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author | Kegan Dougal <kegan@matrix.org> | 2014-09-15 09:46:33 +0100 |
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committer | Kegan Dougal <kegan@matrix.org> | 2014-09-15 09:46:33 +0100 |
commit | bf6fa6dd3dbaf929e2a15c1100ac6650aed65944 (patch) | |
tree | bedb2fad2cb22eb99189879adf04258a0076f46e /docs/client-server/model | |
parent | Updated spec and api docs to desired new format. (diff) | |
parent | BF: presence and eventMap were not reset at logout. (diff) | |
download | synapse-bf6fa6dd3dbaf929e2a15c1100ac6650aed65944.tar.xz |
Merge branch 'develop' of github.com:matrix-org/synapse into registration-api-changes
Diffstat (limited to 'docs/client-server/model')
-rw-r--r-- | docs/client-server/model/presence.rst | 249 | ||||
-rw-r--r-- | docs/client-server/model/profiles.rst | 232 | ||||
-rw-r--r-- | docs/client-server/model/protocol_examples.rst | 64 | ||||
-rw-r--r-- | docs/client-server/model/room-join-workflow.rst | 113 | ||||
-rw-r--r-- | docs/client-server/model/rooms.rst | 274 | ||||
-rw-r--r-- | docs/client-server/model/terminology.rst | 86 | ||||
-rw-r--r-- | docs/client-server/model/third-party-id.rst | 108 |
7 files changed, 1126 insertions, 0 deletions
diff --git a/docs/client-server/model/presence.rst b/docs/client-server/model/presence.rst new file mode 100644 index 0000000000..7e54505364 --- /dev/null +++ b/docs/client-server/model/presence.rst @@ -0,0 +1,249 @@ +======== +Presence +======== + +A description of presence information and visibility between users. + +Overview +======== + +Each user has the concept of Presence information. This encodes a sense of the +"availability" of that user, suitable for display on other user's clients. + + +Presence Information +==================== + +The basic piece of presence information is an enumeration of a small set of +state; such as "free to chat", "online", "busy", or "offline". The default state +unless the user changes it is "online". Lower states suggest some amount of +decreased availability from normal, which might have some client-side effect +like muting notification sounds and suggests to other users not to bother them +unless it is urgent. Equally, the "free to chat" state exists to let the user +announce their general willingness to receive messages moreso than default. + +Home servers should also allow a user to set their state as "hidden" - a state +which behaves as offline, but allows the user to see the client state anyway and +generally interact with client features such as reading message history or +accessing contacts in the address book. + +This basic state field applies to the user as a whole, regardless of how many +client devices they have connected. The home server should synchronise this +status choice among multiple devices to ensure the user gets a consistent +experience. + +Idle Time +--------- + +As well as the basic state field, the presence information can also show a sense +of an "idle timer". This should be maintained individually by the user's +clients, and the homeserver can take the highest reported time as that to +report. Likely this should be presented in fairly coarse granularity; possibly +being limited to letting the home server automatically switch from a "free to +chat" or "online" mode into "idle". + +When a user is offline, the Home Server can still report when the user was last +seen online, again perhaps in a somewhat coarse manner. + +Device Type +----------- + +Client devices that may limit the user experience somewhat (such as "mobile" +devices with limited ability to type on a real keyboard or read large amounts of +text) should report this to the home server, as this is also useful information +to report as "presence" if the user cannot be expected to provide a good typed +response to messages. + + +Presence List +============= + +Each user's home server stores a "presence list" for that user. This stores a +list of other user IDs the user has chosen to add to it (remembering any ACL +Pointer if appropriate). + +To be added to a contact list, the user being added must grant permission. Once +granted, both user's HS(es) store this information, as it allows the user who +has added the contact some more abilities; see below. Since such subscriptions +are likely to be bidirectional, HSes may wish to automatically accept requests +when a reverse subscription already exists. + +As a convenience, presence lists should support the ability to collect users +into groups, which could allow things like inviting the entire group to a new +("ad-hoc") chat room, or easy interaction with the profile information ACL +implementation of the HS. + + +Presence and Permissions +======================== + +For a viewing user to be allowed to see the presence information of a target +user, either + + * The target user has allowed the viewing user to add them to their presence + list, or + + * The two users share at least one room in common + +In the latter case, this allows for clients to display some minimal sense of +presence information in a user list for a room. + +Home servers can also use the user's choice of presence state as a signal for +how to handle new private one-to-one chat message