Matrix Specification ==================== TODO(Introduction) : Matthew - Similar to intro paragraph from README. - Explaining the overall mission, what this spec describes... - "What is Matrix?" Architecture ============ - Basic structure: What are clients/home servers and what are their responsibilities? What are events. :: { Matrix clients } { Matrix clients } ^ | ^ | | events | | events | | V | V +------------------+ +------------------+ | |---------( HTTP )---------->| | | Home Server | | Home Server | | |<--------( HTTP )-----------| | +------------------+ +------------------+ - How do identity servers fit in? 3PIDs? Users? Aliases - Pattern of the APIs (HTTP/JSON, REST + txns) - Standard error response format. - C-S Event stream Rooms ===== A room is a conceptual place where users can send and receive messages. Rooms can be created, joined and left. Messages are sent to a room, and all participants in that room will receive the message. Rooms are uniquely identified via a room ID. There is exactly one room ID for each room. - Aliases - Invite/join dance - State and non-state data (+extensibility) TODO : Room permissions / config / power levels. Messages ======== This specification outlines several standard message types, all of which are prefixed with "m.". - Namespacing? State messages -------------- - m.room.name - m.room.topic - m.room.member - m.room.config - m.room.invite_join What are they, when are they used, what do they contain, how should they be used Non-state messages ------------------ - m.room.message - m.room.message.feedback (and compressed format) What are they, when are they used, what do they contain, how should they be used m.room.message msgtypes ----------------------- Each ``m.room.message`` MUST have a ``msgtype`` key which identifies the type of message being sent. Each type has their own required and optional keys, as outlined below: ``m.text`` Required keys: - ``body`` : "string" - The body of the message. Optional keys: None. Example: ``{ "msgtype": "m.text", "body": "I am a fish" }`` ``m.emote`` Required keys: - ``body`` : "string" - The emote action to perform. Optional keys: None. Example: ``{ "msgtype": "m.emote", "body": "tries to come up with a witty explanation" }`` ``m.image`` Required keys: - ``url`` : "string" - The URL to the image. Optional keys: - ``info`` : "string" - info : JSON object (ImageInfo) - The image info for image referred to in ``url``. - ``thumbnail_url`` : "string" - The URL to the thumbnail. - ``thumbnail_info`` : JSON object (ImageInfo) - The image info for the image referred to in ``thumbnail_url``. - ``body`` : "string" - The alt text of the image, or some kind of content description for accessibility e.g. "image attachment". ImageInfo: Information about an image:: { "size" : integer (size of image in bytes), "w" : integer (width of image in pixels), "h" : integer (height of image in pixels), "mimetype" : "string (e.g. image/jpeg)", } ``m.audio`` Required keys: - ``url`` : "string" - The URL to the audio. Optional keys: - ``info`` : JSON object (AudioInfo) - The audio info for the audio referred to in ``url``. - ``body`` : "string" - A description of the audio e.g. "Bee Gees - Stayin' Alive", or some kind of content description for accessibility e.g. "audio attachment". AudioInfo: Information about a piece of audio:: { "mimetype" : "string (e.g. audio/aac)", "size" : integer (size of audio in bytes), "duration" : integer (duration of audio in milliseconds), } ``m.video`` Required keys: - ``url`` : "string" - The URL to the video. Optional keys: - ``info`` : JSON object (VideoInfo) - The video info for the video referred to in ``url``. - ``body`` : "string" - A description of the video e.g. "Gangnam style", or some kind of content description for accessibility e.g. "video attachment". VideoInfo: Information about a video:: { "mimetype" : "string (e.g. video/mp4)", "size" : integer (size of video in bytes), "duration" : integer (duration of video in milliseconds), "w" : integer (width of video in pixels), "h" : integer (height of video in pixels), "thumbnail_url" : "string (URL to image)", "thumbanil_info" : JSON object (ImageInfo) } ``m.location`` Required keys: - ``geo_uri`` : "string" - The geo URI representing the location. Optional keys: - ``thumbnail_url`` : "string" - The URL to a thumnail of the location being represented. - ``thumbnail_info`` : JSON object (ImageInfo) - The image info for the image referred to in ``thumbnail_url``. - ``body`` : "string" - A description of the location e.g. "Big Ben, London, UK", or some kind of content description for accessibility e.g. "location attachment". The following keys can be attached to any ``m.room.message``: Optional keys: - ``sender_ts`` : integer - A timestamp (ms resolution) representing the wall-clock time when the message was sent from the client. Presence ======== Each