# Widgets (experimental) [Note: this document is currently intended to be a roadmap/design document. It may be converted over time to permanent documentation.] ## Overview During 2018 we built out a "widget system" in Zulip. It includes these features: - **/ping** - **/day** (and /night, /light, /dark) - **/poll** (and /tictactoe, /todo) (BETA) - **zform-enabled messages** for the trivia_quiz bot (BETA) The beta features are only turned on for chat.zulip.org as of this writing. There's a strong overlap between **widgets** and **slash commands**, and many widgets are launched by slash commands. A few exceptions are worth noting. If you type "/me shrugs" in the compose box, it's just a message that gets slightly customized rendering. And if you type "/settings", it's just a shortcut to open the settings popup. Neither of these are really "widgets," per se. Another exception, in the opposite direction, is our trivia_quiz bot. It does not involve slash commands. Instead it sends "extra_data" in messages to invoke **zforms** (which enable button-based UIs in the messages). Here are some code entities used in the above features: - `ALLOW_SUB_MESSAGES` setting - `SubMessage` database table - `/json/zcommand` API endpoint - `/json/submessage` API endpoint - `static/js/zform.js` - `static/js/zcommand.js` - `static/js/submessage.js` - `static/js/voting_widget.js` - `static/js/widgetize.js` - `static/js/zform.js` - `static/templates/widgets/` - `zerver/lib/widget.py` - `zerver/lib/zcommand.py` - `zerver/views/submessage.py` ## Simple slash commands We support a few very simple slash commands that are intended for single users to do simple tasks: - Ping the server - Toggle day/night mode ### Data flow These commands have client-side support in `zcommands.js`. They send commands to the server using the `/json/command` endpoint. In the case of "/ping", the server code in `zcommand.py` basically just acks the client. The client then computes the round trip time and shows a little message above the compose box that the user can see and then dismiss. For commands like "/day" and "/night", the server does a little bit of logic to toggle the user's night mode setting, and this is largely done inside `zcommand.py`. The server sends a very basic response, and then the client actually changes the display colors. The client also shows the user a little message above the compose box instructing them how to reverse the change. It's a bit of a stretch to label "/ping" and "/day" as **widgets**. In some ways they're just compose-box shortcuts for doing UI tasks. The commands share the new "zcommand" namespace in the code, and both have some common UI for talking to users. (It's possible that we don't really need a general `/json/zcommand` endpoint for these, and we may decide later to just use custom API endpoints for each command. There's some logic in having a central API for these, though, since they are typically things that only UI-based clients will invoke, and they may share validation code.) ### Availability The above commands are available for all Zulip servers that use 1.9 or above. You must use the webapp client to get the features; other clients will send the messages without any translation (e.g. "/day" will just be a message that says "/day" if you use the mobile app). ## Poll, todo lists, and games The most interactive widgets that we built during 2018 are for polls, todo lists, and games. You launch widgets by sending one of the following messages: - /poll - /todo - /tictactoe These widgets are only turned on if you set the `ALLOW_SUB_MESSAGES` boolean to `True` in the appropriate `settings.py`. Currently the setting is only enabled for dev and our main community realm (chat.zulip.org). Also, only the webapp client provides the "widget experience". Other clients just show raw messages like "/poll" or "/ticactoe". Our customers have long requested a poll/survey widget. See [this issue](https://github.com/zulip/zulip/issues/9736). There are workaround ways to do polls using things like emoji reactions, but our poll widget provides a more interactive experience. ### Data flow The **poll** widget uses the "submessage" architecture. We'll use the poll widget as a concrete example. The `SubMessage` table, as the name indicates, allows you to associate multiple submessages to any given `Message` row. When a message gets sent, there's a hook inside of `widget.py` that will detect slash commands like "/poll". If a message needs to be widgetized, an initial `SubMessage` row will be created with an appropriate `msg_type` (and persisted to the database). This data will also be included in the normal Zulip message event payload. Clients can choose to ignore the submessage-related data, in which case they'll gracefully degrade to seeing "/poll". Of course, the webapp client actually recognizes the appropriate widgets. The webapp client will next collect poll options and votes from users. The webapp client has code in `submessage.js` that dispatches events to `widgetize.js`, which in turns sends events to individual widgets. The widgets know how to render themselves and set up click/input handlers to collect data. They can then post back to `/json/submessage` to attach more data to the message (and the details are encapsulated with a callback). The server will continue to persist `SubMessage` rows in the database. These rows are encoded as JSON, and the schema of the messages is driven by the individual widgets. Most of the logic is in the client; things are fairly opaque to the server at this point. The "submessage" architecture is generic. Our tictactoe widget and todo list widget use the same architecture as "poll". If a client joins Zulip after a message has accumulated several submessage events, it will see all of those events the first time it sees the parent message. Clients need to know how to build/rebuild their state as each submessage comes in. They also need to tolerate misformatted data, ideally just dropping data on the floor. If a widget throws an exception, it's caught before the rest of the message feed is affected. As far as rendering is concerned, each widget module is given a parent `elem` when its `activate` function is called. This is just a `
` inside of the parent message in the message pane. The widget has access to jQuery and template.render, and the developer can create new templates in `static/templates/widgets/`. A good way to learn the system is to read the code in `static/js/voting_widget.js`. It is worth noting that writing a new widget requires only minor backend changes in the current architecture. This could change in the future, but for now a frontend developer mostly needs to know JS, CSS, and HTML. It may be useful to think of widgets in terms of a bunch of clients exchanging peer-to-peer messages. The server's only real role is to decide who gets delivered which submessages. It's a lot like