requests. For example, it +might decide: + + "free to chat": accept anything + "online": accept from anyone in my addres book list + "busy": accept from anyone in this "important people" group in my address + book list + + +API Efficiency +============== + +A simple implementation of presence messaging has the ability to cause a large +amount of Internet traffic relating to presence updates. In order to minimise +the impact of such a feature, the following observations can be made: + + * There is no point in a Home Server polling status for peers in a user's + presence list if the user has no clients connected that care about it. + + * It is highly likely that most presence subscriptions will be symmetric - a + given user watching another is likely to in turn be watched by that user. + + * It is likely that most subscription pairings will be between users who share + at least one Room in common, and so their Home Servers are actively + exchanging message PDUs or transactions relating to that Room. + + * Presence update messages do not need realtime guarantees. It is acceptable to + delay delivery of updates for some small amount of time (10 seconds to a + minute). + +The general model of presence information is that of a HS registering its +interest in receiving presence status updates from other HSes, which then +promise to send them when required. Rather than actively polling for the +currentt state all the time, HSes can rely on their relative stability to only +push updates when required. + +A Home Server should not rely on the longterm validity of this presence +information, however, as this would not cover such cases as a user's server +crashing and thus failing to inform their peers that users it used to host are +no longer available online. Therefore, each promise of future updates should +carry with a timeout value (whether explicit in the message, or implicit as some +defined default in the protocol), after which the receiving HS should consider +the information potentially stale and request it again. + +However, because of the likelyhood that two home servers are exchanging messages +relating to chat traffic in a room common to both of them, the ongoing receipt +of these messages can be taken by each server as an implicit notification that +the sending server is still up and running, and therefore that no status changes +have happened; because if they had the server would have sent them. A second, +larger timeout should be applied to this implicit inference however, to protect +against implementation bugs or other reasons that the presence state cache may +become invalid; eventually the HS should re-enquire the current state of users +and update them with its own. + +The following workflows can therefore be used to handle presence updates: + + 1 When a user first appears online their HS sends a message to each other HS + containing at least one user to be watched; each message carrying both a + notification of the sender's new online status, and a request to obtain and + watch the target users' presence information. This message implicitly + promises the sending HS will now push updates to the target HSes. + + 2 The target HSes then respond a single message each, containing the current + status of the requested user(s). These messages too implicitly promise the + target HSes will themselves push updates to the sending HS. + + As these messages arrive at the sending user's HS they can be pushed to the + user's client(s), possibly batched again to ensure not too many small + messages which add extra protocol overheads. + +At this point, all the user's clients now have the current presence status +information for this moment in time, and have promised to send each other +updates in future. + + 3 The HS maintains two watchdog timers per peer HS it is exchanging presence + information with. The first timer should have a relatively small expiry + (perhaps 1 minute), and the second timer should have a much longer time + (perhaps 1 hour). + + 4 Any time any kind of message is received from a peer HS, the short-term + presence timer associated with it is reset. + + 5 Whenever either of these timers expires, an HS should push a status reminder + to the target HS whose timer has now expired, and request again from that + server the status of the subscribed users. + + 6 On receipt of one of these presence status reminders, an HS can reset both + of its presence watchdog timers. + +To avoid bursts of traffic, implementations should attempt to stagger the expiry +of the longer-term watchdog timers for different peer HSes. + +When individual users actively change their status (either by explicit requests +from clients, or inferred changes due to idle timers or client timeouts), the HS +should batch up any status changes for some reasonable amount of time (10 +seconds to a minute). This allows for reduced protocol overheads in the case of +multiple messages needing to be sent to the same peer HS; as is the likely +scenario in many cases, such as a given human user having multiple user +accounts. + + +API Requirements +================ + +The data model presented here puts the following requirements on the APIs: + +Client-Server +------------- + +Requests