116 lines
3.8 KiB
JavaScript
116 lines
3.8 KiB
JavaScript
// @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")
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const { sync } = passthrough
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const utils = {
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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 onPacket(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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// 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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console.log(`Discord logged in as ${client.user.username}#${client.user.discriminator} (${client.user.id})`)
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} else if (message.t === "GUILD_CREATE") {
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client.guilds.set(message.d.id, message.d)
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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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eventDispatcher.checkMissedMessages(client, message.d)
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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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} 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 === "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" || message.t === "CHANNEL_DELETE") {
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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 {
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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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}
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// Event dispatcher for OOYE bridge operations
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try {
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if (message.t === "CHANNEL_UPDATE") {
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await eventDispatcher.onChannelOrThreadUpdate(client, message.d, false)
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} else if (message.t === "THREAD_CREATE") {
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console.log(message)
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// await eventDispatcher.onThreadCreate(client, message.d)
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} else if (message.t === "THREAD_UPDATE") {
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await eventDispatcher.onChannelOrThreadUpdate(client, message.d, true)
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} else if (message.t === "MESSAGE_CREATE") {
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console.log(message)
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await eventDispatcher.onMessageCreate(client, message.d)
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} else if (message.t === "MESSAGE_UPDATE") {
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console.log(message)
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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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}
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} catch (e) {
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// Let OOYE try to handle errors too
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eventDispatcher.onError(client, e, message)
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}
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}
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}
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module.exports = utils
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