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/******************************************************************************
 * Copyright (C) 2015 Felix Rohrbach <kde@fxrh.de>
 *
 * 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 <QtCore/QObject>
#include <QtCore/QUrl>
#include <QtCore/QSize>

#include <functional>
#include <memory>

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 <typename SenderT1, typename SignalT,
              typename ReceiverT2, typename SlotT>
    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;
    }

    /** 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)
        public:
            using room_factory_t =
                std::function<Room*(Connection*, const QString&, JoinState joinState)>;
            using user_factory_t =
                std::function<User*(Connection*, const QString&)>;

            // 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<const User*, QString>;
            using DirectChatUsersMap = QMultiHash<QString, User*>;
            using IgnoredUsersList = IgnoredUsersEvent::content_type;

            using UsersToDevicesToEvents =
                std::unordered_map<QString,
                    std::unordered_map<QString, const Event&>>;

            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<QPair<QString, bool>, 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 <typename EventT>
            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<QString, QVector<Room*>> tagsToRooms() const;

            /** Get all room tags known on this connection */
            QStringList tagNames() const;

            /** Get the list of rooms with the specified tag */
            QVector<Room*> 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<User*> 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<QString, User*> 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;

            /**
             * 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(const QUrl &fromFile = {});
            /**
             * 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 QUrl &toFile = {}) 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);

            /** 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 <typename JobT, typename... JobArgTs>
            JobT* callApi(RunningPolicy runningPolicy,
                          JobArgTs&&... jobArgs) const
            {
                auto job = new JobT(std::forward<JobArgTs>(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 <typename JobT, typename... JobArgTs>
            JobT* callApi(JobArgTs&&... jobArgs) const
            {
                return callApi<JobT>(ForegroundRequest,
                                     std::forward<JobArgTs>(jobArgs)...);
            }

            /** Generates a new transaction id. Transaction id's are unique within
             * a single Connection object
             */
            Q_INVOKABLE QByteArray generateTxnId() const;

            template <typename T = Room>
            static void setRoomType()
            {
                roomFactory =
                    [](Connection* c, const QString& id, JoinState joinState)
                    { return new T(c, id, joinState); };
            }

            template <typename T = User>
            static void setUserType()
            {
                userFactory =
                    [](Connection* c, const QString& id) { return new T(id, c); };
            }

        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();

            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& contentType = {}) const;
            UploadContentJob* uploadFile(const QString& fileName,
                                         const QString& contentType = {});
            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<CreateRoomJob::StateEvent>& initialState = {},
                const QVector<CreateRoomJob::Invite3pid>& 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<void(Room*)>& 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<void(Room*)>& 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);

            /** 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<PostReceiptJob>() or Room::postReceipt() instead */
            virtual PostReceiptJob* postReceipt(Room* room,
                                                RoomEvent* event) const;
            /** @deprecated Use callApi<LeaveRoomJob>() 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, QByteArray 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, QByteArray details,
                              int retriesTaken, int nextRetryInMilliseconds);

            void syncDone();
            void syncError(QString message, QByteArray 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();

        protected:
            /**
             * @brief Access the underlying ConnectionData class
             */
            const ConnectionData* connectionData() const;

            /**
             * @brief Find a (possibly new) Room object for the specified id
             * Use this method whenever you need to find a Room object in
             * the local list of rooms. Note that this does not interact with
             * the server; in particular, does not automatically create rooms
             * on the server.
             * @return a pointer to a Room object with the specified id; nullptr
             * if roomId is empty if roomFactory() failed to create a Room object.
             */
            Room* provideRoom(const QString& roomId, JoinState joinState);

            /**
             * Completes loading sync data.
             */
            void onSyncSuccess(SyncData &&data);

        private:
            class Private;
            std::unique_ptr<Private> 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<void()> 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*)