Start fleshing out architecture section. Moar .rst formatting! Reword some copypastaed sections to be terser.
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@ -5,16 +5,18 @@ TODO(Introduction) : Matthew
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- Similar to intro paragraph from README.
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- Explaining the overall mission, what this spec describes...
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- "What is Matrix?"
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- Draw parallels with email?
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Architecture
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============
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- Basic structure: What are clients/home servers and what are their
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responsibilities? What are events.
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- Sending a message from A to B
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::
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{ Matrix clients } { Matrix clients }
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How data flows between clients
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==============================
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{ Matrix client A } { Matrix client B }
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^ | ^ |
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| events | | events |
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| V | V
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@ -22,22 +24,87 @@ Architecture
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| |---------( HTTP )---------->| |
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| Home Server | | Home Server |
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| |<--------( HTTP )-----------| |
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+------------------+ +------------------+
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+------------------+ Federation +------------------+
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- How do identity servers fit in? 3PIDs? Users? Aliases
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- Pattern of the APIs (HTTP/JSON, REST + txns)
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- Standard error response format.
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- C-S Event stream
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- Client is an end-user (web app, mobile app) which uses C-S APIs to talk to the home server.
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A given client is typically responsible for a single user.
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- Home server provides C-S APIs and has the ability to federate with other HSes.
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Typically responsible for N clients.
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- Federation's purpose is to share content between interested HSes; no SPOF.
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- Events are actions within the system. Typically each action (e.g. sending a message)
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correlates with exactly one event. Each event has a ``type`` string.
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- ``type`` values SHOULD be namespaced according to standard Java package naming conventions,
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with a ``.`` delimiter e.g. ``com.example.myapp.event``
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- Events are typically send in the context of a room.
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Rooms
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=====
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Room structure
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--------------
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A room is a conceptual place where users can send and receive messages. Rooms
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can be created, joined and left. Messages are sent to a room, and all
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participants in that room will receive the message. Rooms are uniquely
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identified via a room ID. There is exactly one room ID for each room.
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identified via a room ID. There is exactly one room ID for each room. Each
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room can also have an alias. Each room can have many aliases.
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- Aliases
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::
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How events flow in rooms
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========================
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{ @alice:matrix.org } { @bob:domain.com }
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| ^
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Room ID: !qporfwt:matrix.org Room ID: !qporfwt:matrix.org
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Event type: m.room.message Event type: m.room.message
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Content: { JSON object } Content: { JSON object }
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| |
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V |
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+------------------+ +------------------+
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| Home Server | | Home Server |
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| matrix.org |<-------Federation--------->| domain.com |
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+------------------+ +------------------+
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Room ID: !qporfwt:matrix.org Room ID: !qporfwt:matrix.org
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Servers: matrix.org, domain.com Servers: matrix.org, domain.com
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Members: Members:
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- @alice:matrix.org - @alice:matrix.org
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- @bob:domain.com - @bob:domain.com
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- Room IDs MUST have ! prefix; looks like !foo:domain - domain is simply for namespacing,
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the room does NOT reside on domain. NOT human readable.
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- Room Aliases MUST have # prefix; looks like #foo:domain - domain indicates where this
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alias can be mapped to a room ID. Key point: human readable / friendly.
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- User IDs MUST have @ prefix; looks like @foo:domain - domain indicates the user's home
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server.
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- Aliases can be queried on the domain they specify, which will return a room ID if a
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mapping exists. These mappings can change.
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Identity
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--------
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- Identity in relation to 3PIDs. Discovery of users based on 3PIDs.
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- Identity servers; trusted clique of servers which replicate content.
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- They govern the mapping of 3PIDs to user IDs and the creation of said mappings.
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- Not strictly required in order to communicate.
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API Standards
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-------------
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- All HTTP[S]
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- Uses JSON as HTTP bodies
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- Standard error response format { errcode: M_WHATEVER, error: "some message" }
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- C-S API provides POST for operations, or PUT with txn IDs. Explain txn IDs.
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Receiving live updates on a client
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----------------------------------
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- C-S longpoll event stream
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- Concept of start/end tokens.
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- Mention /initialSync to get token.
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Rooms
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=====
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- How are they created?
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- Adding / removing aliases.
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- Invite/join dance
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- State and non-state data (+extensibility)
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@ -46,10 +113,8 @@ TODO : Room permissions / config / power levels.
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Messages
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========
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This specification outlines several standard message types, all of which are
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prefixed with "m.".
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- Namespacing?
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This specification outlines several standard event types, all of which are
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prefixed with ``m.``
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State messages
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--------------
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@ -174,88 +239,59 @@ The following keys can be attached to any ``m.room.message``:
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Presence
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========
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Each user has the concept of Presence information. This encodes a sense of the
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"availability" of that user, suitable for display on other user's clients.
