* src: Implement store and news channels!
* src: Remove code dupe
* src: Add missing guild properties
* docs: Add a small notice that the channel type may also change
* src: Remove re-creation of the MessageStore
* lint: Unused Import
* src: Requested changes for StoreChannels
* typings: Fix typings
* src: Moar guild updates
* src: Set maximumPresence to the data prop, the already existent one, or default to 5000
* typings: afkChannel is a VC
I keep confusing them, ffs
Co-Authored-By: vladfrangu <kingdgrizzle@gmail.com>
* docs: Document that maximumMembers and maximumPresences may be inaccurate before fetching
* src Appels requested changes
* add a public alternative to the private raw event
while retaining raw for use in debugging privately
* only emit dispatch packets
* requested changes
TIL, that's neat
* fix padding
* requested changes
* Update WebSocketManager.js
* src: WIP Internal Sharding refactor
* src: Refactor unavailable guild check
Co-Authored-By: kyranet <kyradiscord@gmail.com>
* src: More WIP Code
F in the chat to the old manager
* src: It should work but Discord says no.
Seriously why is this not working!
* fix: Inflator causing issues
* src: Finishing touches and typings
* misc: Proper debug message
* fix: Making things hidden needs writable: true as well
* fix: Sharding allowing multiple of the same shard, negative shards or strings
* fix: Again... edge cases
I love you guys .w.
* misc: Touchups
* misc: Better error?
* docs: Typo
* typings: Requested changes
* src: Requested changes
* src: Fix issues, validate provided shard options and more
* src: Forgot to remove the listener
* lint: eslint complaining
* fix: Setting shardCount to auto crashing the process
* misc: Requested changes
* typings: Correct typings for shardCount client option
* typings: Add invalidSession event to the shard and correct typings
* src: Minor docs adjustements, and code consistency between setHelloTimeout and setHeartbeatTimeout
* src: Don't block reconnect while creating shards
Might fix silent disconnects *again*
* src: Prevent reconnect from running if the Manager isn't READY
That way, if a shard dies while we're still spawning, it won't cause issues
* fix: Retry to reconnect if there's a network error going on.
The manager *should* keep reconnecting unless the token is invalid
* src: Enhance onClose handler for shards in the manager
- If the close code is between 1000 and 2000 (inclusive), you cannot resume
I tested this locally
- If there's a session ID still present, immediately try to resume
Faster resumes :papaBless:
Otherwise, the invalid session event will trigger and it'll handle accordingly
I swear if I see a SINGULAR Silent DC I'm yeeting
* src: Fix error check
* src: Make sure message exists on the error
* src: Used the wrong property for the shardQueue
* src: Make the hello timeout be made by the client
god help
* docs: Correct docs for WSEvents
* misc: Remove old events from the Events constant
* src: Throw the HTTP error if we don't get a 401
* typings: Can't forget about them
* src: Implement some more fail safes just in case
Seriously, better safe than sorry! Gotta failproof it completely
* Remove GroupDMChannels
they sparked no joy
* Start partials for message deletion
* MessageUpdate partials
* Add partials as an opt-in client option
* Add fetch() to Message
* Message.author should never be undefined
* Fix channels being the wrong type
* Allow fetching channels
* Refactor and add reaction add partials
* Reaction remove partials
* Check for emoji first
* fix message fetching
janky
* User partials in audit logs
* refactor overwrite code
* guild member partials
* partials as a whitelist
* document GuildMember#fetch
* fix: check whether a structure is a partial, not whether cache is true
* typings: Updated for latest commit (#3075)
* partials: fix messageUpdate behaviour (now "old" message can be partial)
* partials: add warnings and docs
* partials: add partials to index.yml
* partials: tighten "partial" definitions
* partials: fix embed-only messages counting as partials
* fix: Sharding bugs, silent disconnects and cleanup code
* typings
* fix: Destroy connecting with close code different from 1000
Per `If a client does not receive a heartbeat ack between its attempts at sending heartbeats, it should immediately terminate the connection with a non-1000 close code, reconnect, and attempt to resume.`
* misc: Wait x ms before reconnecting
Per https://discordapp.com/developers/docs/topics/gateway#resuming
* docs
* nit: docs
* misc: Prevent multiple calls to WebSocketManager#destroy
* fix: Implement destroying if you reset the token
* misc: Clear the WS packet queue on WebSocketShard#destroy
You can't send those packets anywhere anymore, so no point in keeping them
* fix: Handle session limits when reconnecting a full shard, cleanup
* misc: No need to create a new shard instance
* fix: closeSequence being null, thus emitting null on Client#resumed
* misc: Remove GUILD_SYNC Gateway handler and add missing dot to string
* misc: Close WS with code 4000 if we didn't get a heartbeat in time
As said in the Discord API server
* fix: Handle ready emitting in onPacket
Doesn't allow broken packets
* misc: Close the connection if Discord asks for a reconnect
Prevents double triggers
* testing: Prevent multiple reconnect attempts on a shard
Should fix some issues some people have had.
