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Instant Messaging
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=================
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TODO
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----
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- Pagination: Would be nice to have "and X more". It will probably be Google-style estimates given
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we can't know the exact number over federation, but as a purely informational display thing it would
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be nice.
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Filter API
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----------
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Inputs:
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- Which event types (incl wildcards)
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- Which room IDs
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- Which user IDs (for profile/presence)
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- Whether you want federation-style event JSON
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- Whether you want coalesced ``updates`` events
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- Whether you want coalesced ``in_reply_to`` events (and the max # to coalesce)
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- limit= param?
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Outputs:
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- An opaque token which represents the inputs
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Notes:
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- The token may expire, in which case you would need to request another one.
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- The token could be as simple as a concatenation of the requested filters with a delimiter between them.
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- Omitting the token on APIs results in ALL THE THINGS coming down.
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- Clients should remember which token they need to use for which API.
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- HTTP note: If the filter API is a separate endpoint, then you could easily allow APIs which use filtering
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to ALSO specifiy query parameters to tweak the filter.
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Global ``/initialSync`` API
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---------------------------
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Inputs:
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- A way of identifying the user (e.g. access token, user ID, etc)
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- Streaming token (optional)
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- Filter to apply
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Outputs:
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- For each room the user is joined: Name, topic, # members, last message, room ID, aliases
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Notes:
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- If a streaming token is applied, you will get a delta rather than all the rooms.
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What data flows does it address:
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- Home screen: data required on load.
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TODO:
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- Will need some form of state event pagination like we have for message events to handle large
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amounts of state events for a room. Need to think of the consequences of this: you may not get a
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``m.room.member`` for someone's message and so cannot display their display name / avatar.
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- Handle paginating initial sync results themselves (e.g. 10 most recent rooms)
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- No need for state events under the 'state' key to have a ``prev_content``. Can also apply some
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optimisations depending on the direction of travel when scrolling back.
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Event Stream API
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----------------
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Inputs:
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- Position in the stream
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- Filter to apply: which event types, which room IDs, whether to get out-of-order events, which users
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to get presence/profile updates for
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- User ID
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- Device ID
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Outputs:
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- 0-N events the client hasn't seen.
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- New position in the stream.
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State Events Ordering Notes:
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- Home servers may receive state events over federation that are superceded by state events previously
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sent to the client. The home server *cannot* send these events to the client else they would end up
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erroneously clobbering the superceding state event.
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- As a result, the home server reserves the right to omit sending state events which are known to be
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superceded already.
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- This may result in missed *state* events. However, the state of the room will always be eventually
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consistent.
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Message Events Ordering Notes:
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- Home servers may receive message events over federation that happened a long time ago. The client
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may or may not be interested in these message events.
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- For clients which do not persist scrollback for a room, this is not a problem as they only care
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about the recent messages.
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- For clients which do persist scrollback for a room, they need to know about the message event and
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where to insert it so that scrollback remains consistent and doesn't omit messages.
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- Clients can specify an input parameter stating that they wish to receive these out-of-order events.
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- The event, when it comes down the stream, will indicate which event it comes after.
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Rejected events:
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- A home server may find out via federation that it should not have accepted an event (e.g. to send a
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message/state event in a room).
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- If this happen, the home server will send a ``m.room.redaction`` for the event in question.
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- If the event was a state event, it will synthesise a new state event to correct the client's room state.
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- In practice, clients don't need any extra special handling for this.
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What data flows does it address:
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- Home Screen: Data required when new message arrives for a room
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- Home Screen: Data required when someone invites you to a room
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- Home Screen: Data required when you leave a room on another device
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- Home Screen: Data required when you join a room on another device
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- Home Screen: Data required when your profile info changes on another device
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- Chat Screen: Data required when member name changes
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- Chat Screen: Data required when the room name changes
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- Chat Screen: Data required when a new message arrives
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Room Creation
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-------------
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Inputs:
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- Invitee list of user IDs, public/private, name of room, alias of room, topic of room
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Output:
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- Room ID
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Notes:
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- This is a special case of joining a room. See the notes on joining a room.
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What data flows does it address:
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- Home Screen: Creating a room
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Joining a room
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--------------
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Inputs:
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- Room ID / alias
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- Optional filter (which events to return, whether the returned events should come down
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the event stream)
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Outputs:
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- Room ID, Room aliases (plural), Name, topic, member list (f.e. member: user ID,
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avatar, presence, display name, power level, whether they are typing), enough
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messages to fill screen (and whether there are more)
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Notes:
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- How do you return room information? In response to the join, or from the event stream?
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- The events returned need to be filterable. Different clients for the same user may want
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different information (e.g. the client performing the join may jump to the chat screen and
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therefore want some messages, whereas the client not performing the join just needs to be
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aware of the new room).
