Matrix Specification ==================== WARNING ======= .. NOTE:: The Matrix specification is still very much evolving: the API is not yet frozen and this document is in places incomplete, stale, and may contain security issues. Needless to say, we have made every effort to highlight the problem areas that we're aware of. We're publishing it at this point because it's complete enough to be more than useful and provide a canonical reference to how Matrix is evolving. Our end goal is to mirror WHATWG's "Living Standard" approach (see http://wiki.whatwg.org/wiki/FAQ#What_does_.22Living_Standard.22_mean.3F) - except right now Matrix is more in the process of being born than actually being living! Introduction ============ Matrix is a new set of open APIs for open-federated Instant Messaging and VoIP functionality, designed to create and support a new global real-time communication ecosystem on the internet. This specification is the ongoing result of standardising the APIs used by the various components of the Matrix ecosystem to communicate with one another. The principles that Matrix attempts to follow are: - Pragmatic Web-friendly APIs (i.e. JSON over REST) - Keep It Simple & Stupid - provide a simple architecture with minimal third-party dependencies. - Fully open: - Fully open federation - anyone should be able to participate in the global Matrix network - Fully open standard - publicly documented standard with no IP or patent licensing encumbrances - Fully open source reference implementation - liberally-licensed example implementations with no IP or patent licensing encumbrances - Empowering the end-user - The user should be able to choose the server and clients they use - The user should be control how private their communication is - The user should know precisely where their data is stored - Fully decentralised - no single points of control over conversations or the network as a whole - Learning from history to avoid repeating it - Trying to take the best aspects of XMPP, SIP, IRC, SMTP, IMAP and NNTP whilst trying to avoid their failings The functionality that Matrix provides includes: - Creation and management of fully distributed chat rooms with no single points of control or failure - Eventually-consistent cryptographically secure synchronisation of room state across a global open network of federated servers and services - Sending and receiving extensible messages in a room with (optional) end-to-end encryption - Extensible user management (inviting, joining, leaving, kicking, banning) mediated by a power-level based user privilege system. - Extensible room state management (room naming, aliasing, topics, bans) - Extensible user profile management (avatars, displaynames, etc) - Managing user accounts (registration, login, logout) - Use of 3rd Party IDs (3PIDs) such as email addresses, phone numbers, Facebook accounts to authenticate, identify and discover users on Matrix. - Trusted federation of Identity servers for: - Publishing user public keys for PKI - Mapping of 3PIDs to Matrix IDs The end goal of Matrix is to be a ubiquitous messaging layer for synchronising arbitrary data between sets of people, devices and services - be that for instant messages, VoIP call setups, or any other objects that need to be reliably and persistently pushed from A to B in an interoperable and federated manner. Architecture ============ Clients transmit data to other clients through home servers (HSes). Clients do not communicate with each other directly. :: How data flows between clients ============================== { Matrix client A } { Matrix client B } ^ | ^ | | events | | events | | V | V +------------------+ +------------------+ | |---------( HTTP )---------->| | | Home Server | | Home Server | | |<--------( HTTP )-----------| | +------------------+ Federation +------------------+ A "Client" typically represents a human using a web application or mobile app. Clients use the "Client-to-Server" (C-S) API to communicate with their home server, which stores their profile data and their record of the conversations in which they participate. Each client is associated with a user account (and may optionally support multiple user accounts). A user account is represented by a unique "User ID". This ID is namespaced to the home server which allocated the account and looks like:: @localpart:domain The ``localpart`` of a user ID may be a user name, or an opaque ID identifying this user. They are case-insensitive. .. TODO - Need to specify precise grammar for Matrix IDs A "Home Server" is a server which provides C-S APIs and has the ability to federate with other HSes. It is typically responsible for multiple clients. "Federation" is the term used to describe the sharing of data between two or more home servers. Data in Matrix is encapsulated in an "event". An event is an action within the system. Typically each action (e.g. sending a message) correlates with exactly one event. Each event has a ``type`` which is used to differentiate different kinds of data. ``type`` values MUST be uniquely globally namespaced following Java's `package naming conventions `, e.g. ``com.example.myapp.event``. The special top-level namespace ``m.