atagen

macltok

public
Star0
Watch0
673563a76e43035cc5e30359bd79c23190068b4a
3
ssh://brewery@pls.lobotomise.me:33/atagen/macltok.git

Blame: docs/design-decisions.md

96fdf90aacd6atagen2026-09-08 08:24 UTC1
# macltok design decisions
96fdf90aacd6atagen2026-09-08 08:24 UTC2
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the contract the working tree actually implements. if the code disagrees with
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this, one of them is lying and it should be fixed
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## two ways in, one way out
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state changes are commands. `ClientHandle::send` queues one and hands back a
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`Pending`, `execute` queues and waits, and there's an awaited convenience method
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for every command. each command answers exactly once with
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`Result<CommandOutput, Error>`. drop the `Pending` if you don't care, the
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command still runs
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pure reads skip the engine and ask the sdk directly through the handle. rooms,
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members, power levels, account data, devices, push notification resolution,
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and media bytes all live here
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the event stream carries state and only state. timelines, history, typing,
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rooms, connection, encryption, verification, upload progress, session. no
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command results ride on it. drain it from its own task, it's bounded and the
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engine waits for you
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one error type for everything, `Error { kind, message, challenge }`. match on
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`kind`. `Interrupted` means the engine stopped, the room closed, or the task
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doing the work died before it could answer. `challenge` turns up with
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`InteractiveAuthRequired`
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## engine
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the run loop routes and does nothing slow. every task it spawns is registered
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with a context. a command task that panics costs its caller an `Interrupted`
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and gets logged. a watcher or a room actor that panics takes the engine down,
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emitting `Failed` then `Stopped`. natively, anyway. wasm aborts the whole
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instance on any panic and nothing is left to log it
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sync restarts itself with backoff after an error or an unexpected stop, and
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`ConnectionChanged` shows `Offline` meanwhile. a run that drops again inside
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thirty seconds counts as a failure too, or a server that answers `/versions`
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but refuses sync would bounce us between online and offline forever. every return to `Online` re-arms
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the send queues, since the sdk parks a room's queue on any send failure and
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never unparks it. a recoverable failure while online gets the room another go
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after a few seconds
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logout and a rejected token both stop the engine. `run` resolves to a
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`Termination` naming which of those it was, or a shutdown, or every handle
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dropping, so the host never works it out from the events. `Shutdown` answers once
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`Stopped` has gone out, every one of them if several were queued
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`Engine::run` hands back a boxed future. the real one nests deep enough that
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every crate spawning it would trip the compiler's query depth
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## rooms
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one actor per open room. the engine holds a slot per room, `Active` with a
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sender or `Closing` with a fifo of opens and closes that arrived while it wound
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down. those replay in order once the actor exits. a room you leave, or get
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kicked or banned from, closes itself. it tells the engine first, and anything
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already queued to it comes back to be answered or replayed, so an open racing a
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leave still gets a fresh actor
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however an actor ends, short of the engine stopping, its typing goes out empty
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and each of its timelines sends `TimelineClosed`. so does a closed thread. a
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timeline that never sent a reset never sends a close either
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opening sends `TimelineReset` on the stream before it answers. opening an
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already open room sends a fresh reset, so a second frontend gets a snapshot
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sends, edits and replies run on the actor in order, so they reach the send
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queue in the order they were asked for. redactions, reactions and read
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receipts are network calls, so they run beside the actor and a slow one
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doesn't queue the room behind it. closing lets them finish rather than lie
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threads belong to their room's actor. commands for a thread that's still
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opening wait behind the open, up to the actor's queue capacity
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pagination runs one request at a time per timeline and emits `HistoryChanged`
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around each. the sdk remembers where history starts, we don't, because a gappy
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sync can unload it again
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the actor's watchers are supervised, and a panic in any of them panics the
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actor. its command work isn't, a panicking redaction just answers `Interrupted`
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and gets logged
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## timelines
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`TimelineDiff::try_apply` refuses a diff whose indices don't fit your snapshot
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and leaves the snapshot alone. `try_apply_all` does the same for a whole batch,
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checking every diff against lengths alone first, since that's all a diff's fit
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depends on. snapshots are `imbl::Vector`s so keeping one is a pointer copy.
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stop applying, `resync`, and carry on from the next `TimelineReset`. resync
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kills the old watcher before the new reset goes out, so no stale diff can land
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after it
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`TimelineId` tells a room from a thread by its root event
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every item is an event, a day divider, the read marker or the start. an event
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carries its sender with avatar and name ambiguity, and a `TimelineContent`
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saying what it actually is. messages keep their msgtype, membership and profile
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changes and the common room state changes get their own variants, and anything
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else is `OtherState` or `Other` with its type. nothing is flattened into english
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in a body field
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thread receipts for a thread that isn't open go straight to the room, so
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marking a thread read works the same whether its room is on screen or not
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replies carry the replied-to event once it's loaded. the watcher asks the sdk
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for any it hasn't got, once per event, since the sdk won't on its own
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edit, redact and react take an `EventRef`, so your own message can be edited or
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reacted to before the server has echoed it back. redacting an unsent one just
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cancels it
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## mutations
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membership, moderation, power levels, room creation and account data writes go
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through one keyed fifo scheduler. same room, same alias, same dm partner or
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same account data type run in order, everything else runs at once.
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`create_direct` hands back the existing dm when there is one
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notifications and encryption each get one serial worker. the encryption worker
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owns the verification controller outright
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power level changes build one state event from the local mapping, since the
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sdk's own patcher is private
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## media
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media is a read. `ClientHandle::media` takes a `MediaId` a retained timeline
