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https://github.com/vector-im/element-web.git
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2c2685a3ea
Use a global WatchManager for settings
678 lines
29 KiB
JavaScript
678 lines
29 KiB
JavaScript
/*
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Copyright 2018, 2019 New Vector Ltd
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Licensed under the Apache License, Version 2.0 (the "License");
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you may not use this file except in compliance with the License.
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You may obtain a copy of the License at
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http://www.apache.org/licenses/LICENSE-2.0
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Unless required by applicable law or agreed to in writing, software
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distributed under the License is distributed on an "AS IS" BASIS,
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WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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See the License for the specific language governing permissions and
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limitations under the License.
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*/
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import {Store} from 'flux/utils';
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import dis from '../dispatcher';
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import DMRoomMap from '../utils/DMRoomMap';
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import Unread from '../Unread';
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import SettingsStore from "../settings/SettingsStore";
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/*
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Room sorting algorithm:
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* Always prefer to have red > grey > bold > idle
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* The room being viewed should be sticky (not jump down to the idle list)
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* When switching to a new room, sort the last sticky room to the top of the idle list.
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The approach taken by the store is to generate an initial representation of all the
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tagged lists (accepting that it'll take a little bit longer to calculate) and make
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small changes to that over time. This results in quick changes to the room list while
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also having update operations feel more like popping/pushing to a stack.
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*/
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const CATEGORY_RED = "red"; // Mentions in the room
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const CATEGORY_GREY = "grey"; // Unread notified messages (not mentions)
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const CATEGORY_BOLD = "bold"; // Unread messages (not notified, 'Mentions Only' rooms)
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const CATEGORY_IDLE = "idle"; // Nothing of interest
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const CATEGORY_ORDER = [CATEGORY_RED, CATEGORY_GREY, CATEGORY_BOLD, CATEGORY_IDLE];
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const LIST_ORDERS = {
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"m.favourite": "manual",
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"im.vector.fake.invite": "recent",
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"im.vector.fake.recent": "recent",
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"im.vector.fake.direct": "recent",
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"m.lowpriority": "recent",
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"im.vector.fake.archived": "recent",
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};
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/**
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* Identifier for the "breadcrumb" (or "sort by most important room first") algorithm.
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* Includes a provision for keeping the currently open room from flying down the room
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* list.
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* @type {string}
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*/
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const ALGO_IMPORTANCE = "importance";
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/**
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* Identifier for classic sorting behaviour: sort by the most recent message first.
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* @type {string}
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*/
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const ALGO_RECENT = "recent";
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/**
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* A class for storing application state for categorising rooms in
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* the RoomList.
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*/
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class RoomListStore extends Store {
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constructor() {
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super(dis);
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this._init();
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this._getManualComparator = this._getManualComparator.bind(this);
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this._recentsComparator = this._recentsComparator.bind(this);
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}
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/**
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* Changes the sorting algorithm used by the RoomListStore.
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* @param {string} algorithm The new algorithm to use. Should be one of the ALGO_* constants.
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*/
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updateSortingAlgorithm(algorithm) {
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// Dev note: We only have two algorithms at the moment, but it isn't impossible that we want
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// multiple in the future. Also constants make things slightly clearer.
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const byImportance = algorithm === ALGO_IMPORTANCE;
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console.log("Updating room sorting algorithm: sortByImportance=" + byImportance);
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this._setState({orderRoomsByImportance: byImportance});
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// Trigger a resort of the entire list to reflect the change in algorithm
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this._generateInitialRoomLists();
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}
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_init() {
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// Initialise state
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const defaultLists = {
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"m.server_notice": [/* { room: js-sdk room, category: string } */],
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"im.vector.fake.invite": [],
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"m.favourite": [],
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"im.vector.fake.recent": [],
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"im.vector.fake.direct": [],
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"m.lowpriority": [],
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"im.vector.fake.archived": [],
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};
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this._state = {
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// The rooms in these arrays are ordered according to either the
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// 'recents' behaviour or 'manual' behaviour.
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lists: defaultLists,
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presentationLists: defaultLists, // like `lists`, but with arrays of rooms instead
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ready: false,
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stickyRoomId: null,
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orderRoomsByImportance: true,
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};
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SettingsStore.monitorSetting('RoomList.orderByImportance', null);
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SettingsStore.monitorSetting('feature_custom_tags', null);
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}
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_setState(newState) {
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// If we're changing the lists, transparently change the presentation lists (which
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// is given to requesting components). This dramatically simplifies our code elsewhere
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// while also ensuring we don't need to update all the calling components to support
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// categories.
