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-rw-r--r--vendor/github.com/matrix-org/gomatrix/room.go63
1 files changed, 63 insertions, 0 deletions
diff --git a/vendor/github.com/matrix-org/gomatrix/room.go b/vendor/github.com/matrix-org/gomatrix/room.go
new file mode 100644
index 00000000..364deab2
--- /dev/null
+++ b/vendor/github.com/matrix-org/gomatrix/room.go
@@ -0,0 +1,63 @@
+package gomatrix
+
+// Room represents a single Matrix room.
+type Room struct {
+ ID string
+ State map[string]map[string]*Event
+}
+
+// PublicRoom represents the information about a public room obtainable from the room directory
+type PublicRoom struct {
+ CanonicalAlias string `json:"canonical_alias"`
+ Name string `json:"name"`
+ WorldReadable bool `json:"world_readable"`
+ Topic string `json:"topic"`
+ NumJoinedMembers int `json:"num_joined_members"`
+ AvatarURL string `json:"avatar_url"`
+ RoomID string `json:"room_id"`
+ GuestCanJoin bool `json:"guest_can_join"`
+ Aliases []string `json:"aliases"`
+}
+
+// UpdateState updates the room's current state with the given Event. This will clobber events based
+// on the type/state_key combination.
+func (room Room) UpdateState(event *Event) {
+ _, exists := room.State[event.Type]
+ if !exists {
+ room.State[event.Type] = make(map[string]*Event)
+ }
+ room.State[event.Type][*event.StateKey] = event
+}
+
+// GetStateEvent returns the state event for the given type/state_key combo, or nil.
+func (room Room) GetStateEvent(eventType string, stateKey string) *Event {
+ stateEventMap := room.State[eventType]
+ event := stateEventMap[stateKey]
+ return event
+}
+
+// GetMembershipState returns the membership state of the given user ID in this room. If there is
+// no entry for this member, 'leave' is returned for consistency with left users.
+func (room Room) GetMembershipState(userID string) string {
+ state := "leave"
+ event := room.GetStateEvent("m.room.member", userID)
+ if event != nil {
+ membershipState, found := event.Content["membership"]
+ if found {
+ mState, isString := membershipState.(string)
+ if isString {
+ state = mState
+ }
+ }
+ }
+ return state
+}
+
+// NewRoom creates a new Room with the given ID
+func NewRoom(roomID string) *Room {
+ // Init the State map and return a pointer to the Room
+ return &Room{
+ ID: roomID,
+ State: make(map[string]map[string]*Event),
+ }
+}