Does a thirdparty protocol lookup to the homeserver to get the
corresponding native/virtual user for a matrix ID. Stores the
mappings in room account data. Involves some slightly nasty workarounds
for that fact that room account data has no local echo.
The accompanying element-web PR with the config documentation should
explain what this is & why. Internally, this breaks the assumption
that call.roomId is the room that the call appears in for the user.
call.roomId may now be a 'virtual' room while the react SDK actually
displays it in a different room. React SDK always stores the calls
under the user-facing rooms, and provides a function to get the
user-facing room for a given call.
Fixes https://github.com/vector-im/element-web/issues/15745
This was surprisingly easy given the number of errors I remember last time, but here it is. This also includes an over-engineered VisibilityProvider with the intention that it'll get used in the future for things like Spaces and other X as Rooms stuff.
Fixes https://github.com/vector-im/element-web/issues/14848
When we're filtering the sticky room will be excluded from the filtered set, and thus won't even appear in the `getOrderedRoomsWithoutSticky()` result. Further, we will likely have to update the position ourselves to ensure the sticky room can be placed appropriately in the list.
Fixes https://github.com/vector-im/riot-web/issues/14798 (part 2)
This is in two parts itself: The `RoomSublist` needs to break its references to the `RoomListStore`, so it now clones the room arrays. The `Algorithm` is the other part, which is slightly more complicated.
It turns out that we weren't handling splicing as a change in the `ImportanceAlgorithm`, therefore the `Algorithm` wasn't really feeling like it needed to change anything. Further, the `Algorithm` was using the wrong reference to where it should be dumping rooms (`this.cachedRooms` is a getter which returns a different object depending on conditions), so having fixed that we need to ensure that the filtered and sticky maps are also updated when we remove a room. Because we send the new tag through a Timeline update, we'll end up updating the tag later on and don't need to update the filter and sticky collections.
This reduces the update cost of rooms changing, and fixes a bug where when a sublist became filtered it would change the notification count of the sublist.
This does change the expected usage of the state store to ensuring that only one place updates the rooms on the list states, which is currently the room list store. Ideally the state store could listen to the room list store to update itself, however due to a complicated require() loop it is not possible.
In 9969b01c5f we stopped updating the sublist whenever we felt like it, which indirectly froze message previews for room tiles (badges, unread state, etc were unaffected because that is managed by a different store). To fix this, we simply have to listen for changes and perform an update.
We were taking 0.2ms to handle the registration of a timer per event during startup, even before the app is visible to the user. These timers would be short-circuited too, leading to a bunch of wasted time.
0.2ms isn't a lot of time, but multiplied by thousands of events at startup it's pretty significant.
On my account this reduces the full page spinner time from ~50 seconds to just over 20 seconds.
This means we're abusing the AsyncStoreWithClient to get access to a lifecycle, but overall that seems like a minor crime compared to the time spend abusing the store's state as a map.
With thousands of rooms shown, we can save on average 743ms per preview. The new preview time is 0.12ms on average.
Fixes https://github.com/vector-im/riot-web/issues/14475
Background: Sticky rooms are actually a pair of lies to the underlying algorithm as a combination of REMOVE_ROOM/NEW_ROOM calls so they don't get considered as needing to be sorted. When a room is added under the importance algorithm, it is expected that the category it is being added to will be re-sorted to account for the change, however we weren't doing that since we optimized the NewRoom path to be a splice operation.
Fixes https://github.com/vector-im/riot-web/issues/14091
Design needs work, however this is behind labs anyways. This re-implements the behaviour of the old room list.
The implementation ended up being a lot easier due to early confusion with what the TagOrderStore and TagPanel take care of. Turns out they don't deal with tags, but groups. As such, we don't need to do anything with filtering (though we keep some sanity checks in place for safety), and just have to wire up the CustomRoomTagPanel and CustomRoomTagStore.
We use `RoomListStore` as a singleton, and don't want the ugly `2` at the end of the actual store instance, so here we rename it to something half-decent.
Fixes https://github.com/vector-im/riot-web/issues/14442
Turns out that we are so good at moving a room that when it flows through as a TIMELINE update the algorithm no-ops and does nothing, so don't do that.
Fixes https://github.com/vector-im/riot-web/issues/14411
The act of setting/changing the algorithm was causing the update function to be marked, meaning we wouldn't trigger an update until something else happened later. To get around this, and still support internal functions spamming calls without multiple updates, we simply move the guts to an internalized function and make the public interface do a trigger.