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if (newState['lists']) {
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const presentationLists = {};
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for (const key of Object.keys(newState['lists'])) {
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presentationLists[key] = newState['lists'][key].map((e) => e.room);
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}
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newState['presentationLists'] = presentationLists;
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}
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this._state = Object.assign(this._state, newState);
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this.__emitChange();
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}
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__onDispatch(payload) {
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const logicallyReady = this._matrixClient && this._state.ready;
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switch (payload.action) {
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case 'setting_updated': {
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if (payload.settingName === 'RoomList.orderByImportance') {
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this.updateSortingAlgorithm(payload.newValue === true ? ALGO_IMPORTANCE : ALGO_RECENT);
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} else if (payload.settingName === 'feature_custom_tags') {
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this._setState({tagsEnabled: payload.newValue});
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this._generateInitialRoomLists(); // Tags means we have to start from scratch
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}
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}
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break;
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// Initialise state after initial sync
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case 'MatrixActions.sync': {
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if (!(payload.prevState !== 'PREPARED' && payload.state === 'PREPARED')) {
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break;
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}
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this._setState({tagsEnabled: SettingsStore.isFeatureEnabled("feature_custom_tags")});
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this._matrixClient = payload.matrixClient;
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const algorithm = SettingsStore.getValue("RoomList.orderByImportance")
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? ALGO_IMPORTANCE : ALGO_RECENT;
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this.updateSortingAlgorithm(algorithm);
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}
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break;
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case 'MatrixActions.Room.receipt': {
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if (!logicallyReady) break;
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// First see if the receipt event is for our own user. If it was, trigger
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// a room update (we probably read the room on a different device).
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const myUserId = this._matrixClient.getUserId();
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for (const eventId of Object.keys(payload.event.getContent())) {
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const receiptUsers = Object.keys(payload.event.getContent()[eventId]['m.read'] || {});
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if (receiptUsers.includes(myUserId)) {
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this._roomUpdateTriggered(payload.room.roomId);
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return;
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}
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}
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}
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break;
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case 'MatrixActions.Room.tags': {
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if (!logicallyReady) break;
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// TODO: Figure out which rooms changed in the tag and only change those.
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// This is very blunt and wipes out the sticky room stuff
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this._generateInitialRoomLists();
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}
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break;
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case 'MatrixActions.Room.timeline': {
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if (!logicallyReady ||
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!payload.isLiveEvent ||
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!payload.isLiveUnfilteredRoomTimelineEvent ||
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!this._eventTriggersRecentReorder(payload.event)
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) {
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break;
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}
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this._roomUpdateTriggered(payload.event.getRoomId());
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}
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break;
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// When an event is decrypted, it could mean we need to reorder the room
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// list because we now know the type of the event.
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case 'MatrixActions.Event.decrypted': {
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if (!logicallyReady) break;
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const roomId = payload.event.getRoomId();
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// We may have decrypted an event without a roomId (e.g to_device)
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if (!roomId) break;
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const room = this._matrixClient.getRoom(roomId);
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// We somehow decrypted an event for a room our client is unaware of
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if (!room) break;
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const liveTimeline = room.getLiveTimeline();
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const eventTimeline = room.getTimelineForEvent(payload.event.getId());
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// Either this event was not added to the live timeline (e.g. pagination)
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// or it doesn't affect the ordering of the room list.
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if (liveTimeline !== eventTimeline || !this._eventTriggersRecentReorder(payload.event)) {
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break;
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}
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this._roomUpdateTriggered(roomId);
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}
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break;
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case 'MatrixActions.accountData': {
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if (!logicallyReady) break;
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if (payload.event_type !== 'm.direct') break;
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// TODO: Figure out which rooms changed in the direct chat and only change those.
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// This is very blunt and wipes out the sticky room stuff
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this._generateInitialRoomLists();
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}
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break;
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case 'MatrixActions.Room.myMembership': {
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if (!logicallyReady) break;
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this._roomUpdateTriggered(payload.room.roomId, true);
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}
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break;
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// This could be a new room that we've been invited to, joined or created
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// we won't get a RoomMember.membership for these cases if we're not already
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// a member.
