matrix/client/api/v1/events?access_token=$token&from=$from";
url = url.replace("$token", accountInfo.access_token);
url = url.replace("$from", eventStreamInfo.from);
$.getJSON(url, function(data) {
eventStreamInfo.from = data.end;
var hasNewLatestMessage = false;
var updatedMemberList = false;
var i=0;
var j=0;
for (i=0; i<data.chunk.length; ++i) {
if (data.chunk[i].type === "m.room.message") {
console.log("Got new message: " + JSON.stringify(data.chunk[i]));
if (viewingRoomId === data.chunk[i].room_id) {
addMessage(data.chunk[i]);
}
for (j=0; j<roomInfo.length; ++j) {
if (roomInfo[j].room_id === data.chunk[i].room_id) {
roomInfo[j].latest_message = data.chunk[i].content.body;
hasNewLatestMessage = true;
}
}
}
else if (data.chunk[i].type === "m.room.member") {
if (viewingRoomId === data.chunk[i].room_id) {
console.log("Got new member: " + JSON.stringify(data.chunk[i]));
addMessage(data.chunk[i]);
for (j=0; j<memberInfo.length; ++j) {
if (memberInfo[j].state_key === data.chunk[i].state_key) {
memberInfo[j] = data.chunk[i];
updatedMemberList = true;
break;
}
}
if (!updatedMemberList) {
memberInfo.push(data.chunk[i]);
updatedMemberList = true;
}
}
if (data.chunk[i].state_key === accountInfo.user_id) {
getCurrentRoomList(); // update our join/invite list
}
}
else {
console.log("Discarding: " + JSON.stringify(data.chunk[i]));
}
}
if (hasNewLatestMessage) {
setRooms(roomInfo);
}
if (updatedMemberList) {
$("#members").empty();
for (i=0; i<memberInfo.length; ++i) {
addMember(memberInfo[i]);
}
}
longpollEventStream();
}).fail(function(err) {
setTimeout(longpollEventStream, 5000);
});
};
// ************** Registration and Login **************
var onLoggedIn = function(data) {
accountInfo = data;
longpollEventStream();
getCurrentRoomList();
$(".roomListDashboard").css({visibility: "visible"});
$(".roomContents").css({visibility: "visible"});
$(".signUp").css({display: "none"});
};
$('.login').live('click', function() {
var user = $("#userLogin").val();
var password = $("#passwordLogin").val();
$.ajax({
url: "http://localhost:8008/_matrix/client/api/v1/login",
type: "POST",
contentType: "application/json; charset=utf-8",
data: JSON.stringify({ user: user, password: password, type: "m.login.password" }),
dataType: "json",
success: function(data) {
onLoggedIn(data);
},
error: function(err) {
alert("Unable to login: is the home server running?");
}
});
});
$('.register').live('click', function() {
var user = $("#userReg").val();
var password = $("#passwordReg").val();
$.ajax({
url: "http://localhost:8008/_matrix/client/api/v1/register",
type: "POST",
contentType: "application/json; charset=utf-8",
data: JSON.stringify({ user: user, password: password, type: "m.login.password" }),
dataType: "json",
success: function(data) {
onLoggedIn(data);
},
error: function(err) {
var msg = "Is the home server running?";
var errJson = $.parseJSON(err.responseText);
if (errJson !== null) {
msg = errJson.error;
}
alert("Unable to register: "+msg);
}
});
});
// ************** Creating a room ******************
$('.createRoom').live('click', function() {
var roomAlias = $("#roomAlias").val();
var data = {};
if (roomAlias.length > 0) {
data.room_alias_name = roomAlias;
}
$.ajax({
url: "http://localhost:8008/_matrix/client/api/v1/createRoom?access_token="+accountInfo.access_token,
type: "POST",
contentType: "application/json; charset=utf-8",
data: JSON.stringify(data),
dataType: "json",
success: function(response) {
$("#roomAlias").val("");
response.membership = "join"; // you are automatically joined into every room you make.
