package gomatrix // Room represents a single Matrix room. type Room struct { ID string State map[string]map[string]*Event } // UpdateState updates the room's current state with the given Event. This will clobber events based // on the type/state_key combination. func (room Room) UpdateState(event *Event) { _, exists := room.State[event.Type] if !exists { room.State[event.Type] = make(map[string]*Event) } room.State[event.Type][*event.StateKey] = event } // GetStateEvent returns the state event for the given type/state_key combo, or nil. func (room Room) GetStateEvent(eventType string, stateKey string) *Event { stateEventMap, _ := room.State[eventType] event, _ := stateEventMap[stateKey] return event } // GetMembershipState returns the membership state of the given user ID in this room. If there is // no entry for this member, 'leave' is returned for consistency with left users. func (room Room) GetMembershipState(userID string) string { state := "leave" event := room.GetStateEvent("m.room.member", userID) if event != nil { membershipState, found := event.Content["membership"] if found { mState, isString := membershipState.(string) if isString { state = mState } } } return state } // NewRoom creates a new Room with the given ID func NewRoom(roomID string) *Room { // Init the State map and return a pointer to the Room return &Room{ ID: roomID, State: make(map[string]map[string]*Event), } }