This uses Go's vanilla ListenAndServeTLS(), and as such none of the
normal TLS toggles are available for the user to configure. This
provides a basic H2+TLS1.3 with modern cipher experience, which should
be good enough for use on the open internet.
Signed-off-by: Joe Groocock <me@frebib.net>
Features:
- Add `typing` extension.
- Add `receipts` extension.
- Add comprehensive prometheus `/metrics` activated via `SYNCV3_PROM`.
- Add `SYNCV3_PPROF` support.
- Add `by_notification_level` sort order.
- Add `include_old_rooms` support.
- Add support for `$ME` and `$LAZY`.
- Add correct filtering when `*,*` is used as `required_state`.
- Add `num_live` to each room response to indicate how many timeline entries are live.
Bug fixes:
- Use a stricter comparison function on ranges: fixes an issue whereby UTs fail on go1.19 due to change in sorting algorithm.
- Send back an `errcode` on HTTP errors (e.g expired sessions).
- Remove `unsigned.txn_id` on insertion into the DB. Otherwise other users would see other users txn IDs :(
- Improve range delta algorithm: previously it didn't handle cases like `[0,20] -> [20,30]` and would panic.
- Send HTTP 400 for invalid range requests.
- Don't publish no-op unread counts which just adds extra noise.
- Fix leaking DB connections which could eventually consume all available connections.
- Ensure we always unblock WaitUntilInitialSync even on invalid access tokens. Other code relies on WaitUntilInitialSync() actually returning at _some_ point e.g on startup we have N workers which bound the number of concurrent pollers made at any one time, we need to not just hog a worker forever.
Improvements:
- Greatly improve startup times of sync3 handlers by improving `JoinedRoomsTracker`: a modest amount of data would take ~28s to create the handler, now it takes 4s.
- Massively improve initial initial v3 sync times, by refactoring `JoinedRoomsTracker`, from ~47s to <1s.
- Add `SlidingSyncUntil...` in tests to reduce races.
- Tweak the API shape of JoinedUsersForRoom to reduce state block processing time for large rooms from 63s to 39s.
- Add trace task for initial syncs.
- Include the proxy version in UA strings.
- HTTP errors now wait 1s before returning to stop clients tight-looping on error.
- Pending event buffer is now 2000.
- Index the room ID first to cull the most events when returning timeline entries. Speeds up `SelectLatestEventsBetween` by a factor of 8.
- Remove cancelled `m.room_key_requests` from the to-device inbox. Cuts down the amount of events in the inbox by ~94% for very large (20k+) inboxes, ~50% for moderate sized (200 events) inboxes. Adds book-keeping to remember the unacked to-device position for each client.
We can do this now because we store the access token for each device.
Throttled at 16 concurrent sync requests to avoid causing
thundering herds on startup.
- Add `SYNCV3_SECRET` env var which is SHA256'd and used as an AES
key to encrypt/decrypt tokens.
- Add column `v2_token_encrypted` to `syncv3_sync2_devices`
- Update unit tests to check encryption/decryption work.
This provides an extra layer of security in case the database is
compromised and real user access tokens are leaked. This forces
an attacker to obtain both the database table _and_ the secret
env var (which will typically be stored in secure storage e.g
k8s secrets). Unfortunately, we need to have the access_token
in the plain so we cannot rely on password-style storage algorithms
like bcrypt/scrypt, which would be safer.
- Expose `/client/server.json` so clients know the CS API base endpoint for things like media requests
(and in future sending events, etc)
- Tidy up a few comments.
`sync3` contains data structures and logic which is very isolated and
testable (think ConnMap, Room, Request, SortableRooms, etc) whereas
`sync3/handler` contains control flow which calls into `sync3` data
structures.
This has numerous benefits:
- Gnarly complicated structs like `ConnState` are now more isolated
from the codebase, forcing better API design on `sync3` structs.
- The inability to do import cycles forces structs in `sync3` to remain
simple: they cannot pull in control flow logic from `sync3/handler`
without causing a compile error.
- It's significantly easier to figure out where to start looking for
code that executes when a new request is received, for new developers.
- It simplifies the number of things that `ConnState` can touch. Previously
we were gut wrenching out of convenience but now we're forced to move
more logic from `ConnState` into `sync3` (depending on the API design).
For example, adding `SortableRooms.RoomIDs()`.
This abstracts the long-pollness of the HTTP connection.
Note that we cannot just maintain a server-side buffer of
events to feed down the connection because the client can
drastically alter _which_ events should be fed to the client.
There still needs to be a request/response cycle, except we
can factor out retry handling (duplicate request detection)
and incrementing of the positions.