user has the concept of Presence information. This encodes a sense of the "availability" of that user, suitable for display on other user's clients. The basic piece of presence information is an enumeration of a small set of state; such as "free to chat", "online", "busy", or "offline". The default state unless the user changes it is "online". Lower states suggest some amount of decreased availability from normal, which might have some client-side effect like muting notification sounds and suggests to other users not to bother them unless it is urgent. Equally, the "free to chat" state exists to let the user announce their general willingness to receive messages moreso than default. Home servers should also allow a user to set their state as "hidden" - a state which behaves as offline, but allows the user to see the client state anyway and generally interact with client features such as reading message history or accessing contacts in the address book. This basic state field applies to the user as a whole, regardless of how many client devices they have connected. The home server should synchronise this status choice among multiple devices to ensure the user gets a consistent experience. Idle Time --------- As well as the basic state field, the presence information can also show a sense of an "idle timer". This should be maintained individually by the user's clients, and the homeserver can take the highest reported time as that to report. Likely this should be presented in fairly coarse granularity; possibly being limited to letting the home server automatically switch from a "free to chat" or "online" mode into "idle". When a user is offline, the Home Server can still report when the user was last seen online, again perhaps in a somewhat coarse manner. Device Type ----------- Client devices that may limit the user experience somewhat (such as "mobile" devices with limited ability to type on a real keyboard or read large amounts of text) should report this to the home server, as this is also useful information to report as "presence" if the user cannot be expected to provide a good typed response to messages. - m.presence and enums (when should they be used) Presence List ------------- Each user's home server stores a "presence list" for that user. This stores a list of other user IDs the user has chosen to add to it (remembering any ACL Pointer if appropriate). To be added to a contact list, the user being added must grant permission. Once granted, both user's HS(es) store this information, as it allows the user who has added the contact some more abilities; see below. Since such subscriptions are likely to be bidirectional, HSes may wish to automatically accept requests when a reverse subscription already exists. As a convenience, presence lists should support the ability to collect users into groups, which could allow things like inviting the entire group to a new ("ad-hoc") chat room, or easy interaction with the profile information ACL implementation of the HS. Presence and Permissions ------------------------ For a viewing user to be allowed to see the presence information of a target user, either * The target user has allowed the viewing user to add them to their presence list, or * The two users share at least one room in common In the latter case, this allows for clients to display some minimal sense of presence information in a user list for a room. Home servers can also use the user's choice of presence state as a signal for how to handle new private one-to-one chat message requests. For example, it might decide: - "free to chat": accept anything - "online": accept from anyone in my address book list - "busy": accept from anyone in this "important people" group in my address book list Typing notifications ==================== TODO : Leo Voice over IP ============= TODO : Dave Profiles ======== Internally within Matrix users are referred to by their user ID, which is not a human-friendly string. Profiles grant users the ability to see human-readable names for other users that are in some way meaningful to them. Additionally, profiles can publish additional information, such as the user's age or location. It is also conceivable that since we are attempting to provide a worldwide-applicable messaging system, that users may wish to present different subsets of information in their profile to different other people, from a privacy and permissions perspective. A Profile consists of a display name, an avatar picture, and a set of other metadata fields that the user may wish to publish (email address, phone numbers, website URLs, etc...). This specification puts no requirements on the display name other than it being a valid Unicode string. - Metadata extensibility - Bundled with which events? e.g. m.room.member Registration and login ====================== Clients must register