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authordstipp <dstipp@users.noreply.github.com>2019-09-17 07:55:29 -0400
committerRichard van der Hoff <1389908+richvdh@users.noreply.github.com>2019-09-17 12:55:29 +0100
commit379d2a8c3918557bacdadea6b508bddd1ce20eaf (patch)
tree8b8e3b016ce54d9d2e76a598931322ee7bd79754 /docs/architecture.md
parentFix race condition in room stats. (#6029) (diff)
downloadsynapse-379d2a8c3918557bacdadea6b508bddd1ce20eaf.tar.xz
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+# Synapse Architecture
+
+As of the end of Oct 2014, Synapse's overall architecture looks like:
+
+        synapse
+        .-----------------------------------------------------.
+        |                          Notifier                   |
+        |                            ^  |                     |
+        |                            |  |                     |
+        |                  .------------|------.              |
+        |                  | handlers/  |      |              |
+        |                  |            v      |              |
+        |                  | Event*Handler <--------> rest/* <=> Client
+        |                  | Rooms*Handler     |              |
+    HS <=> federation/* <==> FederationHandler |              |
+        |      |           | PresenceHandler   |              |
+        |      |           | TypingHandler     |              |
+        |      |           '-------------------'              |
+        |      |                 |     |                      |
+        |      |              state/*  |                      |
+        |      |                 |     |                      |
+        |      |                 v     v                      |
+        |      `--------------> storage/*                     |
+        |                          |                          |
+        '--------------------------|--------------------------'
+                                   v
+                                .----.
+                                | DB |
+                                '----'
+
+-   Handlers: business logic of synapse itself. Follows a set contract of BaseHandler:
+    -   BaseHandler gives us onNewRoomEvent which: (TODO: flesh this out and make it less cryptic):
+        -   handle_state(event)
+        -   auth(event)
+        -   persist_event(event)
+        -   notify notifier or federation(event)
+    -   PresenceHandler: use distributor to get EDUs out of Federation.
+        Very lightweight logic built on the distributor
+    -   TypingHandler: use distributor to get EDUs out of Federation.
+        Very lightweight logic built on the distributor
+    -   EventsHandler: handles the events stream...
+    -   FederationHandler: - gets PDU from Federation Layer; turns into
+        an event; follows basehandler functionality.
+    -   RoomsHandler: does all the room logic, including members - lots
+        of classes in RoomsHandler.
+    -   ProfileHandler: talks to the storage to store/retrieve profile
+        info.
+-   EventFactory: generates events of particular event types.
+-   Notifier: Backs the events handler
+-   REST: Interfaces handlers and events to the outside world via
+    HTTP/JSON. Converts events back and forth from JSON.
+-   Federation: holds the HTTP client & server to talk to other servers.
+    Does replication to make sure there's nothing missing in the graph.
+    Handles reliability. Handles txns.
+-   Distributor: generic event bus. used for presence & typing only
+    currently. Notifier could be implemented using Distributor - so far
+    we are only using for things which actually /require/ dynamic
+    pluggability however as it can obfuscate the actual flow of control.
+-   Auth: helper singleton to say whether a given event is allowed to do
+    a given thing (TODO: put this on the diagram)
+-   State: helper singleton: does state conflict resolution. You give it
+    an event and it tells you if it actually updates the state or not,
+    and annotates the event up properly and handles merge conflict
+    resolution.
+-   Storage: abstracts the storage engine.