import { Payload, WebSocket } from "@fosscord/gateway"; import { genVoiceToken } from "../util/SessionUtils"; import { check } from "./instanceOf"; import { Config, emitEvent, Guild, Member, VoiceServerUpdateEvent, VoiceState, VoiceStateUpdateEvent, VoiceStateUpdateSchema, Region, } from "@fosscord/util"; // TODO: check if a voice server is setup // Notice: Bot users respect the voice channel's user limit, if set. // When the voice channel is full, you will not receive the Voice State Update or Voice Server Update events in response to your own Voice State Update. // Having MANAGE_CHANNELS permission bypasses this limit and allows you to join regardless of the channel being full or not. export async function onVoiceStateUpdate(this: WebSocket, data: Payload) { check.call(this, VoiceStateUpdateSchema, data.d); const body = data.d as VoiceStateUpdateSchema; let voiceState: VoiceState; try { voiceState = await VoiceState.findOneOrFail({ where: { user_id: this.user_id }, }); if ( voiceState.session_id !== this.session_id && body.channel_id === null ) { //Should we also check guild_id === null? //changing deaf or mute on a client that's not the one with the same session of the voicestate in the database should be ignored return; } //If a user change voice channel between guild we should send a left event first if ( voiceState.guild_id !== body.guild_id && voiceState.session_id === this.session_id ) { await emitEvent({ event: "VOICE_STATE_UPDATE", data: { ...voiceState, channel_id: null }, guild_id: voiceState.guild_id, }); } //The event send by Discord's client on channel leave has both guild_id and channel_id as null if (body.guild_id === null) body.guild_id = voiceState.guild_id; voiceState.assign(body); } catch (error) { voiceState = VoiceState.create({ ...body, user_id: this.user_id, deaf: false, mute: false, suppress: false, }); } // 'Fix' for this one voice state error. TODO: Find out why this is sent // It seems to be sent on client load, // so maybe its trying to find which server you were connected to before disconnecting, if any? if (body.guild_id == null) { return; } //TODO the member should only have these properties: hoisted_role, deaf, joined_at, mute, roles, user //TODO the member.user should only have these properties: avatar, discriminator, id, username //TODO this may fail voiceState.member = await Member.findOneOrFail({ where: { id: voiceState.user_id, guild_id: voiceState.guild_id }, relations: ["user", "roles"], }); //If the session changed we generate a new token if (voiceState.session_id !== this.session_id) voiceState.token = genVoiceToken(); voiceState.session_id = this.session_id; const { id, ...newObj } = voiceState; await Promise.all([ voiceState.save(), emitEvent({ event: "VOICE_STATE_UPDATE", data: newObj, guild_id: voiceState.guild_id, } as VoiceStateUpdateEvent), ]); //If it's null it means that we are leaving the channel and this event is not needed if (voiceState.channel_id !== null) { const guild = await Guild.findOne({ where: { id: voiceState.guild_id }, }); const regions = Config.get().regions; let guildRegion: Region; if (guild && guild.region) { guildRegion = regions.available.filter( (r) => r.id === guild.region, )[0]; } else { guildRegion = regions.available.filter( (r) => r.id === regions.default, )[0]; } await emitEvent({ event: "VOICE_SERVER_UPDATE", data: { token: voiceState.token, guild_id: voiceState.guild_id, endpoint: guildRegion.endpoint, }, guild_id: voiceState.guild_id, } as VoiceServerUpdateEvent); } }