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- As a result, the join response should return events *instead of* to the event stream, depending
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on the client.
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Mapping messages to the event stream:
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- Once you join a room, you will start getting message events for it. How do you know when
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you started getting events for this room? You need to know so you can provide a token when
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scrolling back. You cannot currently infer this from the join event itself, as individual
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events do not have tokens (only chunks do).
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- This token can be provided as a separate server-generated event, or an annotation on the join
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event itself.
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- We propose that a server-generated event is sent down the event stream to all clients, rather
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than annotating the join event. The server-generated event works nicely for Application
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Services where an entity subscribes to a room without a join event.
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What data flows does it address:
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- Home Screen: Joining a room
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Scrolling back (infinite scrolling)
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-----------------------------------
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Inputs:
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- Identifier for the earliest event
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- # requested events
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- filter to apply
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- flag to say if the home server should do a backfill over federation
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Outputs:
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- requested events (f.e change in display name, what the old name was),
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- whether there are more events on the local HS / over federation.
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- new identifier for the earliest event
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What data flows does it address:
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- Chat Screen: Scrolling back (infinite scrolling)
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Contextual messages
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-------------------
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Inputs:
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- Event ID of the message to get the surrounding context for (this specifies the room to get messages in).
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- Number of messages before/after this message to obtain.
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- Filter to apply.
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Outputs:
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- Chunk of messages
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- Start / End pagination tokens
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- Current room state at the end of the chunk as per initial sync.
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Action APIs
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-----------
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The following APIs are "action APIs". This is defined to be a request which alters the state of
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a room you are already joined to.
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When you perform an action in a room, you immediately want to display the local echo. The client
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can receive the response to the action either directly or from the event stream. The order in which
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you receive these responses is undefined. As a result, clients MUST be able to handle all possible
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orderings::
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1 2a 3
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START ----> REQUEST SENT ---> RESPONSE TO REQUEST RECEIVED --------> GOT BOTH
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| 2b |
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+----------> APPEARS IN EVENT STREAM -------------------+
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1: Can display local echo at this point.
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2a: The request has been successfully processed and can be displayed as Sent.
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2b/3: The request has been successfully processed and the client knows its position in the event stream.
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When a client sends a request, they can include an "action ID" so that they can match up the event in
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the event stream to the request which they made. This ID is created by the client, and MUST be a
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monotonically increasing integer for that client. This ID serves as a transaction ID for idempotency as
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well as a sequence ID for ordering actions performed in parallel by that client. Events for actions
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performed by a client in that client's event stream will include the action ID the client submitted
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when making the request. The action ID will *not* appear in other client's event streams.
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Action IDs are optional and are only needed by clients that retransmit their requests, or display local
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echo, or allow the submission of multiple requests in parallel. An example of a client which may not need
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the use of action IDs includes bots which operate using basic request/responses in a synchronous fashion.
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Inviting a user
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~~~~~~~~~~~~~~~
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Inputs:
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- User ID
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- Room ID
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- Action ID (optional)
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Outputs:
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- Display name / avatar of user invited (if known)
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What data flows does it address:
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- Chat Screen: Invite a user
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Rejecting an invite
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~~~~~~~~~~~~~~~~~~~
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Inputs:
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- Event ID (to know which invite you're rejecting)
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Outputs:
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- None.
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Notes:
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- Giving the event ID rather than user ID/room ID combo because mutliple users can invite the
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same user into the same room.
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Deleting a state event
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~~~~~~~~~~~~~~~~~~~~~~
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Inputs:
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- Event type
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- State key
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- Room ID
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Outputs:
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- None.
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Kicking a user
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~~~~~~~~~~~~~~
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Inputs:
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- User ID
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- Room ID
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- Action ID (optional)
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Outputs:
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- None.
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What data flows does it address:
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- Chat Screen: Kick a user
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Leaving a room
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~~~~~~~~~~~~~~
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Inputs:
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- Room ID
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- A way of identifying the user (user ID, access token)
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- Action ID (optional)
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Outputs:
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- None.
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What data flows does it address:
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- Chat Screen: Leave a room
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Send a message
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~~~~~~~~~~~~~~
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Inputs:
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- Room ID
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- Message contents
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- Action ID (optional)
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Outputs:
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- Actual content sent (if server modified it)
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- When in the stream this action happened. (to correctly display local echo)
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What data flows does it address:
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- Chat Screen: Send a Message
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Ordering notes:
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- HTTP: When sending a message with a higher seqnum, it will block the request until it receives
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earlier seqnums. The block will expire after a timeout and reject the message stating that it
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was missing a seqnum.