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Each user has the concept of presence information. This encodes the
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"availability" of that user, suitable for display on other user's clients. This
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is transmitted as an ``m.presence`` event and is one of the few events which
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are sent *outside the context of a room*. The basic piece of presence information
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is represented by the ``state`` key, which is an enum of one of the following:
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The basic piece of presence information is an enumeration of a small set of
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state; such as "free to chat", "online", "busy", or "offline". The default state
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unless the user changes it is "online". Lower states suggest some amount of
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decreased availability from normal, which might have some client-side effect
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like muting notification sounds and suggests to other users not to bother them
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unless it is urgent. Equally, the "free to chat" state exists to let the user
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announce their general willingness to receive messages moreso than default.
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- ``online`` : The default state when the user is connected to an event stream.
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- ``unavailable`` : The user is not reachable at this time.
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- ``offline`` : The user is not connected to an event stream.
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- ``free_for_chat`` : The user is generally willing to receive messages
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moreso than default.
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- ``hidden`` : TODO. Behaves as offline, but allows the user to see the client
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state anyway and generally interact with client features.
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Home servers should also allow a user to set their state as "hidden" - a state
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which behaves as offline, but allows the user to see the client state anyway and
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generally interact with client features such as reading message history or
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accessing contacts in the address book.
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This basic state field applies to the user as a whole, regardless of how many
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This basic ``state`` field applies to the user as a whole, regardless of how many
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client devices they have connected. The home server should synchronise this
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status choice among multiple devices to ensure the user gets a consistent
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experience.
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Idle Time
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---------
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As well as the basic state field, the presence information can also show a sense
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As well as the basic ``state`` field, the presence information can also show a sense
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of an "idle timer". This should be maintained individually by the user's
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clients, and the homeserver can take the highest reported time as that to
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report. Likely this should be presented in fairly coarse granularity; possibly
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being limited to letting the home server automatically switch from a "free to
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chat" or "online" mode into "idle".
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clients, and the home server can take the highest reported time as that to
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report. When a user is offline, the home server can still report when the user was last
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seen online.
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When a user is offline, the Home Server can still report when the user was last
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seen online, again perhaps in a somewhat coarse manner.
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Device Type
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-----------
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Client devices that may limit the user experience somewhat (such as "mobile"
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devices with limited ability to type on a real keyboard or read large amounts of
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text) should report this to the home server, as this is also useful information
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to report as "presence" if the user cannot be expected to provide a good typed
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response to messages.
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- m.presence and enums (when should they be used)
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Transmission
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------------
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- Transmitted as an EDU.
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- Presence lists determine who to send to.
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Presence List
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-------------
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Each user's home server stores a "presence list" for that user. This stores a
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list of other user IDs the user has chosen to add to it (remembering any ACL
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Pointer if appropriate).
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To be added to a contact list, the user being added must grant permission. Once
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granted, both user's HS(es) store this information, as it allows the user who
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has added the contact some more abilities; see below. Since such subscriptions
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list of other user IDs the user has chosen to add to it. To be added to this
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list, the user being added must receive permission from the list owner. Once
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granted, both user's HS(es) store this information. Since such subscriptions
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are likely to be bidirectional, HSes may wish to automatically accept requests
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when a reverse subscription already exists.
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As a convenience, presence lists should support the ability to collect users
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into groups, which could allow things like inviting the entire group to a new
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("ad-hoc") chat room, or easy interaction with the profile information ACL
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implementation of the HS.
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Presence and Permissions
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------------------------
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For a viewing user to be allowed to see the presence information of a target
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user, either
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user, either:
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* The target user has allowed the viewing user to add them to their presence
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- The target user has allowed the viewing user to add them to their presence
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list, or
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* The two users share at least one room in common
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- The two users share at least one room in common
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In the latter case, this allows for clients to display some minimal sense of
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presence information in a user list for a room.
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Home servers can also use the user's choice of presence state as a signal for
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how to handle new private one-to-one chat message requests. For example, it
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might decide:
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- "free to chat": accept anything
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- "online": accept from anyone in my address book list
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- "busy": accept from anyone in this "important people" group in my address
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book list
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Typing notifications
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====================
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@ -274,18 +310,14 @@ human-friendly string. Profiles grant users the ability to see human-readable
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names for other users that are in some way meaningful to them. Additionally,
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profiles can publish additional information, such as the user's age or location.
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It is also conceivable that since we are attempting to provide a
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worldwide-applicable messaging system, that users may wish to present different
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subsets of information in their profile to different other people, from a
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privacy and permissions perspective.
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A Profile consists of a display name, an avatar picture, and a set of other
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metadata fields that the user may wish to publish (email address, phone
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numbers, website URLs, etc...). This specification puts no requirements on the
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display name other than it being a valid Unicode string.
