257 lines
9.5 KiB
JavaScript
257 lines
9.5 KiB
JavaScript
// @ts-check
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const assert = require("assert").strict
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const {scheduler} = require("timers/promises")
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const passthrough = require("../passthrough")
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const {sync} = passthrough
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/** @type {import("../matrix/homeserver-status")} */
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const homeserverStatus = sync.require("../matrix/homeserver-status")
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const guildReadyStatus = new class {
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/** @type {Set<string> | null} */
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unavailableGuilds = null
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_allReady = Promise.withResolvers()
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/**
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* @param {string} guildID
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* @returns {boolean} true if it was the last one
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*/
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makeReady(guildID) {
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assert(this.unavailableGuilds)
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if (this.unavailableGuilds.delete(guildID) && this.unavailableGuilds.size === 0) {
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this._allReady.resolve(null)
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return true
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}
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return false
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}
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allReady() {
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return this.unavailableGuilds && this.unavailableGuilds.size === 0
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}
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waitForAllReady() {
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return this._allReady.promise
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}
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}
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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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// 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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guildReadyStatus.unavailableGuilds = new Set(message.d.guilds.filter(g => g.unavailable).map(g => g.id))
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console.log(`Discord logged in as ${client.user.username}#${client.user.discriminator} (${client.user.id})`)
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process.stdout.write("Waiting for guilds to warm up... ")
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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 account's member - it's needed for roles to determine private channels on web
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client.guilds.set(message.d.id, message.d)
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/*
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Info about guilds is populated one guild at a time.
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For m->d bridging to work, the guild needs to be populated, so we need to have GUILD_CREATE for the guild.
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If we ping the homeserver, it will send us any pending events, so we need to wait for all GUILD_CREATES before we ping.
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We must attempt a ping because we don't want to try sending missed d->m messages to an offline homeserver.
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The "all guilds ready" delay can be removed if ONE of the following is done:
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1. m->d can queue incoming events until their guild exists in memory
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2. d->m missed messages can have their errors handled and added to queue, rather than pinging first
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*/
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const firstReady = guildReadyStatus.allReady()
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const lastGuildReady = guildReadyStatus.makeReady(message.d.id)
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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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// 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.
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if (lastGuildReady) {
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process.stdout.write(`ok, ${client.guilds.size} available.\nConnecting to homeserver... `)
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// await guildReadyStatus.waitForAllReady() - no need, we already checked this is the last guild
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await homeserverStatus.homeserverStatus.waitForOnline(true)
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console.log("ok.\nReplaying past events. Welcome to Out Of Your Element.")
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} else {
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await guildReadyStatus.waitForAllReady()
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await homeserverStatus.homeserverStatus.waitForOnline(false)
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}
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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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if (firstReady) {
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console.error("Failed to sync missed events. To retry, please fix this error and restart OOYE:")
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}
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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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}
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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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const optionalEvents = ["TYPING_START"]
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if (alwaysRealTimeEvents.includes(message.t) || homeserverStatus.homeserverStatus.isRealTime()) {
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// real time
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dispatchPacketToBridge(client, message)
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} else if (optionalEvents.includes(message.t)) {
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// when not real time, skip optional events
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} else {
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// queue required events
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homeserverStatus.homeserverStatus.queuePacket(message)
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}
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}
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}
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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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module.exports.guildReadyStatus = guildReadyStatus
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