`` is reserved for events defined in the Matrix specification. Events are usually sent in the context of a "Room". Room structure -------------- A room is a conceptual place where users can send and receive events. Rooms can be created, joined and left. Events are sent to a room, and all participants in that room with sufficient access will receive the event. Rooms are uniquely identified internally via a "Room ID", which look like:: !opaque_id:domain There is exactly one room ID for each room. Whilst the room ID does contain a domain, it is simply for globally namespacing room IDs. The room does NOT reside on the domain specified. Room IDs are not meant to be human readable. They ARE case-sensitive. The following diagram shows an ``m.room.message`` event being sent in the room ``!qporfwt:matrix.org``:: { @alice:matrix.org } { @bob:domain.com } | ^ | | Room ID: !qporfwt:matrix.org Room ID: !qporfwt:matrix.org Event type: m.room.message Event type: m.room.message Content: { JSON object } Content: { JSON object } | | V | +------------------+ +------------------+ | Home Server | | Home Server | | matrix.org |<-------Federation------->| domain.com | +------------------+ +------------------+ | ................................. | |______| Partially Shared State |_______| | Room ID: !qporfwt:matrix.org | | Servers: matrix.org, domain.com | | Members: | | - @alice:matrix.org | | - @bob:domain.com | |.................................| Federation maintains shared state between multiple home servers, such that when an event is sent to a room, the home server knows where to forward the event on to, and how to process the event. Home servers do not need to have completely shared state in order to participate in a room. State is scoped to a single room, and federation ensures that all home servers have the information they need, even if that means the home server has to request more information from another home server before processing the event. Room Aliases ------------ Each room can also have multiple "Room Aliases", which looks like:: #room_alias:domain .. TODO - Need to specify precise grammar for Room IDs A room alias "points" to a room ID and is the human-readable label by which rooms are publicised and discovered. The room ID the alias is pointing to can be obtained by visiting the domain specified. They are case-insensitive. Note that the mapping from a room alias to a room ID is not fixed, and may change over time to point to a different room ID. For this reason, Clients SHOULD resolve the room alias to a room ID once and then use that ID on subsequent requests. :: GET #matrix:domain.com !aaabaa:matrix.org | ^ | | _______V____________________|____ | domain.com | | Mappings: | | #matrix >> !aaabaa:matrix.org | | #golf >> !wfeiofh:sport.com | | #bike >> !4rguxf:matrix.org | |________________________________| .. TODO kegan - show the actual API rather than pseudo-API? Identity -------- Users in Matrix are identified via their user ID. However, existing ID namespaces can also be used in order to identify Matrix users. A Matrix "Identity" describes both the user ID and any other existing IDs from third party namespaces *linked* to their account. Matrix users can *link* third-party IDs (3PIDs) such as email addresses, social network accounts and phone numbers to their user ID. Linking 3PIDs creates a mapping from a 3PID to a user ID. This mapping can then be used by other Matrix users in order to discover other users, according to a strict set of privacy permissions. In order to ensure that the mapping from 3PID to user ID is genuine, a globally federated cluster of trusted "Identity Servers" (IS) are used to perform authentication of the 3PID. Identity servers are also used to preserve the mapping indefinitely, by replicating the mappings across multiple ISes. Usage of an IS is not required in order for a client application to be part of the Matrix ecosystem. However, by not using an IS, discovery of users is greatly impacted. API Standards ------------- The mandatory baseline for communication in Matrix is exchanging JSON objects over RESTful HTTP APIs. HTTPS is mandated as the baseline for server-server (federation) communication. HTTPS is recommended for client-server communication, although HTTP may be supported as a fallback to support basic HTTP clients. More efficient optional transports for client-server communication will in future be supported as optional extensions - e.g. a packed binary encoding over stream-cipher encrypted TCP socket for