Queue events for later if homeserver is down
This commit is contained in:
@@ -8,6 +8,8 @@ const {reg} = require("../../matrix/read-registration")
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const passthrough = require("../../passthrough")
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const {discord, sync, db, select} = passthrough
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/** @type {import("../../matrix/mreq")} */
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const mreq = sync.require("../../matrix/mreq")
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/** @type {import("../../matrix/api")} */
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const api = sync.require("../../matrix/api")
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/** @type {import("../../matrix/file")} */
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@@ -237,8 +239,12 @@ async function syncSpaceExpressions(data, checkBeforeSync) {
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try {
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existing = await api.getStateEvent(spaceID, "im.ponies.room_emotes", eventKey)
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} catch (e) {
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// State event not found. This space doesn't have any existing emojis. We create a dummy empty event for comparison's sake.
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existing = fn([], guild)
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if (e instanceof mreq.MatrixServerError && e.httpStatus < 400) {
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// State event not found. This space doesn't have any existing emojis. We create a dummy empty event for comparison's sake.
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existing = fn([], guild)
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} else {
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throw e
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}
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}
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if (isDeepStrictEqual(existing, content)) return
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}
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+175
-154
@@ -1,173 +1,194 @@
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// @ts-check
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// Discord library internals type beat
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const DiscordTypes = require("discord-api-types/v10")
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const assert = require("assert")
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const passthrough = require("../passthrough")
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const {sync, db} = passthrough
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const {sync} = passthrough
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const utils = {
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/**
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* @param {import("./discord-client")} client
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* @param {import("cloudstorm").IGatewayMessage} message
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* @param {string} listen "full", "half", "no" - whether to set up the event listeners for OOYE to operate
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*/
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async onPacket(client, message, listen) {
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// requiring this later so that the client is already constructed by the time event-dispatcher is loaded
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/** @type {typeof import("./event-dispatcher")} */
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const eventDispatcher = sync.require("./event-dispatcher")
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/** @type {import("../discord/register-interactions")} */
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const interactions = sync.require("../discord/register-interactions")
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/** @type {import("../matrix/homeserver-status")} */
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const homeserverStatus = sync.require("../matrix/homeserver-status")
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// Client internals, keep track of the state we need
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if (message.t === "READY") {
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if (client.ready) return
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client.ready = true
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client.user = message.d.user
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client.application = message.d.application
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console.log(`Discord logged in as ${client.user.username}#${client.user.discriminator} (${client.user.id})`)
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interactions.registerInteractions()
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/**
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* @param {import("./discord-client")} client
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* @param {import("cloudstorm").IGatewayMessage} message
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* @param {string} listen "full", "half", "no" - whether to set up the event listeners for OOYE to operate
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*/
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async function onPacket(client, message, listen) {
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// requiring this later so that the client is already constructed by the time event-dispatcher is loaded
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/** @type {typeof import("./event-dispatcher")} */
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const eventDispatcher = sync.require("./event-dispatcher")
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/** @type {import("../discord/register-interactions")} */
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const interactions = sync.require("../discord/register-interactions")
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} else if (message.t === "GUILD_CREATE") {
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message.d.members = message.d.members.filter(m => m.user.id === client.user.id) // only keep the bot's own member - it's needed to determine private channels on web
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client.guilds.set(message.d.id, message.d)
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const arr = []
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client.guildChannelMap.set(message.d.id, arr)
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for (const channel of message.d.channels || []) {
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// @ts-ignore
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channel.guild_id = message.d.id
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arr.push(channel.id)
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client.channels.set(channel.id, channel)
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}
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for (const thread of message.d.threads || []) {
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// @ts-ignore
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thread.guild_id = message.d.id
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arr.push(thread.id)
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client.channels.set(thread.id, thread)
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// Client internals, keep track of the state we need
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if (message.t === "READY") {
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if (client.ready) return
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client.ready = true
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client.user = message.d.user
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client.application = message.d.application
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console.log(`Discord logged in as ${client.user.username}#${client.user.discriminator} (${client.user.id})`)
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interactions.registerInteractions()
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} else if (message.t === "GUILD_CREATE") {
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message.d.members = message.d.members.filter(m => m.user.id === client.user.id) // only keep the bot's own member - it's needed to determine private channels on web
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client.guilds.set(message.d.id, message.d)
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const arr = []
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client.guildChannelMap.set(message.d.id, arr)
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for (const channel of message.d.channels || []) {
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// @ts-ignore
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channel.guild_id = message.d.id
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arr.push(channel.id)
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client.channels.set(channel.id, channel)
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}
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for (const thread of message.d.threads || []) {
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// @ts-ignore
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thread.guild_id = message.d.id
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arr.push(thread.id)
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client.channels.set(thread.id, thread)
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}
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if (listen === "full") {
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try {
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await eventDispatcher.checkMissedExpressions(message.d)
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await eventDispatcher.checkMissedMessages(client, message.d)
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await eventDispatcher.checkMissedPins(client, message.d)
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await eventDispatcher.checkMissedLeaves(client, message.d)
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} catch (e) {
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console.error("Failed to sync missed events. To retry, please fix this error and restart OOYE:")
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console.error(e)
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}
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}
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if (listen === "full") {
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try {
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await eventDispatcher.checkMissedExpressions(message.d)
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await eventDispatcher.checkMissedMessages(client, message.d)
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await eventDispatcher.checkMissedPins(client, message.d)
