From c71120e463a43c113338265d1d1e902bfdb0f935 Mon Sep 17 00:00:00 2001 From: Cadence Ember Date: Fri, 11 Sep 2026 23:27:39 +1200 Subject: [PATCH] Better Discord startup checking --- src/d2m/discord-packets.js | 75 ++++++++++++++++++++++++++------------ 1 file changed, 52 insertions(+), 23 deletions(-) diff --git a/src/d2m/discord-packets.js b/src/d2m/discord-packets.js index 988f981..992689f 100644 --- a/src/d2m/discord-packets.js +++ b/src/d2m/discord-packets.js @@ -1,6 +1,6 @@ // @ts-check -const assert = require("assert") +const assert = require("assert").strict const {scheduler} = require("timers/promises") const passthrough = require("../passthrough") const {sync} = passthrough @@ -8,7 +8,32 @@ const {sync} = passthrough /** @type {import("../matrix/homeserver-status")} */ const homeserverStatus = sync.require("../matrix/homeserver-status") -let checkedHomeserver = false +const guildReadyStatus = new class { + /** @type {Set | null} */ + unavailableGuilds = null + _allReady = Promise.withResolvers() + + /** + * @param {string} guildID + * @returns {boolean} true if it was the last one + */ + makeReady(guildID) { + assert(this.unavailableGuilds) + if (this.unavailableGuilds.delete(guildID) && this.unavailableGuilds.size === 0) { + this._allReady.resolve(null) + return true + } + return false + } + + allReady() { + return this.unavailableGuilds && this.unavailableGuilds.size === 0 + } + + waitForAllReady() { + return this._allReady.promise + } +} /** * @param {import("./discord-client")} client @@ -28,12 +53,27 @@ async function onPacket(client, message, listen) { client.ready = true client.user = message.d.user client.application = message.d.application + guildReadyStatus.unavailableGuilds = new Set(message.d.guilds.filter(g => g.unavailable).map(g => g.id)) console.log(`Discord logged in as ${client.user.username}#${client.user.discriminator} (${client.user.id})`) + process.stdout.write("Waiting for guilds to warm up... ") interactions.registerInteractions() } else if (message.t === "GUILD_CREATE") { - 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 + message.d.members = message.d.members.filter(m => m.user.id === client.user.id) // only keep the bot account's member - it's needed for roles to determine private channels on web client.guilds.set(message.d.id, message.d) + + /* + Info about guilds is populated one guild at a time. + For m->d bridging to work, the guild needs to be populated, so we need to have GUILD_CREATE for the guild. + If we ping the homeserver, it will send us any pending events, so we need to wait for all GUILD_CREATES before we ping. + We must attempt a ping because we don't want to try sending missed d->m messages to an offline homeserver. + The "all guilds ready" delay can be removed if ONE of the following is done: + 1. m->d can queue incoming events until their guild exists in memory + 2. d->m missed messages can have their errors handled and added to queue, rather than pinging first + */ + const firstReady = guildReadyStatus.allReady() + const lastGuildReady = guildReadyStatus.makeReady(message.d.id) + const arr = [] client.guildChannelMap.set(message.d.id, arr) for (const channel of message.d.channels || []) { @@ -51,28 +91,14 @@ async function onPacket(client, message, listen) { if (listen === "full") { try { - /* - Info about guilds is populated one guild at a time. - For m->d bridging to work, the guild needs to be populated, so we need to have GUILD_CREATE for the guild. - If we ping the homeserver, it will send us any pending events, so we need to wait for all GUILD_CREATES before we ping. - We must attempt a ping because we don't want to try sending missed d->m messages to an offline homeserver. - This delay can be removed if ONE of the following is done: - 1. m->d can queue incoming events until their guild exists in memory - 2. d->m missed messages can have their errors handled and added to queue, rather than pinging first - */ - let isMainCharacter = false - if (!checkedHomeserver) { - checkedHomeserver = true - isMainCharacter = true - console.log("Warming up guilds~") - } - await scheduler.wait(5000) - if (isMainCharacter) { - checkedHomeserver = true - process.stdout.write("Connecting to homeserver... ") + // Wait for guilds to be connected and homeserver to be online. If this is the last guild, a different code path is used to trigger the homeserver check. + if (lastGuildReady) { + process.stdout.write(`ok, ${client.guilds.size} available.\nConnecting to homeserver... `) + // await guildReadyStatus.waitForAllReady() - no need, we already checked this is the last guild await homeserverStatus.homeserverStatus.waitForOnline(true) console.log("ok.\nReplaying past events. Welcome to Out Of Your Element.") } else { + await guildReadyStatus.waitForAllReady() await homeserverStatus.homeserverStatus.waitForOnline(false) } @@ -81,7 +107,9 @@ async function onPacket(client, message, listen) { await eventDispatcher.checkMissedPins(client, message.d) await eventDispatcher.checkMissedLeaves(client, message.d) } catch (e) { - console.error("Failed to sync missed events. To retry, please fix this error and restart OOYE:") + if (firstReady) { + console.error("Failed to sync missed events. To retry, please fix this error and restart OOYE:") + } console.error(e) } } @@ -225,3 +253,4 @@ async function dispatchPacketToBridge(client, message) { module.exports.onPacket = onPacket module.exports.dispatchPacketToBridge = dispatchPacketToBridge +module.exports.guildReadyStatus = guildReadyStatus