423 lines
13 KiB
JavaScript
423 lines
13 KiB
JavaScript
"use strict";
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Object.defineProperty(exports, "__esModule", {
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value: true
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});
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exports.EventTimeline = EventTimeline;
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var _roomState = require("./room-state");
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/*
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Copyright 2016, 2017 OpenMarket Ltd
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Copyright 2019 The Matrix.org Foundation C.I.C.
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Licensed under the Apache License, Version 2.0 (the "License");
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you may not use this file except in compliance with the License.
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You may obtain a copy of the License at
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http://www.apache.org/licenses/LICENSE-2.0
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Unless required by applicable law or agreed to in writing, software
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distributed under the License is distributed on an "AS IS" BASIS,
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WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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See the License for the specific language governing permissions and
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limitations under the License.
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*/
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/**
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* @module models/event-timeline
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*/
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/**
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* Construct a new EventTimeline
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*
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* <p>An EventTimeline represents a contiguous sequence of events in a room.
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*
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* <p>As well as keeping track of the events themselves, it stores the state of
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* the room at the beginning and end of the timeline, and pagination tokens for
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* going backwards and forwards in the timeline.
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*
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* <p>In order that clients can meaningfully maintain an index into a timeline,
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* the EventTimeline object tracks a 'baseIndex'. This starts at zero, but is
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* incremented when events are prepended to the timeline. The index of an event
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* relative to baseIndex therefore remains constant.
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*
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* <p>Once a timeline joins up with its neighbour, they are linked together into a
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* doubly-linked list.
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*
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* @param {EventTimelineSet} eventTimelineSet the set of timelines this is part of
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* @constructor
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*/
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function EventTimeline(eventTimelineSet) {
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this._eventTimelineSet = eventTimelineSet;
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this._roomId = eventTimelineSet.room ? eventTimelineSet.room.roomId : null;
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this._events = [];
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this._baseIndex = 0;
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this._startState = new _roomState.RoomState(this._roomId);
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this._startState.paginationToken = null;
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this._endState = new _roomState.RoomState(this._roomId);
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this._endState.paginationToken = null;
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this._prevTimeline = null;
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this._nextTimeline = null; // this is used by client.js
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this._paginationRequests = {
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'b': null,
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'f': null
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};
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this._name = this._roomId + ":" + new Date().toISOString();
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}
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/**
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* Symbolic constant for methods which take a 'direction' argument:
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* refers to the start of the timeline, or backwards in time.
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*/
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EventTimeline.BACKWARDS = "b";
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/**
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* Symbolic constant for methods which take a 'direction' argument:
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* refers to the end of the timeline, or forwards in time.
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*/
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EventTimeline.FORWARDS = "f";
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/**
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* Initialise the start and end state with the given events
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*
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* <p>This can only be called before any events are added.
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*
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* @param {MatrixEvent[]} stateEvents list of state events to initialise the
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* state with.
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* @throws {Error} if an attempt is made to call this after addEvent is called.
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*/
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EventTimeline.prototype.initialiseState = function (stateEvents) {
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if (this._events.length > 0) {
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throw new Error("Cannot initialise state after events are added");
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} // We previously deep copied events here and used different copies in
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// the oldState and state events: this decision seems to date back
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// quite a way and was apparently made to fix a bug where modifications
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// made to the start state leaked through to the end state.
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// This really shouldn't be possible though: the events themselves should
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// not change. Duplicating the events uses a lot of extra memory,
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// so we now no longer do it. To assert that they really do never change,
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// freeze them! Note that we can't do this for events in general:
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// although it looks like the only things preventing us are the
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// 'status' flag, forwardLooking (which is only set once when adding to the
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// timeline) and possibly the sender (which seems like it should never be
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// reset but in practice causes a lot of the tests to break).
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for (const e of stateEvents) {
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Object.freeze(e);
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}
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this._startState.setStateEvents(stateEvents);
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this._endState.setStateEvents(stateEvents);
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};
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/**
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* Forks the (live) timeline, taking ownership of the existing directional state of this timeline.
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* All attached listeners will keep receiving state updates from the new live timeline state.
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* The end state of this timeline gets replaced with an independent copy of the current RoomState,
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* and will need a new pagination token if it ever needs to paginate forwards.
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* @param {string} direction EventTimeline.BACKWARDS to get the state at the
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* start of the timeline; EventTimeline.FORWARDS to get the state at the end
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* of the timeline.