For https://github.com/vector-im/riot-web/issues/14035
**This option is not recommended as it completely obliterates all chances of being able to support someone with a broken room list. It is intended for specific testing scenarios only.**
The room list does a hefty amount of work, so instead of blocking the event loop with a `/sync` request and a bunch of room updates (as we can get multiple per sync) we can instead run it over several smaller tasks. The smaller tasks help the event loop do other things between our tasks, ensuring we don't inadvertently block the UI from rendering too slowly.
On my account and machine, this cuts the time to render in half (~30ms, down from ~60ms) .
The core of this is in the MarkedExecution class, with the remainder of the commit ensuring that the right marks and triggers are in place to do the firing.
Because everything is async/await and run through the RoomListStore, we don't have to worry about self-fed updates in the algorithm classes. This also means we have to trigger pretty much all the time.
Changes to tag ordering / list sorting get hit through two paths, so we mark before we do a bulk update and otherwise assume the call is coming in from outside.
Known issues:
* Causes scroll jumps when the button gets added to DOM
* Resize handle is invisible when there's a show more button
TODO:
* Clean up comments
* Clean up useless code (all the padding stuff isn't needed)
For new rooms, we need to append to our list of known rooms. For tag changes, we need to be sure to update our cache when the tag can reasonably be assumed to have changed.
Fixes https://github.com/vector-im/riot-web/issues/14389
Fixes https://github.com/vector-im/riot-web/issues/14388
We were receiving a read receipt before a room object, leading to the algorithm to assume the room is archived (no membership), which was causing later index issues when the room tried to get moved from archived to untagged.
To prevent this, we just ignore nonsensical updates.
This is more general maintenance than performance as the RoomList doesn't need to be generating layouts for the sublists, and it certainly doesn't need to be creating a bunch of extra ones.
The sublists are perfectly capable of getting their own layout instance and using it, and we are perfectly able to limit the number of these things we create through the session's lifespan.
In this demonstration, we remove the cutting line (as it collides with the tile in a weird spot) and instead replace the tile with a placeholder when the text is about to collide with the avatar in the tile. We use a `round()` for this because through some amazing coincidence the collision happens at 0.47, which is close enough to 0.5 for people not to notice.
Fixes https://github.com/vector-im/riot-web/issues/14378
Rooms transitioning between multiple states are often at risk of going missing due to the sticky room handling. We now protect that transition by bluntly ensuring the room can't go missing, and by always ensuring we have an updated reference to the room.
react-resizer appears to be okay at tracking state, but it often desyncs from reality. re-resizer is more maintained and more broadly used (160k downloads vs 110k), and appears to generally do a better job of tracking the cursor.
The new library has some oddities though, such as deltas, touch support (hence the polyfill), and calling handles "Enable".
For https://github.com/vector-im/riot-web/issues/14022
We don't need the fake clock anymore, but we do have to wait for async actions to complete before moving forward.
This also exposes a number of functions for the store to be puppetted with.
Fixes https://github.com/vector-im/riot-web/issues/14372
We read/use the options in multiple places, and those places were not in sync. Now when algorithms change and on initial load, both will come to the same conclusions about how to order & sort the rooms.
This fixes a case where a user accepts an invite, which causes a tag change, but the room stays stuck in the invites list. The tag change additionally gets swallowed when the user moves away, causing the room to get lost.
By moving it when we see it, potentially during a sticky room change itself (though extremely rare), we avoid having the room get lost in the wrong lists. A side effect of this is that accepting an invite puts it at the top of the tag it's going to (usually untagged), however this feels like the best option for the user.
A rare case of a tag change happening during a sticky room change is when a leave event comes in for the sticky room, but because it's come through as a tag change it can get swallowed. If it does get swallowed and the user clicks away, the tag change will happen when the room is re-introduced to the list (fake NewRoom event).
Plus a bunch of logging.
This fixes a case where switching rooms would cause the last room you were on to disappear due to an optimization where known NewRoom fires would be translated to tag change fires, which wouldn't re-add the room to the underlying tag algorithm.
By tracking the last sticky room, we can identify when we're about to do this and avoid it.
This commit also adds a check to ensure that we have the latest reference of a room stored as rooms changing from invite -> join change references.
This commit additionally updates the PossibleTagChange handling to be faster and smarter, leading to a more stable generation of the room list. We convert the update cause to a Timeline update in order to indicate it is a change within the same tag rather than having to jump tags. This also means that PossibleTagChange should no longer make it as far as the underlying algorithm.
New logging has also been added to aid debugging.
Fixes https://github.com/vector-im/riot-web/issues/14179
Disclaimer: this is all of the horrible because it's not meant to be here. Invites in general are likely to move out of the room list, which means this is temporary. Additionally, the communities rework will take care of this more correctly. For now, we support the absolute bare minimum to have them shown.