Federation ========== Constructing a new event ------------------------ **TODO** Signing and Hashes ~~~~~~~~~~~~~~~~~~ **TODO** Validation ---------- **TODO** Domain specific string A string of the form ``:``, where is a single character, ```` is an arbitrary string that does not include a colon, and `` 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. 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. 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 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. .. 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. The auth chain for 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 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 ~~~~~~~~~~~~~~~~~~~~~ **TODO**: 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. 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. 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 } }