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case 'MatrixActions.Room': {
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if (!logicallyReady) break;
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this._roomUpdateTriggered(payload.room.roomId, true);
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}
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break;
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// TODO: Re-enable optimistic updates when we support dragging again
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// case 'RoomListActions.tagRoom.pending': {
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// if (!logicallyReady) break;
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// // XXX: we only show one optimistic update at any one time.
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// // Ideally we should be making a list of in-flight requests
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// // that are backed by transaction IDs. Until the js-sdk
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// // supports this, we're stuck with only being able to use
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// // the most recent optimistic update.
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// console.log("!! Optimistic tag: ", payload);
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// }
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// break;
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// case 'RoomListActions.tagRoom.failure': {
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// if (!logicallyReady) break;
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// // Reset state according to js-sdk
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// console.log("!! Optimistic tag failure: ", payload);
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// }
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// break;
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case 'on_logged_out': {
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// Reset state without pushing an update to the view, which generally assumes that
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// the matrix client isn't `null` and so causing a re-render will cause NPEs.
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this._init();
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this._matrixClient = null;
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}
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break;
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case 'view_room': {
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if (!logicallyReady) break;
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// Note: it is important that we set a new stickyRoomId before setting the old room
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// to IDLE. If we don't, the wrong room gets counted as sticky.
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const currentStickyId = this._state.stickyRoomId;
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this._setState({stickyRoomId: payload.room_id});
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if (currentStickyId) {
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this._setRoomCategory(this._matrixClient.getRoom(currentStickyId), CATEGORY_IDLE);
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}
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}
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break;
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}
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}
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_roomUpdateTriggered(roomId, ignoreSticky) {
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// We don't calculate categories for sticky rooms because we have a moderate
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// interest in trying to maintain the category that they were last in before
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// being artificially flagged as IDLE. Also, this reduces the amount of time
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// we spend in _setRoomCategory ever so slightly.
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if (this._state.stickyRoomId !== roomId || ignoreSticky) {
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// Micro optimization: Only look up the room if we're confident we'll need it.
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const room = this._matrixClient.getRoom(roomId);
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if (!room) return;
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const category = this._calculateCategory(room);
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this._setRoomCategory(room, category);
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}
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}
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_filterTags(tags) {
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tags = tags ? Object.keys(tags) : [];
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if (this._state.tagsEnabled) return tags;
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return tags.filter((t) => !!LIST_ORDERS[t]);
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}
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_getRecommendedTagsForRoom(room) {
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const tags = [];
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const myMembership = room.getMyMembership();
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if (myMembership === 'join' || myMembership === 'invite') {
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// Stack the user's tags on top
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tags.push(...this._filterTags(room.tags));
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// Order matters here: The DMRoomMap updates before invites
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// are accepted, so we check to see if the room is an invite
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// first, then if it is a direct chat, and finally default
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// to the "recents" list.
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const dmRoomMap = DMRoomMap.shared();
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if (myMembership === 'invite') {
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tags.push("im.vector.fake.invite");
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} else if (dmRoomMap.getUserIdForRoomId(room.roomId)) {
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tags.push("im.vector.fake.direct");
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} else if (tags.length === 0) {
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tags.push("im.vector.fake.recent");
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}
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} else {
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tags.push("im.vector.fake.archived");
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}
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return tags;
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}
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_setRoomCategory(room, category) {
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if (!room) return; // This should only happen in tests
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const listsClone = {};
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const targetCategoryIndex = CATEGORY_ORDER.indexOf(category);
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// Micro optimization: Support lazily loading the last timestamp in a room
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let _targetTimestamp = null;
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const targetTimestamp = () => {
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if (_targetTimestamp === null) {
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_targetTimestamp = this._tsOfNewestEvent(room);
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}
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return _targetTimestamp;
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};
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const targetTags = this._getRecommendedTagsForRoom(room);
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const insertedIntoTags = [];
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// We need to make sure all the tags (lists) are updated with the room's new position. We
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// generally only get called here when there's a new room to insert or a room has potentially
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// changed positions within the list.
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//
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// We do all our checks by iterating over the rooms in the existing lists, trying to insert
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// our room where we can. As a guiding principle, we should be removing the room from all
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// tags, and insert the room into targetTags. We should perform the deletion before the addition
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// where possible to keep a consistent state. By the end of this, targetTags should be the
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// same as insertedIntoTags.
