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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;
class LeaveRoomJob;
/** 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;
}
class Connection;
using room_factory_t = std::function<Room*(Connection*, const QString&,
JoinState)>;
using user_factory_t = std::function<User*(Connection*, const QString&)>;
/** The default factory to create room objects
*
* Just a wrapper around operator new.
* \sa Connection::setRoomFactory, Connection::setRoomType
*/
template <typename T = Room>
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 <typename T = User>
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<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;
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 <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)...);
}
/** 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 <typename T>
static void setRoomType() { setRoomFactory(defaultRoomFactory<T>()); }
/// Set the user factory to default with the overriden user type
template <typename T>
static void setUserType() { setUserFactory(defaultUserFactory<T>()); }
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<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,
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;
/** \deprecated Do not use this directly, use Room::leaveRoom() instead */
virtual LeaveRoomJob* leaveRoom( Room* room );
// 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;
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> joinState = none);
/**
* Completes loading sync data.
*/
void onSyncSuccess(SyncData &&data, bool fromCache = false);
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*)
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