with a home server in order to use Matrix. After registering, the client will be given an access token which must be used in ALL requests to that home server as a query parameter 'access_token'. - TODO Kegan : Make registration like login (just omit the "user" key on the initial request?) If the client has already registered, they need to be able to login to their account. The home server may provide many different ways of logging in, such as user/password auth, login via a social network (OAuth2), login by confirming a token sent to their email address, etc. This specification does not define how home servers should authorise their users who want to login to their existing accounts, but instead defines the standard interface which implementations should follow so that ANY client can login to ANY home server. The login process breaks down into the following: 1. Determine the requirements for logging in. 2. Submit the login stage credentials. 3. Get credentials or be told the next stage in the login process and repeat step 2. As each home server may have different ways of logging in, the client needs to know how they should login. All distinct login stages MUST have a corresponding ``'type'``. A ``'type'`` is a namespaced string which details the mechanism for logging in. A client may be able to login via multiple valid login flows, and should choose a single flow when logging in. A flow is a series of login stages. The home server MUST respond with all the valid login flows when requested:: The client can login via 3 paths: 1a and 1b, 2a and 2b, or 3. The client should select one of these paths. { "flows": [ { "type": "", "stages": [ "", "" ] }, { "type": "", "stages": [ "", "" ] }, { "type": "" } ] } After the login is completed, the client's fully-qualified user ID and a new access token MUST be returned:: { "user_id": "@user:matrix.org", "access_token": "abcdef0123456789" } The ``user_id`` key is particularly useful if the home server wishes to support localpart entry of usernames (e.g. "user" rather than "@user:matrix.org"), as the client may not be able to determine its ``user_id`` in this case. If a login has multiple requests, the home server may wish to create a session. If a home server responds with a 'session' key to a request, clients MUST submit it in subsequent requests until the login is completed:: { "session": "" } This specification defines the following login types: - m.login.password - m.login.oauth2 - m.login.email.code - m.login.email.url Password-based -------------- Type: "m.login.password" Description: Login is supported via a username and password. To respond to this type, reply with:: { "type": "m.login.password", "user": "", "password": "" } The home server MUST respond with either new credentials, the next stage of the login process, or a standard error response. OAuth2-based ------------ Type: "m.login.oauth2" Description: Login is supported via OAuth2 URLs. This login consists of multiple requests. To respond to this type, reply with:: { "type": "m.login.oauth2", "user": "" } The server MUST respond with:: { "uri": } The home server acts as a 'confidential' client for the purposes of OAuth2. If the uri is a ``sevice selection URI``, it MUST point to a webpage which prompts the user to choose which service to authorize with. On selection of a service, this MUST link through to an ``Authorization Request URI``. If there is only 1 service which the home server accepts when logging in, this indirection can be skipped and the "uri" key can be the ``Authorization Request URI``. The client then visits the ``Authorization Request URI``, which then shows the OAuth2 Allow/Deny prompt. Hitting 'Allow' returns the ``redirect URI`` with the auth code. Home servers can choose any path for the ``redirect URI``. The client should visit the ``redirect URI``, which will then finish the OAuth2 login process, granting the home server an access token for the chosen service. When the home server gets this access token, it verifies that the cilent has authorised with the 3rd party, and can now complete the login. The OAuth2 ``redirect URI`` (with auth code) MUST respond with either new credentials, the next stage of the login process, or a standard error response. For example, if a home server accepts OAuth2 from Google, it would return the Authorization Request URI for Google:: { "uri": "https://accounts.google.com/o/oauth2/auth?response_type=code& client_id=CLIENT_ID&redirect_uri=REDIRECT_URI&scope=photos" } The client then visits this URI and authorizes the home server. The client then visits the REDIRECT_URI with the auth code= query parameter which returns:: { "user_id": "@user:matrix.org", "access_token": "0123456789abcdef" } Email-based (code) ------------------ Type: "m.login.email.code" Description: Login is supported by typing in a code which is sent in an email. This