// @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 * @param {string} listen "full", "half", "no" - whether to set up the event listeners for OOYE to operate */ async 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") // 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) } if (listen === "full") { eventDispatcher.checkMissedMessages(client, message.d) } } 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 === "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 if (listen === "full") { try { if (message.t === "GUILD_UPDATE") { await eventDispatcher.onGuildUpdate(client, message.d) } else if (message.t === "GUILD_EMOJIS_UPDATE" || message.t === "GUILD_STICKERS_UPDATE") { await eventDispatcher.onExpressionsUpdate(client, message.d) } else 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 === "TYPING_START") { await eventDispatcher.onTypingStart(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