response.latest_message = "";
roomInfo.push(response);
setRooms(roomInfo);
},
error: function(err) {
alert(JSON.stringify($.parseJSON(err.responseText)));
}
});
});
// ************** Getting current state **************
var getCurrentRoomList = function() {
var url = "http://localhost:8008/_matrix/client/api/v1/initialSync?access_token=" + accountInfo.access_token + "&limit=1";
$.getJSON(url, function(data) {
var rooms = data.rooms;
for (var i=0; i<rooms.length; ++i) {
if ("messages" in rooms[i]) {
rooms[i].latest_message = rooms[i].messages.chunk[0].content.body;
}
}
roomInfo = rooms;
setRooms(roomInfo);
}).fail(function(err) {
alert(JSON.stringify($.parseJSON(err.responseText)));
});
};
var loadRoomContent = function(roomId) {
console.log("loadRoomContent " + roomId);
viewingRoomId = roomId;
$("#roomName").text("Room: "+roomId);
$(".sendMessageForm").css({visibility: "visible"});
getMessages(roomId);
getMemberList(roomId);
};
var getMessages = function(roomId) {
$("#messages").empty();
var url = "http://localhost:8008/_matrix/client/api/v1/rooms/" +
encodeURIComponent(roomId) + "/messages?access_token=" + accountInfo.access_token + "&from=END&dir=b&limit=10";
$.getJSON(url, function(data) {
for (var i=data.chunk.length-1; i>=0; --i) {
addMessage(data.chunk[i]);
}
});
};
var getMemberList = function(roomId) {
$("#members").empty();
memberInfo = [];
var url = "http://localhost:8008/_matrix/client/api/v1/rooms/" +
encodeURIComponent(roomId) + "/members?access_token=" + accountInfo.access_token;
$.getJSON(url, function(data) {
for (var i=0; i<data.chunk.length; ++i) {
memberInfo.push(data.chunk[i]);
addMember(data.chunk[i]);
}
});
};
// ************** Sending messages **************
$('.sendMessage').live('click', function() {
if (viewingRoomId === undefined) {
alert("There is no room to send a message to!");
return;
}
var body = $("#body").val();
sendMessage(viewingRoomId, body);
});
var sendMessage = function(roomId, body) {
var msgId = $.now();
var url = "http://localhost:8008/_matrix/client/api/v1/rooms/$roomid/send/m.room.message?access_token=$token";
url = url.replace("$token", accountInfo.access_token);
url = url.replace("$roomid", encodeURIComponent(roomId));
var data = {
msgtype: "m.text",
body: body
};
$.ajax({
url: url,
type: "POST",
contentType: "application/json; charset=utf-8",
data: JSON.stringify(data),
dataType: "json",
success: function(data) {
$("#body").val("");
},
error: function(err) {
alert(JSON.stringify($.parseJSON(err.responseText)));
}
});
};
// ************** Navigation and DOM manipulation **************
var setRooms = function(roomList) {
// wipe existing entries
$("#rooms").find("tr:gt(0)").remove();
var rows = "";
for (var i=0; i<roomList.length; ++i) {
row = "<tr>" +
"<td>"+roomList[i].room_id+"</td>" +
"<td>"+roomList[i].membership+"</td>" +
"<td>"+roomList[i].latest_message+"</td>" +
"</tr>";
rows += row;
}
$("#rooms").append(rows);
$('#rooms').find("tr").click(function(){
var roomId = $(this).find('td:eq(0)').text();
var membership = $(this).find('td:eq(1)').text();
if (membership !== "join") {
console.log("Joining room " + roomId);
var url = "http://localhost:8008/_matrix/client/api/v1/rooms/$roomid/join?access_token=$token";
url = url.replace("$token", accountInfo.access_token);
url = url.replace("$roomid", encodeURIComponent(roomId));
$.ajax({
url: url,
type: "POST",
contentType: "application/json; charset=utf-8",
data: JSON.stringify({membership: "join"}),
dataType: "json",
success: function(data) {
loadRoomContent(roomId);
getCurrentRoomList();
},
error: function(err) {
alert(JSON.stringify($.parseJSON(err.responseText)));
