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author | Kegan Dougal <kegan@matrix.org> | 2014-09-09 13:51:03 -0700 |
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committer | Kegan Dougal <kegan@matrix.org> | 2014-09-09 13:51:13 -0700 |
commit | 550e8f32ac7a9bc56b57b515c515f85bf264e891 (patch) | |
tree | 1609170728e06c2526ccd98899dc9ac379286b19 /docs/client-server/model/rooms.rst | |
parent | Hangup call if user denies media access. (diff) | |
download | synapse-550e8f32ac7a9bc56b57b515c515f85bf264e891.tar.xz |
Move model to client-server for now.
Diffstat (limited to 'docs/client-server/model/rooms.rst')
-rw-r--r-- | docs/client-server/model/rooms.rst | 274 |
1 files changed, 274 insertions, 0 deletions
diff --git a/docs/client-server/model/rooms.rst b/docs/client-server/model/rooms.rst new file mode 100644 index 0000000000..0007e48e30 --- /dev/null +++ b/docs/client-server/model/rooms.rst @@ -0,0 +1,274 @@ +=========== +Rooms Model +=========== + +A description of the general data model used to implement Rooms, and the +user-level visible effects and implications. + + +Overview +======== + +"Rooms" in Synapse are shared messaging channels over which all the participant +users can exchange messages. Rooms have an opaque persistent identify, a +globally-replicated set of state (consisting principly of a membership set of +users, and other management and miscellaneous metadata), and a message history. + + +Room Identity and Naming +======================== + +Rooms can be arbitrarily created by any user on any home server; at which point +the home server will sign the message that creates the channel, and the +fingerprint of this signature becomes the strong persistent identify of the +room. This now identifies the room to any home server in the network regardless +of its original origin. This allows the identify of the room to outlive any +particular server. Subject to appropriate permissions [to be discussed later], +any current member of a room can invite others to join it, can post messages +that become part of its history, and can change the persistent state of the room +(including its current set of permissions). + +Home servers can provide a directory service, allowing a lookup from a +convenient human-readable form of room label to a room ID. This mapping is +scoped to the particular home server domain and so simply represents that server +administrator's opinion of what room should take that label; it does not have to +be globally replicated and does not form part of the stored state of that room. + +This room name takes the form + + #localname:some.domain.name + +for similarity and consistency with user names on directories. + +To join a room (and therefore to be allowed to inspect past history, post new +messages to it, and read its state), a user must become aware of the room's +fingerprint ID. There are two mechanisms to allow this: + + * An invite message from someone else in the room + + * A referral from a room directory service + +As room IDs are opaque and ephemeral, they can serve as a mechanism to create +"ad-hoc" rooms deliberately unnamed, for small group-chats or even private +one-to-one message exchange. + + +Stored State and Permissions +============================ + +Every room has a globally-replicated set of stored state. This state is a set of +key/value or key/subkey/value pairs. The value of every (sub)key is a +JSON-representable object. The main key of a piece of stored state establishes +its meaning; some keys store sub-keys to allow a sub-structure within them [more +detail below]. Some keys have special meaning to Synapse, as they relate to +management details of the room itself, storing such details as user membership, +and permissions of users to alter the state of the room itself. Other keys may +store information to present to users, which the system does not directly rely +on. The key space itself is namespaced, allowing 3rd party extensions, subject +to suitable permission. + +Permission management is based on the concept of "power-levels". Every user +within a room has an integer assigned, being their "power-level" within that +room. Along with its actual data value, each key (or subkey) also stores the +minimum power-level a user must have in order to write to that key, the +power-level of the last user who actually did write to it, and the PDU ID of +that state change. + +To be accepted as valid, a change must NOT: + + * Be made by a user having a power-level lower than required to write to the + state key + + * Alter the required power-level for that state key to a value higher than the + user has + + * Increase that user's own power-level + + * Grant any other user a power-level higher than the level of the user making + the change + +[[TODO(paul): consider if relaxations should be allowed; e.g. is the current +outright-winner allowed to raise their own level, to allow for "inflation"?]] + + +Room State Keys +=============== + +[[TODO(paul): if this list gets too big it might become necessary to move it +into its own doc]] + +The following keys have special semantics or meaning to Synapse itself: + +m.member (has subkeys) + Stores a sub-key for every Synapse User ID which is currently a member of + this room. Its value gives the membership type ("knocked", "invited", + "joined"). + +m.power_levels + Stores a mapping from Synapse User IDs to their power-level in the room. If + they are not present in this mapping, the default applies. + + The reason to store this as a single value rather than a value with subkeys + is that updates to it are atomic; allowing a number of colliding-edit + problems to be avoided. + +m.default_level + Gives the default power-level for members of the room that do not have one + specified in their membership key. + +m.invite_level + If set, gives the minimum power-level required for members to invite others + to join, or to accept knock requests from non-members requesting access. If + absent, then invites are not allowed. An invitation involves setting their + membership type to "invited", in