/****************************************************************************** * Copyright (C) 2015 Felix Rohrbach * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2.1 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA */ #pragma once #include "csapi/create_room.h" #include "joinstate.h" #include "events/accountdataevents.h" #include #include #include #include #include namespace QMatrixClient { class Room; class User; class ConnectionData; class RoomEvent; class SyncJob; class SyncData; class RoomMessagesJob; class PostReceiptJob; class ForgetRoomJob; class MediaThumbnailJob; class JoinRoomJob; class UploadContentJob; class GetContentJob; class DownloadFileJob; class SendToDeviceJob; class SendMessageJob; /** Create a single-shot connection that triggers on the signal and * then self-disconnects * * Only supports DirectConnection type. */ template inline auto connectSingleShot(SenderT1* sender, SignalT signal, ReceiverT2* receiver, SlotT slot) { QMetaObject::Connection connection; connection = QObject::connect(sender, signal, receiver, slot, Qt::DirectConnection); Q_ASSERT(connection); QObject::connect(sender, signal, receiver, [connection] { QObject::disconnect(connection); }, Qt::DirectConnection); return connection; } class Connection; using room_factory_t = std::function; using user_factory_t = std::function; /** The default factory to create room objects * * Just a wrapper around operator new. * \sa Connection::setRoomFactory, Connection::setRoomType */ template static inline room_factory_t defaultRoomFactory() { return [](Connection* c, const QString& id, JoinState js) { return new T(c, id, js); }; } /** The default factory to create user objects * * Just a wrapper around operator new. * \sa Connection::setUserFactory, Connection::setUserType */ template static inline user_factory_t defaultUserFactory() { return [](Connection* c, const QString& id) { return new T(id, c); }; } /** Enumeration with flags defining the network job running policy * So far only background/foreground flags are available. * * \sa Connection::callApi */ enum RunningPolicy { ForegroundRequest = 0x0, BackgroundRequest = 0x1 }; class Connection: public QObject { Q_OBJECT /** Whether or not the rooms state should be cached locally * \sa loadState(), saveState() */ Q_PROPERTY(User* localUser READ user NOTIFY stateChanged) Q_PROPERTY(QString localUserId READ userId NOTIFY stateChanged) Q_PROPERTY(QString deviceId READ deviceId NOTIFY stateChanged) Q_PROPERTY(QByteArray accessToken READ accessToken NOTIFY stateChanged) Q_PROPERTY(QUrl homeserver READ homeserver WRITE setHomeserver NOTIFY homeserverChanged) Q_PROPERTY(bool cacheState READ cacheState WRITE setCacheState NOTIFY cacheStateChanged) Q_PROPERTY(bool lazyLoading READ lazyLoading WRITE setLazyLoading NOTIFY lazyLoadingChanged) public: // Room ids, rather than room pointers, are used in the direct chat // map types because the library keeps Invite rooms separate from // rooms in Join and Leave state; and direct chats in account data // are stored with no regard to their state. using DirectChatsMap = QMultiHash; using DirectChatUsersMap = QMultiHash; using IgnoredUsersList = IgnoredUsersEvent::content_type; using UsersToDevicesToEvents = std::unordered_map>; enum RoomVisibility { PublishRoom, UnpublishRoom }; // FIXME: Should go inside CreateRoomJob explicit Connection(QObject* parent = nullptr); explicit Connection(const QUrl& server, QObject* parent = nullptr); virtual ~Connection(); /** Get all Invited and Joined rooms * \return a hashmap from a composite key - room name and whether * it's an Invite rather than Join - to room pointers */ QHash, Room*> roomMap() const; /** Check whether the account has data of the given type * Direct chats map is not supported by this method _yet_. */ bool hasAccountData(const QString& type) const; /** Get a generic account data event of the given type * This returns an account data event of the given type * stored on the server. Direct chats map cannot be retrieved * using this method _yet_; use directChats() instead. */ const EventPtr& accountData(const QString& type) const; /** Get a generic account data event of the given type * This returns an account data event of the given type * stored on the server. Direct chats map cannot be retrieved * using this method _yet_; use directChats() instead. */ template const typename EventT::content_type accountData() const { if (const auto& eventPtr = accountData(EventT::matrixTypeId())) return eventPtr->content(); return {}; } /** Get account data as a JSON object * This returns the content part of the account data event * of the given type. Direct chats map cannot be retrieved using * this method _yet_; use