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construct/modules/static/js/room.js

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/*
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// Matrix Construct
//
// Copyright (C) Matrix Construct Developers, Authors & Contributors
// Copyright (C) 2016-2018 Jason Volk <jason@zemos.net>
//
// Permission to use, copy, modify, and/or distribute this software for any
// purpose with or without fee is hereby granted, provided that the above
// copyright notice and this permission notice is present in all copies. The
// full license for this software is available in the LICENSE file.
*/
'use strict';
/**
******************************************************************************
* Room
*
*/
mc.room = class
{
constructor(summary = {})
{
// Find the opts structure which may be attached to the summary
// object; it was hidden in there to reduce the constructor arguments.
this.opts = summary.opts? summary.opts : {};
Object.defaults(this.opts, mc.room.opts);
// Find the room identity in the summary object
if(!Array.isArray(summary))
this.id = summary.room_id;
else
this.id = summary[0].room_id;
if(!this.id)
throw mc.error("Room construction requires a room_id");
// opts.local indicates whether this is a client-only room; it can be
// set in the opts or if the room_id has a client-only domain.
if(this.id.endsWith(":mc"))
this.opts.local = true;
// Identity
this.sid = mc.m.sid(this.id);
this.uri = encodeURIComponent(this.id);
// Persistent storage facilities
//
// These bind a few levels of mc.storage into the room for
// convenience. However, similar to the room.control object, relying
// on these directly is deprecated, and everything should be kept
// through events in the timeline which will then decide to how to
// persist within these facilities on their own.
//
if(!(this.id in mc.local.room)) mc.local.room[this.id] = {};
if(!(this.id in mc.session.room)) mc.session.room[this.id] = {};
if(!(this.id in mc.instance.room)) mc.instance.room[this.id] = {};
this.local = mc.local.room[this.id];
this.session = mc.session.room[this.id];
this.instance = mc.instance.room[this.id];
// TODO: purge
this.control = Object.copy(room.control);
// Event Machine
//
// The timeline is the array of events backing the room. This object
// is the point of authority for everything in the room. The view, the
// state machine, and all functionality defined hereafter traces back
// to the vector of events in this timeline.
//
this.timeline = new room.timeline;
this.timeline.id = this.id; //tmp
// State Machine
//
// `room.state` represents the collection of state events, but note
// that these are full events. `room.content` is like room.state but
// it jumps directly into the state event content, which is what most
// accessors of the room state are really looking for. `room.oracle`
// is the proxy backend object pulling the strings.
//
// patterns:
//
// room.state['m.room.create'][''].content.creator
// room.content['m.room.create'][''].creator
//
// room.state['m.room.member']['@jzk'].content.membership
// room.content['m.room.member']['@jzk'].membership
//
this.oracle = new room.state(this.timeline);
this.state = new Proxy(this.oracle.cache, this.oracle);
this.content = new Proxy(this.state, this.oracle.content);
// Accessories
//
// These are subsystems providing feature functionality to the room.
// The systems are organized and bound into their eponymous namespace
// allowing for intuitive object access *relative to this room
// instance*. In other words, we define mc.room.foo.bar as an
// unbound object tree which is then executed as this.foo.bar() or
// some.room.foo.bar() whereby default `bar` has the entire room
// available as its `this` value. See Function.bindtree in util.js
//
this.notifications = Function.bindtree(room.notifications, this);
this.account = Function.bindtree(room.account, this);
this.power = Function.bindtree(room.power, this);
this.membership = Function.bindtree(room.membership, this, summary);
this.input = Function.bindtree(room.input, this);
this.dom = Function.bindtree(room.dom, this);
this.receipt = Function.bindtree(room.receipt, this);
this.typing = Function.bindtree(room.typing, this);
this.focus = Function.bindtree(room.focus, this);
this.scroll = Function.bindtree(room.scroll, this);
this.sync = Function.bindtree(room.sync, this);
// For local pseudo-rooms, we have some custom construction
// functionality we want to run in here.
if(this.opts.local)
mc.room.constructor.local.call(this);
// Generate some initial pseudo-state from the summary data.
// This will stock the timeline with any initial information.
if(!Array.isArray(summary))
this.timeline.insert(room.state.summary.parse(summary));
else
this.timeline.insert(summary);
}
/** Generate a matrix /publicRooms style summary object from current state
*/
get summary()
{
return room.state.summary(this.state);
}
};
/** Local pseudoroom constructor extension
*/
mc.room.constructor.local = function()
{
if(empty(maybe(() => this.content["m.room.create"].creator)))
{
this.sync.one(
{
type: "m.room.create",
state_key: "",
content:
{
creator: mc.session.user_id,
},
});
}
};
// Global scope alias
var room = mc.room;
/**
* Default Room options
*
* Items in here only change when the user specifically changes settings;
* unlike the control structure below which holds any misc model state.
*/
room.opts =
{
};
/**
* Default Misc model state
*
* Everything in here is being moved into actual state event objects in the
* timeline itself, which will then be referenced as the sole model.
*/
room.control =
{
show_members: false,
show_main_input: true,
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show_status_frieze: true,
show_event_detail: false,
show_event_info: {},
left:
{
member: {},
},
input: "", // ng-model of the main input textarea
files: {}, // name => FileReader attached alongside the text
evalmode: false, // true = input will not be sent to channel
content:
{
type: {}, // 'm.room.member': false,
event_id: {}, // '$xyz:foo.com': false,
zoom: undefined, // event_id
},
messages: {},
};