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https://github.com/matrix-org/dendrite
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add mutex locking to reduce race conditions
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de727386ba
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@ -122,7 +122,14 @@ func (rp *RequestPool) cleanPresence(db storage.Presence, cleanupTime time.Durat
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// set a unix timestamp of when it last saw the types
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// this way it can filter based on time
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var lastPresence map[string]map[int]int64 = make(map[string]map[int]int64)
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type PresenceMap struct {
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mu sync.Mutex
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seen map[string]map[int]int64
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}
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var lastPresence PresenceMap
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// lastPresence.presence = make(map[string]map[int]int64)
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// how long before the online status expires
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// should be long enough that any client will have another sync before expiring
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@ -136,6 +143,9 @@ func (rp *RequestPool) updatePresence(db storage.Presence, presence string, user
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func (rp *RequestPool) updatePresenceInternal(db storage.Presence, presence string, userID string, check_again bool) {
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//lock the map to this thread
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lastPresence.mu.Lock()
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//grab time for caching
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workingTime := time.Now().Unix()
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@ -157,26 +167,31 @@ func (rp *RequestPool) updatePresenceInternal(db storage.Presence, presence stri
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LastActiveTS: spec.AsTimestamp(time.Now()),
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}
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//update time for each presence
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if lastPresence[userID] == nil {
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lastPresence[userID] = make(map[int]int64)
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//make sure that the map is defined correctly as needed
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if lastPresence.seen == nil {
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lastPresence.seen = make(map[string]map[int]int64)
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}
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lastPresence[userID][int(presenceID)] = workingTime
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if lastPresence.seen[userID] == nil {
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lastPresence.seen[userID] = make(map[int]int64)
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}
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//update time for each presence
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lastPresence.seen[userID][int(presenceID)] = workingTime
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var presenceToSet types.Presence
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//online will always get priority
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if (workingTime - lastPresence[userID][int(types.PresenceOnline)]) < presenceTimeout {
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if (workingTime - lastPresence.seen[userID][int(types.PresenceOnline)]) < presenceTimeout {
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presenceToSet = types.PresenceOnline
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//idle gets secondary priority because your presence shouldnt be idle if you are on a different device
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//kinda copying discord presence
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} else if (workingTime - lastPresence[userID][int(types.PresenceUnavailable)]) < presenceTimeout {
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} else if (workingTime - lastPresence.seen[userID][int(types.PresenceUnavailable)]) < presenceTimeout {
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presenceToSet = types.PresenceUnavailable
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//only set offline status if there is no known online devices
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//clients may set offline to attempt to not alter the online status of the user
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} else if (workingTime - lastPresence[userID][int(types.PresenceOffline)]) < presenceTimeout {
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} else if (workingTime - lastPresence.seen[userID][int(types.PresenceOffline)]) < presenceTimeout {
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presenceToSet = types.PresenceOffline
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if check_again {
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@ -189,6 +204,11 @@ func (rp *RequestPool) updatePresenceInternal(db storage.Presence, presence stri
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presenceToSet = types.PresenceUnknown
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}
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//the map is no longer being written to or read from
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//i assume let the rest happen without being held up as to keep things heading through
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//as fast and smoothly as possible
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lastPresence.mu.Unlock()
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// ensure we also send the current status_msg to federated servers and not nil
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dbPresence, err := db.GetPresences(context.Background(), []string{userID})
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if err != nil && err != sql.ErrNoRows {
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@ -220,6 +240,7 @@ func (rp *RequestPool) updatePresenceInternal(db storage.Presence, presence stri
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context.Background(), userID, presenceToSet, newPresence.ClientFields.StatusMsg,
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spec.AsTimestamp(time.Now()), true,
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)
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}
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func (rp *RequestPool) updateLastSeen(req *http.Request, device *userapi.Device) {
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