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*
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* @return {EventTimeline} the new timeline
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*/
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EventTimeline.prototype.forkLive = function (direction) {
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const forkState = this.getState(direction);
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const timeline = new EventTimeline(this._eventTimelineSet);
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timeline._startState = forkState.clone(); // Now clobber the end state of the new live timeline with that from the
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// previous live timeline. It will be identical except that we'll keep
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// using the same RoomMember objects for the 'live' set of members with any
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// listeners still attached
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timeline._endState = forkState; // Firstly, we just stole the current timeline's end state, so it needs a new one.
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// Make an immutable copy of the state so back pagination will get the correct sentinels.
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this._endState = forkState.clone();
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return timeline;
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};
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/**
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* Creates an independent timeline, inheriting the directional state from this timeline.
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*
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* @param {string} direction EventTimeline.BACKWARDS to get the state at the
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* start of the timeline; EventTimeline.FORWARDS to get the state at the end
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* of the timeline.
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*
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* @return {EventTimeline} the new timeline
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*/
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EventTimeline.prototype.fork = function (direction) {
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const forkState = this.getState(direction);
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const timeline = new EventTimeline(this._eventTimelineSet);
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timeline._startState = forkState.clone();
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timeline._endState = forkState.clone();
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return timeline;
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};
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/**
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* Get the ID of the room for this timeline
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* @return {string} room ID
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*/
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EventTimeline.prototype.getRoomId = function () {
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return this._roomId;
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};
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/**
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* Get the filter for this timeline's timelineSet (if any)
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* @return {Filter} filter
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*/
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EventTimeline.prototype.getFilter = function () {
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return this._eventTimelineSet.getFilter();
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};
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/**
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* Get the timelineSet for this timeline
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* @return {EventTimelineSet} timelineSet
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*/
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EventTimeline.prototype.getTimelineSet = function () {
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return this._eventTimelineSet;
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};
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/**
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* Get the base index.
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*
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* <p>This is an index which is incremented when events are prepended to the
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* timeline. An individual event therefore stays at the same index in the array
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* relative to the base index (although note that a given event's index may
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* well be less than the base index, thus giving that event a negative relative
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* index).
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*
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* @return {number}
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*/
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EventTimeline.prototype.getBaseIndex = function () {
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return this._baseIndex;
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};
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/**
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* Get the list of events in this context
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*
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* @return {MatrixEvent[]} An array of MatrixEvents
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*/
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EventTimeline.prototype.getEvents = function () {
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return this._events;
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};
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/**
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* Get the room state at the start/end of the timeline
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*
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* @param {string} direction EventTimeline.BACKWARDS to get the state at the
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* start of the timeline; EventTimeline.FORWARDS to get the state at the end
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* of the timeline.
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*
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* @return {RoomState} state at the start/end of the timeline
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*/
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EventTimeline.prototype.getState = function (direction) {
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if (direction == EventTimeline.BACKWARDS) {
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return this._startState;
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} else if (direction == EventTimeline.FORWARDS) {
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return this._endState;
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} else {
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throw new Error("Invalid direction '" + direction + "'");
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}
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};
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/**
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* Get a pagination token
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*
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* @param {string} direction EventTimeline.BACKWARDS to get the pagination
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* token for going backwards in time; EventTimeline.FORWARDS to get the
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* pagination token for going forwards in time.
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*
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* @return {?string} pagination token
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*/
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EventTimeline.prototype.getPaginationToken = function (direction) {
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return this.getState(direction).paginationToken;
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};
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/**
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* Set a pagination token
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*
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* @param {?string} token pagination token
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*
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* @param {string} direction EventTimeline.BACKWARDS to set the pagination
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* token for going backwards in time; EventTimeline.FORWARDS to set the
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* pagination token for going forwards in time.
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*/
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EventTimeline.prototype.setPaginationToken = function (token, direction) {
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this.getState(direction).paginationToken = token;
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};
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/**
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* Get the next timeline in the series
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*
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* @param {string} direction EventTimeline.BACKWARDS to get the previous
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* timeline; EventTimeline.FORWARDS to get the next timeline.
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*
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* @return {?EventTimeline} previous or following timeline, if they have been
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* joined up.
