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In the next commit we're going to change what the server sends for the following: - page_params - server responses to /json/users/me/presence We will **not** yet be changing the format of the data that we get in events when users update their presence. It's also just a bit in flux what our final formats will be for various presence payloads, and different optimizations may lead us to use different data structures in different payloads. So for now we decouple these two things: raw_info: this is intended to represent a snapshot of the latest data from the server, including some data like timestamps that are only used in downstream calculations and not user-facing exports.presence_info: this is calculated info for modules like buddy_data that just need to know active vs. idle and last_active_date Another change that happens here is we rename set_info_for_user to update_info_for_event, which just makes it clear that the function expects data in the "event" format (as opposed to the format for page_params or server responses). As of now keeping the intermediate raw_info data around feels slightly awkward, because we just immediately calculate presence_info for any kind of update. This may be sorta surprising if you just skim the code and see the various timeout constants. You would think we might be automatically expiring "active" statuses in the client due to the simple passage of time, but in fact the precise places we do this are all triggered by new data from the server and we re-calculate statuses immediately. (There are indirect ways that clients have timing logic, since they ask the server for new data at various intervals, but a smarter client could simply expire users on its own, or at least with a more efficient transfer of info between it and the server. One of the thing that complicates client-side logic is that server and client clocks may be out of sync. Also, it's not inherently super expensive to get updates from the server.) |
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README.md
Zulip overview
Zulip is a powerful, open source group chat application that combines the immediacy of real-time chat with the productivity benefits of threaded conversations. Zulip is used by open source projects, Fortune 500 companies, large standards bodies, and others who need a real-time chat system that allows users to easily process hundreds or thousands of messages a day. With over 500 contributors merging over 500 commits a month, Zulip is also the largest and fastest growing open source group chat project.
Getting started
Click on the appropriate link below. If nothing seems to apply, join us on the Zulip community server and tell us what's up!
You might be interested in:
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Contributing code. Check out our guide for new contributors to get started. Zulip prides itself on maintaining a clean and well-tested codebase, and a stock of hundreds of beginner-friendly issues.
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Contributing non-code. Report an issue, translate Zulip into your language, write for the Zulip blog, or give us feedback. We would love to hear from you, even if you're just trying the product out.
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Supporting Zulip. Advocate for your organization to use Zulip, write a review in the mobile app stores, or upvote Zulip on product comparison sites.
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Checking Zulip out. The best way to see Zulip in action is to drop by the Zulip community server. We also recommend reading Zulip for open source, Zulip for companies, or Zulip for working groups and part time communities.
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Running a Zulip server. Use a preconfigured Digital Ocean droplet, install Zulip directly, or use Zulip's experimental Docker image. Commercial support is available; see https://zulipchat.com/plans for details.
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Using Zulip without setting up a server. https://zulipchat.com offers free and commercial hosting.
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Applying for a Zulip internship. Zulip runs internship programs with Outreachy, Google Summer of Code, and the MIT Externship program. Zulip also participates in Google Code-In. More information is available here.
You may also be interested in reading our blog or following us on twitter. Zulip is distributed under the Apache 2.0 license.