matrix_sdk_base

Struct BaseClient

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pub struct BaseClient {
    pub room_key_recipient_strategy: CollectStrategy,
    pub decryption_trust_requirement: TrustRequirement,
    /* private fields */
}
Expand description

A no IO Client implementation.

This Client is a state machine that receives responses and events and accordingly updates its state.

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§room_key_recipient_strategy: CollectStrategy

The strategy to use for picking recipient devices, when sending an encrypted message.

§decryption_trust_requirement: TrustRequirement

The trust requirement to use for decrypting events.

Implementations§

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impl BaseClient

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pub fn with_store_config(config: StoreConfig) -> Self

Create a new client.

§Arguments
  • config - An optional session if the user already has one from a previous login call.
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pub async fn clone_with_in_memory_state_store( &self, cross_process_store_locks_holder_name: &str, ) -> Result<Self>

Clones the current base client to use the same crypto store but a different, in-memory store config, and resets transient state.

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pub fn session_meta(&self) -> Option<&SessionMeta>

Get the session meta information.

If the client is currently logged in, this will return a SessionMeta object which contains the user ID and device ID. Otherwise it returns None.

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pub fn rooms(&self) -> Vec<Room>

Get all the rooms this client knows about.

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pub fn rooms_filtered(&self, filter: RoomStateFilter) -> Vec<Room>

Get all the rooms this client knows about, filtered by room state.

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pub fn rooms_stream( &self, ) -> (Vector<Room>, impl Stream<Item = Vec<VectorDiff<Room>>>)

Get a stream of all the rooms changes, in addition to the existing rooms.

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pub fn get_or_create_room( &self, room_id: &RoomId, room_state: RoomState, ) -> Room

Lookup the Room for the given RoomId, or create one, if it didn’t exist yet in the store

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pub fn store(&self) -> &DynStateStore

Get a reference to the store.

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pub fn event_cache_store(&self) -> &EventCacheStoreLock

Get a reference to the event cache store.

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pub fn logged_in(&self) -> bool

Is the client logged in.

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pub async fn set_session_meta( &self, session_meta: SessionMeta, custom_account: Option<Account>, ) -> Result<()>

Set the meta of the session.

If encryption is enabled, this also initializes or restores the OlmMachine.

§Arguments
  • session_meta - The meta of a session that the user already has from a previous login call.

  • custom_account - A custom matrix_sdk_crypto::vodozemac::olm::Account to be used for the identity and one-time keys of this BaseClient. If no account is provided, a new default one or one from the store will be used. If an account is provided and one already exists in the store for this UserId/DeviceId combination, an error will be raised. This is useful if one wishes to create identity keys before knowing the user/device IDs, e.g., to use the identity key as the device ID.

This method panics if it is called twice.

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pub async fn regenerate_olm( &self, custom_account: Option<Account>, ) -> Result<()>

Recreate an OlmMachine from scratch.

In particular, this will clear all its caches.

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pub async fn sync_token(&self) -> Option<String>

Get the current, if any, sync token of the client. This will be None if the client didn’t sync at least once.

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pub async fn room_knocked(&self, room_id: &RoomId) -> Result<Room>

User has knocked on a room.

Update the internal and cached state accordingly. Return the final Room.

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pub async fn room_joined(&self, room_id: &RoomId) -> Result<Room>

User has joined a room.

Update the internal and cached state accordingly. Return the final Room.

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pub async fn room_left(&self, room_id: &RoomId) -> Result<()>

User has left a room.

Update the internal and cached state accordingly.

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pub fn sync_lock(&self) -> &Mutex<()>

Get access to the store’s sync lock.

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pub async fn receive_sync_response( &self, response: Response, ) -> Result<SyncResponse>

Receive a response from a sync call.

§Arguments
  • response - The response that we received after a successful sync.
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pub async fn receive_all_members( &self, room_id: &RoomId, request: &Request, response: &Response, ) -> Result<()>

Receive a get member events response and convert it to a deserialized MembersResponse

This client-server request must be made without filters to make sure all members are received. Otherwise, an error is returned.

§Arguments
  • room_id - The room id this response belongs to.

  • response - The raw response that was received from the server.

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pub async fn receive_filter_upload( &self, filter_name: &str, response: &Response, ) -> Result<()>

Receive a successful filter upload response, the filter id will be stored under the given name in the store.

The filter id can later be retrieved with the get_filter method.

§Arguments
  • filter_name - The name that should be used to persist the filter id in the store.

  • response - The successful filter upload response containing the filter id.

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pub async fn get_filter(&self, filter_name: &str) -> StoreResult<Option<String>>

Get the filter id of a previously uploaded filter.

Note: A filter will first need to be uploaded and persisted using receive_filter_upload.

§Arguments
  • filter_name - The name of the filter that was previously used to persist the filter.
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pub async fn share_room_key( &self, room_id: &RoomId, ) -> Result<Vec<Arc<ToDeviceRequest>>>

Get a to-device request that will share a room key with users in a room.

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pub fn get_room(&self, room_id: &RoomId) -> Option<Room>

Get the room with the given room id.

§Arguments
  • room_id - The id of the room that should be fetched.
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pub async fn forget_room(&self, room_id: &RoomId) -> StoreResult<()>

Forget the room with the given room ID.

The room will be dropped from the room list and the store.

§Arguments
  • room_id - The id of the room that should be forgotten.
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pub async fn olm_machine(&self) -> RwLockReadGuard<'_, Option<OlmMachine>>

Get the olm machine.

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pub async fn get_push_room_context( &self, room: &Room, room_info: &RoomInfo, changes: &StateChanges, ) -> Result<Option<PushConditionRoomCtx>>

Get the push context for the given room.

Tries to get the data from changes or the up to date room_info. Loads the data from the store otherwise.

Returns None if some data couldn’t be found. This should only happen in brand new rooms, while we process its state.

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pub fn update_push_room_context( &self, push_rules: &mut PushConditionRoomCtx, user_id: &UserId, room_info: &RoomInfo, changes: &StateChanges, )

Update the push context for the given room.

Updates the context data from changes or room_info.

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pub fn subscribe_to_ignore_user_list_changes(&self) -> Subscriber<Vec<String>>

Returns a subscriber that publishes an event every time the ignore user list changes

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pub fn room_info_notable_update_receiver( &self, ) -> Receiver<RoomInfoNotableUpdate>

Returns a new receiver that gets future room info notable updates.

Learn more by reading the RoomInfoNotableUpdate type.

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impl BaseClient

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pub async fn process_sliding_sync_e2ee( &self, to_device: Option<&ToDevice>, e2ee: &E2EE, ) -> Result<Option<Vec<Raw<AnyToDeviceEvent>>>>

Processes the E2EE-related events from the Sliding Sync response.

In addition to writes to the crypto store, this may also write into the state store, in particular it may write latest-events to the state store.

Returns whether any change happened.

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pub async fn process_sliding_sync<PEP: PreviousEventsProvider>( &self, response: &Response, previous_events_provider: &PEP, with_msc4186: bool, ) -> Result<SyncResponse>

Process a response from a sliding sync call.

§Arguments
  • response - The response that we received after a successful sliding sync.
  • previous_events_provider - Timeline events prior to the current sync.
  • with_msc4186 - Whether the response comes from simplified sliding sync (MSC4186) or sliding sync (MSC3575).

Trait Implementations§

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impl Clone for BaseClient

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fn clone(&self) -> BaseClient

Returns a copy of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for BaseClient

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more

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