Files
out-of-your-element/src/d2m/discord-packets.js
T

257 lines
9.5 KiB
JavaScript

// @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<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("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