low-bandwidth/low-roundtrip mobile usage. .. TODO We need to specify capability negotiation for extensible transports For the default HTTP transport, all API calls use a Content-Type of ``application/json``. In addition, all strings MUST be encoded as UTF-8. Clients are authenticated using opaque ``access_token`` strings (see `Registration and Login`_ for details), passed as a querystring parameter on all requests. .. TODO Need to specify any HMAC or access_token lifetime/ratcheting tricks Any errors which occur on the Matrix API level MUST return a "standard error response". This is a JSON object which looks like:: { "errcode": "", "error": "" } The ``error`` string will be a human-readable error message, usually a sentence explaining what went wrong. The ``errcode`` string will be a unique string which can be used to handle an error message e.g. ``M_FORBIDDEN``. These error codes should have their namespace first in ALL CAPS, followed by a single _. For example, if there was a custom namespace ``com.mydomain.here``, and a ``FORBIDDEN`` code, the error code should look like ``COM.MYDOMAIN.HERE_FORBIDDEN``. There may be additional keys depending on the error, but the keys ``error`` and ``errcode`` MUST always be present. Some standard error codes are below: :``M_FORBIDDEN``: Forbidden access, e.g. joining a room without permission, failed login. :``M_UNKNOWN_TOKEN``: The access token specified was not recognised. :``M_BAD_JSON``: Request contained valid JSON, but it was malformed in some way, e.g. missing required keys, invalid values for keys. :``M_NOT_JSON``: Request did not contain valid JSON. :``M_NOT_FOUND``: No resource was found for this request. :``M_LIMIT_EXCEEDED``: Too many requests have been sent in a short period of time. Wait a while then try again. Some requests have unique error codes: :``M_USER_IN_USE``: Encountered when trying to register a user ID which has been taken. :``M_ROOM_IN_USE``: Encountered when trying to create a room which has been taken. :``M_BAD_PAGINATION``: Encountered when specifying bad pagination query parameters. :``M_LOGIN_EMAIL_URL_NOT_YET``: Encountered when polling for an email link which has not been clicked yet. The C-S API typically uses ``HTTP POST`` to submit requests. This means these requests are not idempotent. The C-S API also allows ``HTTP PUT`` to make requests idempotent. In order to use a ``PUT``, paths should be suffixed with ``/{txnId}``. ``{txnId}`` is a unique client-generated transaction ID which identifies the request, and is scoped to a given Client (identified by that client's ``access_token``). Crucially, it **only** serves to identify new requests from retransmits. After the request has finished, the ``{txnId}`` value should be changed (how is not specified; a monotonically increasing integer is recommended). It is preferable to use ``HTTP PUT`` to make sure requests to send messages do not get sent more than once should clients need to retransmit requests. Valid requests look like:: POST /some/path/here?access_token=secret { "key": "This is a post." } PUT /some/path/here/11?access_token=secret { "key": "This is a put with a txnId of 11." } In contrast, these are invalid requests:: POST /some/path/here/11?access_token=secret { "key": "This is a post, but it has a txnId." } PUT /some/path/here?access_token=secret { "key": "This is a put but it is missing a txnId." } Receiving live updates on a client ---------------------------------- Clients can receive new events by long-polling the home server. This will hold open the HTTP connection for a short period of time waiting for new events, returning early if an event occurs. This is called the `Event Stream`_. All events which are visible to the client and match the client's query will appear in the event stream. When the request returns, an ``end`` token is included in the response. This token can be used in the next request to continue where the client left off. .. TODO Do we ever return multiple events in a single request? Do we ever support streaming requests? Why not websockets? When the client first logs in, they will need to initially synchronise with their home server. This is achieved via the |initialSync|_ API. This API also returns an ``end`` token which can be used with the event stream. Rooms ===== Creation -------- .. TODO kegan - TODO: This creates a room creation event which serves as the root of the PDU graph for this room. - TODO: Key for invite these users? To create a room, a client has to use the |createRoom|_ API. There are various options which can be set when creating a room: ``visibility`` Type: String Optional: Yes Value: Either ``public`` or ``private``. Description: A ``public`` visibility indicates that the room will be shown in the public room list. A ``private`` visibility will hide the room from the public room list. Rooms default to ``public`` visibility if this key is not included. ``room_alias_name`` Type: String Optional: Yes Value: The room alias localpart. Description: If this is included, a room alias will be created and mapped to the newly created room. The alias will belong on the same home server which created the room, e.g. ``!qadnasoi:domain.com >>> #room_alias_name:domain.com`` ``name`` Type: String Optional: Yes Value: The ``name`` value for the ``m.room.name`` state event. Description: If this is included, an ``m.room.name`` event will be sent into the room to indicate the name of the room. See `Room Events`_ for more information on ``m.room.name``. ``topic`` Type: String Optional: Yes Value: The ``topic`` value for the ``m.room.topic`` state event. Description: If this is included, an ``m.room.topic`` event will be sent into the room to indicate the topic for the room. See `Room Events`_ for more information on ``m.room.topic``. Example:: { "visibility": "public", "room_alias_name": "the pub", "name": "The Grand Duke Pub", "topic": "All about happy hour" } Modifying aliases ----------------- .. NOTE:: This section is a work in progress. .. TODO kegan - path to edit aliases - PUT /directory/room/ { room_id : foo } - GET /directory/room/ { room_id : foo, servers: [a.com, b.com] } - format when retrieving list of aliases. NOT complete list. - format for adding/removing aliases. Permissions ----------- .. NOTE:: This section is a work in progress. .. TODO kegan - TODO: What is a power level? How do they work? Defaults / required levels for X. How do they change as people join and leave rooms? What do you do if you get a clash? Examples. - TODO: List all actions which use power levels (sending msgs, inviting users, banning people, etc...) - TODO: Room config - what is the event and what are the keys/values and explanations for them. Link through to respective sections where necessary. How does this tie in with permissions, e.g. give example of creating a read-only room. Joining rooms ------------- .. TODO kegan - TODO: What does the home server have to do to join a user to a room? Users need to join a room in order to send and receive events in that room. A user can join a room by making a request to |/join/|_ with:: {} Alternatively, a user can make a request to |/rooms//join|_ with the same request content. This is only provided for symmetry with the other membership APIs: ``/rooms//invite`` and ``/rooms//leave``. If a room alias was specified, it will be automatically resolved to a room ID, which will then be joined. The room ID that was joined will be returned in response:: { "room_id": "!roomid:domain" } The membership state for the joining user can also be modified directly to be ``join`` by sending the following request to ``/rooms//state/m.room.member/``:: { "membership": "join" } See the `Room events`_ section for more information on ``m.room.member``. After the user has joined a room, they will receive subsequent events in that room. This room will now appear as an entry in the |initialSync|_ API. Some rooms enforce that a user is *invited* to a room before they can join that room. Other rooms will allow anyone to join the room even if they have not received an invite. Inviting users -------------- .. TODO kegan - Can invite users to a room if the room config key TODO is set to TODO. Must have required power level. - Outline invite join dance. What is it? Why is it required? How does it work? - What does the home server have to do? - TODO: In what circumstances will direct member editing NOT be equivalent to ``/invite``? The purpose of inviting users to a room is to notify them that the room exists so they can choose to become a member of that room. Some rooms require that all users who join a room are previously invited to it (an "invite-only" room). Whether a given room is an "invite-only" room is determined by the room config key ``TODO``. It can have one of the following values: - TODO Room config invite only value explanation - TODO Room config free-to-join value explanation Only users who have a membership state of ``join`` in a room can invite new users to said room. The person being invited must not be in the ``join`` state in the room. The fully-qualified user ID must be specified when inviting a user, as the user may reside on a different home server. To invite a user, send the following request to |/rooms//invite|_, which will manage the entire invitation process:: { "user_id": "" } Alternatively, the membership state for this user in this room can be modified directly by sending the following request to ``/rooms//state/m.room.member/``:: { "membership": "invite" } See the `Room events`_ section for more information on ``m.room.member``. Leaving rooms ------------- .. TODO kegan - TODO: Grace period before deletion? - TODO: Under what conditions should a room NOT be purged? A user can leave