atagen

macltok

public
Star0
Watch0
31ce2453c82f470aa8b5d3861ab0eec4273afc5d
3
ssh://brewery@pls.lobotomise.me:33/atagen/macltok.git
docs/design-decisions.mdMarkdown139 lines5.9 KB

macltok design decisions

the contract the working tree actually implements. if the code disagrees with this, one of them is lying and it should be fixed

two ways in, one way out

state changes are commands. ClientHandle::send queues one and hands back a Pending, execute queues and waits, and there’s an awaited convenience method for every command. each command answers exactly once with Result<CommandOutput, Error>. drop the Pending if you don’t care, the command still runs

pure reads skip the engine and ask the sdk directly through the handle. rooms, members, power levels, account data, devices, push notification resolution, and media bytes all live here

the event stream carries state and only state. timelines, history, typing, rooms, connection, encryption, verification, upload progress, session. no command results ride on it. drain it from its own task, it’s bounded and the engine waits for you

one error type for everything, Error { kind, message, challenge }. match on kind. Interrupted means the engine stopped, the room closed, or the task doing the work died before it could answer. challenge turns up with InteractiveAuthRequired

engine

the run loop routes and does nothing slow. every task it spawns is registered with a context. a command task that panics costs its caller an Interrupted and gets logged. a watcher or a room actor that panics takes the engine down, emitting Failed then Stopped

sync restarts itself with backoff after an error or an unexpected stop, and ConnectionChanged shows Offline meanwhile. every return to Online re-arms the send queues, since the sdk parks a room’s queue on any send failure and never unparks it. a recoverable failure while online gets the room another go after a few seconds

logout and a rejected token both stop the engine. Shutdown answers once Stopped has gone out

rooms

one actor per open room. the engine holds a slot per room, Active with a sender or Closing with a fifo of opens and closes that arrived while it wound down. those replay in order once the actor exits. a room you leave, or get kicked or banned from, closes itself

opening sends TimelineReset on the stream before it answers. opening an already open room sends a fresh reset, so a second frontend gets a snapshot

sends, edits and replies run on the actor in order, so they reach the send queue in the order they were asked for. redactions, reactions and read receipts are network calls, so they run beside the actor and a slow one doesn’t queue the room behind it. closing lets them finish rather than lie

threads belong to their room’s actor. commands for a thread that’s still opening wait behind the open, up to the actor’s queue capacity

pagination runs one request at a time per timeline and emits HistoryChanged around each. the sdk remembers where history starts, we don’t, because a gappy sync can unload it again

every task inside an actor is supervised, and a panic in any of them panics the actor

timelines

TimelineDiff::try_apply refuses a diff whose indices don’t fit your snapshot and leaves the snapshot alone. stop applying, resync, and carry on from the next TimelineReset. resync kills the old watcher before the new reset goes out, so no stale diff can land after it

TimelineId tells a room from a thread by its root event

mutations

membership, moderation, power levels, room creation and account data writes go through one keyed fifo scheduler. same room, same alias, same dm partner or same account data type run in order, everything else runs at once. create_direct hands back the existing dm when there is one

notifications and encryption each get one serial worker. the encryption worker owns the verification controller outright

power level changes build one state event from the local mapping, since the sdk’s own patcher is private

media

media is a read. ClientHandle::media takes a MediaId a retained timeline handed you, mxc_media takes any plain mxc uri. both share one bounded download path with the byte cap the sdk’s own download lacks, and concurrent asks for the same bytes share one flight

the cache holds plaintext, keyed like the sdk keys it, so the sdk and macltok can read each other’s entries. that’s how your own encrypted uploads come back

media ids are registered as timelines render and forgotten when their timeline closes, least recently seen first once the cap is hit

uploads are commands that answer once the send queue has them. progress and failure arrive as events from one watcher on the sdk’s global send queue

sessions and secrets

Session::login_password, begin_oauth and restore share one client builder with encrypted sqlite, refresh tokens and threads. secret-bearing inputs don’t derive Clone

the caller owns the saved record. save Session::record() after login and replace it atomically with ClientHandle::session_record() on every SessionTokensChanged. logout and a hard rejection kill the record and the store. a soft logout keeps the store for a same-device login, or the e2ee keys go with it. a bare Stopped kills nothing. one store directory per login

notifications and room data

the notification client is built lazily and shares the engine’s sync service. sdk ui types stay behind the boundary

rooms normalises on demand with bounded concurrency and sorts by latest event, then name, then id. RoomsChanged is an invalidation, coalesced so one sync touching fifty rooms is one event

verification

Confirm, Reject and Cancel. reject tells the other side the emoji didn’t match. the watcher and the action paths claim the terminal event, so a racing cancel can’t turn Done into Cancelled

public model

owned ruma ids and typed data wherever there’s a stable shape, Raw where arbitrary content has to survive. anything expected to grow is #[non_exhaustive]. Engine::from_client stays public for people who built their own client