This commit re-introduces a feature that we lost during the migration to
status-go.
Messages are cached for a couple of days if processed correctly by
status-go, to avoid performance issues.
* Initial work on expanding Local Notifications
Adding functionality to support multiple notification types in Notification.Body. Currently have a bug that I think is caused by a the jsonMarshal func not working as intented, need to resolve this next before proceeding
* Fixed json.Marshaller issue and implemented json.Unmarshaller
* Tweak errors, go convention is errors don't begin with capital letters
* Added notificationMessageBody with un/marshalling
Also removed the Body interface
* Added check for bodyType mismatch
* Implement building and sending new message notifications
* Refactor to remove cycle imports
* Resolved linting issue ... Hopefully
* Resolving an implicit memory aliasing in a for loop
* version bump
* Added Notification.Category consts
Since we fixed re-sending of messages, it has been noticed a performance
degradation in private group chats.
This is due to too aggressive re-sending of messages.
This commit disables resending of private group chat messages for now
(same as 1.9, so no changes), but keeps it enabled for 1-to-1s.
In some instances the retry mechanism would get into a busy loop.
That's due to the fact that we would fetch some non-retriable
notifications but not act on them.
This commit fixes the issue by filtering them from the database query
and making sure that we at least wait 1 second.
In some instances the communities migration would be skipped but not
marked as `dirty`.
This commit addresses the issue by:
- Making sure that if dirty is set the migration is not skipped but
replayed
- If the version is on the communities migration and dirty is false, we
check for the presence of the communities table. If not present we
replay the communities migration.
- Make community_id field in user_messages nullable
It also removes all the `down` migration, as we can't use them
effectively, as explained in the README.md added.
This commit changes the behavior so that when the image is updated it
will be published on the contact code topic.
If that does not happen because we are offline, it will be scheduled for
the next time we are online.
* feat: allow getPreviewLinkData for all links
Only YouTube links were supported in `getPreviewLinkData` previously.
Now, any whitelisted links can have their data retreived using this function, returning the true content type (by examining the header bytes of the content).
feat: add tenor.com and giphy.com to whitelisted urls list
* Fix json format
* bump VERSION
* Lint urls.go
Co-authored-by: Andrea Maria Piana <andrea.maria.piana@gmail.com>
This commit adds an endpoint to batch the sending of messages.
This is useful to simplify client logic when sending a batch of messages
and ensuring the correct order in the message stream.
It currently implements only what's needed, and naively return an error
if any of the messages fail.
if an error is returned on the Send function, datasync will keep
retrying a message at each epoch. If the message cannot be sent (for
example is too large), then no messages will be sent until logout.
This commit fixes a bug on the mvds library where the nextEpoch would be
incorrectly summed to the retry time, resulting in messages not being
retried, or retried much less frequently the longer the app was running.
It also updates the retry timing to backoff exponentially at multiple of
30 seconds.
In some cases no error is returned but the name is not verified.
Before this ENS names would get verified again every 30s.
This commit changes the logic so that if they fail to verify without
error they will still exponentially backoff.
When sending messages in quick succession, it might be that multiple
messages are batched together in datasync, resulting in a single large
payload.
This commit changes the behavior so that we can pass a max-message-size
and we split the message in batches before sending.
A more elegant way would be to split at the transport layer (i.e
waku/whisper), but that would be incompatible with older client.
We can still do that eventually to support larger messages.
We were checking for the wrong error kind when pulling messages from the
database, which resulted in the code not retrying to pull the message,
giving flaky tests / race condition (that's present in production as
well)
The code had an issue where it would not register a chat if just joined
as re-register push notifications was called before the chat had been
added.
This commit fixes the behavior by making sure that the chat just joined
is included.
This commit does two things:
1) Add an index on seen & update only the not-seen messages in the query
2) Hide long messages in the database, as that's likely spam
Currently messenger has no notion of being online.
This might cause a problem as we retry to register with a push
notification server even if not connected to any peer, which will
inevitably fail.
This commit adds a method `handleConnectionChange` that will be called
every time the connection change state.
When sending a contact update we automatically added the contact,
but that resulted in the contact not being synced correctly as
`saveContact` will not trigger the side effects.
For now I have removed this behavior. Ideally we should have a single
call that handles the side effects, but for that ENS names should be
stored in messenger, so we can propagate it.
LastMessage in chat was encoded in bytes so that we don't have to
encoded/decode everytime we save to db or pass the client.
An issue with emoji surfaced a problem with this approach.
Chat.LastClockValue represent the last clock value of any type of
message exchanged in a chat (emoji,group membership updates, contact
updates).
So when receving a new message, we should update LastMessage if the
clock of the LastMessage is lower than the received message, and we
should not only check LastClockValue, otherwise the message might be
discarded although it is the most recent.
This commit fixes the issue by keeping LastMessage as an object and
comparing LastMessage.Clock instead of LastClockValue