that a client can make to its Home Server + + * get/set current presence state + Basic enumeration + ability to set a custom piece of text + + * report per-device idle time + After some (configurable?) idle time the device should send a single message + to set the idle duration. The HS can then infer a "start of idle" instant and + use that to keep the device idleness up to date. At some later point the + device can cancel this idleness. + + * report per-device type + Inform the server that this device is a "mobile" device, or perhaps some + other to-be-defined category of reduced capability that could be presented to + other users. + + * start/stop presence polling for my presence list + It is likely that these messages could be implicitly inferred by other + messages, though having explicit control is always useful. + + * get my presence list + [implicit poll start?] + It is possible that the HS doesn't yet have current presence information when + the client requests this. There should be a "don't know" type too. + + * add/remove a user to my presence list + +Server-Server +------------- + +Requests that Home Servers make to others + + * request permission to add a user to presence list + + * allow/deny a request to add to a presence list + + * perform a combined presence state push and subscription request + For each sending user ID, the message contains their new status. + For each receiving user ID, the message should contain an indication on + whether the sending server is also interested in receiving status from that + user; either as an immediate update response now, or as a promise to send + future updates. + +Server to Client +---------------- + +[[TODO(paul): There also needs to be some way for a user's HS to push status +updates of the presence list to clients, but the general server-client event +model currently lacks a space to do that.]] diff --git a/docs/client-server/model/profiles.rst b/docs/client-server/model/profiles.rst new file mode 100644 index 0000000000..f7d6bd5679 --- /dev/null +++ b/docs/client-server/model/profiles.rst @@ -0,0 +1,232 @@ +======== +Profiles +======== + +A description of Synapse user profile metadata support. + + +Overview +======== + +Internally within Synapse users are referred to by an opaque ID, which consists +of some opaque localpart combined with the domain name of their home server. +Obviously this does not yield a very nice user experience; users would like to +see readable names for other users that are in some way meaningful to them. +Additionally, users like to be able to publish "profile" details to inform other +users of other information about them. + +It is also conceivable that since we are attempting to provide a +worldwide-applicable messaging system, that users may wish to present different +subsets of information in their profile to different other people, from a +privacy and permissions perspective. + +A Profile consists of a display name, an (optional?) avatar picture, and a set +of other metadata fields that the user may wish to publish (email address, phone +numbers, website URLs, etc...). We put no requirements on the display name other +than it being a valid Unicode string. Since it is likely that users will end up +having multiple accounts (perhaps by necessity of being hosted in multiple +places, perhaps by choice of wanting multiple distinct identifies), it would be +useful that a metadata field type exists that can refer to another Synapse User +ID, so that clients and HSes can make use of this information. + +Metadata Fields +--------------- + +[[TODO(paul): Likely this list is incomplete; more fields can be defined as we +think of them. At the very least, any sort of supported ID for the 3rd Party ID +servers should be accounted for here.]] + + * Synapse Directory Server username(s) + + * Email address + + * Phone number - classify "home"/"work"/"mobile"/custom? + + * Twitter/Facebook/Google+/... social networks + + * Location - keep this deliberately vague to allow people to choose how + granular it is + + * "Bio" information - date of birth, etc... + + * Synapse User ID of another account + + * Web URL + + * Freeform description text + + +Visibility Permissions +====================== + +A home server implementation could offer the ability to set permissions on +limited visibility of those fields. When another user requests access to the +target user's profile, their own identity should form part of that request. The +HS implementation can then decide which fields to make available to the +requestor. + +A particular detail of implementation could allow the user to create one or more +ACLs; where each list is granted permission to see a given set of non-public +fields (compare to Google+ Circles) and contains a set of other people allowed +to use it. By giving these ACLs strong identities within the HS, they can be +referenced in communications with it, granting other users who encounter these +the "ACL Token" to use the details in that ACL. + +If we further allow an ACL Token to be present on Room join requests or stored +by 3PID servers, then users of these ACLs gain the extra convenience of not +having to manually curate people in the access list; anyone in the room or