a "subchat" system. ### Backward compatibility Our "submessage" widgets are still evolving, and we want to have a plan for allowing future progress without breaking old messages. Widget developers can revise code to improve a widget's visual polish without too much concern for breaking how old messages get widgetized. They will need to be more cautious if they change the actual data structures passed around in the submessage payloads. For significant schema changes, it would be worthwhile to add some kind of versioning scheme inside of `SubMessages`, either at the DB level or more at the JSON level within fields. This has yet to be designed. One thing to consider is that most widgets are somewhat ephemeral in nature, so it's not the end of the world if upgrades cause some older messages to be obsolete, as long as the code degrades gracefully. Mission critical widgets should have a deprecation strategy. For example, you could add optional features for one version bump and then only make them mandatory for the next version, as long as you don't radically change the data model. And if you're truly making radical changes, you can always write a Django migration for the `SubMessage` data. ### Adding widgets Right now we don't have a plugin model for the above widgets; they are served up by the core Zulip server implementation. Of course, anybody who wishes to build their own widget has the option of forking the server code and self-hosting, but we want to encourage folks to submit widget code to our codebase in PRs. If we get to a critical mass of contributed widgets, we will want to explore a more dynamic mechanism for "plugging in" code from outside sources, but that is not in our immediate roadmap. This is sort of a segue to the next section of this document. Suppose you want to write your own custom bot, and you want to allow users to click buttons to respond to options, but you don't want to have to modify the Zulip server codebase to turn on those features. This is where our "zform" architecture comes to the rescue. ## zform (Trivia Quiz bot) This section will describe our "zform" architecture. For context, imagine a naive triva bot. The trivia bot sends a question with the answers labeled as A, B, C, and D. Folks who want to answer the bot send back an answer have to send an actual Zulip message with something like `@trivia_bot answer A to Q01`, which is kind of tedious to type. Wouldn't it be nice if the bot could serve up some kind of buttons with canned replies, so that the user just hits a button? That is where zforms come in. Zulip's trivia bot sends the Zulip server a JSON representation of a form it wants rendered, and then the client renders a generic "**zform**" with buttons corresponding to `short_name` fields inside a `choices` list inside of the JSON payload. Here is what an example payload looks like: ~~~ json { "extra_data": { "type": "choices", "heading": "05: What color is a blueberry?", "choices": [ { "type": "multiple_choice", "reply": "answer 05 A", "long_name": "red", "short_name": "A" }, { "type": "multiple_choice", "reply": "answer 05 B", "long_name": "blue", "short_name": "B" }, { "type": "multiple_choice", "reply": "answer 05 C", "long_name": "yellow", "short_name": "C" }, { "type": "multiple_choice", "reply": "answer 05 D", "long_name": "orange", "short_name": "D" } ] }, "widget_type": "zform" } ~~~ When users click on the buttons, **generic** click handlers automatically simulate a client reply using a field called `reply` (in `choices`) as the content of the message reply. Then the bot sees the reply and grades the answer using ordinary chat-bot coding. The beautiful thing is that any thrid party developer can enhance bots that are similar to the **trivia_quiz** bot without touching any Zulip code, because **zforms** are completely generic. (The only caveat is that the server must turn on `ALLOW_SUB_MESSAGES`.) ## Data flow We can walk through the steps from the bot generating the **zform** to the client rendering it. First, [here](https://github.com/zulip/python-zulip-api/blob/master/zulip_bots/zulip_bots/bots/trivia_quiz/trivia_quiz.py) is the code that produces the JSON. ``` py def format_quiz_for_widget(quiz_id: str, quiz: Dict[str, Any]) -> str: widget_type = 'zform' question = quiz['question'] answers = quiz['answers'] heading = quiz_id + ': ' + question def get_choice(letter: str) -> Dict[str, str]: answer = answers[letter] reply = 'answer ' + quiz_id + ' ' + letter return dict( type='multiple_choice', short_name=letter, long_name=answer, reply=reply, ) choices = [get_choice(letter) for letter in 'ABCD'] extra_data = dict( type='choices', heading=heading, choices=choices, ) widget_content = dict( widget_type=widget_type, extra_data=extra_data, ) payload = json.dumps(widget_content) return payload ``` The above code processes data that is specific to a trivia quiz, but it follows a generic schema. The bot sends the JSON payload to the server using the `send_reply` callback. The bot framework looks for the optional `widget_content` parameter in `send_reply` and includes that in the message payload it sends to the server. The server validates the schema of `widget_content` using `check_widget_content`. Then code inside of `zerver/lib/widget.py` builds a single `SubMessage` row to contain the **zform** payload, and the server also sends this payload to all clients who are recipients of the parent message. When the message gets to the client, the codepath for **zform** is actually quite similar to what happens with more customized widgets like **poll** and **tictactoe**. (In fact, **zform** is a sibling of **poll** and **tictactoe**, and **zform** just has a somewhat more generic job to do.) In `static/js/widgetize.js` you will see where this code converges, with snippets like this: ~~~ js widgets.poll = voting_widget; widgets.tictactoe = tictactoe_widget; widgets.todo = todo_widget; widgets.zform = zform; ~~~ The code in `static/js/zform.js` renders the form (not shown here) and then sets up a click handler like below: ~~~ js elem.find('button').on('click', function (e) { e.stopPropagation(); // Grab our index from the markup. var idx = $(e.target).attr('data-idx'); // Use the index from the markup to dereference our // data structure. var reply_content = data.choices[idx].reply; transmit.reply_message({ message: opts.message, content: reply_content, }); }); ~~~ And then we are basically done! ## Slash commands This document is more about "widget" behavior than "slash command" interfaces, but there is indeed a lot of overlap between the two concepts. We will soon introduce typeahead capability for slash syntax, including things that are somewhat outliers such as the "/me" command. If certain widget features are behind feature flags, this will slightly complicate the typeahead implementation. Mostly we just need the server to share any relevant settings with the client.