addition to sending the invite message. + +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 + + 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 + "private" room is not allowed to have the "m.invite_level" set. + + A client may use the value of this key to hint at the user interface + expectations to provide; in particular, a private chat with one other use + might warrant specific handling in the client. + +m.may_join + A list of User IDs that are always allowed to join the room, regardless of any + of the prevailing join rules and invite levels. These apply even to private + rooms. These are stored in a single list with normal update-powerlevel + permissions applied; users cannot arbitrarily remove themselves from the list. + +m.add_state_level + The power-level required for a user to be able to add new state keys. + +m.public_history + If set and true, anyone can request the history of the room, without needing + to be a member of the room. + +m.archive_servers + For "public" rooms with public history, gives a list of home servers that + should be included in message distribution to the room, even if no users on + that server are present. These ensure that a public room can still persist + even if no users are currently members of it. This list should be consulted by + the dirctory servers as the candidate list they respond with. + +The following keys are provided by Synapse for user benefit, but their value is +not otherwise used by Synapse. + +m.name + Stores a short human-readable name for the room, such that clients can display + to a user to assist in identifying which room is which. + + This name specifically is not the strong ID used by the message transport + system to refer to the room, because it may be changed from time to time. + +m.topic + Stores the current human-readable topic + + +Room Creation Templates +======================= + +A client (or maybe home server?) could offer a few templates for the creation of +new rooms. For example, for a simple private one-to-one chat the channel could +assign the creator a power-level of 1, requiring a level of 1 to invite, and +needing an invite before members can join. An invite is then sent to the other +party, and if accepted and the other user joins, the creator's power-level can +now be reduced to 0. This now leaves a room with two participants in it being +unable to add more. + + +Rooms that Continue History +=========================== + +An option that could be considered for room creation, is that when a new room is +created the creator could specify a PDU ID into an existing room, as the history +continuation point. This would be stored as an extra piece of meta-data on the +initial PDU of the room's creation. (It does not appear in the normal previous +PDU linkage). + +This would allow users in rooms to "fork" a room, if it is considered that the +conversations in the room no longer fit its original purpose, and wish to +diverge. Existing permissions on the original room would continue to apply of +course, for viewing that history. If both rooms are considered "public" we might +also want to define a message to post into the original room to represent this +fork point, and give a reference to the new room. + + +User Direct Message Rooms +========================= + +There is no need to build a mechanism for directly sending messages between +users, because a room can handle this ability. To allow direct user-to-user chat +messaging we simply need to be able to create rooms with specific set of +permissions to allow this direct messaging. + +Between any given pair of user IDs that wish to exchange private messages, there +will exist a single shared Room, created lazily by either side. These rooms will +need a certain amount of special handling in both home servers and display on +clients, but as much as possible should be treated by the lower layers of code +the same as other rooms. + +Specially, a client would likely offer a special menu choice associated with +another user (in room member lists, presence list, etc..) as "direct chat". That +would perform all the necessary steps to create the private chat room. Receiving +clients should display these in a special way too as the room name is not +important; instead it should distinguish them on the Display Name of the other +party. + +Home Servers will need a client-API option to request setting up a new user-user +chat room, which will then need special handling within the server. It will +create a new room with the following + + m.member: the proposing user + m.join_rules: "private" + m.may_join: both users + m.power_levels: empty + m.default_level: 0 + m.add_state_level: 0 + m.public_history: False + +Having created the room, it can send an invite message to the other user in the +normal way - the room permissions state that no users can be set to the invited +state, but because they're in the may_join list then they'd be allowed to join +anyway. + +In this arrangement there is now a room with both users may join but neither has +the power to invite any others. Both users now have the confidence that (at +least within the messaging system itself) their messages remain private and +cannot later be provably leaked to a third party. They can freely set the topic +or name if they choose and add or edit any other state of the room. The update +powerlevel of each of these fixed properties should be 1, to lock out the users +from being able to alter them. + + +Anti-Glare +========== + +There exists the possibility of a race condition if two users who have no chat +history with each other simultaneously create a room and invite the other to it. +This is called a "glare" situation. There are two possible ideas for how to +resolve this: + + * Each Home Server should persist the mapping of (user ID pair) to room ID, so + 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) + + * 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 + it doesn't matter which side creates it first; the HSes can just ignore + (or merge?) received PDUs that create the room twice. |