This has never been documented, and I'm not sure it's ever been used outside
sytest.
It's quite a lot of poorly-maintained code, so I'd like to get rid of it.
For now I haven't removed the database table; I suggest we leave that for a
future clearout.
- Put the default window_size back to 1000ms (broken by #5181)
- Make the `rc_federation` config actually do something
- fix an off-by-one error in the 'concurrent' limit
- Avoid creating an unused `_PerHostRatelimiter` object for every single
incoming request
The runtime errors that dealt with local email password resets talked about config options that users may not even have in their config file yet (if upgrading). Instead, the cryptic errors are now replaced with hopefully much more helpful ones.
* SAML2 Improvements and redirect stuff
Signed-off-by: Alexander Trost <galexrt@googlemail.com>
* Code cleanups and simplifications.
Also: share the saml client between redirect and response handlers.
* changelog
* Revert redundant changes to static js
* Move all the saml stuff out to a centralised handler
* Add support for tracking SAML2 sessions.
This allows us to correctly handle `allow_unsolicited: False`.
* update sample config
* cleanups
* update sample config
* rename BaseSSORedirectServlet for consistency
* Address review comments
This would cause emails being sent, but Synapse responding with a 429 when creating the event. The client would then retry, and with bad timing the same scenario would happen again. Some testing I did ended up sending me 10 emails for one single invite because of this.
When a client asks for users whose devices have changed since a token we
used to pull *all* users from the database since the token, which could
easily be thousands of rows for old tokens.
This PR changes this to only check for changes for users the client is
actually interested in.
Fixes#5553
Closes#4583
Does slightly less than #5045, which prevented a room from being upgraded multiple times, one after another. This PR still allows that, but just prevents two from happening at the same time.
Mostly just to mitigate the fact that servers are slow and it can take a moment for the room upgrade to actually complete. We don't want people sending another request to upgrade the room when really they just thought the first didn't go through.