login consists of multiple requests. To respond to this type, reply with:: { "type": "m.login.email.code", "user": "", "email": "" } After validating the email address, the home server MUST send an email containing an authentication code and return:: { "type": "m.login.email.code", "session": "" } The second request in this login stage involves sending this authentication code:: { "type": "m.login.email.code", "session": "", "code": "" } The home server MUST respond to this with either new credentials, the next stage of the login process, or a standard error response. Email-based (url) ----------------- Type: "m.login.email.url" Description: Login is supported by clicking on a URL in an email. This login consists of multiple requests. To respond to this type, reply with:: { "type": "m.login.email.url", "user": "", "email": "" } After validating the email address, the home server MUST send an email containing an authentication URL and return:: { "type": "m.login.email.url", "session": "" } The email contains a URL which must be clicked. After it has been clicked, the client should perform another request:: { "type": "m.login.email.url", "session": "" } The home server MUST respond to this with either new credentials, the next stage of the login process, or a standard error response. A common client implementation will be to periodically poll until the link is clicked. If the link has not been visited yet, a standard error response with an errcode of ``M_LOGIN_EMAIL_URL_NOT_YET`` should be returned. N-Factor Authentication ----------------------- Multiple login stages can be combined to create N-factor authentication during login. This can be achieved by responding with the ``'next'`` login type on completion of a previous login stage:: { "next": "" } If a home server implements N-factor authentication, it MUST respond with all ``'stages'`` when initially queried for their login requirements:: { "type": "<1st login type>", "stages": [ <1st login type>, <2nd login type>, ... , ] } This can be represented conceptually as:: _______________________ | Login Stage 1 | | type: "" | | ___________________ | | |_Request_1_________| | <-- Returns "session" key which is used throughout. | ___________________ | | |_Request_2_________| | <-- Returns a "next" value of "login type2" |_______________________| | | _________V_____________ | Login Stage 2 | | type: "" | | ___________________ | | |_Request_1_________| | | ___________________ | | |_Request_2_________| | | ___________________ | | |_Request_3_________| | <-- Returns a "next" value of "login type3" |_______________________| | | _________V_____________ | Login Stage 3 | | type: "" | | ___________________ | | |_Request_1_________| | <-- Returns user credentials |_______________________| Fallback -------- Clients cannot be expected to be able to know how to process every single login type. If a client determines it does not know how to handle a given login type, it should request a login fallback page:: GET matrix/client/api/v1/login/fallback This MUST return an HTML page which can perform the entire login process. Identity ======== TODO : Dave - 3PIDs and identity server, functions Federation ========== Federation is the term used to describe how to communicate between Matrix home servers. Federation is a mechanism by which two home servers can exchange Matrix event messages, both as a real-time push of current events, and as a historic fetching mechanism to synchronise past history for clients to view. It uses HTTP connections between each pair of servers involved as the underlying transport. Messages are exchanged between servers in real-time by active pushing from each server's HTTP client into the server of the other. Queries to fetch historic data for the purpose of back-filling scrollback buffers and the like can also be performed. There are three main kinds of communication that occur between home servers: * Queries These are single request/response interactions between a given pair of servers, initiated by one side sending an HTTP request to obtain some information, and responded by the other. They are not persisted and contain no long-term significant history. They simply request a snapshot state at the instant the query is made. * EDUs - Ephemeral Data Units These are notifications of events that are pushed from one home server to another. They are not persisted and contain no long-term significant history, nor does the receiving home server have to reply to them. * PDUs - Persisted Data Units These are notifications of events that are broadcast from one home server to any others that are interested in the same "context" (namely, a Room ID). They are persisted to long-term storage and form the record of history for that context. Where Queries are presented directly across the HTTP connection as GET requests to specific URLs, EDUs and