with +knowledge of the 3rd Party ID is automatically granted access. Every HS and +client implementation would have to be aware of the existence of these ACL +Token, and include them in requests if present, but not every HS implementation +needs to actually provide the full permissions model. This can be used as a +distinguishing feature among competing implementations. However, servers MUST +NOT serve profile information from a cache if there is a chance that its limited +understanding could lead to information leakage. + + +Client Concerns of Multiple Accounts +==================================== + +Because a given person may want to have multiple Synapse User accounts, client +implementations should allow the use of multiple accounts simultaneously +(especially in the field of mobile phone clients, which generally don't support +running distinct instances of the same application). Where features like address +books, presence lists or rooms are presented, the client UI should remember to +make distinct with user account is in use for each. + + +Directory Servers +================= + +Directory Servers can provide a forward mapping from human-readable names to +User IDs. These can provide a service similar to giving domain-namespaced names +for Rooms; in this case they can provide a way for a user to reference their +User ID in some external form (e.g. that can be printed on a business card). + +The format for Synapse user name will consist of a localpart specific to the +directory server, and the domain name of that directory server: + + @localname:some.domain.name + +The localname is separated from the domain name using a colon, so as to ensure +the localname can still contain periods, as users may want this for similarity +to email addresses or the like, which typically can contain them. The format is +also visually quite distinct from email addresses, phone numbers, etc... so +hopefully reasonably "self-describing" when written on e.g. a business card +without surrounding context. + +[[TODO(paul): we might have to think about this one - too close to email? + Twitter? Also it suggests a format scheme for room names of + #localname:domain.name, which I quite like]] + +Directory server administrators should be able to make some kind of policy +decision on how these are allocated. Servers within some "closed" domain (such +as company-specific ones) may wish to verify the validity of a mapping using +their own internal mechanisms; "public" naming servers can operate on a FCFS +basis. There are overlapping concerns here with the idea of the 3rd party +identity servers as well, though in this specific case we are creating a new +namespace to allocate names into. + +It would also be nice from a user experience perspective if the profile that a +given name links to can also declare that name as part of its metadata. +Furthermore as a security and consistency perspective it would be nice if each +end (the directory server and the user's home server) check the validity of the +mapping in some way. This needs investigation from a security perspective to +ensure against spoofing. + +One such model may be that the user starts by declaring their intent to use a +given user name link to their home server, which then contacts the directory +service. At some point later (maybe immediately for "public open FCFS servers", +maybe after some kind of human intervention for verification) the DS decides to +honour this link, and includes it in its served output. It should also tell the +HS of this fact, so that the HS can present this as fact when requested for the +profile information. For efficiency, it may further wish to provide the HS with +a cryptographically-signed certificate as proof, so the HS serving the profile +can provide that too when asked, avoiding requesting HSes from constantly having +to contact the DS to verify this mapping. (Note: This is similar to the security +model often applied in DNS to verify PTR <-> A bidirectional mappings). + + +Identity Servers +================ + +The identity servers should support the concept of pointing a 3PID being able to +store an ACL Token as well as the main User ID. It is however, beyond scope to +do any kind of verification that any third-party IDs that the profile is +claiming match up to the 3PID mappings. + + +User Interface and Expectations Concerns +======================================== + +Given the weak "security" of some parts of this model as compared to what users +might expect, some care should be taken on how it is presented to users, +specifically in the naming or other wording of user interface components. + +Most notably mere knowledge of an ACL Pointer is enough to read the information +stored in it. It is possible that Home or Identity Servers could leak this +information, allowing others to see it. This is a security-vs-convenience +balancing choice on behalf of the user who would choose, or not, to make use of +such a feature to publish their information. + +Additionally, unless some form of strong end-to-end user-based encryption is +used, a user of ACLs for information privacy has to trust other home servers not +to lie about the identify of the user requesting access to the