}
});
}
else {
loadRoomContent(roomId);
}
});
};
var addMessage = function(data) {
var msg = data.content.body;
if (data.type === "m.room.member") {
if (data.content.membership === undefined) {
return;
}
if (data.content.membership === "invite") {
msg = "<em>invited " + data.state_key + " to the room</em>";
}
else if (data.content.membership === "join") {
msg = "<em>joined the room</em>";
}
else if (data.content.membership === "leave") {
msg = "<em>left the room</em>";
}
else if (data.content.membership === "ban") {
msg = "<em>was banned from the room</em>";
}
}
if (msg === undefined) {
return;
}
var row = "<tr>" +
"<td>"+data.user_id+"</td>" +
"<td>"+msg+"</td>" +
"</tr>";
$("#messages").append(row);
};
var addMember = function(data) {
var row = "<tr>" +
"<td>"+data.state_key+"</td>" +
"<td>"+data.content.membership+"</td>" +
"</tr>";
$("#members").append(row);
};

@ -0,0 +1,7 @@
.loggedin {
visibility: hidden;
}
p {
font-family: monospace;
}

@ -0,0 +1,20 @@
<div>
<p>This registration/login demo requires a home server to be running on http://localhost:8008</p>
</div>
<form class="registrationForm">
<input type="text" id="user" placeholder="Username"></input>
<input type="password" id="password" placeholder="Password"></input>
<input type="button" class="register" value="Register"></input>
</form>
<form class="loginForm">
<input type="text" id="userLogin" placeholder="Username"></input>
<input type="password" id="passwordLogin" placeholder="Password"></input>
<input type="button" class="login" value="Login"></input>
</form>
<div class="loggedin">
<p id="welcomeText"></p>
<input type="button" class="testToken" value="Test token"></input>
<input type="button" class="logout" value="Logout"></input>
<p id="imSyncText"></p>
</div>

@ -0,0 +1,79 @@
var accountInfo = {};
var showLoggedIn = function(data) {
accountInfo = data;
$(".loggedin").css({visibility: "visible"});
$("#welcomeText").text("Welcome " + accountInfo.user_id+". Your access token is: " +
accountInfo.access_token);
};
$('.register').live('click', function() {
var user = $("#user").val();
var password = $("#password").val();
$.ajax({
url: "http://localhost:8008/_matrix/client/api/v1/register",
type: "POST",
contentType: "application/json; charset=utf-8",
data: JSON.stringify({ user: user, password: password, type: "m.login.password" }),
dataType: "json",
success: function(data) {
showLoggedIn(data);
},
error: function(err) {
var errMsg = "To try this, you need a home server running!";
var errJson = $.parseJSON(err.responseText);
if (errJson) {
errMsg = JSON.stringify(errJson);
}
alert(errMsg);
}
});
});
var login = function(user, password) {
$.ajax({
url: "http://localhost:8008/_matrix/client/api/v1/login",
type: "POST",
contentType: "application/json; charset=utf-8",
data: JSON.stringify({ user: user, password: password, type: "m.login.password" }),
dataType: "json",
success: function(data) {
showLoggedIn(data);
},
error: function(err) {
var errMsg = "To try this, you need a home server running!";
var errJson = $.parseJSON(err.responseText);
if (errJson) {
errMsg = JSON.stringify(errJson);
}
alert(errMsg);
}
});
};
$('.login').live('click', function() {
var user = $("#userLogin").val();
var password = $("#passwordLogin").val();
$.getJSON("http://localhost:8008/_matrix/client/api/v1/login", function(data) {
if (data.flows[0].type !== "m.login.password") {
alert("I don't know how to login with this type: " + data.type);
return;
}
login(user, password);
});
});
$('.logout').live('click', function() {
accountInfo = {};
$("#imSyncText").text("");
$(".loggedin").css({visibility: "hidden"});
});
