`setKnownRooms` is called to regenerate the room list, and if we don't take the sticky room out of the equation we end up with the room being duplicated. So, to make this easy, we simply remove the sticky room and handle it after the fact.
This small check just ensures that we aren't about to blindly accept that the calling code knows what it is doing. There are some unknown cases where NewRoom gets fired for rooms we already know about, so in those cases we just change it to a PossibleTagChange which is what the caller likely intended.
Many of the edge cases are unknown, though this can happen for an invite being accepted (for example). It's easier to handle it here instead of tracking down every single possibility and fixing it higher up.
When a new room is added there's a fairly good chance that the other events being dispatched will happen in the middle of (for example) the room list being re-sorted. This commit wraps the entire handleRoomUpdate() function for the underlying algorithms in a lock so that if we're unlucky enough to get an update while we're sorting (as the ImportanceAlgorithm splices out what it is sorting) we won't scream about invalid index errors.
We have to do a bit of a dance to return the sticky room to the list so we can remove it, if needed, and ensure that we generally swap the rooms out of the list.
This reverts earlier changes made to textForEvent as they are no longer needed.
This also implements an entire tree of textForEvent-like behaviour as the previews need to be different, which is easiest done with its own stack.
Smaller handle width, small shadow on the top of the show more button if there's more rooms to be shown. The resize handle also only shows when you're hovering in the area now.
The original design called for the shadow to show up only if the user is cutting a tile or dragging, however that is complicated implementation-wise. For speed and encouraging a dogfooding pattern we're going ahead with this behaviour instead.
For https://github.com/vector-im/riot-web/issues/14034
One of the largest issues with room switching was that we'd regenerate the entire list when the sticky room changes, which is obviously detrimental on larger accounts (and even some medium accounts). To work through this, we simply handle the NewRoom and RoomRemoved causes (used by the sticky room handling) as splices rather than in-place updates.
Overall this leads to a smoother experience as it means we're doing far less calculations and can even opt out of an update if it isn't required, such as a RoomRemoved cause being fired twice - the second one can result in an update not being required, saving render time.
This commit also includes a fix for handling update causes on the sticky room, as the room list loves to print errors when this happens. We don't need to handle any updates because once the sticky room changes it'll get re-added through NewRoom, causing the underlying algorithm to slot it in where needed, effectively handling all the missed updates.
When the user would click 'show more' they would be presented with a 'show less' button that occluded the last room.
Similarly, if they resized the list so that all their rooms would be shown and refreshed the page, they would find their last room covered by the button.
This changes the handling so that showAllClick() sets the height to numTiles + button padding, and adjusts the height calculations on render to deal with relative tiles.
This also removes the conditional padding of the resize handle, as we always occupy the 4px of space. It was leading to rooms getting trimmed slightly by the show N button.