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display name other than it being a valid unicode string.
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- Metadata extensibility
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- Bundled with which events? e.g. m.room.member
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- Generate own events? What type?
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Registration and login
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======================
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@ -312,8 +344,8 @@ The login process breaks down into the following:
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step 2.
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As each home server may have different ways of logging in, the client needs to know how
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they should login. All distinct login stages MUST have a corresponding ``'type'``.
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A ``'type'`` is a namespaced string which details the mechanism for logging in.
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they should login. All distinct login stages MUST have a corresponding ``type``.
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A ``type`` is a namespaced string which details the mechanism for logging in.
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A client may be able to login via multiple valid login flows, and should choose a single
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flow when logging in. A flow is a series of login stages. The home server MUST respond
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@ -359,17 +391,17 @@ subsequent requests until the login is completed::
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}
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This specification defines the following login types:
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- m.login.password
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- m.login.oauth2
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- m.login.email.code
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- m.login.email.url
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- ``m.login.password``
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- ``m.login.oauth2``
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- ``m.login.email.code``
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- ``m.login.email.url``
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Password-based
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--------------
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Type:
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"m.login.password"
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Description:
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:Type:
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m.login.password
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:Description:
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Login is supported via a username and password.
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To respond to this type, reply with::
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@ -385,9 +417,9 @@ process, or a standard error response.
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OAuth2-based
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------------
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Type:
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"m.login.oauth2"
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Description:
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:Type:
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m.login.oauth2
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:Description:
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Login is supported via OAuth2 URLs. This login consists of multiple requests.
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To respond to this type, reply with::
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@ -438,9 +470,9 @@ visits the REDIRECT_URI with the auth code= query parameter which returns::
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Email-based (code)
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------------------
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Type:
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"m.login.email.code"
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Description:
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:Type:
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m.login.email.code
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:Description:
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Login is supported by typing in a code which is sent in an email. This login
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consists of multiple requests.
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@ -473,9 +505,9 @@ the login process, or a standard error response.
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Email-based (url)
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-----------------
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Type:
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"m.login.email.url"
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Description:
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:Type:
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m.login.email.url
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:Description:
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Login is supported by clicking on a URL in an email. This login consists of
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multiple requests.
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@ -515,7 +547,7 @@ N-Factor Authentication
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-----------------------
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Multiple login stages can be combined to create N-factor authentication during login.
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This can be achieved by responding with the ``'next'`` login type on completion of a
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This can be achieved by responding with the ``next`` login type on completion of a
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previous login stage::
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{
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}
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If a home server implements N-factor authentication, it MUST respond with all
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``'stages'`` when initially queried for their login requirements::
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``stages`` when initially queried for their login requirements::
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{
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"type": "<1st login type>",
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@ -592,19 +624,19 @@ can also be performed.
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There are three main kinds of communication that occur between home servers:
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* Queries
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- Queries
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These are single request/response interactions between a given pair of
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servers, initiated by one side sending an HTTP request to obtain some
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information, and responded by the other. They are not persisted and contain
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no long-term significant history. They simply request a snapshot state at the
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instant the query is made.
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* EDUs - Ephemeral Data Units
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- EDUs - Ephemeral Data Units
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These are notifications of events that are pushed from one home server to
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another. They are not persisted and contain no long-term significant history,
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nor does the receiving home server have to reply to them.
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* PDUs - Persisted Data Units
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- PDUs - Persisted Data Units
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These are notifications of events that are broadcast from one home server to
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any others that are interested in the same "context" (namely, a Room ID).
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They are persisted to long-term storage and form the record of history for
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@ -629,6 +661,8 @@ milliseconds) generated by its origin server, an origin and destination server
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name, a list of "previous IDs", and a list of PDUs - the actual message payload
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that the Transaction carries.
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::
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{"transaction_id":"916d630ea616342b42e98a3be0b74113",
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"ts":1404835423000,
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"origin":"red",
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@ -660,6 +694,8 @@ sent them), and a nested content field containing the actual event content.
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[[TODO(paul): Update this structure so that 'pdu_id' is a two-element
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[origin,ref] pair like the prev_pdus are]]
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::
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{"pdu_id":"a4ecee13e2accdadf56c1025af232176",
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"context":"#example.green",
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"origin":"green",
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@ -686,6 +722,8 @@ PDUs fall into two main categories: those that deliver Events, and those that
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synchronise State. For PDUs that relate to State synchronisation, additional
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keys exist to support this:
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::
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{...,
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"is_state":true,
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"state_key":TODO
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"previous" IDs. The only mandatory fields for these are the type, origin and
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destination home server names, and the actual nested content.
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::
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{"edu_type":"m.presence",
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"origin":"blue",
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"destination":"orange",
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