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for (const key of Object.keys(this._state.lists)) {
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const shouldHaveRoom = targetTags.includes(key);
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// Speed optimization: Don't do complicated math if we don't have to.
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if (!shouldHaveRoom) {
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listsClone[key] = this._state.lists[key].filter((e) => e.room.roomId !== room.roomId);
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} else if (LIST_ORDERS[key] !== 'recent') {
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// Manually ordered tags are sorted later, so for now we'll just clone the tag
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// and add our room if needed
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listsClone[key] = this._state.lists[key].filter((e) => e.room.roomId !== room.roomId);
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listsClone[key].push({room, category});
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insertedIntoTags.push(key);
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} else {
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listsClone[key] = [];
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// We track where the boundary within listsClone[key] is just in case our timestamp
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// ordering fails. If we can't stick the room in at the correct place in the category
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// grouping based on timestamp, we'll stick it at the top of the group which will be
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// the index we track here.
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let desiredCategoryBoundaryIndex = 0;
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let foundBoundary = false;
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let pushedEntry = false;
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for (const entry of this._state.lists[key]) {
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// We insert our own record as needed, so don't let the old one through.
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if (entry.room.roomId === room.roomId) {
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continue;
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}
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// if the list is a recent list, and the room appears in this list, and we're
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// not looking at a sticky room (sticky rooms have unreliable categories), try
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// to slot the new room in
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if (entry.room.roomId !== this._state.stickyRoomId) {
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if (!pushedEntry && shouldHaveRoom) {
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// Micro optimization: Support lazily loading the last timestamp in a room
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let _entryTimestamp = null;
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const entryTimestamp = () => {
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if (_entryTimestamp === null) {
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_entryTimestamp = this._tsOfNewestEvent(entry.room);
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}
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return _entryTimestamp;
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};
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const entryCategoryIndex = CATEGORY_ORDER.indexOf(entry.category);
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// As per above, check if we're meeting that boundary we wanted to locate.
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if (entryCategoryIndex >= targetCategoryIndex && !foundBoundary) {
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desiredCategoryBoundaryIndex = listsClone[key].length - 1;
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foundBoundary = true;
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}
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// If we've hit the top of a boundary beyond our target category, insert at the top of
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// the grouping to ensure the room isn't slotted incorrectly. Otherwise, try to insert
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// based on most recent timestamp.
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const changedBoundary = entryCategoryIndex > targetCategoryIndex;
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const currentCategory = entryCategoryIndex === targetCategoryIndex;
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if (changedBoundary || (currentCategory && targetTimestamp() >= entryTimestamp())) {
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if (changedBoundary) {
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// If we changed a boundary, then we've gone too far - go to the top of the last
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// section instead.
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listsClone[key].splice(desiredCategoryBoundaryIndex, 0, {room, category});
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} else {
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// If we're ordering by timestamp, just insert normally
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listsClone[key].push({room, category});
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}
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pushedEntry = true;
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insertedIntoTags.push(key);
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}
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}
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}
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// Fall through and clone the list.
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listsClone[key].push(entry);
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}
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if (!pushedEntry) {
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if (listsClone[key].length === 0) {
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listsClone[key].push({room, category});
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insertedIntoTags.push(key);
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} else {
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// In theory, this should never happen
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console.warn(`!! Room ${room.roomId} lost: No position available`);
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}
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}
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}
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}
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// Double check that we inserted the room in the right places
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for (const targetTag of targetTags) {
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let count = 0;
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for (const insertedTag of insertedIntoTags) {
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if (insertedTag === targetTag) count++;
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}
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if (count !== 1) {
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console.warn(`!! Room ${room.roomId} inserted ${count} times`);
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}
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}
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// Sort the favourites before we set the clone
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for (const tag of Object.keys(listsClone)) {
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if (LIST_ORDERS[tag] === 'recent') continue; // skip recents (pre-sorted)
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listsClone[tag].sort(this._getManualComparator(tag));
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}
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this._setState({lists: listsClone});
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}
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_generateInitialRoomLists() {
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// Log something to show that we're throwing away the old results. This is for the inevitable
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// question of "why is 100% of my CPU going towards Riot?" - a quick look at the logs would reveal
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// that something is wrong with the RoomListStore.
