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* internal sharding * ready event * the square deal * the new deal * the second new deal * add actual documentation * the new freedom * the great society * federal intervention * some of requested changes * i ran out of things to call these * destroy this * fix: Client#uptime went missing * fix(Client): destroy the client on login failure This may happen duo invalid sharding config / invalid token / user requested destroy * fix(Client): reject login promise when the client is destroyed before ready * fix(WebSocketManager): remove redundancy in destroy method (#2491) * typo(ErrorMessages): duo -> duo to * typo(ErrorMessages): duo -> due * fix: docs and options * docs(WebSocketManager): WebSockethard -> WebSocketShard (#2502) * fix(ClientUser): lazily load to account for extended user structure (#2501) * docs(WebSocketShard): document class to make it visible in documentation (#2504) * fix: WebSocketShard#reconnect * fix: presenceUpdate & userUpdate * presenceUpdate wasn't really being handled at all * userUpdate handled incorrectly because as of v7 in the Discord API, it comes inside presenceUpdate * re-add raw event * member is now part of message create payload * feat: Add functionality to support multiple servers with different shards (#2395) * Added functionallity to spawn multiple sharding managers due to adding start and end shards * Small fixes and limiting shard amount to max recommended * Forgot a check in spawn() * Fixed indentation * Removed optiosn object documentation for totalShards * More fixes and a check that the startShard + amount doesnt go over the recommended shard amount * fix getting max recommended * Removed async from constructor (my fault) * Changed start and end shard to a shardList or "auto" + fixed some brainfarts with isNaN * Changed the loop and totalShard count calculation * shards are actually 0 based * Fixed a problem with the gateway and handled some range errors and type errors * Changed Number.isNan to isNaN and changed a few Integer checks to use Number.isInteger * Added check if shardList contains smth greater than totalShards; made spawn use totalShards again; shardList will be ignored and rebuild if totalShards is 'auto'; fixed docs * ShardingManager#spawn now uses a for..of loop; fixed the if statement inside the new for..of loop to still work as intended; made the totalShards be set to a new amount if smth manual is put into ShardingManager#spawn just like before; Fixed some spelling * internal sharding * ready event * the square deal * the new deal * the second new deal * add actual documentation * the new freedom * the great society * federal intervention * some of requested changes * i ran out of things to call these * destroy this * fix: Client#uptime went missing * fix(Client): destroy the client on login failure This may happen duo invalid sharding config / invalid token / user requested destroy * fix(Client): reject login promise when the client is destroyed before ready * fix(WebSocketManager): remove redundancy in destroy method (#2491) * typo(ErrorMessages): duo -> duo to * typo(ErrorMessages): duo -> due * fix: docs and options * docs(WebSocketManager): WebSockethard -> WebSocketShard (#2502) * fix(ClientUser): lazily load to account for extended user structure (#2501) * docs(WebSocketShard): document class to make it visible in documentation (#2504) * fix: WebSocketShard#reconnect * fix: presenceUpdate & userUpdate * presenceUpdate wasn't really being handled at all * userUpdate handled incorrectly because as of v7 in the Discord API, it comes inside presenceUpdate * Internal Sharding adaptation Adapted to internal sharding Fixed a bug where non ready invalidated sessions wouldnt respawn * Fixed shardCount not retrieving * Fixing style removed unnecessary parenthesis * Fixing and rebasing lets hope i didnt dun hecklered it * Fixing my own retardation * Thanks git rebase * fix: assigning member in message create payload * fix: resumes * fix: IS wont give up reconnecting now * docs: add missing docs mostly * fix: found lost methods * fix: WebSocketManager#broadcast check if shard exists * fix: ShardClientUtil#id returning undefined * feat: handle new session rate limits (#2796) * feat: handle new session rate limits * i have no idea what i was doing last night * fix if statement weirdness * fix: re-add presence parsing from ClientOptions (#2893) * resolve conflicts * typings: missing typings * re-add missing linter rule * fix: replacing ClientUser wrongly * address unecessary performance waste * docs: missing disconnect event * fix(typings): Fix 2 issues with typings (#2909) * (Typings) Update typings to reflect current ClientOptions * fix(Typings) fixes a bug with Websockets and DOM Types * fix travis * feat: allow setting presence per shard * add WebSocketManager#shardX events * adjust typings, docs and performance issues * readjust shard events, now provide shardId parameter instead * fix: ready event should check shardCount, not actualShardCount * fix: re-add replayed parameter of Client#resume * fix(Sharding): fixes several things in Internal Sharding (#2914) * fix(Sharding) fixes several things in Internal Sharding * add default value for shards property * better implement checking for shards array * fix travis & some casing * split shard count into 2 words * update to latest Internal Sharding, fix requested changes * make sure totalShardCount is a number * fix comment * fix small typo * dynamically set totalShardCount if either shards or shardCount is provided * consistency: rename shardID to shardId * remove Client#shardIds * fix: typo in GuildIntegrationsUpdate handler * fix: incorrect packet data being passed in some events (#2919) * fix: edgecase of ShardingManager and totalShardCount (#2918) * fix: Client#userUpdate being passed wrong parameter and fix a potential edgecase of returning null in ClientUser#edit from this event * fix consistency and typings issues * consistency: shardId instances renamed to shardID * typings: fix typings regarding WebSocket * style(.eslintrc): remove additional whitespace * fix(Client): remove ondisconnect handler on timeout * docs(BaseClient): fix typo of Immediate * nitpick: typings, private fields and methods * typo: improve grammar a bit * fix: error assigning client in WebSocketManager * typo: actually spell milliseconds properly