a room to stop receiving events for that room. A user must have joined the room before they are eligible to leave the room. If the room is an "invite-only" room, they will need to be re-invited before they can re-join the room. To leave a room, a request should be made to |/rooms//leave|_ with:: {} Alternatively, the membership state for this user in this room can be modified directly by sending the following request to ``/rooms//state/m.room.member/``:: { "membership": "leave" } See the `Room events`_ section for more information on ``m.room.member``. Once a user has left a room, that room will no longer appear on the |initialSync|_ API. Be aware that leaving a room is not equivalent to have never been in that room. A user who has previously left a room still maintains some residual state in that room. Their membership state will be marked as ``leave``. This contrasts with a user who has *never been invited or joined to that room* who will not have any membership state for that room. If all members in a room leave, that room becomes eligible for deletion. Banning users in a room ----------------------- A user may decide to ban another user in a room. 'Banning' forces the target user to leave the room and prevents them from re-joining the room. A banned user will not be treated as a joined user, and so will not be able to send or receive events in the room. In order to ban someone, the user performing the ban MUST have the required power level. To ban a user, a request should be made to |/rooms//ban|_ with:: { "user_id": "" } Banning a user adjusts the banned member's membership state to ``ban`` and adjusts the power level of this event to a level higher than the banned person. Like with other membership changes, a user can directly adjust the target member's state, by making a request to ``/rooms//state/m.room.member/``:: { "membership": "ban" } Events in a room ---------------- Room events can be split into two categories: :State Events: These are events which replace events that came before it, depending on a set of unique keys. These keys are the event ``type`` and a ``state_key``. Events with the same set of keys will be overwritten. Typically, state events are used to store state, hence their name. :Non-state events: These are events which cannot be overwritten after sending. The list of events continues to grow as more events are sent. As this list grows, it becomes necessary to provide a mechanism for navigating this list. Pagination APIs are used to view the list of historical non-state events. Typically, non-state events are used to send messages. This specification outlines several events, all with the event type prefix ``m.``. However, applications may wish to add their own type of event, and this can be achieved using the REST API detailed in the following sections. If new events are added, the event ``type`` key SHOULD follow the Java package naming convention, e.g. ``com.example.myapp.event``. This ensures event types are suitably namespaced for each application and reduces the risk of clashes. State events ------------ State events can be sent by ``PUT`` ing to |/rooms//state//|_. These events will be overwritten if ````, ```` and ```` all match. If the state event has no ``state_key``, it can be omitted from the path. These requests **cannot use transaction IDs** like other ``PUT`` paths because they cannot be differentiated from the ``state_key``. Furthermore, ``POST`` is unsupported on state paths. Valid requests look like:: PUT /rooms/!roomid:domain/state/m.example.event { "key" : "without a state key" } PUT /rooms/!roomid:domain/state/m.another.example.event/foo { "key" : "with 'foo' as the state key" } In contrast, these requests are invalid:: POST /rooms/!roomid:domain/state/m.example.event/ { "key" : "cannot use POST here" } PUT /rooms/!roomid:domain/state/m.another.example.event/foo/11 { "key" : "txnIds are not supported" } Care should be taken to avoid setting the wrong ``state key``:: PUT /rooms/!roomid:domain/state/m.another.example.event/11 { "key" : "with '11' as the state key, but was probably intended to be a txnId" } The ``state_key`` is often used to store state about individual users, by using the user ID as the ``state_key`` value. For example:: PUT /rooms/!roomid:domain/state/m.favorite.animal.event/%40my_user%3Adomain.com { "animal" : "cat", "reason": "fluffy" } In some cases, there may be no need for a ``state_key``, so it can be omitted:: PUT /rooms/!roomid:domain/state/m.room.bgd.color { "color": "red", "hex": "#ff0000" } See `Room Events`_ for the ``m.`` event specification. Non-state events ---------------- Non-state events can be sent by sending a request to |/rooms//send/|_. These requests *can* use transaction IDs and ``PUT``/``POST`` methods. Non-state events allow access to historical events and pagination, making it best suited for sending messages. For example:: POST /rooms/!roomid:domain/send/m.custom.example.message { "text": "Hello world!" } PUT /rooms/!roomid:domain/send/m.custom.example.message/11 { "text": "Goodbye world!" } See `Room Events`_ for the ``m.