PDUs are further wrapped in an envelope called a Transaction, which is transferred from the origin to the destination home server using a PUT request. Transactions and EDUs/PDUs -------------------------- The transfer of EDUs and PDUs between home servers is performed by an exchange of Transaction messages, which are encoded as JSON objects with a dict as the top-level element, passed over an HTTP PUT request. A Transaction is meaningful only to the pair of home servers that exchanged it; they are not globally- meaningful. Each transaction has an opaque ID and timestamp (UNIX epoch time in milliseconds) generated by its origin server, an origin and destination server name, a list of "previous IDs", and a list of PDUs - the actual message payload that the Transaction carries. {"transaction_id":"916d630ea616342b42e98a3be0b74113", "ts":1404835423000, "origin":"red", "destination":"blue", "prev_ids":["e1da392e61898be4d2009b9fecce5325"], "pdus":[...], "edus":[...]} The "previous IDs" field will contain a list of previous transaction IDs that the origin server has sent to this destination. Its purpose is to act as a sequence checking mechanism - the destination server can check whether it has successfully received that Transaction, or ask for a retransmission if not. The "pdus" field of a transaction is a list, containing zero or more PDUs.[*] Each PDU is itself a dict containing a number of keys, the exact details of which will vary depending on the type of PDU. Similarly, the "edus" field is another list containing the EDUs. This key may be entirely absent if there are no EDUs to transfer. (* Normally the PDU list will be non-empty, but the server should cope with receiving an "empty" transaction, as this is useful for informing peers of other transaction IDs they should be aware of. This effectively acts as a push mechanism to encourage peers to continue to replicate content.) All PDUs have an ID, a context, a declaration of their type, a list of other PDU IDs that have been seen recently on that context (regardless of which origin sent them), and a nested content field containing the actual event content. [[TODO(paul): Update this structure so that 'pdu_id' is a two-element [origin,ref] pair like the prev_pdus are]] {"pdu_id":"a4ecee13e2accdadf56c1025af232176", "context":"#example.green", "origin":"green", "ts":1404838188000, "pdu_type":"m.text", "prev_pdus":[["blue","99d16afbc857975916f1d73e49e52b65"]], "content":... "is_state":false} In contrast to the transaction layer, it is important to note that the prev_pdus field of a PDU refers to PDUs that any origin server has sent, rather than previous IDs that this origin has sent. This list may refer to other PDUs sent by the same origin as the current one, or other origins. Because of the distributed nature of participants in a Matrix conversation, it is impossible to establish a globally-consistent total ordering on the events. However, by annotating each outbound PDU at its origin with IDs of other PDUs it has received, a partial ordering can be constructed allowing causallity relationships to be preserved. A client can then display these messages to the end-user in some order consistent with their content and ensure that no message that is semantically in reply of an earlier one is ever displayed before it. PDUs fall into two main categories: those that deliver Events, and those that synchronise State. For PDUs that relate to State synchronisation, additional keys exist to support this: {..., "is_state":true, "state_key":TODO "power_level":TODO "prev_state_id":TODO "prev_state_origin":TODO} [[TODO(paul): At this point we should probably have a long description of how State management works, with descriptions of clobbering rules, power levels, etc etc... But some of that detail is rather up-in-the-air, on the whiteboard, and so on. This part needs refining. And writing in its own document as the details relate to the server/system as a whole, not specifically to server-server federation.]] EDUs, by comparison to PDUs, do not have an ID, a context, or a list of "previous" IDs. The only mandatory fields for these are the type, origin and destination home server names, and the actual nested content. {"edu_type":"m.presence", "origin":"blue", "destination":"orange", "content":...} Backfilling ----------- - What it is, when is it used, how is it done SRV Records ----------- - Why it is needed Security ======== - rate limiting - crypto (s-s auth) - E2E - Lawful intercept + Key Escrow TODO Mark Policy Servers ============== TODO Content repository ================== - thumbnail paths Address book repository ======================= - format Glossary ======== - domain specific words/acronyms with definitions User ID: An opaque ID which identifies an end-user, which consists of some opaque localpart combined with the domain name of their home server.