Federation Sender#
The Federation Sender is responsible for sending Persistent Data Units (PDUs)
and Ephemeral Data Units (EDUs) to other homeservers using
the /send
Federation API.
How do PDUs get sent?
The Federation Sender is made aware of new PDUs due to FederationSender.notify_new_events
.
When the sender is notified about a newly-persisted PDU that originates from this homeserver
and is not an out-of-band event, we pass the PDU to the _PerDestinationQueue
for each
remote homeserver that is in the room at that point in the DAG.
Per-Destination Queues
There is one PerDestinationQueue
per ‘destination’ homeserver.
The PerDestinationQueue
maintains the following information about the destination:
whether the destination is currently in catch-up mode (see below);
a queue of PDUs to be sent to the destination; and
a queue of EDUs to be sent to the destination (not considered in this section).
Upon a new PDU being enqueued, attempt_new_transaction
is called to start a new
transaction if there is not already one in progress.
Transactions and the Transaction Transmission Loop
Each federation HTTP request to the /send
endpoint is referred to as a ‘transaction’.
The body of the HTTP request contains a list of PDUs and EDUs to send to the destination.
The Transaction Transmission Loop (_transaction_transmission_loop
) is responsible
for emptying the queued PDUs (and EDUs) from a PerDestinationQueue
by sending
them to the destination.
There can only be one transaction in flight for a given destination at any time. (Other than preventing us from overloading the destination, this also makes it easier to reason about because we process events sequentially for each destination. This is useful for Catch-Up Mode, described later.)
The loop continues so long as there is anything to send. At each iteration of the loop, we:
dequeue up to 50 PDUs (and up to 100 EDUs).
make the
/send
request to the destination homeserver with the dequeued PDUs and EDUs.if successful, make note of the fact that we succeeded in transmitting PDUs up to the given
stream_ordering
of the latest PDU byif unsuccessful, back off from the remote homeserver for some time. If we have been unsuccessful for too long (when the backoff interval grows to exceed 1 hour), the in-memory queues are emptied and we enter Catch-Up Mode, described below.
Catch-Up Mode
When the PerDestinationQueue
has the catch-up flag set, the Catch-Up Transmission Loop
(_catch_up_transmission_loop
) is used in lieu of the regular _transaction_transmission_loop
.
(Only once the catch-up mode has been exited can the regular transaction transmission behaviour
be resumed.)
Catch-Up Mode, entered upon Synapse startup or once a homeserver has fallen behind due to
connection problems, is responsible for sending PDUs that have been missed by the destination
homeserver. (PDUs can be missed because the PerDestinationQueue
is volatile — i.e. resets
on startup — and it does not hold PDUs forever if /send
requests to the destination fail.)
The catch-up mechanism makes use of the last_successful_stream_ordering
column in the
destinations
table (which gives the stream_ordering
of the most recent successfully
sent PDU) and the stream_ordering
column in the destination_rooms
table (which gives,
for each room, the stream_ordering
of the most recent PDU that needs to be sent to this
destination).
Each iteration of the loop pulls out 50 destination_rooms
entries with the oldest
stream_ordering
s that are greater than the last_successful_stream_ordering
.
In other words, from the set of latest PDUs in each room to be sent to the destination,
the 50 oldest such PDUs are pulled out.
These PDUs could, in principle, now be directly sent to the destination. However, as an optimisation intended to prevent overloading destination homeservers, we instead attempt to send the latest forward extremities so long as the destination homeserver is still eligible to receive those. This reduces load on the destination in aggregate because all Synapse homeservers will behave according to this principle and therefore avoid sending lots of different PDUs at different points in the DAG to a recovering homeserver. This optimisation is not currently valid in rooms which are partial-state on this homeserver, since we are unable to determine whether the destination homeserver is eligible to receive the latest forward extremities unless this homeserver sent those PDUs — in this case, we just send the latest PDUs originating from this server and skip this optimisation.
Whilst PDUs are sent through this mechanism, the position of last_successful_stream_ordering
is advanced as normal.
Once there are no longer any rooms containing outstanding PDUs to be sent to the destination
that are not already in the PerDestinationQueue
because they arrived since Catch-Up Mode
was enabled, Catch-Up Mode is exited and we return to _transaction_transmission_loop
.
A note on failures and back-offs
If a remote server is unreachable over federation, we back off from that server, with an exponentially-increasing retry interval. We automatically retry after the retry interval expires (roughly, the logic to do so being triggered every minute).
If the backoff grows too large (> 1 hour), the in-memory queue is emptied (to prevent unbounded growth) and Catch-Up Mode is entered.
It is worth noting that the back-off for a remote server is cleared once an inbound
request from that remote server is received (see notify_remote_server_up
).
At this point, the transaction transmission loop is also started up, to proactively
send missed PDUs and EDUs to the destination (i.e. you don’t need to wait for a new PDU
or EDU, destined for that destination, to be created in order to send out missed PDUs and
EDUs).