* fix: Prevent multiple reconnect calls on the shard, re-use conn to identify, remove reconnect function
Note: Closing the WS with 1000 makes the session invalid
* misc: Forgot to remove 2 unneeded setters
* docs: Wrong param docstring for WebSocketShard#destroy
* misc: Set status to reconnecting after destroying
* misc: Close connection with code 1000 on session invalidated
Allows us to cleanup the shard and do a full reconnect
Also remove identify wait delay, not used anywhere
* fix: Fix zlib crash on node
And with that, the PR is done!
* misc: Implement a reconnect queue
And that is all there was to be done in this PR.
Shards now queue up for a reconnect
* nit: Debug the queue after destroying
* docs: Make the invalidated event clearer
* lint: I'm good at my job
* docs
* docs: Make description for isReconnectingShards accurate
*can I stop finding issues, this PR is meant to be done*
* misc: Remove shard from bind params
* misc: Code re-ordering and cleanup
Resumes do not need to be queued up, as they do not count to the identify limit, and after some testing, they don't have the 5 second delay required, like in identify
* fix: Issues with token regeneration and shards not properly handling them
We close the ws connection with code 1000 if we get an invalid session payload,
that way we can queue the reconnects and handle any issues
* misc: Remove useless delays on session invalidated
They get handled by the rest of the code already
* lint
* misc: reset the sequence on Shard#destroy
This especially is a problem if you need to re-identify, as the sequence doesn't get set to the current one,
causing the sequence to be wrong
* fix: GitHub rebase and minor tweak
* Implement a 15 second timeout if shards don't connect till then
Should prevent shards that never reconnect
* revert: Make WebSocketShard#send and WebSocketManager#broadcast public
* typings: Set type to void instead of undefined
* docs: Requested Changes
This PR attempts to fix the reported resumed event count in the debug output (where it is always displayed only as 1 event replayed) and in the emitted `resumed` event, where it passed the current sequence instead of passing the actual replayed event count (which was an utopic high number for smaller bots on resume).
* fix: Sharding causing constant heartbeat / identify spam
* misc: Remove wait param in connect
* misc: Wait 2.5 seconds before sending identify again if session is resumable
* misc: Remove useless destroy call
* nit: Capitalization
* fix: Identify on HELLO not connectionOpen
* misc: Add different intervals for identify after invalid session
- 2500 if we couldn't resume in time
- 5000 if we didn't have a session ID (per the docs on identify, that a client can only connect every 5 seconds)
- Otherwise, just identify again
* misc: Only clear heartbeat if shard is fully dead
Reconnect clears it otherwise
* fix: Accessing .length on a Collection
* 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
* src: Handle WEBHOOK_UPDATE events
* Commit rename of 77'
Or adding the letter S
* I missed this
* Properly do this now
Typos everywhere
* Typings
* refactor: remove now unnecessary guild variable
* Fix guild being a guild and not an AbstractHandler in PresenceUpdate
* update the default guild to be a Guild, and not GuildMember
* getters return null instead of undefined
* fix lint
* [WIP] Remove user bots
* more backend userbot removal
* Add mfaEnabled back
* revert client presences store removal
* partially revert getAuth changes
* remove more no longer used children of ClientUserGuildSettings
* fix a bug with this pr and TextBasedChannel.applyToClass
* remove a syncGuilds reference
* more user bot data handling
* various guildSync cleanup
* bots can't call logout
Had the user/bot portions of the code mixed up. Though, does this need to be a promise anymore?
* make ClientManager#destroy() sync
It nolonger needs to be a promise, and nothing depended on it being a promise that I can tell.
* requested change
* Fix massive error
* no longer used as it's userbot only