Better Discord startup checking

This commit is contained in:
Cadence Ember
2026-09-11 23:27:39 +12:00
parent 965fcab646
commit c71120e463
+52 -23
View File
@@ -1,6 +1,6 @@
// @ts-check // @ts-check
const assert = require("assert") const assert = require("assert").strict
const {scheduler} = require("timers/promises") const {scheduler} = require("timers/promises")
const passthrough = require("../passthrough") const passthrough = require("../passthrough")
const {sync} = passthrough const {sync} = passthrough
@@ -8,7 +8,32 @@ const {sync} = passthrough
/** @type {import("../matrix/homeserver-status")} */ /** @type {import("../matrix/homeserver-status")} */
const homeserverStatus = sync.require("../matrix/homeserver-status") const homeserverStatus = sync.require("../matrix/homeserver-status")
let checkedHomeserver = false const guildReadyStatus = new class {
/** @type {Set<string> | 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 * @param {import("./discord-client")} client
@@ -28,12 +53,27 @@ async function onPacket(client, message, listen) {
client.ready = true client.ready = true
client.user = message.d.user client.user = message.d.user
client.application = message.d.application 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})`) 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() interactions.registerInteractions()
} else if (message.t === "GUILD_CREATE") { } 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) 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 = [] const arr = []
client.guildChannelMap.set(message.d.id, arr) client.guildChannelMap.set(message.d.id, arr)
for (const channel of message.d.channels || []) { for (const channel of message.d.channels || []) {
@@ -51,28 +91,14 @@ async function onPacket(client, message, listen) {
if (listen === "full") { if (listen === "full") {
try { try {
/* // 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.
Info about guilds is populated one guild at a time. if (lastGuildReady) {
For m->d bridging to work, the guild needs to be populated, so we need to have GUILD_CREATE for the guild. process.stdout.write(`ok, ${client.guilds.size} available.\nConnecting to homeserver... `)
If we ping the homeserver, it will send us any pending events, so we need to wait for all GUILD_CREATES before we ping. // await guildReadyStatus.waitForAllReady() - no need, we already checked this is the last guild
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... ")
await homeserverStatus.homeserverStatus.waitForOnline(true) await homeserverStatus.homeserverStatus.waitForOnline(true)
console.log("ok.\nReplaying past events. Welcome to Out Of Your Element.") console.log("ok.\nReplaying past events. Welcome to Out Of Your Element.")
} else { } else {
await guildReadyStatus.waitForAllReady()
await homeserverStatus.homeserverStatus.waitForOnline(false) await homeserverStatus.homeserverStatus.waitForOnline(false)
} }
@@ -81,7 +107,9 @@ async function onPacket(client, message, listen) {
await eventDispatcher.checkMissedPins(client, message.d) await eventDispatcher.checkMissedPins(client, message.d)
await eventDispatcher.checkMissedLeaves(client, message.d) await eventDispatcher.checkMissedLeaves(client, message.d)
} catch (e) { } 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) console.error(e)
} }
} }
@@ -225,3 +253,4 @@ async function dispatchPacketToBridge(client, message) {
module.exports.onPacket = onPacket module.exports.onPacket = onPacket
module.exports.dispatchPacketToBridge = dispatchPacketToBridge module.exports.dispatchPacketToBridge = dispatchPacketToBridge
module.exports.guildReadyStatus = guildReadyStatus