// @ts-check // Discord library internals type beat const DiscordTypes = require("discord-api-types/v10") const passthrough = require("../passthrough") const { sync } = passthrough const utils = { /** * @param {import("./discord-client")} client * @param {import("cloudstorm").IGatewayMessage} message */ async onPacket(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") // 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 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 || []) { // @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) } eventDispatcher.checkMissedMessages(client, message.d) } else if (message.t === "THREAD_CREATE") { client.channels.set(message.d.id, message.d) } else if (message.t === "CHANNEL_UPDATE" || message.t === "THREAD_UPDATE") { client.channels.set(message.d.id, message.d) } 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) } } } } // Event dispatcher for OOYE bridge operations try { if (message.t === "CHANNEL_UPDATE") { await eventDispatcher.onChannelOrThreadUpdate(client, message.d, false) } else if (message.t === "THREAD_CREATE") { // @ts-ignore await eventDispatcher.onThreadCreate(client, message.d) } else if (message.t === "THREAD_UPDATE") { await eventDispatcher.onChannelOrThreadUpdate(client, message.d, true) } else if (message.t === "MESSAGE_CREATE") { await eventDispatcher.onMessageCreate(client, message.d) } else if (message.t === "MESSAGE_UPDATE") { await eventDispatcher.onMessageUpdate(client, message.d) } else if (message.t === "MESSAGE_DELETE") { await eventDispatcher.onMessageDelete(client, message.d) } else if (message.t === "MESSAGE_REACTION_ADD") { await eventDispatcher.onReactionAdd(client, message.d) } } catch (e) { // Let OOYE try to handle errors too eventDispatcher.onError(client, e, message) } } } module.exports = utils