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await eventDispatcher.checkMissedLeaves(client, message.d)
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} catch (e) {
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console.error("Failed to sync missed events. To retry, please fix this error and restart OOYE:")
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console.error(e)
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}
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}
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} else if (message.t === "GUILD_UPDATE") {
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const guild = client.guilds.get(message.d.id)
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if (guild) {
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for (const prop of Object.keys(message.d)) {
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if (!["channels", "threads"].includes(prop)) {
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guild[prop] = message.d[prop]
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}
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}
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}
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} else if (message.t === "GUILD_EMOJIS_UPDATE") {
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const guild = client.guilds.get(message.d.guild_id)
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if (guild) {
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guild.emojis = message.d.emojis
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}
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} else if (message.t === "GUILD_STICKERS_UPDATE") {
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const guild = client.guilds.get(message.d.guild_id)
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if (guild) {
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guild.stickers = message.d.stickers
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}
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} else if (message.t === "GUILD_ROLE_CREATE" || message.t === "GUILD_ROLE_UPDATE" || message.t === "GUILD_ROLE_DELETE") {
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const guild = client.guilds.get(message.d.guild_id)
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/** Delete this in case of UPDATE or DELETE */
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const targetID = "role_id" in message.d ? message.d.role_id : message.d.role.id
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/** Add this in case of CREATE or UPDATE */
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const newRoles = []
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if ("role" in message.d) newRoles.push(message.d.role)
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if (guild) {
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const targetIndex = guild.roles.findIndex(r => r.id === targetID)
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if (targetIndex !== -1) {
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// Role already exists. Delete it and maybe replace it.
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guild.roles.splice(targetIndex, 1, ...newRoles)
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} else {
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// Role doesn't already exist.
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guild.roles.push(...newRoles)
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}
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}
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} else if (message.t === "GUILD_MEMBER_UPDATE") {
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const guild = client.guilds.get(message.d.guild_id)
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const member = guild?.members.find(m => m.user.id === message.d.user.id)
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if (member) { // only update existing members (i.e. the bot's own member) - don't want to inflate the cache with new irrelevant ones
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Object.assign(member, message.d)
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}
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} else if (message.t === "THREAD_CREATE") {
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client.channels.set(message.d.id, message.d)
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if (message.d["guild_id"]) {
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const channels = client.guildChannelMap.get(message.d["guild_id"])
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if (channels && !channels.includes(message.d.id)) channels.push(message.d.id)
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}
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} else if (message.t === "CHANNEL_UPDATE" || message.t === "THREAD_UPDATE") {
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client.channels.set(message.d.id, message.d)
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} else if (message.t === "CHANNEL_PINS_UPDATE") {
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const channel = client.channels.get(message.d.channel_id)
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if (channel) {
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channel["last_pin_timestamp"] = message.d.last_pin_timestamp
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}
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} else if (message.t === "GUILD_DELETE") {
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client.guilds.delete(message.d.id)
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const channels = client.guildChannelMap.get(message.d.id)
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if (channels) {
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for (const id of channels) client.channels.delete(id)
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}
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client.guildChannelMap.delete(message.d.id)
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} else if (message.t === "CHANNEL_CREATE") {
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client.channels.set(message.d.id, message.d)
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if (message.d["guild_id"]) { // obj[prop] notation can be used to access a property without typescript complaining that it doesn't exist on all values something can have
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const channels = client.guildChannelMap.get(message.d["guild_id"])
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if (channels && !channels.includes(message.d.id)) channels.push(message.d.id)
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}
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} else if (message.t === "CHANNEL_DELETE") {
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client.channels.delete(message.d.id)
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if (message.d["guild_id"]) {
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const channels = client.guildChannelMap.get(message.d["guild_id"])
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if (channels) {
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const previous = channels.indexOf(message.d.id)
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if (previous !== -1) channels.splice(previous, 1)
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} else if (message.t === "GUILD_UPDATE") {
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const guild = client.guilds.get(message.d.id)
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if (guild) {
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for (const prop of Object.keys(message.d)) {
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if (!["channels", "threads"].includes(prop)) {
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guild[prop] = message.d[prop]
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}
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}
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}
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// Event dispatcher for OOYE bridge operations
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if (listen === "full" && message.t) {
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try {
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if (message.t === "MESSAGE_REACTION_REMOVE" || message.t === "MESSAGE_REACTION_REMOVE_EMOJI" || message.t === "MESSAGE_REACTION_REMOVE_ALL") {
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await eventDispatcher.onSomeReactionsRemoved(client, message.d)
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} else if (message.t === "GUILD_EMOJIS_UPDATE") {
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const guild = client.guilds.get(message.d.guild_id)
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if (guild) {
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guild.emojis = message.d.emojis
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}
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} else if (message.t === "INTERACTION_CREATE") {
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await interactions.dispatchInteraction(message.d)
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} else if (message.t === "GUILD_STICKERS_UPDATE") {
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const guild = client.guilds.get(message.d.guild_id)
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if (guild) {
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guild.stickers = message.d.stickers
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}
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} else if (message.t in eventDispatcher) {
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await eventDispatcher[message.t](client, message.d)
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}
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} catch (e) {
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// Let OOYE try to handle errors too
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await eventDispatcher.onError(client, e, message)
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} else if (message.t === "GUILD_ROLE_CREATE" || message.t === "GUILD_ROLE_UPDATE" || message.t === "GUILD_ROLE_DELETE") {
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const guild = client.guilds.get(message.d.guild_id)
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/** Delete this in case of UPDATE or DELETE */
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const targetID = "role_id" in message.d ? message.d.role_id : message.d.role.id
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/** Add this in case of CREATE or UPDATE */
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const newRoles = []
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if ("role" in message.d) newRoles.push(message.d.role)
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if (guild) {
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const targetIndex = guild.roles.findIndex(r => r.id === targetID)
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if (targetIndex !== -1) {
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// Role already exists. Delete it and maybe replace it.