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*/
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EventTimeline.prototype.getNeighbouringTimeline = function (direction) {
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if (direction == EventTimeline.BACKWARDS) {
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return this._prevTimeline;
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} else if (direction == EventTimeline.FORWARDS) {
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return this._nextTimeline;
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} else {
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throw new Error("Invalid direction '" + direction + "'");
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}
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};
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/**
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* Set the next timeline in the series
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*
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* @param {EventTimeline} neighbour previous/following timeline
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*
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* @param {string} direction EventTimeline.BACKWARDS to set the previous
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* timeline; EventTimeline.FORWARDS to set the next timeline.
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*
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* @throws {Error} if an attempt is made to set the neighbouring timeline when
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* it is already set.
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*/
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EventTimeline.prototype.setNeighbouringTimeline = function (neighbour, direction) {
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if (this.getNeighbouringTimeline(direction)) {
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throw new Error("timeline already has a neighbouring timeline - " + "cannot reset neighbour (direction: " + direction + ")");
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}
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if (direction == EventTimeline.BACKWARDS) {
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this._prevTimeline = neighbour;
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} else if (direction == EventTimeline.FORWARDS) {
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this._nextTimeline = neighbour;
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} else {
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throw new Error("Invalid direction '" + direction + "'");
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} // make sure we don't try to paginate this timeline
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this.setPaginationToken(null, direction);
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};
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/**
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* Add a new event to the timeline, and update the state
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*
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* @param {MatrixEvent} event new event
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* @param {boolean} atStart true to insert new event at the start
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*/
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EventTimeline.prototype.addEvent = function (event, atStart) {
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const stateContext = atStart ? this._startState : this._endState; // only call setEventMetadata on the unfiltered timelineSets
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const timelineSet = this.getTimelineSet();
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if (timelineSet.room && timelineSet.room.getUnfilteredTimelineSet() === timelineSet) {
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EventTimeline.setEventMetadata(event, stateContext, atStart); // modify state
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if (event.isState()) {
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stateContext.setStateEvents([event]); // it is possible that the act of setting the state event means we
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// can set more metadata (specifically sender/target props), so try
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// it again if the prop wasn't previously set. It may also mean that
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// the sender/target is updated (if the event set was a room member event)
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// so we want to use the *updated* member (new avatar/name) instead.
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//
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// However, we do NOT want to do this on member events if we're going
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// back in time, else we'll set the .sender value for BEFORE the given
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// member event, whereas we want to set the .sender value for the ACTUAL
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// member event itself.
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if (!event.sender || event.getType() === "m.room.member" && !atStart) {
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EventTimeline.setEventMetadata(event, stateContext, atStart);
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}
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}
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}
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let insertIndex;
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if (atStart) {
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insertIndex = 0;
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} else {
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insertIndex = this._events.length;
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}
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this._events.splice(insertIndex, 0, event); // insert element
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if (atStart) {
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this._baseIndex++;
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}
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};
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/**
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* Static helper method to set sender and target properties
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*
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* @param {MatrixEvent} event the event whose metadata is to be set
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* @param {RoomState} stateContext the room state to be queried
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* @param {bool} toStartOfTimeline if true the event's forwardLooking flag is set false
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*/
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EventTimeline.setEventMetadata = function (event, stateContext, toStartOfTimeline) {
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// set sender and target properties
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event.sender = stateContext.getSentinelMember(event.getSender());
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if (event.getType() === "m.room.member") {
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event.target = stateContext.getSentinelMember(event.getStateKey());
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}
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if (event.isState()) {
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// room state has no concept of 'old' or 'current', but we want the
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// room state to regress back to previous values if toStartOfTimeline
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// is set, which means inspecting prev_content if it exists. This
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// is done by toggling the forwardLooking flag.
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if (toStartOfTimeline) {
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event.forwardLooking = false;
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}
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}
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};
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/**
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* Remove an event from the timeline
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*
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* @param {string} eventId ID of event to be removed
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* @return {?MatrixEvent} removed event, or null if not found
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*/
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EventTimeline.prototype.removeEvent = function (eventId) {
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for (let i = this._events.length - 1; i >= 0; i--) {
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const ev = this._events[i];
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if (ev.getId() == eventId) {
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this._events.splice(i, 1);
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if (i < this._baseIndex) {
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this._baseIndex--;
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}
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return ev;
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}
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}
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return null;
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};
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/**
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* Return a string to identify this timeline, for debugging
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*
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* @return {string} name for this timeline
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*/
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EventTimeline.prototype.toString = function () {
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return this._name;
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}; |