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@@ -14,91 +14,100 @@ const api = sync.require("../../matrix/api")
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The first phase stores Discord presence data in memory.
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The second phase loops over the memory and sends it on to Matrix.
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In the first phase, for optimisation reasons, we want to do as little work as possible if the presence doesn't actually need to be sent all the way through.
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* Presence can be deactivated per-guild in OOYE settings. If it's deactivated for all of a user's guilds, we shouldn't send them to the second phase.
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* Presence can be sent for users without sims. In this case, we shouldn't send them to the second phase.
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* Presence can be sent multiple times in a row for the same user for each guild we share. We want to batch these up so we only query the mxid and enter the second phase once per user.
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Optimisations:
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* Presence can be deactivated per-guild in OOYE settings. If the user doesn't share any presence-enabled-guilds with us, we don't need to do anything.
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* Presence can be sent for users without sims. In this case, they will be discarded from memory when the next loop begins.
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* Matrix ID is cached in memory on the Presence class. The alternative to this is querying it every time we receive a presence change event in a valid guild.
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* Presence can be sent multiple times in a row for the same user for each guild we share. The loop timer prevents these "changes" from individually reaching the homeserver.
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*/
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// ***** first phase *****
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// Delay before querying user details and putting them in memory.
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const presenceDelay = 1500
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/** @type {Map<string, NodeJS.Timeout>} user ID -> cancelable timeout */
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const presenceDelayMap = new Map()
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// Access the list of enabled guilds as needed rather than like multiple times per second when a user changes presence
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/** @type {Set<string>} */
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let presenceEnabledGuilds
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function checkPresenceEnabledGuilds() {
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presenceEnabledGuilds = new Set(select("guild_space", "guild_id", {presence: 1}).pluck().all())
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}
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checkPresenceEnabledGuilds()
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/**
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* This function is called for each Discord presence packet.
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* @param {string} userID Discord user ID
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* @param {string} guildID Discord guild ID that this presence applies to (really, the same presence applies to every single guild, but is delivered separately by Discord for some reason)
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* @param {string} status status field from Discord's PRESENCE_UPDATE event
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*/
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function setPresence(userID, guildID, status) {
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// check if we care about this guild
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if (!presenceEnabledGuilds.has(guildID)) return
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// cancel existing timer if one is already set
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if (presenceDelayMap.has(userID)) {
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clearTimeout(presenceDelayMap.get(userID))
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}
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// new timer, which will run if nothing else comes in soon
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presenceDelayMap.set(userID, setTimeout(setPresenceCallback, presenceDelay, userID, status).unref())
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}
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/**
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* @param {string} user_id Discord user ID
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* @param {string} status status field from Discord's PRESENCE_UPDATE event
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*/
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function setPresenceCallback(user_id, status) {
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presenceDelayMap.delete(user_id)
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const mxid = select("sim", "mxid", {user_id}).pluck().get()
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if (!mxid) return
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const presence =
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( status === "online" ? "online"
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: status === "offline" ? "offline"
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: "unavailable") // idle, dnd, and anything else they dream up in the future
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if (presence === "offline") {
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userPresence.delete(mxid) // stop syncing next cycle
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} else {
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const delay = userPresence.get(mxid)?.delay || presenceLoopInterval * Math.random() // distribute the updates across the presence loop
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userPresence.set(mxid, {data: {presence}, delay}) // will be synced next cycle
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}
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}
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// ***** second phase *****
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// Synapse expires each user's presence after 30 seconds and makes them offline, so we have loop every 28 seconds and update each user again.
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// Synapse expires each user's presence after 30 seconds and makes them offline, so we have to loop every 28 seconds and update each user again.
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const presenceLoopInterval = 28e3
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/** @type {Map<string, {data: {presence: "online" | "offline" | "unavailable", status_msg?: string}, delay: number}>} mxid -> presence data to send to api */
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const userPresence = new Map()
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sync.addTemporaryInterval(() => {
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for (const [mxid, memory] of userPresence.entries()) {
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// I haven't tried, but assuming Synapse explodes if you try to update too many presences at the same time,
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// I'll space them out over the whole 28 second cycle.
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setTimeout(() => {
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const d = new Date().toISOString().slice(0, 19)
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api.setPresence(memory.data, mxid).catch(e => {
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console.error("d->m: Skipping presence update failure:")
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console.error(e)
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})
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}, memory.delay)
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// Cache the list of enabled guilds rather than accessing it like multiple times per second when any user changes presence
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const guildPresenceSetting = new class {
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/** @private @type {Set<string>} */ guilds
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constructor() {
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this.update()
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}
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}, presenceLoopInterval)
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update() {
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this.guilds = new Set(select("guild_space", "guild_id", {presence: 1}).pluck().all())
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}
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isEnabled(guildID) {
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return this.guilds.has(guildID)
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}
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}
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class Presence {
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/** @type {string} */ userID
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/** @type {{presence: "online" | "offline" | "unavailable", status_msg?: string}} */ data
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/** @private @type {?string | undefined} */ mxid
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/** @private @type {number} */ delay = Math.random()
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module.exports.setPresence = setPresence
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module.exports.checkPresenceEnabledGuilds = checkPresenceEnabledGuilds
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constructor(userID) {
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this.userID = userID
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}
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/**
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* @param {string} status status field from Discord's PRESENCE_UPDATE event
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*/
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setData(status) {
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const presence =
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( status === "online" ? "online"
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: status === "offline" ? "offline"
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: "unavailable")
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this.data = {presence}
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}
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sync(presences) {
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const mxid = this.mxid ??= select("sim", "mxid", {user_id: this.userID}).pluck().get()
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if (!mxid) return presences.delete(this.userID)
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// I haven't tried, but I assume Synapse explodes if you try to update too many presences at the same time.
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// This random delay will space them out over the whole 28 second cycle.
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setTimeout(() => {
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api.setPresence(this.data, mxid).catch(() => {})
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}, this.delay)
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}
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}
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const presenceTracker = new class {
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/** @private @type {Map<string, Presence>} userID -> Presence */ presences
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constructor() {
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sync.addTemporaryInterval(() => this.syncPresences(), presenceLoopInterval)
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}
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/**
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* This function is called for each Discord presence packet.
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* @param {string} userID Discord user ID
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* @param {string} guildID Discord guild ID that this presence applies to (really, the same presence applies to every single guild, but is delivered separately by Discord for some reason)
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* @param {string} status status field from Discord's PRESENCE_UPDATE event
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*/
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incomingPresence(userID, guildID, status) {
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// stop tracking offline presence objects - they will naturally expire and fall offline on the homeserver
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if (status === "offline") return this.presences.delete(userID)
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// check if we care about this guild
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if (!guildPresenceSetting.isEnabled(guildID)) return
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// start tracking presence for user (we'll check if they have a sim in the next sync loop)
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this.getOrCreatePresence(userID).setData(status)
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}
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/** @private */
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getOrCreatePresence(userID) {
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return this.presences.get(userID) || (() => {
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const presence = new Presence(userID)
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this.presences.set(userID, presence)
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return presence
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})()
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}
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/** @private */
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syncPresences() {
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for (const presence of this.presences.values()) {
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presence.sync(this.presences)
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}
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}
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}
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module.exports.presenceTracker = presenceTracker
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module.exports.guildPresenceSetting = guildPresenceSetting
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