78 lines
2.9 KiB
JavaScript
78 lines
2.9 KiB
JavaScript
const { Presence } = require('./Presence');
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const Collection = require('../util/Collection');
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const { ActivityTypes, OPCodes } = require('../util/Constants');
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const { TypeError } = require('../errors');
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class ClientPresence extends Presence {
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constructor(client, data = {}) {
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super(client, Object.assign(data, { status: 'online', user: { id: null } }));
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}
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async set(presence) {
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const packet = await this._parse(presence);
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this.patch(packet);
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if (typeof presence.shardID === 'undefined') {
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this.client.ws.broadcast({ op: OPCodes.STATUS_UPDATE, d: packet });
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} else if (Array.isArray(presence.shardID)) {
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for (const shardID of presence.shardID) {
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this.client.ws.shards[shardID].send({ op: OPCodes.STATUS_UPDATE, d: packet });
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}
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} else {
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this.client.ws.shards[presence.shardID].send({ op: OPCodes.STATUS_UPDATE, d: packet });
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}
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return this;
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}
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async _parse({ status, since, afk, activity }) { // eslint-disable-line complexity
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const applicationID = activity && (activity.application ? activity.application.id || activity.application : null);
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let assets = new Collection();
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if (activity) {
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if (typeof activity.name !== 'string') throw new TypeError('INVALID_TYPE', 'name', 'string');
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if (!activity.type) activity.type = 0;
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if (activity.assets && applicationID) {
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try {
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const a = await this.client.api.oauth2.applications(applicationID).assets.get();
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for (const asset of a) assets.set(asset.name, asset.id);
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} catch (err) { } // eslint-disable-line no-empty
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}
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}
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const packet = {
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afk: afk != null ? afk : false, // eslint-disable-line eqeqeq
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since: since != null ? since : null, // eslint-disable-line eqeqeq
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status: status || this.status,
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game: activity ? {
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type: activity.type,
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name: activity.name,
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url: activity.url,
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details: activity.details || undefined,
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state: activity.state || undefined,
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assets: activity.assets ? {
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large_text: activity.assets.largeText || undefined,
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small_text: activity.assets.smallText || undefined,
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large_image: assets.get(activity.assets.largeImage) || activity.assets.largeImage,
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small_image: assets.get(activity.assets.smallImage) || activity.assets.smallImage,
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} : undefined,
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timestamps: activity.timestamps || undefined,
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party: activity.party || undefined,
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application_id: applicationID || undefined,
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secrets: activity.secrets || undefined,
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instance: activity.instance || undefined,
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} : null,
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};
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if ((status || afk || since) && !activity) {
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packet.game = this.activity;
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}
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if (packet.game) {
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packet.game.type = typeof packet.game.type === 'number' ?
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packet.game.type : ActivityTypes.indexOf(packet.game.type);
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}
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return packet;
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}
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}
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module.exports = ClientPresence;
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