`` event specification. Syncing rooms ------------- .. NOTE:: This section is a work in progress. When a client logs in, they may have a list of rooms which they have already joined. These rooms may also have a list of events associated with them. The purpose of 'syncing' is to present the current room and event information in a convenient, compact manner. The events returned are not limited to room events; presence events will also be returned. There are two APIs provided: - |initialSync|_ : A global sync which will present room and event information for all rooms the user has joined. - |/rooms//initialSync|_ : A sync scoped to a single room. Presents room and event information for this room only. .. TODO kegan - TODO: JSON response format for both types - TODO: when would you use global? when would you use scoped? Getting events for a room ------------------------- There are several APIs provided to ``GET`` events for a room: ``/rooms//state//`` Description: Get the state event identified. Response format: A JSON object representing the state event **content**. Example: ``/rooms/!room:domain.com/state/m.room.name`` returns ``{ "name": "Room name" }`` |/rooms//state|_ Description: Get all state events for a room. Response format: ``[ { state event }, { state event }, ... ]`` Example: TODO |/rooms//members|_ Description: Get all ``m.room.member`` state events. Response format: ``{ "start": "token", "end": "token", "chunk": [ { m.room.member event }, ... ] }`` Example: TODO |/rooms//messages|_ Description: Get all ``m.room.message`` events. Response format: ``{ TODO }`` Example: TODO |/rooms//initialSync|_ Description: Get all relevant events for a room. This includes state events, paginated non-state events and presence events. Response format: `` { TODO } `` Example: TODO Room Events =========== .. NOTE:: This section is a work in progress. .. TODO dave? - voip events? This specification outlines several standard event types, all of which are prefixed with ``m.`` ``m.room.name`` Summary: Set the human-readable name for the room. Type: State event JSON format: ``{ "name" : "string" }`` Example: ``{ "name" : "My Room" }`` Description: A room has an opaque room ID which is not human-friendly to read. A room alias is human-friendly, but not all rooms have room aliases. The room name is a human-friendly string designed to be displayed to the end-user. The room name is not *unique*, as multiple rooms can have the same room name set. The room name can also be set when creating a room using |createRoom|_ with the ``name`` key. ``m.room.topic`` Summary: Set a topic for the room. Type: State event JSON format: ``{ "topic" : "string" }`` Example: ``{ "topic" : "Welcome to the real world." }`` Description: A topic is a short message detailing what is currently being discussed in the room. It can also be used as a way to display extra information about the room, which may not be suitable for the room name. The room topic can also be set when creating a room using |createRoom|_ with the ``topic`` key. ``m.room.member`` Summary: The current membership state of a user in the room. Type: State event JSON format: ``{ "membership" : "enum[ invite|join|leave|ban ]" }`` Example: ``{ "membership" : "join" }`` Description: Adjusts the membership state for a user in a room. It is preferable to use the membership APIs (``/rooms//invite`` etc) when performing membership actions rather than adjusting the state directly as there are a restricted set of valid transformations. For example, user A cannot force user B to join a room, and trying to force this state change directly will fail. See the `Rooms`_ section for how to use the membership APIs. ``m.room.config`` Summary: The room config. Type: State event JSON format: TODO Example: TODO Description: TODO ``m.room.invite_join`` Summary: TODO. Type: State event JSON format: TODO Example: TODO Description: TODO ``m.room.join_rules`` Summary: TODO. Type: State event JSON format: TODO Example: TODO Description: TODO ``m.room.power_levels`` Summary: TODO. Type: State event JSON format: TODO Example: TODO Description: TODO ``m.room.add_state_level`` Summary: TODO. Type: State event JSON format: TODO Example: TODO Description: TODO ``m.room.send_event_level`` Summary: TODO. Type: State event JSON format: TODO Example: TODO Description: TODO ``m.room.ops_levels`` Summary: TODO. Type: State event JSON format: TODO Example: TODO Description: TODO ``m.room.message`` Summary: A message. Type: Non-state event JSON format: ``{ "msgtype": "string" }`` Example: ``{ "msgtype": "m.text", "body": "Testing" }`` Description: This event is used when