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console.log("Generating initial room lists");
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const lists = {
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"m.server_notice": [],
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"im.vector.fake.invite": [],
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"m.favourite": [],
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"im.vector.fake.recent": [],
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"im.vector.fake.direct": [],
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"m.lowpriority": [],
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"im.vector.fake.archived": [],
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};
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const dmRoomMap = DMRoomMap.shared();
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// Speed optimization: Hitting the SettingsStore is expensive, so avoid that at all costs.
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let _isCustomTagsEnabled = null;
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const isCustomTagsEnabled = () => {
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if (_isCustomTagsEnabled === null) {
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_isCustomTagsEnabled = SettingsStore.isFeatureEnabled("feature_custom_tags");
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}
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|
return _isCustomTagsEnabled;
|
|
};
|
|
|
|
this._matrixClient.getRooms().forEach((room) => {
|
|
const myUserId = this._matrixClient.getUserId();
|
|
const membership = room.getMyMembership();
|
|
const me = room.getMember(myUserId);
|
|
|
|
if (membership === "invite") {
|
|
lists["im.vector.fake.invite"].push({room, category: CATEGORY_RED});
|
|
} else if (membership === "join" || membership === "ban" || (me && me.isKicked())) {
|
|
// Used to split rooms via tags
|
|
let tagNames = Object.keys(room.tags);
|
|
|
|
// ignore any m. tag names we don't know about
|
|
tagNames = tagNames.filter((t) => {
|
|
// Speed optimization: Avoid hitting the SettingsStore at all costs by making it the
|
|
// last condition possible.
|
|
return lists[t] !== undefined || (!t.startsWith('m.') && isCustomTagsEnabled());
|
|
});
|
|
|
|
if (tagNames.length) {
|
|
for (let i = 0; i < tagNames.length; i++) {
|
|
const tagName = tagNames[i];
|
|
lists[tagName] = lists[tagName] || [];
|
|
|
|
// Default to an arbitrary category for tags which aren't ordered by recents
|
|
let category = CATEGORY_IDLE;
|
|
if (LIST_ORDERS[tagName] === 'recent') category = this._calculateCategory(room);
|
|
lists[tagName].push({room, category: category});
|
|
}
|
|
} else if (dmRoomMap.getUserIdForRoomId(room.roomId)) {
|
|
// "Direct Message" rooms (that we're still in and that aren't otherwise tagged)
|
|
lists["im.vector.fake.direct"].push({room, category: this._calculateCategory(room)});
|
|
} else {
|
|
lists["im.vector.fake.recent"].push({room, category: this._calculateCategory(room)});
|
|
}
|
|
} else if (membership === "leave") {
|
|
// The category of these rooms is not super important, so deprioritize it to the lowest
|
|
// possible value.
|
|
lists["im.vector.fake.archived"].push({room, category: CATEGORY_IDLE});
|
|
}
|
|
});
|
|
|
|
// We use this cache in the recents comparator because _tsOfNewestEvent can take a while. This
|
|
// cache only needs to survive the sort operation below and should not be implemented outside
|
|
// of this function, otherwise the room lists will almost certainly be out of date and wrong.
|
|
const latestEventTsCache = {}; // roomId => timestamp
|
|
|
|
Object.keys(lists).forEach((listKey) => {
|
|
let comparator;
|
|
switch (LIST_ORDERS[listKey]) {
|
|
case "recent":
|
|
comparator = (entryA, entryB) => {
|
|
return this._recentsComparator(entryA, entryB, (room) => {
|
|
if (!room) return Number.MAX_SAFE_INTEGER; // Should only happen in tests
|
|
|
|
if (latestEventTsCache[room.roomId]) {
|
|
return latestEventTsCache[room.roomId];
|
|
}
|
|
|
|
const ts = this._tsOfNewestEvent(room);
|
|
latestEventTsCache[room.roomId] = ts;
|
|
return ts;
|
|
});
|
|
};
|
|
break;
|
|
case "manual":
|
|
default:
|
|
comparator = this._getManualComparator(listKey);
|
|
break;
|
|
}
|
|
lists[listKey].sort(comparator);
|
|
});
|
|
|
|
this._setState({
|
|
lists,
|
|
ready: true, // Ready to receive updates to ordering
|
|
});
|
|
}
|
|
|
|
_eventTriggersRecentReorder(ev) {
|
|
return ev.getTs() && (
|
|
Unread.eventTriggersUnreadCount(ev) ||
|
|
ev.getSender() === this._matrixClient.credentials.userId
|
|
);
|
|
}
|
|
|
|
_tsOfNewestEvent(room) {
|
|
// Apparently we can have rooms without timelines, at least under testing
|
|
// environments. Just return MAX_INT when this happens.