$('.testToken').live('click', function() {
var url = "http://localhost:8008/_matrix/client/api/v1/initialSync?access_token=" + accountInfo.access_token + "&limit=1";
$.getJSON(url, function(data) {
$("#imSyncText").text(JSON.stringify(data, undefined, 2));
}).fail(function(err) {
$("#imSyncText").text(JSON.stringify($.parseJSON(err.responseText)));
});
});

@ -0,0 +1,17 @@
.loggedin {
visibility: hidden;
}
p {
font-family: monospace;
}
table
{
border-spacing:5px;
}
th,td
{
padding:5px;
}

@ -0,0 +1,37 @@
<div>
<p>This room membership demo requires a home server to be running on http://localhost:8008</p>
</div>
<form class="loginForm">
<input type="text" id="userLogin" placeholder="Username"></input>
<input type="password" id="passwordLogin" placeholder="Password"></input>
<input type="button" class="login" value="Login"></input>
</form>
<div class="loggedin">
<form class="createRoomForm">
<input type="button" class="createRoom" value="Create Room"></input>
</form>
<form class="changeMembershipForm">
<input type="text" id="roomId" placeholder="Room ID"></input>
<input type="text" id="targetUser" placeholder="Target User ID"></input>
<select id="membership">
<option value="invite">invite</option>
<option value="join">join</option>
<option value="leave">leave</option>
</select>
<input type="button" class="changeMembership" value="Change Membership"></input>
</form>
<form class="joinAliasForm">
<input type="text" id="roomAlias" placeholder="Room Alias (#name:domain)"></input>
<input type="button" class="joinAlias" value="Join via Alias"></input>
</form>
<table id="rooms">
<tbody>
<tr>
<th>Room ID</th>
<th>My state</th>
<th>Room Alias</th>
</tr>
</tbody>
</table>
</div>

@ -0,0 +1,141 @@
var accountInfo = {};
var showLoggedIn = function(data) {
accountInfo = data;
getCurrentRoomList();
$(".loggedin").css({visibility: "visible"});
$("#membership").change(function() {
if ($("#membership").val() === "invite") {
$("#targetUser").css({visibility: "visible"});
}
else {
$("#targetUser").css({visibility: "hidden"});
}
});
};
$('.login').live('click', function() {
var user = $("#userLogin").val();
var password = $("#passwordLogin").val();
$.ajax({
url: "http://localhost:8008/_matrix/client/api/v1/login",
type: "POST",
contentType: "application/json; charset=utf-8",
data: JSON.stringify({ user: user, password: password, type: "m.login.password" }),
dataType: "json",
success: function(data) {
$("#rooms").find("tr:gt(0)").remove();
showLoggedIn(data);
},
error: function(err) {
var errMsg = "To try this, you need a home server running!";
var errJson = $.parseJSON(err.responseText);
if (errJson) {
errMsg = JSON.stringify(errJson);
}
alert(errMsg);
}
});
});
var getCurrentRoomList = function() {
$("#roomId").val("");
// wipe the table and reload it. Using the event stream would be the best
// solution but that is out of scope of this fiddle.
$("#rooms").find("tr:gt(0)").remove();
var url = "http://localhost:8008/_matrix/client/api/v1/initialSync?access_token=" + accountInfo.access_token + "&limit=1";
$.getJSON(url, function(data) {
var rooms = data.rooms;
for (var i=0; i<rooms.length; ++i) {
addRoom(rooms[i]);
}
}).fail(function(err) {
alert(JSON.stringify($.parseJSON(err.responseText)));
});
};
$('.createRoom').live('click', function() {
var data = {};
$.ajax({
url: "http://localhost:8008/_matrix/client/api/v1/createRoom?access_token="+accountInfo.access_token,
type: "POST",
contentType: "application/json; charset=utf-8",
data: JSON.stringify(data),
dataType: "json",
success: function(data) {
data.membership = "join"; // you are automatically joined into every room you make.
