// This module just manages data. See activity.js for // the UI of our buddy list. // The following Maps have user_id as the key. Some of the // user_ids may not yet be registered in people.js. // See the long comment in `set_info` below for details. // In future commits we'll use raw_info to facilitate // handling server events and/or timeout events. const raw_info = new Map(); exports.presence_info = new Map(); /* Mark users as offline after 140 seconds since their last checkin, * Keep in sync with zerver/tornado/event_queue.py:receiver_is_idle */ const OFFLINE_THRESHOLD_SECS = 140; const BIG_REALM_COUNT = 250; exports.is_active = function (user_id) { if (exports.presence_info.has(user_id)) { const status = exports.presence_info.get(user_id).status; if (status === "active") { return true; } } return false; }; exports.get_status = function (user_id) { if (people.is_my_user_id(user_id)) { return "active"; } if (exports.presence_info.has(user_id)) { return exports.presence_info.get(user_id).status; } return "offline"; }; exports.get_user_ids = function () { return Array.from(exports.presence_info.keys()); }; function status_from_timestamp(baseline_time, info) { let status = 'offline'; let last_active = 0; for (const [device, device_presence] of Object.entries(info)) { const age = baseline_time - device_presence.timestamp; if (last_active < device_presence.timestamp) { last_active = device_presence.timestamp; } if (age < OFFLINE_THRESHOLD_SECS) { switch (device_presence.status) { case 'active': status = device_presence.status; break; case 'idle': if (status !== 'active') { status = device_presence.status; } break; case 'offline': if (status !== 'active' && status !== 'idle') { status = device_presence.status; } break; default: blueslip.error('Unexpected status', {presence_object: device_presence, device: device}, undefined); } } } return {status: status, last_active: last_active }; } // For testing exports._status_from_timestamp = status_from_timestamp; exports.update_info_from_event = function (user_id, info, server_time) { raw_info.set(user_id, { info: info, server_time: server_time, }); const status = status_from_timestamp(server_time, info); exports.presence_info.set(user_id, status); }; exports.set_info = function (presences, server_timestamp) { raw_info.clear(); exports.presence_info.clear(); for (const [user_id_str, info] of Object.entries(presences)) { const user_id = parseInt(user_id_str, 10); // Note: In contrast with all other state updates received // receive from the server, presence data is updated via a // polling process rather than the events system // (server_events_dispatch.js). // // This means that if we're coming back from being offline and // new users were created in the meantime, we may see user IDs // not yet present in people.js if server_events doesn't have // current data (or we've been offline, our event queue was // GC'ed, and we're about to reload). Such user_ids being // present could, in turn, create spammy downstream exceptions // when rendering the buddy list. To address this, we check // if the user ID is not yet present in people.js, and if it // is, we skip storing that user (we'll see them again in the // next presence request in 1 minute anyway). // // It's important to check both suspect_offline and // reload_state.is_in_progress, because races where presence // returns data on users not yet received via the server_events // system are common in both situations. const person = people.get_by_user_id(user_id, true); if (person === undefined) { if (!(server_events.suspect_offline || reload_state.is_in_progress())) { // If we're online, and we get a user who we don't // know about in the presence data, throw an error. blueslip.error('Unknown user ID in presence data: ' + user_id); } // Either way, we deal by skipping this user and // continuing with processing everyone else. continue; } raw_info.set(user_id, { info: info, server_time: server_timestamp, }); const status = status_from_timestamp(server_timestamp, info); exports.presence_info.set(user_id, status); } exports.update_info_for_small_realm(); }; exports.update_info_for_small_realm = function () { if (people.get_active_human_count() >= BIG_REALM_COUNT) { // For big realms, we don't want to bloat our buddy // lists with lots of long-time-inactive users. return; } // For small realms, we create presence info for users // that the server didn't include in its presence update. const persons = people.get_realm_users(); for (const person of persons) { const user_id = person.user_id; let status = "offline"; if (exports.presence_info.has(user_id)) { // this is normal, we have data for active // users that we don't want to clobber. continue; } if (person.is_bot) { // we don't show presence for bots continue; } if (people.is_my_user_id(user_id)) { status = "active"; } exports.presence_info.set(user_id, { status: status, last_active: undefined, }); } }; exports.last_active_date = function (user_id) { const info = exports.presence_info.get(user_id); if (!info || !info.last_active) { return; } const date = new XDate(info.last_active * 1000); return date; }; exports.initialize = function (params) { presence.set_info(params.presences, params.initial_servertime); }; window.presence = exports;