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guild.roles.splice(targetIndex, 1, ...newRoles)
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} else {
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// Role doesn't already exist.
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guild.roles.push(...newRoles)
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}
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}
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} else if (message.t === "GUILD_MEMBER_UPDATE") {
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const guild = client.guilds.get(message.d.guild_id)
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const member = guild?.members.find(m => m.user.id === message.d.user.id)
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if (member) { // only update existing members (i.e. the bot's own member) - don't want to inflate the cache with new irrelevant ones
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Object.assign(member, message.d)
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}
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} else if (message.t === "THREAD_CREATE") {
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client.channels.set(message.d.id, message.d)
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if (message.d["guild_id"]) {
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const channels = client.guildChannelMap.get(message.d["guild_id"])
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if (channels && !channels.includes(message.d.id)) channels.push(message.d.id)
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}
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} else if (message.t === "CHANNEL_UPDATE" || message.t === "THREAD_UPDATE") {
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client.channels.set(message.d.id, message.d)
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} else if (message.t === "CHANNEL_PINS_UPDATE") {
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const channel = client.channels.get(message.d.channel_id)
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if (channel) {
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channel["last_pin_timestamp"] = message.d.last_pin_timestamp
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}
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} else if (message.t === "GUILD_DELETE") {
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client.guilds.delete(message.d.id)
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const channels = client.guildChannelMap.get(message.d.id)
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if (channels) {
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for (const id of channels) client.channels.delete(id)
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}
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client.guildChannelMap.delete(message.d.id)
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} else if (message.t === "CHANNEL_CREATE") {
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client.channels.set(message.d.id, message.d)
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if (message.d["guild_id"]) { // obj[prop] notation can be used to access a property without typescript complaining that it doesn't exist on all values something can have
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const channels = client.guildChannelMap.get(message.d["guild_id"])
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if (channels && !channels.includes(message.d.id)) channels.push(message.d.id)
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}
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} else if (message.t === "CHANNEL_DELETE") {
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client.channels.delete(message.d.id)
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if (message.d["guild_id"]) {
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const channels = client.guildChannelMap.get(message.d["guild_id"])
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if (channels) {
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const previous = channels.indexOf(message.d.id)
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if (previous !== -1) channels.splice(previous, 1)
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}
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}
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}
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// Event dispatcher for OOYE bridge operations
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if (listen === "full" && message.t) {
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const alwaysRealTimeEvents = ["PRESENCE_UPDATE"]
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if (alwaysRealTimeEvents.includes(message.t) || homeserverStatus.homeserverStatus.isRealTime()) {
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dispatchPacketToBridge(client, message)
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} else {
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homeserverStatus.homeserverStatus.queuePacket(message)
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}
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}
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}
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module.exports = utils
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/**
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* @param {import("./discord-client")} client
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* @param {import("cloudstorm").IGatewayMessage} message
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*/
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async function dispatchPacketToBridge(client, message) {
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// requiring this later so that the client is already constructed by the time event-dispatcher is loaded
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/** @type {typeof import("./event-dispatcher")} */
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const eventDispatcher = sync.require("./event-dispatcher")
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/** @type {import("../discord/register-interactions")} */
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const interactions = sync.require("../discord/register-interactions")
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assert(message.t) // checked above
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try {
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if (message.t === "MESSAGE_REACTION_REMOVE" || message.t === "MESSAGE_REACTION_REMOVE_EMOJI" || message.t === "MESSAGE_REACTION_REMOVE_ALL") {
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await eventDispatcher.onSomeReactionsRemoved(client, message.d)
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} else if (message.t === "INTERACTION_CREATE") {
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await interactions.dispatchInteraction(message.d)
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} else if (message.t in eventDispatcher) {
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await eventDispatcher[message.t](client, message.d)
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}
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} catch (e) {
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// Let OOYE try to handle errors too
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await eventDispatcher.onError(client, e, message)
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}
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}
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module.exports.onPacket = onPacket
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module.exports.dispatchPacketToBridge = dispatchPacketToBridge
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