// @ts-check const assert = require("assert").strict const {scheduler} = require("timers/promises") const passthrough = require("../passthrough") const {sync} = passthrough /** @type {import("../matrix/homeserver-status")} */ const homeserverStatus = sync.require("../matrix/homeserver-status") 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 * @param {import("cloudstorm").IGatewayMessage} message * @param {string} listen "full", "half", "no" - whether to set up the event listeners for OOYE to operate */ async function onPacket(client, message, listen) { // requiring this later so that the client is already constructed by the time event-dispatcher is loaded /** @type {typeof import("./event-dispatcher")} */ const eventDispatcher = sync.require("./event-dispatcher") /** @type {import("../discord/register-interactions")} */ const interactions = sync.require("../discord/register-interactions") // Client internals, keep track of the state we need if (message.t === "READY") { if (client.ready) return 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 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 || []) { // @ts-ignore channel.guild_id = message.d.id arr.push(channel.id) client.channels.set(channel.id, channel) } for (const thread of message.d.threads || []) { // @ts-ignore thread.guild_id = message.d.id arr.push(thread.id) client.channels.set(thread.id, thread) } if (listen === "full") { 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. 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) } await eventDispatcher.checkMissedExpressions(message.d) await eventDispatcher.checkMissedMessages(client, message.d) await eventDispatcher.checkMissedPins(client, message.d) await eventDispatcher.checkMissedLeaves(client, message.d) } catch (e) { if (firstReady) { console.error("Failed to sync missed events. To retry, please fix this error and restart OOYE:") } console.error(e) } } } else if (message.t === "GUILD_UPDATE") { const guild = client.guilds.get(message.d.id) if (guild) { for (const prop of Object.keys(message.d)) { if (!["channels", "threads"].includes(prop)) { guild[prop] = message.d[prop] } } } } else if (message.t === "GUILD_EMOJIS_UPDATE") { const guild = client.guilds.get(message.d.guild_id) if (guild) { guild.emojis = message.d.emojis } } else if (message.t === "GUILD_STICKERS_UPDATE") { const guild = client.guilds.get(message.d.guild_id) if (guild) { guild.stickers = message.d.stickers } } else if (message.t === "GUILD_ROLE_CREATE" || message.t === "GUILD_ROLE_UPDATE" || message.t === "GUILD_ROLE_DELETE") { const guild = client.guilds.get(message.d.guild_id) /** Delete this in case of UPDATE or DELETE */ const targetID = "role_id" in message.d ? message.d.role_id : message.d.role.id /** Add this in case of CREATE or UPDATE */ const newRoles = [] if ("role" in message.d) newRoles.push(message.d.role) if (guild) { const targetIndex = guild.roles.findIndex(r => r.id === targetID) if (targetIndex !== -1) { // Role already exists. Delete it and maybe replace it. guild.roles.splice(targetIndex, 1, ...newRoles) } else { // Role doesn't already exist. guild.roles.push(...newRoles) } } } else if (message.t === "GUILD_MEMBER_UPDATE") { const guild = client.guilds.get(message.d.guild_id) const member = guild?.members.find(m => m.user.id === message.d.user.id) if (member) { // only update existing members (i.e. the bot's own member) - don't want to inflate the cache with new irrelevant ones Object.assign(member, message.d) } } else if (message.t === "THREAD_CREATE") { client.channels.set(message.d.id, message.d) if (message.d["guild_id"]) { const channels = client.guildChannelMap.get(message.d["guild_id"]) if (channels && !channels.includes(message.d.id)) channels.push(message.d.id) } } else if (message.t === "CHANNEL_UPDATE" || message.t === "THREAD_UPDATE") { client.channels.set(message.d.id, message.d) } else if (message.t === "CHANNEL_PINS_UPDATE") { const channel = client.channels.get(message.d.channel_id) if (channel) { channel["last_pin_timestamp"] = message.d.last_pin_timestamp } } else if (message.t === "GUILD_DELETE") { client.guilds.delete(message.d.id) const channels = client.guildChannelMap.get(message.d.id) if (channels) { for (const id of channels) client.channels.delete(id) } client.guildChannelMap.delete(message.d.id) } else if (message.t === "CHANNEL_CREATE") { client.channels.set(message.d.id, message.d) 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 const channels = client.guildChannelMap.get(message.d["guild_id"]) if (channels && !channels.includes(message.d.id)) channels.push(message.d.id) } } else if (message.t === "CHANNEL_DELETE") { client.channels.delete(message.d.id) if (message.d["guild_id"]) { const channels = client.guildChannelMap.get(message.d["guild_id"]) if (channels) { const previous = channels.indexOf(message.d.id) if (previous !== -1) channels.splice(previous, 1) } } } // Event dispatcher for OOYE bridge operations if (listen === "full" && message.t) { const alwaysRealTimeEvents = ["PRESENCE_UPDATE"] const optionalEvents = ["TYPING_START"] if (alwaysRealTimeEvents.includes(message.t) || homeserverStatus.homeserverStatus.isRealTime()) { // real time dispatchPacketToBridge(client, message) } else if (optionalEvents.includes(message.t)) { // when not real time, skip optional events } else { // queue required events homeserverStatus.homeserverStatus.queuePacket(message) } } } /** * @param {import("./discord-client")} client * @param {import("cloudstorm").IGatewayMessage} message */ async function dispatchPacketToBridge(client, message) { // requiring this later so that the client is already constructed by the time event-dispatcher is loaded /** @type {typeof import("./event-dispatcher")} */ const eventDispatcher = sync.require("./event-dispatcher") /** @type {import("../discord/register-interactions")} */ const interactions = sync.require("../discord/register-interactions") assert(message.t) // checked above try { if (message.t === "MESSAGE_REACTION_REMOVE" || message.t === "MESSAGE_REACTION_REMOVE_EMOJI" || message.t === "MESSAGE_REACTION_REMOVE_ALL") { await eventDispatcher.onSomeReactionsRemoved(client, message.d) } else if (message.t === "INTERACTION_CREATE") { await interactions.dispatchInteraction(message.d) } else if (message.t in eventDispatcher) { await eventDispatcher[message.t](client, message.d) } } catch (e) { // Let OOYE try to handle errors too await eventDispatcher.onError(client, e, message) } } module.exports.onPacket = onPacket module.exports.dispatchPacketToBridge = dispatchPacketToBridge module.exports.guildReadyStatus = guildReadyStatus