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handed you, `mxc_media` takes any plain mxc uri. both share one bounded
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download path with the byte cap the sdk's own download lacks, an hour's total
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deadline instead of the sdk client's thirty seconds, and a minute's patience
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for a stalled stream. concurrent asks for the same bytes share one flight.
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a thumbnail the server won't make falls back to the file itself.
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`MediaId` parses from a string, since a web client has to round trip it
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the cache holds plaintext, keyed like the sdk keys it, so the sdk and macltok
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can read each other's entries. that's how your own encrypted uploads come back.
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the sdk keys plain and encrypted sources alike, so a plain event pointing at
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someone's encrypted file can leave ciphertext in the cache. an encrypted read
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checks the cached bytes against the file's hash and decrypts them if they match
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media ids are registered as timelines render and forgotten when their timeline
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closes, least recently seen first once the cap is hit
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uploads are commands that answer once the send queue has them. progress only
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goes out on a room's own send queue channel, so each room that uploads gets a
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forwarder, subscribed before the upload is queued and restarted for uploads the
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sdk resumes from last time. everything but progress reaches the client-wide
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channel, so one watcher there follows every attachment in the queue and ends
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each with one `MediaUploadFinished`. sent, cancelled, its room forgotten, or
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missed when that channel overflowed at the wrong moment, since then there's no
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knowing which. a failure isn't an ending, a wedged upload can still be retried.
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uploads don't belong to a room's actor, so closing the room leaves them be
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the forwarders hand their progress to that watcher rather than the stream, so
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it's the only thing speaking about uploads. anything that ever showed progress
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or a failure is followed until it gets exactly one `MediaUploadFinished`, and
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nothing about it goes out after. each forwarder relays its room's sends and
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cancels behind its progress, so an end never overtakes the ticks before it. an
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upload ended from anywhere else is remembered until its forwarder's own end
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turns up, since until then there may be progress still queued for it. the
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engine stopping ends nothing, `Stopped` covers it
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## sessions and secrets
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`Session::login_password`, `begin_oauth` and `restore` share one client builder
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with an encrypted store, refresh tokens and threads. the store is sqlite
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natively and indexeddb in a browser. secret-bearing inputs don't derive `Clone`
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a `SessionStore` owns one login's record and its store. login saves the first
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record, `restore` loads it, and the caller saves `ClientHandle::session_record()`
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on every `SessionTokensChanged`. `EncryptedSessionStore` seals the record with
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the sdk's `StoreCipher` under the store's passphrase and replaces it by rename,
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so a crash mid save leaves the old one. it keeps the record out of the sdk's
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state store because sqlite writes custom values there in the clear, and a
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client can't open its store before it knows the homeserver the record holds.
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`discard` deletes the record, then the store, since a record without its store
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would restore into empty crypto. the host follows `Termination::retain`.
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`Nothing` discards. `Store` calls `soft_log_out`, which keeps the store and
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swaps the record for one holding the homeserver, user, device and oauth client
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id with no tokens. `restore` hands that back as `Restore::SoftLoggedOut`, so a
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restart still knows which device to log in again as, and the login overwrites
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it. one store directory per login
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## room lists, spaces and profiles
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`RoomSummary` has what a room list row needs without a second query. topic,
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alias, member counts, heroes for nameless rooms, the inviter, where an upgraded
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room went, a latest event preview, the joined spaces listing it, and for a
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space the children it lists
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parents come from one lazily built `SpaceService` shared by every handle.
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children come straight from the space's local state, joined or not.
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`space_hierarchy` pages through the server's view for browsing rooms you
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haven't joined, and holds its place between pages
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`own_profile` and `user_profile` read profiles. name and avatar changes are
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commands, and uploading an avatar gets the same byte cap as any upload
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## notifications and room data
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the notification client is built lazily and shares the engine's sync service.
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sdk ui types stay behind the boundary
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`rooms` normalises on demand with bounded concurrency and sorts by latest event,
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then name, then id. `RoomsChanged` is an invalidation, coalesced so one sync
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touching fifty rooms is one event. a left room stays in the list with its
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membership until it's forgotten. push rule changes never touch room info, so
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`NotificationSettingsChanged` brings a `RoomsChanged` along for the modes in
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the summaries
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## verification
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`Accept`, `Confirm`, `Reject` and `Cancel`. a request another device sends
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shows up as `Incoming` and waits for `Accept`, or `Cancel` to turn it down. one
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is only taken up while nothing else is in flight. reject tells the other side
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the emoji didn't match. the watchers subscribe before they look at the current
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state, since the sdk only reports what changes after you ask. the watcher and
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the action paths claim the terminal event, so a racing
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cancel can't turn `Done` into `Cancelled`
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## mirror
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the mirror is a consumer like any other, behind the `mirror` feature, and it
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takes any stream of events rather than the `EventStream` itself so a host keeps
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the raw events without a second channel. state, its sequence number and the
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broadcast send all move under one lock, which is how `subscribe` gets a
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snapshot and a receiver with nothing between them. a lagged subscriber starts
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over from a fresh state under the same lock
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nothing on the draining path waits for an engine answer. a resync runs on its
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own task, retrying with backoff until a reset or a close for its timeline
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aborts it. rooms are fetched on a task too, one at a time with one more owed at
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most. the only thing it does wait for is `SessionStore::save`, since a refresh
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token spent before the save lands loses the login. `SessionTokensChanged`
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never becomes an update, a lagging subscriber would lose it
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## public model
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owned ruma ids and typed data wherever there's a stable shape, `Raw` where
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arbitrary content has to survive. anything expected to grow is
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`#[non_exhaustive]`. `Engine::from_client` stays public for people who built
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their own client