Profile. + + +API Requirements +================ + +The data model presented here puts the following requirements on the APIs: + +Client-Server +------------- + +Requests that a client can make to its Home Server + + * get/set my Display Name + This should return/take a simple "text/plain" field + + * get/set my Avatar URL + The avatar image data itself is not stored by this API; we'll just store a + URL to let the clients fetch it. Optionally HSes could integrate this with + their generic content attacmhent storage service, allowing a user to set + upload their profile Avatar and update the URL to point to it. + + * get/add/remove my metadata fields + Also we need to actually define types of metadata + + * get another user's Display Name / Avatar / metadata fields + +[[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 +------------- + +Requests that Home Servers make to others + + * get a user's Display Name / Avatar + + * get a user's full profile - name/avatar + MD fields + This request must allow for specifying the User ID of the requesting user, + for permissions purposes. It also needs to take into account any ACL Tokens + the requestor has. + + * push a change of Display Name to observers (overlaps with the presence API) + +Room Event PDU Types +-------------------- + +Events that are pushed from Home Servers to other Home Servers or clients. + + * user Display Name change + + * user Avatar change + [[TODO(paul): should the avatar image itself be stored in all the room + histories? maybe this event should just be a hint to clients that they should + re-fetch the avatar image]] diff --git a/docs/client-server/model/protocol_examples.rst b/docs/client-server/model/protocol_examples.rst new file mode 100644 index 0000000000..61a599b432 --- /dev/null +++ b/docs/client-server/model/protocol_examples.rst @@ -0,0 +1,64 @@ +PUT /send/abc/ HTTP/1.1 +Host: ... +Content-Length: ... +Content-Type: application/json + +{ + "origin": "localhost:5000", + "pdus": [ + { + "content": {}, + "context": "tng", + "depth": 12, + "is_state": false, + "origin": "localhost:5000", + "pdu_id": 1404381396854, + "pdu_type": "feedback", + "prev_pdus": [ + [ + "1404381395883", + "localhost:6000" + ] + ], + "ts": 1404381427581 + } + ], + "prev_ids": [ + "1404381396852" + ], + "ts": 1404381427823 +} + +HTTP/1.1 200 OK +... + +====================================== + +GET /pull/-1/ HTTP/1.1 +Host: ... +Content-Length: 0 + +HTTP/1.1 200 OK +Content-Length: ... +Content-Type: application/json + +{ + origin: ..., + prev_ids: ..., + data: [ + { + data_id: ..., + prev_pdus: [...], + depth: ..., + ts: ..., + context: ..., + origin: ..., + content: { + ... + } + }, + ..., + ] +} + + diff --git a/docs/client-server/model/room-join-workflow.rst b/docs/client-server/model/room-join-workflow.rst new file mode 100644 index 0000000000..c321a64fab --- /dev/null +++ b/docs/client-server/model/room-join-workflow.rst @@ -0,0 +1,113 @@ +================== +Room Join Workflow +================== + +An outline of the workflows required when a user joins a room. + +Discovery +========= + +To join a room, a user has to discover the room by some mechanism in order to +obtain the (opaque) Room ID and a candidate list of likely home servers that +contain it. + +Sending an Invitation +--------------------- + +The most direct way a user discovers the existence of a room is from a +invitation from some other user who is a member of that room. + +The inviter's HS sets the membership status of the invitee to "invited" in the +"m.members" state key by sending a state update PDU. The HS then broadcasts this +PDU among the existing members in the usual way. An invitation message is also +sent to the invited user, containing the Room ID and the PDU ID of this +invitation state change and potentially a list of some other home servers to use +to accept the invite. The user's client can then choose to display it in some +way to alert the user. + +[[TODO(paul): At present, no API has been designed or described to actually send +that invite to the invited user. Likely it will be some facet of the larger +user-user API required for presence, profile management, etc...]] + +Directory Service +----------------- + +Alternatively, the user may discover the channel via a directory service; either +by performing a name lookup, or some kind of browse or search acitivty. However +this is performed, the end result is that the user's home server requests the +Room ID and candidate list from the directory service. + +[[TODO(paul): At present, no API has been designed or described for this +directory service]] + + +Joining +======= + +Once the ID and home servers are obtained, the user can then actually join the +room. + +Accepting an Invite +------------------- + +If a user has received and accepted an invitation to join a room, the invitee's +home server can now send an invite acceptance message to a chosen candidate +server from the list given in the invitation, citing also the PDU ID of the +invitation as "proof" of their invite. (This is required as due to late message +propagation it could be the case that the acceptance is received before the +invite by some servers). If this message is allowed by the candidate server, it +generates a new PDU that updates the invitee's membership status to "joined", +referring back to the acceptance PDU, and broadcasts that as a state change in +the usual way. The newly-invited user is now a full member of the room, and +state propagation proceeds as usual. + +Joining a Public Room +--------------------- + +If a user has discovered the existence of a room they wish to join but does not +have an active invitation, they can request to join it directly by sending a +join message to a candidate server on the list provided by the directory +service. As this list may be out of date, the HS should be prepared to retry +other candidates if the chosen one is no longer aware of the room, because it +has no users as members in it. + +Once a candidate server that is aware of the room has been found, it can +broadcast an update PDU to add the member into the "m.members" key setting their +state directly to "joined" (i.e. bypassing the two-phase invite semantics), +remembering to include the new user's HS in that list. + +Knocking on a Semi-Public Room +------------------------------ + +If a user requests to join a room but the join mode of the room is "knock", the +join is not immediately allowed. Instead, if the user wishes to proceed, they +can instead post a "knock" message, which informs other members of the room that +the would-be joiner wishes to become a member and sets their membership value to +"knocked". If any of them wish to accept this, they can then send an invitation +in the usual way described above. Knowing that the user has already knocked and +expressed an interest in joining, the invited user's home server should +immediately accept that invitation on the user's behalf, and go on to join the +room in the usual way. + +[[NOTE(Erik): Though this may confuse users who expect 'X has joined' to +actually be a user initiated action, i.e. they may expect that 'X' is actually +looking at synapse right now?]] + +[[NOTE(paul): Yes, a fair point maybe we should suggest HSes don't do that, and +just offer an invite to the user as normal]] + +Private and Non-Existent Rooms +------------------------------ + +If a user requests to join a room but the room is either unknown by the home +server receiving the request, or is known by the join mode is "invite" and the +user has not been invited, the server must respond that the room does not exist. +This is to prevent leaking information about the existence and identity of +private rooms. + + +Outstanding Questions +===================== + + * Do invitations or knocks time out and expire at some point? If so when? Time + is hard in distributed systems. 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. diff --git a/docs/client-server/model/terminology.rst b/docs/client-server/model/terminology.rst new file mode 100644 index 0000000000..cc6e6760ac --- /dev/null +++ b/docs/client-server/model/terminology.rst @@ -0,0 +1,86 @@ +=========== +Terminology +=========== + +A list of definitions of specific terminology used among these documents. +These terms were originally taken from the server-server documentation, and may +not currently match the exact meanings used in other places; though as a +medium-term goal we should encourage the unification of this terminology. + + +Terms +===== + +Backfilling: + The process of synchronising historic state from one home server to another, + to backfill the event storage so that scrollback can be presented to the + client(s). (Formerly, and confusingly, called 'pagination') + +Context: + A single human-level entity of interest (currently, a chat room) + +EDU (Ephemeral Data Unit): + A message that relates directly to a given pair of home servers that are + exchanging it. EDUs are short-lived messages that related only to one single + pair of servers; they are not persisted for a long time and are not forwarded + on to other servers. Because of this, they have no internal ID nor previous + EDUs reference chain. + +Event: + A record of activity that records a single thing that happened on to a context + (currently, a chat room). These are the "chat messages" that Synapse makes + available. + [[NOTE(paul): The current server-server implementation calls these simply + "messages" but the term is too ambiguous here; I've called them Events]] + +PDU (Persistent Data Unit): + A message that relates to a single context, irrespective of the server that + is communicating it. PDUs either encode a single Event, or a single State + change. A PDU is referred to by its PDU ID; the pair of its origin server + and local reference from that server. + +PDU ID: + The pair of PDU Origin and PDU Reference, that together globally uniquely + refers to a specific PDU. + +PDU Origin: + The name of the origin server that generated a given PDU. This may not be the + server from which it has been received, due to the way they are copied around + from server to server. The origin always records the original server that + created it. + +PDU Reference: + A local ID used to refer to a specific PDU from a given origin server. These + references are opaque at the protocol level, but may optionally have some + structured meaning within a given origin server or implementation. + +Presence: + The