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cryptpad/www/common/outer/mailbox-handlers.js

165 lines
6.2 KiB
JavaScript

define([
'/common/common-messaging.js',
], function (Messaging) {
var getRandomTimeout = function (ctx) {
var lag = ctx.store.realtime.getLag().lag || 0;
return (Math.max(0, lag) + 300) * 20 * (0.5 + Math.random());
};
var handlers = {};
var removeHandlers = {};
// Store the friend request displayed to avoid duplicates
var friendRequest = {};
handlers['FRIEND_REQUEST'] = function (ctx, data, cb) {
// Check if the request is valid (send by the correct user)
if (data.msg.author !== data.msg.content.curvePublic) { return void cb(true); }
// Don't show duplicate friend request: if we already have a friend request
// in memory from the same user, dismiss the new one
if (friendRequest[data.msg.author]) { return void cb(true); }
friendRequest[data.msg.author] = true;
// If the user is already in our friend list, automatically accept the request
if (Messaging.getFriend(ctx.store.proxy, data.msg.author)) {
Messaging.acceptFriendRequest(ctx.store, data.msg.content, function (obj) {
if (obj && obj.error) {
return void cb();
}
cb(true);
});
return;
}
cb();
};
removeHandlers['FRIEND_REQUEST'] = function (ctx, box, data) {
if (friendRequest[data.curvePublic]) {
delete friendRequest[data.curvePublic];
}
};
var friendRequestDeclined = {};
handlers['DECLINE_FRIEND_REQUEST'] = function (ctx, box, data, cb) {
setTimeout(function () {
// Our friend request was declined.
if (!ctx.store.proxy.friends_pending[data.msg.author]) { return; }
// Remove the pending message and display the "declined" state in the UI
delete ctx.store.proxy.friends_pending[data.msg.author];
ctx.updateMetadata();
if (friendRequestDeclined[data.msg.author]) { return; }
// If you have a profile page open, update it
if (ctx.store.modules['profile']) { ctx.store.modules['profile'].update(); }
box.sendMessage({
type: 'FRIEND_REQUEST_DECLINED',
content: {
user: data.msg.author,
name: data.msg.content.displayName
}
}, function () {
if (friendRequestDeclined[data.msg.author]) {
// TODO remove our message because another one was sent first?
}
friendRequestDeclined[data.msg.author] = true;
});
}, getRandomTimeout(ctx));
cb(true);
};
handlers['FRIEND_REQUEST_DECLINED'] = function (ctx, box, data, cb) {
if (friendRequestDeclined[data.msg.content.user]) { return void cb(true); }
friendRequestDeclined[data.msg.content.user] = true;
cb();
};
removeHandlers['FRIEND_REQUEST_DECLINED'] = function (ctx, box, data) {
if (friendRequestDeclined[data.content.user]) {
delete friendRequestDeclined[data.content.user];
}
};
var friendRequestAccepted = {};
handlers['ACCEPT_FRIEND_REQUEST'] = function (ctx, box, data, cb) {
// Our friend request was accepted.
setTimeout(function () {
// Make sure we really sent it
if (!ctx.store.proxy.friends_pending[data.msg.author]) { return; }
// And add the friend
Messaging.addToFriendList({
proxy: ctx.store.proxy,
realtime: ctx.store.realtime,
pinPads: ctx.pinPads
}, data.msg.content, function (err) {
if (err) { console.error(err); }
delete ctx.store.proxy.friends_pending[data.msg.author];
if (ctx.store.messenger) {
ctx.store.messenger.onFriendAdded(data.msg.content);
}
ctx.updateMetadata();
if (friendRequestAccepted[data.msg.author]) { return; }
// If you have a profile page open, update it
if (ctx.store.modules['profile']) { ctx.store.modules['profile'].update(); }
// Display the "accepted" state in the UI
box.sendMessage({
type: 'FRIEND_REQUEST_ACCEPTED',
content: {
user: data.msg.author,
name: data.msg.content.displayName
}
}, function () {
if (friendRequestAccepted[data.msg.author]) {
// TODO remove our message because another one was sent first?
}
friendRequestAccepted[data.msg.author] = true;
});
});
}, getRandomTimeout(ctx));
cb(true);
};
handlers['FRIEND_REQUEST_ACCEPTED'] = function (ctx, box, data, cb) {
if (friendRequestAccepted[data.msg.content.user]) { return void cb(true); }
friendRequestAccepted[data.msg.content.user] = true;
cb();
};
removeHandlers['FRIEND_REQUEST_ACCEPTED'] = function (ctx, box, data) {
if (friendRequestAccepted[data.content.user]) {
delete friendRequestAccepted[data.content.user];
}
};
return {
add: function (ctx, box, data, cb) {
var type = data.msg.type;
if (handlers[type]) {
try {
handlers[type](ctx, box, data, cb);
} catch (e) {
console.error(e);
cb();
}
} else {
cb();
}
},
remove: function (ctx, box, data, h) {
// We sometimes try to delete non-existant data (with "delete box.content[h]")
// In this case, we don't have the data in memory so we don't need to call
// any "remove" handler
if (!data) { return; }
var type = data.type;
if (removeHandlers[type]) {
try {
removeHandlers[type](ctx, box, data, h);
} catch (e) {
console.error(e);
}
}
}
};
});