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// @ts-check
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// Discord library internals type beat
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const DiscordTypes = require ( "discord-api-types/v10" )
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const passthrough = require ( "../passthrough" )
const { sync } = passthrough
const utils = {
/ * *
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* @ param { import ( "./discord-client" ) } client
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* @ param { import ( "cloudstorm" ) . IGatewayMessage } message
* /
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async onPacket ( client , message ) {
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// 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" )
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// Client internals, keep track of the state we need
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if ( message . t === "READY" ) {
if ( client . ready ) return
client . ready = true
client . user = message . d . user
client . application = message . d . application
console . log ( ` Discord logged in as ${ client . user . username } # ${ client . user . discriminator } ( ${ client . user . id } ) ` )
} else if ( message . t === "GUILD_CREATE" ) {
client . guilds . set ( message . d . id , message . d )
const arr = [ ]
client . guildChannelMap . set ( message . d . id , arr )
for ( const channel of message . d . channels || [ ] ) {
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// @ts-ignore
channel . guild _id = message . d . id
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arr . push ( channel . id )
client . channels . set ( channel . id , channel )
}
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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 )
}
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} 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" || message . t === "CHANNEL_DELETE" ) {
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 {
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 )
}
}
}
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}
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// Event dispatcher for OOYE bridge operations
try {
if ( message . t === "MESSAGE_CREATE" ) {
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await eventDispatcher . onMessageCreate ( client , message . d )
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} else if ( message . t === "MESSAGE_UPDATE" ) {
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await eventDispatcher . onMessageUpdate ( client , message . d )
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} else if ( message . t === "MESSAGE_DELETE" ) {
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await eventDispatcher . onMessageDelete ( client , message . d )
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} else if ( message . t === "MESSAGE_REACTION_ADD" ) {
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await eventDispatcher . onReactionAdd ( client , message . d )
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}
} catch ( e ) {
// Let OOYE try to handle errors too
eventDispatcher . onError ( client , e , message )
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}
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}
}
module . exports = utils