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path: root/src/gateway/opcodes/VoiceStateUpdate.ts
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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);
	}
}