directChats() instead. */ Q_INVOKABLE QJsonObject accountDataJson(const QString& type) const; /** Set a generic account data event of the given type */ void setAccountData(EventPtr&& event); Q_INVOKABLE void setAccountData(const QString& type, const QJsonObject& content); /** Get all Invited and Joined rooms grouped by tag * \return a hashmap from tag name to a vector of room pointers, * sorted by their order in the tag - details are at * https://matrix.org/speculator/spec/drafts%2Fe2e/client_server/unstable.html#id95 */ QHash> tagsToRooms() const; /** Get all room tags known on this connection */ QStringList tagNames() const; /** Get the list of rooms with the specified tag */ QVector roomsWithTag(const QString& tagName) const; /** Mark the room as a direct chat with the user * This function marks \p room as a direct chat with \p user. * Emits the signal synchronously, without waiting to complete * synchronisation with the server. * * \sa directChatsListChanged */ void addToDirectChats(const Room* room, User* user); /** Unmark the room from direct chats * This function removes the room id from direct chats either for * a specific \p user or for all users if \p user in nullptr. * The room id is used to allow removal of, e.g., ids of forgotten * rooms; a Room object need not exist. Emits the signal * immediately, without waiting to complete synchronisation with * the server. * * \sa directChatsListChanged */ void removeFromDirectChats(const QString& roomId, User* user = nullptr); /** Check whether the room id corresponds to a direct chat */ bool isDirectChat(const QString& roomId) const; /** Get the whole map from users to direct chat rooms */ DirectChatsMap directChats() const; /** Retrieve the list of users the room is a direct chat with * @return The list of users for which this room is marked as * a direct chat; an empty list if the room is not a direct chat */ QList directChatUsers(const Room* room) const; /** Check whether a particular user is in the ignore list */ bool isIgnored(const User* user) const; /** Get the whole list of ignored users */ IgnoredUsersList ignoredUsers() const; /** Add the user to the ignore list * The change signal is emitted synchronously, without waiting * to complete synchronisation with the server. * * \sa ignoredUsersListChanged */ void addToIgnoredUsers(const User* user); /** Remove the user from the ignore list * Similar to adding, the change signal is emitted synchronously. * * \sa ignoredUsersListChanged */ void removeFromIgnoredUsers(const User* user); /** Get the full list of users known to this account */ QMap users() const; QUrl homeserver() const; Q_INVOKABLE Room* room(const QString& roomId, JoinStates states = JoinState::Invite|JoinState::Join) const; Q_INVOKABLE Room* invitation(const QString& roomId) const; Q_INVOKABLE User* user(const QString& userId); const User* user() const; User* user(); QString userId() const; QString deviceId() const; QByteArray accessToken() const; Q_INVOKABLE SyncJob* syncJob() const; Q_INVOKABLE int millisToReconnect() const; [[deprecated("Use accessToken() instead")]] Q_INVOKABLE QString token() const; Q_INVOKABLE void getTurnServers(); /** * Call this before first sync to load from previously saved file. * * \param fromFile A local path to read the state from. Uses QUrl * to be QML-friendly. Empty parameter means using a path * defined by stateCachePath(). */ Q_INVOKABLE void loadState(); /** * This method saves the current state of rooms (but not messages * in them) to a local cache file, so that it could be loaded by * loadState() on a next run of the client. * * \param toFile A local path to save the state to. Uses QUrl to be * QML-friendly. Empty parameter means using a path defined by * stateCachePath(). */ Q_INVOKABLE void saveState() const; /// This method saves the current state of a single room. void saveRoomState(Room* r) const; /** * The default path to store the cached room state, defined as * follows: * QStandardPaths::writeableLocation(QStandardPaths::CacheLocation) + _safeUserId + "_state.json" * where `_safeUserId` is userId() with `:` (colon) replaced with * `_` (underscore) * /see loadState(), saveState() */ Q_INVOKABLE QString stateCachePath() const; bool cacheState() const; void setCacheState(bool newValue); bool lazyLoading() const; void setLazyLoading(bool newValue); /** Start a job of a specified type with specified arguments and policy * * This is a universal method to start a job of a type passed * as a template parameter. The policy allows to fine-tune the way * the job is executed - as of this writing it means a choice * between "foreground" and "background". * * \param runningPolicy controls how the job is executed * \param jobArgs arguments to the job constructor * * \sa BaseJob::isBackground. QNetworkRequest::BackgroundRequestAttribute */ template JobT* callApi(RunningPolicy runningPolicy, JobArgTs&&... jobArgs) const { auto job = new JobT(std::forward(jobArgs)...); connect(job, &BaseJob::failure, this, &Connection::requestFailed); job->start(connectionData(), runningPolicy&BackgroundRequest); return job; } /** Start a job of a specified type with specified arguments * * This is an overload that calls the job with "foreground" policy. */ template JobT* callApi(JobArgTs&&... jobArgs) const { return callApi(ForegroundRequest, std::forward(jobArgs)...); } /** Generate a new transaction id. Transaction id's are unique within * a single Connection object */ Q_INVOKABLE QByteArray generateTxnId() const; /// Set a room factory function static void setRoomFactory(room_factory_t f); /// Set a user factory function static void setUserFactory(user_factory_t f); /// Get a room factory function static room_factory_t roomFactory(); /// Get a user factory function static user_factory_t userFactory(); /// Set the room factory to default with the overriden room type template static void setRoomType() { setRoomFactory(defaultRoomFactory()); } /// Set the user factory to default with the overriden user type template static void setUserType() { setUserFactory(defaultUserFactory()); } public slots: /** Set the homeserver base URL */ void setHomeserver(const QUrl& baseUrl); /** Determine and set the homeserver from domain or MXID */ void resolveServer(const QString& mxidOrDomain); void connectToServer(const QString& user, const QString& password, const QString& initialDeviceName, const QString& deviceId = {}); void connectWithToken(const QString& userId, const QString& accessToken, const QString& deviceId); /** @deprecated Use stopSync() instead */ void disconnectFromServer() { stopSync(); } void logout(); void sync(int timeout = -1); void stopSync(); QString nextBatchToken() const; virtual MediaThumbnailJob* getThumbnail(const QString& mediaId, QSize requestedSize, RunningPolicy policy = BackgroundRequest) const; MediaThumbnailJob* getThumbnail(const QUrl& url, QSize requestedSize, RunningPolicy policy = BackgroundRequest) const; MediaThumbnailJob* getThumbnail(const QUrl& url, int requestedWidth, int requestedHeight, RunningPolicy policy = BackgroundRequest) const; // QIODevice* should already be open UploadContentJob* uploadContent(QIODevice* contentSource, const QString& filename = {}, const QString& overrideContentType = {}) const; UploadContentJob* uploadFile(const QString& fileName, const QString& overrideContentType = {}); GetContentJob* getContent(const QString& mediaId) const; GetContentJob* getContent(const QUrl& url) const; // If localFilename is empty, a temporary file will be created DownloadFileJob* downloadFile(const QUrl& url, const QString& localFilename = {}) const; /** * \brief Create a room (generic method) * This method allows to customize room entirely to your liking, * providing all the attributes the original CS API provides. */ CreateRoomJob* createRoom(RoomVisibility visibility, const QString& alias, const QString& name, const QString& topic, QStringList invites, const QString& presetName = {}, bool isDirect = false, const QVector& initialState = {}, const QVector& invite3pids = {}, const QJsonObject& creationContent = {}); /** Get a direct chat with a single user * This method may return synchronously or asynchoronously depending * on whether a direct chat room with the respective person exists * already. * * \sa directChatAvailable */ void requestDirectChat(const QString& userId); /** Get a direct chat with a single user * This method may return synchronously or asynchoronously depending * on whether a direct chat room with the respective person exists * already. * * \sa directChatAvailable */ void requestDirectChat(User* u); /** Run an operation in a direct chat with the user * This method may return synchronously or asynchoronously depending * on whether a direct chat room with the respective person exists * already. Instead of emitting a signal it executes the passed * function object with the direct chat room as its parameter. */ void doInDirectChat(const QString& userId, const std::function& operation); /** Run an operation in a direct chat with the user * This method may return synchronously or asynchoronously depending * on whether a direct chat room with the respective person exists * already. Instead of emitting a signal it executes the passed * function object with the direct chat room as its parameter. */ void doInDirectChat(User* u, const std::function& operation); /** Create a direct chat with a single