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E2E Notes:
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- For signing: You send the original message to the HS and it will return the full event JSON which will
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be sent. This full event is then signed and sent to the HS again to send the message.
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Sessions
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--------
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A session is a group of requests sent within a short amount of time by the same client. Starting
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a session is known as going "online". Its purpose is to wrap up the expiry of presence and
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typing notifications into a clearer scope. A session starts when the client makes any request.
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A session ends when the client doesn't make a request for a particular amount of time (times out).
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A session can also end when explicitly hitting a particular endpoint. This is known as going "offline".
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When a session starts, a session ID is sent in response to the first request the client makes. This
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session ID should be sent in *all* subsequent requests. If the server expires a session and the client
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uses an old session ID, the server should fail the request with the old session ID and send a new
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session ID in response for the client to use. If the client receives a new session ID mid-session,
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it must re-establish its typing status and presence status, as they are linked to the session ID.
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Presence
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~~~~~~~~
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When a session starts, the home server can treat the user as "online". When the session ends, the home
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server can treat the user as "offline".
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Inputs:
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- Presence state (online, offline, away, busy, do not disturb, etc)
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Outputs:
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- None.
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Notes:
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- TODO: Handle multiple devices.
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Typing
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~~~~~~
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When in a session, a user can send a request stating that they are typing in a room. They are no longer
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typing when either the session ends or they explicitly send another request to say they are no longer
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typing.
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Inputs:
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- Room ID
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- Whether you are typing or not.
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Output:
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- None.
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Notes:
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- Typing will time out when the session ends.
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Action IDs
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~~~~~~~~~~
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Action IDs are scoped per session. The first action ID for a session should be 0. For each subsequent
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action request, the ID should be incremented by 1. It should be reset to 0 when a new session starts.
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If the client sends an action request with a stale session ID, the home server MUST fail the request
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and start a new session. The request needs to be failed in order to avoid edge cases with incrementing
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action IDs.
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Updates (Events)
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----------------
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Events may update other events. This is represented by the ``updates`` key. This is a key which
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contains the event ID for the event it relates to. Events that relate to other events are referred to
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as "Child Events". The event being related to is referred to as "Parent Events". Child events cannot
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stand alone as a separate entity; they require the parent event in order to make sense.
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Bundling
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~~~~~~~~
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Events that relate to another event should come down inside that event. That is, the top-level event
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should come down with all the child events at the same time. This is called a "bundle" and it is
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represented as an array of events inside the top-level event.There are some issues with this however:
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- Scrollback: Should you be told about child events for which you do not know the parent event?
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Conclusion: No you shouldn't be told about child events. You will receive them when you scroll back
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to the parent event.
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- Pagination of child events: You don't necessarily want to have 1000000s of child events with the
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parent event. We can't reasonably paginate child events because we require all the child events
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in order to display the event correctly. Comments on a message should be done via another technique,
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such as ``in_reply_to`.
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- Do you allow child events to relate to other child events? There is no technical reason why we
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cannot nest child events, however we can't think of any use cases for it. The behaviour would be
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to get the child events recursively from the top-level event.
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Main use cases for ``updates``:
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- Call signalling (child events are ICE candidates, answer to the offer, and termination)
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- *Local* Delivery/Read receipts : "Local" means they are not shared with other users on the same home
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server or via federation but *are* shared between clients for the same user; useful for push
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notifications, read count markers, etc. This is done to avoid the ``n^2`` problem for sending
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receipts, where the vast majority of traffic tends towards sending more receipts.
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- s/foo/bar/ style message edits
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Clients *always* need to know how to apply the deltas because clients may receive the events separately
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down the event stream. Combining event updates server-side does not make client implementation simpler,
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as the client still needs to know how to combine the events.
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In reply to (Events)
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--------------------
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Events may be in response to other events, e.g. comments. This is represented by the ``in_reply_to``
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key. This differs from the ``updates`` key as they *do not update the event itself*, and are *not required*
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in order to display the parent event. Crucially, the child events can be paginated, whereas ``updates`` child events cannot
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be paginated.
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Bundling
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~~~~~~~~
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Child events can be optionally bundled with the parent event, depending on your display mechanism. The
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number of child events which can be bundled should be limited to prevent events becoming too large. This
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limit should be set by the client. If the limit is exceeded, then the bundle should also include a pagination
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token so that the client can request more child events.
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Main use cases for ``in_reply_to``:
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- Comments on a message.
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- Non-local delivery/read receipts : If doing separate receipt events for each message.
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- Meeting invite responses : Yes/No/Maybe for a meeting.
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Like with ``updates``, clients need to know how to apply the deltas because clients may receive the
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events separately down the event stream.
