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room.go
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room.go
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package gomatrix
// Room represents a single Matrix room.
type Room struct {
ID string
State map[string]map[string]*Event
}
// PublicRoom represents the information about a public room obtainable from the room directory
type PublicRoom struct {
CanonicalAlias string `json:"canonical_alias"`
Name string `json:"name"`
WorldReadable bool `json:"world_readable"`
Topic string `json:"topic"`
NumJoinedMembers int `json:"num_joined_members"`
AvatarURL string `json:"avatar_url"`
RoomID string `json:"room_id"`
GuestCanJoin bool `json:"guest_can_join"`
Aliases []string `json:"aliases"`
}
// UpdateState updates the room's current state with the given Event. This will clobber events based
// on the type/state_key combination.
func (room Room) UpdateState(event *Event) {
_, exists := room.State[event.Type]
if !exists {
room.State[event.Type] = make(map[string]*Event)
}
room.State[event.Type][*event.StateKey] = event
}
// GetStateEvent returns the state event for the given type/state_key combo, or nil.
func (room Room) GetStateEvent(eventType string, stateKey string) *Event {
stateEventMap := room.State[eventType]
event := stateEventMap[stateKey]
return event
}
// GetMembershipState returns the membership state of the given user ID in this room. If there is
// no entry for this member, 'leave' is returned for consistency with left users.
func (room Room) GetMembershipState(userID string) string {
state := "leave"
event := room.GetStateEvent("m.room.member", userID)
if event != nil {
membershipState, found := event.Content["membership"]
if found {
mState, isString := membershipState.(string)
if isString {
state = mState
}
}
}
return state
}
// NewRoom creates a new Room with the given ID
func NewRoom(roomID string) *Room {
// Init the State map and return a pointer to the Room
return &Room{
ID: roomID,
State: make(map[string]map[string]*Event),
}
}