data.latest_message = "";
addRoom(data);
},
error: function(err) {
alert(JSON.stringify($.parseJSON(err.responseText)));
}
});
});
var addRoom = function(data) {
row = "<tr>" +
"<td>"+data.room_id+"</td>" +
"<td>"+data.membership+"</td>" +
"<td>"+data.room_alias+"</td>" +
"</tr>";
$("#rooms").append(row);
};
$('.changeMembership').live('click', function() {
var roomId = $("#roomId").val();
var member = $("#targetUser").val();
var membership = $("#membership").val();
if (roomId.length === 0) {
return;
}
var url = "http://localhost:8008/_matrix/client/api/v1/rooms/$roomid/$membership?access_token=$token";
url = url.replace("$token", accountInfo.access_token);
url = url.replace("$roomid", encodeURIComponent(roomId));
url = url.replace("$membership", membership);
var data = {};
if (membership === "invite") {
data = {
user_id: member
};
}
$.ajax({
url: url,
type: "POST",
contentType: "application/json; charset=utf-8",
data: JSON.stringify(data),
dataType: "json",
success: function(data) {
getCurrentRoomList();
},
error: function(err) {
alert(JSON.stringify($.parseJSON(err.responseText)));
}
});
});
$('.joinAlias').live('click', function() {
var roomAlias = $("#roomAlias").val();
var url = "http://localhost:8008/_matrix/client/api/v1/join/$roomalias?access_token=$token";
url = url.replace("$token", accountInfo.access_token);
url = url.replace("$roomalias", encodeURIComponent(roomAlias));
$.ajax({
url: url,
type: "POST",
contentType: "application/json; charset=utf-8",
data: JSON.stringify({}),
dataType: "json",
success: function(data) {
getCurrentRoomList();
},
error: function(err) {
alert(JSON.stringify($.parseJSON(err.responseText)));
}
});
});

@ -18,6 +18,6 @@ perl -pi -e 's#<head>#<head><link rel="stylesheet" href="/site.css">#' $MATRIXDO
perl -MFile::Slurp -pi -e 'BEGIN { $nav = read_file("'$MATRIXDOTORG'/includes/nav.html") } s#<body>#<body><div id="header"><div id="headerContent">$nav</div></div><div id="page"><div id="wrapper"><div style="text-align: center; padding: 40px;"><a href="/"><img src="/matrix.png" width="305" height="130" alt="[matrix]"/></a></div>#' $MATRIXDOTORG/docs/spec/index.html $MATRIXDOTORG/docs/howtos/client-server.html
perl -pi -e 's#</body>#</div></div><div id="footer"><div id="footerContent">&copy 2014 Matrix.org</div></div></body>#' $MATRIXDOTORG/docs/spec/index.html $MATRIXDOTORG/docs/howtos/client-server.html
perl -pi -e 's#</body>#</div></div><div id="footer"><div id="footerContent">&copy 2014-2015 Matrix.org</div></div></body>#' $MATRIXDOTORG/docs/spec/index.html $MATRIXDOTORG/docs/howtos/client-server.html
scp -r $MATRIXDOTORG/docs matrix@ldc-prd-matrix-001:/sites/matrix
scp -r $MATRIXDOTORG/docs matrix@ldc-prd-matrix-001:/sites/matrix

@ -134,7 +134,7 @@ federate with other HSes. It is typically responsible for multiple clients.
more home servers.
Events
++++++
~~~~~~
Data in Matrix is encapsulated in an "event". An event is an action within the
system. Typically each action (e.g. sending a message) correlates with exactly
@ -148,7 +148,7 @@ is the event type for instant messages. Events are usually sent in the context
of a "Room".