user, optional name and topic * A room will always be created, unlike in requestDirectChat. * It is advised to use requestDirectChat as a default way of getting * one-on-one with a person, and only use createDirectChat when * a new creation is explicitly desired. */ CreateRoomJob* createDirectChat(const QString& userId, const QString& topic = {}, const QString& name = {}); virtual JoinRoomJob* joinRoom(const QString& roomAlias, const QStringList& serverNames = {}); /** Sends /forget to the server and also deletes room locally. * This method is in Connection, not in Room, since it's a * room lifecycle operation, and Connection is an acting room manager. * It ensures that the local user is not a member of a room (running /leave, * if necessary) then issues a /forget request and if that one doesn't fail * deletion of the local Room object is ensured. * \param id - the room id to forget * \return - the ongoing /forget request to the server; note that the * success() signal of this request is connected to deleteLater() * of a respective room so by the moment this finishes, there might be no * Room object anymore. */ ForgetRoomJob* forgetRoom(const QString& id); SendToDeviceJob* sendToDevices(const QString& eventType, const UsersToDevicesToEvents& eventsMap) const; /** \deprecated This method is experimental and may be removed any time */ SendMessageJob* sendMessage(const QString& roomId, const RoomEvent& event) const; // Old API that will be abolished any time soon. DO NOT USE. /** @deprecated Use callApi() or Room::postReceipt() instead */ virtual PostReceiptJob* postReceipt(Room* room, RoomEvent* event) const; /** @deprecated Use callApi() or Room::leaveRoom() instead */ virtual void leaveRoom( Room* room ); signals: /** * @deprecated * This was a signal resulting from a successful resolveServer(). * Since Connection now provides setHomeserver(), the HS URL * may change even without resolveServer() invocation. Use * homeserverChanged() instead of resolved(). You can also use * connectToServer and connectWithToken without the HS URL set in * advance (i.e. without calling resolveServer), as they now trigger * server name resolution from MXID if the server URL is not valid. */ void resolved(); void resolveError(QString error); void homeserverChanged(QUrl baseUrl); void connected(); void reconnected(); //< \deprecated Use connected() instead void loggedOut(); /** Login data or state have changed * * This is a common change signal for userId, deviceId and * accessToken - these properties normally only change at * a successful login and logout and are constant at other times. */ void stateChanged(); void loginError(QString message, QString details); /** A network request (job) failed * * @param request - the pointer to the failed job */ void requestFailed(BaseJob* request); /** A network request (job) failed due to network problems * * This is _only_ emitted when the job will retry on its own; * once it gives up, requestFailed() will be emitted. * * @param message - message about the network problem * @param details - raw error details, if any available * @param retriesTaken - how many retries have already been taken * @param nextRetryInMilliseconds - when the job will retry again */ void networkError(QString message, QString details, int retriesTaken, int nextRetryInMilliseconds); void syncDone(); void syncError(QString message, QString details); void newUser(User* user); /** * \group Signals emitted on room transitions * * Note: Rooms in Invite state are always stored separately from * rooms in Join/Leave state, because of special treatment of * invite_state in Matrix CS API (see The Spec on /sync for details). * Therefore, objects below are: r - room in Join/Leave state; * i - room in Invite state * * 1. none -> Invite: newRoom(r), invitedRoom(r,nullptr) * 2. none -> Join: newRoom(r), joinedRoom(r,nullptr) * 3. none -> Leave: newRoom(r), leftRoom(r,nullptr) * 4. Invite -> Join: * newRoom(r), joinedRoom(r,i), aboutToDeleteRoom(i) * 4a. Leave and Invite -> Join: * joinedRoom(r,i), aboutToDeleteRoom(i) * 5. Invite -> Leave: * newRoom(r), leftRoom(r,i), aboutToDeleteRoom(i) * 5a. Leave and Invite -> Leave: * leftRoom(r,i), aboutToDeleteRoom(i) * 6. Join -> Leave: leftRoom(r) * 7. Leave -> Invite: newRoom(i), invitedRoom(i,r) * 8. Leave -> Join: joinedRoom(r) * The following transitions are only possible via forgetRoom() * so far; if a room gets forgotten externally, sync won't tell * about it: * 9. any -> none: as any -> Leave, then aboutToDeleteRoom(r) */ /** A new room object has been created */ void newRoom(Room* room); /** A room invitation is seen for the first time * * If the same room is in Left state, it's passed in prev. Beware * that initial sync will trigger this signal for all rooms in * Invite state. */ void invitedRoom(Room* room, Room* prev); /** A joined room is seen for the first time * * It's not the same as receiving a room in "join" section of sync * response (rooms will be there even after joining); it's also * not (exactly) the same as actual joining action of a user (all * rooms coming in initial sync will trigger this signal too). If * this room was in Invite state before, the respective object is * passed in prev (and it will be deleted shortly afterwards). */ void joinedRoom(Room* room, Room* prev); /** A room has just been left * * If this room has been in Invite state (as in case of rejecting * an invitation), the respective object will be passed in prev * (and will be deleted shortly afterwards). Note that, similar * to invitedRoom and joinedRoom, this signal is triggered for all * Left rooms upon initial sync (not only those that were left * right before the sync). */ void leftRoom(Room* room, Room* prev); /** The room object is about to be deleted */ void aboutToDeleteRoom(Room* room); /** The room has just been created by createRoom or requestDirectChat * * This signal is not emitted in usual room state transitions, * only as an outcome of room creation operations invoked by * the client. * \note requestDirectChat doesn't necessarily create a new chat; * use directChatAvailable signal if you just need to obtain * a direct chat room. */ void createdRoom(Room* room); /** The first sync for the room has been completed * * This signal is emitted after the room has been synced the first * time. This is the right signal to connect to if you need to * access the room state (name, aliases, members); state transition * signals (newRoom, joinedRoom etc.) come earlier, when the room * has just been created. */ void loadedRoomState(Room* room); /** Account data (except direct chats) have changed */ void accountDataChanged(QString type); /** The direct chat room is ready for using * This signal is emitted upon any successful outcome from * requestDirectChat. */ void directChatAvailable(Room* directChat); /** The list of direct chats has changed * This signal is emitted every time when the mapping of users * to direct chat rooms is changed (because of either local updates * or a different list arrived from the server). */ void directChatsListChanged(DirectChatsMap additions, DirectChatsMap removals); void ignoredUsersListChanged(IgnoredUsersList additions, IgnoredUsersList removals); void cacheStateChanged(); void lazyLoadingChanged(); void turnServersChanged(const QJsonObject& servers); protected: /** * @brief Access the underlying ConnectionData class */ const ConnectionData* connectionData() const; /** Get a Room object for the given id in the given state * * Use this method when you need a Room object in the local list * of rooms, with the given state. Note that this does not interact * with the server; in particular, does not automatically create * rooms on the server. This call performs necessary join state * transitions; e.g., if it finds a room in Invite but * `joinState == JoinState::Join` then the Invite room object * will be deleted and a new room object with Join state created. * In contrast, switching between Join and Leave happens within * the same object. * \param roomId room id (not alias!) * \param joinState desired (target) join state of the room; if * omitted, any state will be found and return unchanged, or a * new Join room created. * @return a pointer to a Room object with the specified id and the * specified state; nullptr if roomId is empty or if roomFactory() * failed to create a Room object. */ Room* provideRoom(const QString& roomId, Omittable joinState = none); /** * Completes loading sync data. */ void onSyncSuccess(SyncData &&data, bool fromCache = false); private: class Private; std::unique_ptr d; /** * A single entry for functions that need to check whether the * homeserver is valid before running. May either execute connectFn * synchronously or asynchronously (if tryResolve is true and * a DNS lookup is initiated); in case of errors, emits resolveError * if the homeserver URL is not valid and cannot be resolved from * userId. * * @param userId - fully-qualified MXID to resolve HS from * @param connectFn - a function to execute once the HS URL is good */ void checkAndConnect(const QString& userId, std::function connectFn); void doConnectToServer(const QString& user, const QString& password, const QString& initialDeviceName, const QString& deviceId = {}); static room_factory_t _roomFactory; static user_factory_t _userFactory; }; } // namespace QMatrixClient Q_DECLARE_METATYPE(QMatrixClient::Connection*)