sending messages in a room. Messages are not limited to be text. The ``msgtype`` key outlines the type of message, e.g. text, audio, image, video, etc. Whilst not required, the ``body`` key SHOULD be used with every kind of ``msgtype`` as a fallback mechanism when a client cannot render the message. For more information on the types of messages which can be sent, see `m.room.message msgtypes`_. ``m.room.message.feedback`` Summary: A receipt for a message. Type: Non-state event JSON format: ``{ "type": "enum [ delivered|read ]", "target_event_id": "string" }`` Example: ``{ "type": "delivered", "target_event_id": "e3b2icys" }`` Description: Feedback events are events sent to acknowledge a message in some way. There are two supported acknowledgements: ``delivered`` (sent when the event has been received) and ``read`` (sent when the event has been observed by the end-user). The ``target_event_id`` should reference the ``m.room.message`` event being acknowledged. 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 ======== .. NOTE:: This section is a work in progress. Each user has the concept of presence information. This encodes the "availability" of that user, suitable for display on other user's clients. This is transmitted as an ``m.presence`` event and is one of the few events which are sent *outside the context of a room*. The basic piece of presence information is represented by the ``presence`` key, which is an enum of one of the following: - ``online`` : The default state when the user is connected to an event stream. - ``unavailable`` : The user is not reachable at this time. - ``offline`` : The user is not connected to an event stream. - ``free_for_chat`` : The user is generally willing to receive messages moreso than default. - ``hidden`` : TODO. Behaves as offline, but allows the user to see the client state anyway and generally interact with client features. This basic ``presence`` 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. In addition, the server maintains a timestamp of the last time it saw an active action from the user; either sending a message to a room, or changing presence state from a lower to a higher level of availability (thus: changing state from ``unavailable`` to ``online`` will count as an action for being active, whereas in the other direction will not). This timestamp is presented via a key called ``last_active_ago``, which gives the relative number of miliseconds since the message is generated/emitted, that the user was last seen active. Idle Time --------- As well as the basic ``presence`` 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 home server can take the highest reported time as that to report. When a user is offline, the home server can still report when the user was last seen online. Transmission ------------ .. NOTE:: This section is a work in progress. .. TODO: - Transmitted as an EDU. - Presence lists determine who to send to. 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. To be added to this list, the user being added must receive permission from the list owner. Once granted, both user's HS(es) store this information. Since such subscriptions are likely to be bidirectional, HSes may wish to automatically accept requests when a reverse subscription already exists. 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. Typing notifications ==================== .. NOTE:: This section is a work in progress. .. TODO Leo - what is the event type. Are they bundled with other event types? If so, which. - what are the valid keys / values. What do they represent. Any gotchas? - Timeouts. How do they work, who sets them and how do they expire. Does one have priority over another? Give examples. Voice over IP ============= .. NOTE:: This section is a work in progress. .. TODO Dave - what are the event types. - what are the valid keys/values. What do they represent. Any gotchas? - In what sequence should the events be sent? - How do you accept / decline inbound calls? How do you make outbound calls? Give examples. - How does negotiation work? Give examples. - How do you hang up? - What does call log information look like e.g. duration of call? Profiles ======== .. NOTE:: This section is a work in progress. .. TODO - Metadata extensibility - Changing profile info generates m.presence events ("presencelike") - keys on m.presence are optional, except presence which is required - m.room.member is populated with the current displayname at that point in time. - That is added by the HS, not you. - Display name changes also generates m.room.member with displayname key f.e. room the user is in. 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. 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. Registration and login ====================== .. WARNING:: The registration API is likely to change. .. TODO - TODO Kegan : Make registration like login (just omit the "user" key on the initial request?) 