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TODO:
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- Can a child event reply to multiple parent events? Use case?
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- Should a parent event and its children share a thread ID? Does the originating HS set this ID? Is
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this thread ID exposed through federation? e.g. can a HS retrieve all events for a given thread ID from
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another HS?
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Example using ``updates`` and ``in_reply_to``
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---------------------------------------------
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- Room with a single message.
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- 10 comments are added to the message via ``in_reply_to``.
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- An edit is made to the original message via ``updates``.
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- An initial sync on this room with a limit of 3 comments, would return the message with the update
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event bundled with it and the most recent 3 comments and a pagination token to request earlier comments
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.. code :: javascript
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{
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content: { body: "I am teh winner!" },
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updated_by: [
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{ content: { body: "I am the winner!" } }
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],
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replies: {
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start: "some_token",
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chunk: [
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{ content: { body: "8th comment" } },
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{ content: { body: "9th comment" } },
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{ content: { body: "10th comment" } }
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]
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}
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}
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Events (breaking changes; event version 2)
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------------------------------------------
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- Prefix the event ``type`` to say if it is a state event, message event or ephemeral event. Needed
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because you can't tell the different between message events and ephemeral ROOM events (e.g. typing).
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- State keys need additional restrictions in order to increase flexibility on state event permissions.
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State keys prefixed with an ``_`` have no specific restrictions. 0-length state keys are now represented
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by just a single ``_``. State keys prefixed with ``@`` can be modified only by the named user ID *OR* the
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room ops. They can have an optional path suffixed to it. State keys that start with a server name can only
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be modified by that server name (e.g. ``some.server.com/some/path`` can only be modified by
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``some.server.com``).
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- Do we want to specify what restrictions apply to the state key in the event type? This would allow HSes
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to enforce this, making life easier for clients when dealing with custom event types. E.g. ``_custom.event``
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would allow anything in the state key, ``_@custom.event`` would only allow user IDs in the state key, etc.
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- s/user_id/sender/g given that home servers can send events, not just users.
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Capabilities
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------------
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How does a client know if the server it is using supports a content repository? How does a client know
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if another client has VoIP support? This section outlines capability publishing for servers,
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clients and federation.
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Server
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~~~~~~
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- List of extensions it supports (e.g. content repo, contact repo, turn servers)
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Inputs:
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- User ID (e.g. only @bob can use the content repo)
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Output:
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- Hash of the capabilities::
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{
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"sha256": "fD876SFrt3sugh23FWEjio3"
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}
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This hash is fed into another API:
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Inputs:
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- The hash of the capabilities
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Output:
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- A list of capabilities::
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{
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"custom.feature.v1": {},
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"m.cap.turnserver.v1": {}
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}
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Client
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~~~~~~
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- e.g. Whether this client supports VoIP
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When a session is started, the client needs to provide a capability set. The server will take the "union"
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of all the user's connected clients' capability sets and send the hash of the capabilities as part of
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presence information (not necesarily as a ``m.presence`` event, but it should act like presence events).
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On first signup, the client will attempt to send the hash and be most likely refused by the home server as
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it does not know the full capability set for that hash. The client will then have to upload the full capability
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set to the home server. The client will then be able to send the hash as normal.
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When a client receives a hash, the client will either recognise the hash or will have to request the capability
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set from their home server:
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Inputs:
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- Hash
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- User ID
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Output:
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- A list of capabilities
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Federation
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~~~~~~~~~~
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- e.g. Whether you support backfill, hypothetical search/query/threading APIs
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- Same as the server capability API
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VoIP
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----
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This addresses one-to-one calling with multiple devices. This uses the ``updates`` key to
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handle signalling.
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Event updates
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~~~~~~~~~~~~~
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- Call is placed by caller. Event generated with offer.
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- 1-N callees may pick up or reject this offer.
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- Callees update the event (with sdp answer if they are accepting the call)
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- Caller acknowledges *one* of the callees (either one which picked up or rejected) by updating the event.
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- Callees who weren't chosen then give up (Answered elsewhere, Rejected elsewhere, etc)
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- Update with ICE candidates as they appear.
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- ... in call ...
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- Send hangup update when hanging up.
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Placing a call
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~~~~~~~~~~~~~~
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::
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caller callee
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|-----m.call.invite--->|
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|<----m.call.answer----|
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| device_id=foo |
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|------m.call.ack----->|
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| device_id=foo |
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|<--m.call.candidate---|
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|---m.call.candidate-->|
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[...] [...]
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|<----m.call.hangup----|
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| device_id=foo |
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Expiry
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~~~~~~
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- WIP: Of invites
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- WIP: Of calls themselves (as they may never send a ``m.call.hangup``
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