|
|
if (!room || !room.timeline) return Number.MAX_SAFE_INTEGER;
|
|
|
|
for (let i = room.timeline.length - 1; i >= 0; --i) {
|
|
const ev = room.timeline[i];
|
|
if (this._eventTriggersRecentReorder(ev)) {
|
|
return ev.getTs();
|
|
}
|
|
}
|
|
|
|
// we might only have events that don't trigger the unread indicator,
|
|
// in which case use the oldest event even if normally it wouldn't count.
|
|
// This is better than just assuming the last event was forever ago.
|
|
if (room.timeline.length && room.timeline[0].getTs()) {
|
|
return room.timeline[0].getTs();
|
|
} else {
|
|
return Number.MAX_SAFE_INTEGER;
|
|
}
|
|
}
|
|
|
|
_calculateCategory(room) {
|
|
if (!this._state.orderRoomsByImportance) {
|
|
// Effectively disable the categorization of rooms if we're supposed to
|
|
// be sorting by more recent messages first. This triggers the timestamp
|
|
// comparison bit of _setRoomCategory and _recentsComparator instead of
|
|
// the category ordering.
|
|
return CATEGORY_IDLE;
|
|
}
|
|
|
|
const mentions = room.getUnreadNotificationCount("highlight") > 0;
|
|
if (mentions) return CATEGORY_RED;
|
|
|
|
let unread = room.getUnreadNotificationCount() > 0;
|
|
if (unread) return CATEGORY_GREY;
|
|
|
|
unread = Unread.doesRoomHaveUnreadMessages(room);
|
|
if (unread) return CATEGORY_BOLD;
|
|
|
|
return CATEGORY_IDLE;
|
|
}
|
|
|
|
_recentsComparator(entryA, entryB, tsOfNewestEventFn) {
|
|
const roomA = entryA.room;
|
|
const roomB = entryB.room;
|
|
const categoryA = entryA.category;
|
|
const categoryB = entryB.category;
|
|
|
|
if (categoryA !== categoryB) {
|
|
const idxA = CATEGORY_ORDER.indexOf(categoryA);
|
|
const idxB = CATEGORY_ORDER.indexOf(categoryB);
|
|
if (idxA > idxB) return 1;
|
|
if (idxA < idxB) return -1;
|
|
return 0; // Technically not possible
|
|
}
|
|
|
|
const timestampA = tsOfNewestEventFn(roomA);
|
|
const timestampB = tsOfNewestEventFn(roomB);
|
|
return timestampB - timestampA;
|
|
}
|
|
|
|
_lexicographicalComparator(roomA, roomB) {
|
|
return roomA.name > roomB.name ? 1 : -1;
|
|
}
|
|
|
|
_getManualComparator(tagName, optimisticRequest) {
|
|
return (entryA, entryB) => {
|
|
const roomA = entryA.room;
|
|
const roomB = entryB.room;
|
|
|
|
let metaA = roomA.tags[tagName];
|
|
let metaB = roomB.tags[tagName];
|
|
|
|
if (optimisticRequest && roomA === optimisticRequest.room) metaA = optimisticRequest.metaData;
|
|
if (optimisticRequest && roomB === optimisticRequest.room) metaB = optimisticRequest.metaData;
|
|
|
|
// Make sure the room tag has an order element, if not set it to be the bottom
|
|
const a = metaA ? Number(metaA.order) : undefined;
|
|
const b = metaB ? Number(metaB.order) : undefined;
|
|
|
|
// Order undefined room tag orders to the bottom
|
|
if (a === undefined && b !== undefined) {
|
|
return 1;
|
|
} else if (a !== undefined && b === undefined) {
|
|
return -1;
|
|
}
|
|
|
|
return a === b ? this._lexicographicalComparator(roomA, roomB) : (a > b ? 1 : -1);
|
|
};
|
|
}
|
|
|
|
getRoomLists() {
|
|
return this._state.presentationLists;
|
|
}
|
|
}
|
|
|
|
if (global.singletonRoomListStore === undefined) {
|
|
global.singletonRoomListStore = new RoomListStore();
|
|
}
|
|
export default global.singletonRoomListStore;
|