concept of whether a user is currently online, how available they declare + they are, and so on. See also: doc/model/presence + +Profile: + A set of metadata about a user, such as a display name, provided for the + benefit of other users. See also: doc/model/profiles + +Room ID: + An opaque string (of as-yet undecided format) that identifies a particular + room and used in PDUs referring to it. + +Room Alias: + A human-readable string of the form #name:some.domain that users can use as a + pointer to identify a room; a Directory Server will map this to its Room ID + +State: + A set of metadata maintained about a Context, which is replicated among the + servers in addition to the history of Events. + +User ID: + A string of the form @localpart:domain.name that identifies a user for + wire-protocol purposes. The localpart is meaningless outside of a particular + home server. This takes a human-readable form that end-users can use directly + if they so wish, avoiding the 3PIDs. + +Transaction: + A message which relates to the communication between a given pair of servers. + A transaction contains possibly-empty lists of PDUs and EDUs. + diff --git a/docs/client-server/model/third-party-id.rst b/docs/client-server/model/third-party-id.rst new file mode 100644 index 0000000000..1f8138ddf7 --- /dev/null +++ b/docs/client-server/model/third-party-id.rst @@ -0,0 +1,108 @@ +====================== +Third Party Identities +====================== + +A description of how email addresses, mobile phone numbers and other third +party identifiers can be used to authenticate and discover users in Matrix. + + +Overview +======== + +New users need to authenticate their account. An email or SMS text message can +be a convenient form of authentication. Users already have email addresses +and phone numbers for contacts in their address book. They want to communicate +with those contacts in Matrix without manually exchanging a Matrix User ID with +them. + +Third Party IDs +--------------- + +[[TODO(markjh): Describe the format of a 3PID]] + + +Third Party ID Associations +--------------------------- + +An Associaton is a binding between a Matrix User ID and a Third Party ID (3PID). +Each 3PID can be associated with one Matrix User ID at a time. + +[[TODO(markjh): JSON format of the association.]] + +Verification +------------ + +An Assocation must be verified by a trusted Verification Server. Email +addresses and phone numbers can be verified by sending a token to the address +which a client can supply to the verifier to confirm ownership. + +An email Verification Server may be capable of verifying all email 3PIDs or may +be restricted to verifying addresses for a particular domain. A phone number +Verification Server may be capable of verifying all phone numbers or may be +restricted to verifying numbers for a given country or phone prefix. + +Verification Servers fulfil a similar role to Certificate Authorities in PKI so +a similar level of vetting should be required before clients trust their +signatures. + +A Verification Server may wish to check for existing Associations for a 3PID +before creating a new Association. + +Discovery +--------- + +Users can discover Associations using a trusted Identity Server. Each +Association will be signed by the Identity Server. An Identity Server may store +the entire space of Associations or may delegate to other Identity Servers when +looking up Associations. + +Each Association returned from an Identity Server must be signed by a +Verification Server. Clients should check these signatures. + +Identity Servers fulfil a similar role to DNS servers. + +Privacy +------- + +A User may publish the association between their phone number and Matrix User ID +on the Identity Server without publishing the number in their Profile hosted on +their Home Server. + +Identity Servers should refrain from publishing reverse mappings and should +take steps, such as rate limiting, to prevent attackers enumerating the space of +mappings. + +Federation +========== + +Delegation +---------- + +Verification Servers could delegate signing to another server by issuing +certificate to that server allowing it to verify and sign a subset of 3PID on +its behalf. It would be necessary to provide a language for describing which +subset of 3PIDs that server had authority to validate. Alternatively it could +delegate the verification step to another server but sign the resulting +association itself. + +The 3PID space will have a heirachical structure like DNS so Identity Servers +can delegate lookups to other servers. An Identity Server should be prepared +to host or delegate any valid association within the subset of the 3PIDs it is +resonsible for. + +Multiple Root Verification Servers +---------------------------------- + +There can be multiple root Verification Servers and an Association could be +signed by multiple servers if different clients trust different subsets of +the verification servers. + +Multiple Root Identity Servers +------------------------------ + +There can be be multiple root Identity Servers. Clients will add each +Association to all root Identity Servers. + +[[TODO(markjh): Describe how clients find the list of root Identity Servers]] + + |