Event Graphs
++++++++++++
~~~~~~~~~~~~
Each event has a list of zero or more `parent` events. These relations form
directed acyclic graphs of events called `event graphs`. Every event graph has a single root event, and each event graph forms the
@ -247,7 +247,7 @@ participating in a room.
Room Aliases
~~~~~~~~~~~~
++++++++++++
Each room can also have multiple "Room Aliases", which looks like::
@ -282,7 +282,7 @@ that are in the room that can be used to join via.
|________________________________|
Identity
~~~~~~~~
++++++++
Users in Matrix are identified via their matrix user ID (MXID). However,
existing 3rd party ID namespaces can also be used in order to identify Matrix
@ -303,7 +303,7 @@ the Matrix ecosystem. However, without one clients will not be able to look up
user IDs using 3PIDs.
Presence
~~~~~~~~
++++++++
Each user has the concept of presence information. This encodes the
"availability" of that user, suitable for display on other user's clients. This
@ -343,7 +343,7 @@ the other direction it will not). This timestamp is presented via a key called
message is generated/emitted that the user was last seen active.
Presence List
+++++++++++++
~~~~~~~~~~~~~
Each user's home server stores a "presence list". This stores a list of user IDs
whose presence the user wants to follow.
@ -353,7 +353,7 @@ and accept the invitation. Once accepted, both user's HSes track the
subscription.
Presence and Permissions
++++++++++++++++++++++++
~~~~~~~~~~~~~~~~~~~~~~~~
For a viewing user to be allowed to see the presence information of a target
user, either:
@ -367,7 +367,7 @@ presence information in a user list for a room.
Profiles
~~~~~~~~
++++++++
.. TODO-spec
- Metadata extensibility

@ -330,6 +330,22 @@ outlined below:
Example:
``{ "msgtype": "m.emote", "body": "tries to come up with a witty explanation" }``
``m.notice``
Required keys:
- ``body`` : "string" - The body of the message.
Optional keys:
None.
Example:
``{ "msgype": "m.notice", "body": "some kind of automated announcement" }``
A ``m.notice`` message should be considered similar to a plain ``m.text``
message except that clients should visually distinguish it in some way. It is
intended to be used by automated clients, such as bots, bridges, and other
entities, rather than humans. Additionally, such automated agents which watch
a room for messages and respond to them ought to ignore ``m.notice`` messages.
This helps to prevent infinite-loop situations where two automated clients
continuously exchange messages, as each responds to the other.
``m.image``
Required keys:
- ``url`` : "string" - The URL to the image.
@ -428,7 +444,7 @@ outlined below:
"mimetype" : "string (e.g. image/jpeg)",
}
.. TODO-spec::
.. TODO-spec
Make the definitions "inherit" from FileInfo where necessary...

@ -38,7 +38,7 @@ using this representation.
).encode("UTF-8")
Grammar
+++++++
~~~~~~~
Adapted from the grammar in http://tools.ietf.org/html/rfc7159 removing
insignificant whitespace, fractions, exponents and redundant character escapes
@ -76,7 +76,7 @@ the signature for that sequence and then adding the signature to the original
JSON object.
Signing Details
+++++++++++++++
~~~~~~~~~~~~~~~
JSON is signed by encoding the JSON object without ``signatures`` or keys grouped
as ``unsigned``, using the canonical encoding described above. The JSON bytes are then signed using the
@ -133,7 +133,7 @@ and additional signatures.
return json_object
Checking for a Signature
++++++++++++++++++++++++
~~~~~~~~~~~~~~~~~~~~~~~~
To check if an entity has signed a JSON object a server does the following

@ -358,6 +358,9 @@ events which are visible to the client will appear in the event stream. When
the request returns, an ``end`` token is included in the response. This token
can be used in the next request to continue where the client left off.
All events must be deduplicated based on their event ID (TODO: is this actually a
hard requirement in CS v2?)
.. TODO-spec
How do we filter the event stream?
Do we ever return multiple events in a single request? Don't we get lots of request

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