mirror of
https://github.com/matrix-construct/construct
synced 2024-11-18 16:00:57 +01:00
201 lines
6.1 KiB
JavaScript
201 lines
6.1 KiB
JavaScript
/*
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// Matrix Construct
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//
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// Copyright (C) Matrix Construct Developers, Authors & Contributors
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// Copyright (C) 2016-2018 Jason Volk <jason@zemos.net>
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//
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// Permission to use, copy, modify, and/or distribute this software for any
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// purpose with or without fee is hereby granted, provided that the above
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// copyright notice and this permission notice is present in all copies. The
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// full license for this software is available in the LICENSE file.
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*/
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'use strict';
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/**
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******************************************************************************
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* Room
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*
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*/
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mc.room = class
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{
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constructor(summary = {})
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{
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// Find the opts structure which may be attached to the summary
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// object; it was hidden in there to reduce the constructor arguments.
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this.opts = summary.opts? summary.opts : {};
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Object.defaults(this.opts, mc.room.opts);
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// Find the room identity in the summary object
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if(!Array.isArray(summary))
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this.id = summary.room_id;
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else
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this.id = summary[0].room_id;
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if(!this.id)
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throw mc.error("Room construction requires a room_id");
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// opts.local indicates whether this is a client-only room; it can be
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// set in the opts or if the room_id has a client-only domain.
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if(this.id.endsWith(":mc"))
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this.opts.local = true;
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// Identity
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this.sid = mc.m.sid(this.id);
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this.uri = encodeURIComponent(this.id);
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// Persistent storage facilities
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//
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// These bind a few levels of mc.storage into the room for
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// convenience. However, similar to the room.control object, relying
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// on these directly is deprecated, and everything should be kept
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// through events in the timeline which will then decide to how to
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// persist within these facilities on their own.
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//
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if(!(this.id in mc.local.room)) mc.local.room[this.id] = {};
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if(!(this.id in mc.session.room)) mc.session.room[this.id] = {};
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if(!(this.id in mc.instance.room)) mc.instance.room[this.id] = {};
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this.local = mc.local.room[this.id];
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this.session = mc.session.room[this.id];
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this.instance = mc.instance.room[this.id];
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// TODO: purge
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this.control = Object.copy(room.control);
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// Event Machine
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//
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// The timeline is the array of events backing the room. This object
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// is the point of authority for everything in the room. The view, the
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// state machine, and all functionality defined hereafter traces back
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// to the vector of events in this timeline.
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//
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this.timeline = new room.timeline;
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this.timeline.id = this.id; //tmp
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// State Machine
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//
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// `room.state` represents the collection of state events, but note
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// that these are full events. `room.content` is like room.state but
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// it jumps directly into the state event content, which is what most
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// accessors of the room state are really looking for. `room.oracle`
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// is the proxy backend object pulling the strings.
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//
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// patterns:
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//
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// room.state['m.room.create'][''].content.creator
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// room.content['m.room.create'][''].creator
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//
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// room.state['m.room.member']['@jzk'].content.membership
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// room.content['m.room.member']['@jzk'].membership
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//
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this.oracle = new room.state(this.timeline);
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this.state = new Proxy(this.oracle.cache, this.oracle);
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this.content = new Proxy(this.state, this.oracle.content);
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// Accessories
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//
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// These are subsystems providing feature functionality to the room.
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// The systems are organized and bound into their eponymous namespace
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// allowing for intuitive object access *relative to this room
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// instance*. In other words, we define mc.room.foo.bar as an
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// unbound object tree which is then executed as this.foo.bar() or
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// some.room.foo.bar() whereby default `bar` has the entire room
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// available as its `this` value. See Function.bindtree in util.js
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//
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this.notifications = Function.bindtree(room.notifications, this);
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this.account = Function.bindtree(room.account, this);
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this.power = Function.bindtree(room.power, this);
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this.membership = Function.bindtree(room.membership, this, summary);
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this.input = Function.bindtree(room.input, this);
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this.dom = Function.bindtree(room.dom, this);
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this.receipt = Function.bindtree(room.receipt, this);
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this.typing = Function.bindtree(room.typing, this);
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this.focus = Function.bindtree(room.focus, this);
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this.scroll = Function.bindtree(room.scroll, this);
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this.sync = Function.bindtree(room.sync, this);
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// For local pseudo-rooms, we have some custom construction
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// functionality we want to run in here.
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if(this.opts.local)
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mc.room.constructor.local.call(this);
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// Generate some initial pseudo-state from the summary data.
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// This will stock the timeline with any initial information.
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if(!Array.isArray(summary))
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this.timeline.insert(room.state.summary.parse(summary));
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else
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this.timeline.insert(summary);
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}
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/** Generate a matrix /publicRooms style summary object from current state
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*/
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get summary()
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{
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return room.state.summary(this.state);
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}
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};
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/** Local pseudoroom constructor extension
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*/
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mc.room.constructor.local = function()
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{
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if(empty(maybe(() => this.content["m.room.create"].creator)))
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{
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this.sync.one(
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{
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type: "m.room.create",
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state_key: "",
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content:
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{
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creator: mc.session.user_id,
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},
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});
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}
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};
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// Global scope alias
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var room = mc.room;
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/**
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* Default Room options
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*
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* Items in here only change when the user specifically changes settings;
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* unlike the control structure below which holds any misc model state.
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*/
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room.opts =
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{
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};
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/**
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* Default Misc model state
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*
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* Everything in here is being moved into actual state event objects in the
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* timeline itself, which will then be referenced as the sole model.
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*/
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room.control =
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{
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show_members: false,
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show_main_input: true,
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show_status_frieze: true,
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show_event_detail: false,
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show_event_info: {},
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left:
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{
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member: {},
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},
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input: "", // ng-model of the main input textarea
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files: {}, // name => FileReader attached alongside the text
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evalmode: false, // true = input will not be sent to channel
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content:
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{
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type: {}, // 'm.room.member': false,
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event_id: {}, // '$xyz:foo.com': false,
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zoom: undefined, // event_id
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},
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messages: {},
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};
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