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'. 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. Clients login using the |login|_ API. 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 ======== .. NOTE:: This section is a work in progress. .. 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 GET 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. :Ephemeral Data Units (EDUs): 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. :Persisted Data Units (PDUs): 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. EDUs and PDUs are further wrapped in an envelope called a Transaction, which is transferred from the origin to the destination home server using an HTTP PUT request. Transactions ------------ .. WARNING:: This section may be misleading or inaccurate. The transfer of EDUs and PDUs between home servers is performed by an exchange of Transaction messages, which are encoded as JSON objects, 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 transaction ID. - A timestamp (UNIX epoch time in milliseconds) generated by its origin server. - An origin and destination server name. - A list of "previous IDs". - A list of PDUs and EDUs - the actual message payload that the Transaction carries. :: { "transaction_id":"916d630ea616342b42e98a3be0b74113", "ts":1404835423000, "origin":"red", "destination":"blue", "prev_ids":["e1da392e61898be4d2009b9fecce5325"], "pdus":[...], "edus":[...] } The ``prev_ids`` field contains 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 JSON object 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.) PDUs and EDUs ------------- .. WARNING:: This section may be misleading or inaccurate. 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) [[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 Transactions, 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 ----------- .. NOTE:: This section is a work in progress. .. TODO - What it is, when is it used, how is it done SRV Records ----------- .. NOTE:: This section is a work in progress. .. TODO - Why it is needed VoIP ==== .. NOTE:: This section is a work in progress. Security ======== .. NOTE:: This section is a work in progress. Rate limiting ------------- Home servers SHOULD implement rate limiting to reduce the risk of being overloaded. If a request is refused due to rate limiting, it should return a standard error response of the form:: { "errcode": "M_LIMIT_EXCEEDED", "error": "string", "retry_after_ms": integer (optional) } The ``retry_after_ms`` key SHOULD be included to tell the client how long they have to wait in milliseconds before they can try again. .. TODO - crypto (s-s auth) - E2E - Lawful intercept + Key Escrow TODO Mark Policy Servers ============== .. NOTE:: This section is a work in progress. Content repository ================== .. NOTE:: This section is a work in progress. .. TODO - path to upload - format for thumbnail paths, mention what it is protecting against. - content size limit and associated M_ERROR. Address book repository ======================= .. NOTE:: This section is a work in progress. .. TODO - format: POST(?) wodges of json, some possible processing, then return wodges of json on GET. - processing may remove dupes, merge contacts, pepper with extra info (e.g. matrix-ability of contacts), etc. - Standard json format for contacts? Piggy back off vcards? Glossary ======== .. NOTE:: This section is a work in progress. .. TODO - 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. .. Links through the external API docs are below .. ============================================= .. |createRoom| replace:: ``/createRoom`` .. _createRoom: /-rooms/create_room .. |initialSync| replace:: ``/initialSync`` .. _initialSync: /-events/initial_sync .. |/rooms//initialSync| replace:: ``/rooms//initialSync`` .. _/rooms//initialSync: /-rooms/get_room_sync_data .. |login| replace:: ``/login`` .. _login: /-login .. |/rooms//messages| replace:: ``/rooms//messages`` .. _/rooms//messages: /-rooms/get_messages .. |/rooms//members| replace:: ``/rooms//members`` .. _/rooms//members: /-rooms/get_members .. |/rooms//state| replace:: ``/rooms//state`` .. _/rooms//state: /-rooms/get_state_events .. |/rooms//send/| replace:: ``/rooms//send/`` .. _/rooms//send/: /-rooms/send_non_state_event .. |/rooms//state//| replace:: ``/rooms//state//`` .. _/rooms//state//: /-rooms/send_state_event .. |/rooms//invite| replace:: ``/rooms//invite`` .. _/rooms//invite: /-rooms/invite .. |/rooms//join| replace:: ``/rooms//join`` .. _/rooms//join: /-rooms/join_room .. |/rooms//leave| replace:: ``/rooms//leave`` .. _/rooms//leave: /-rooms/leave .. |/rooms//ban| replace:: ``/rooms//ban`` .. _/rooms//ban: /-rooms/ban .. |/join/| replace:: ``/join/`` .. _/join/: /-rooms/join .. _`Event Stream`: /-events/get_event_stream