// mautrix-discord - A Matrix-Discord puppeting bridge. // Copyright (C) 2024 Tulir Asokan // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Affero General Public License as published by // the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU Affero General Public License for more details. // // You should have received a copy of the GNU Affero General Public License // along with this program. If not, see . package connector import ( "context" "errors" "fmt" "time" "github.com/bwmarrin/discordgo" "github.com/rs/zerolog" "github.com/rs/zerolog/log" "maunium.net/go/mautrix/bridgev2" "maunium.net/go/mautrix/bridgev2/status" ) type DiscordClient struct { UserLogin *bridgev2.UserLogin Session *discordgo.Session } func (d *DiscordConnector) LoadUserLogin(ctx context.Context, login *bridgev2.UserLogin) error { meta := login.Metadata.(*UserLoginMetadata) session, err := discordgo.New(meta.Token) if meta.HeartbeatSession.IsExpired() { log.Ctx(ctx).Info().Msg("Heartbeat session expired, creating a new one") meta.HeartbeatSession = discordgo.NewHeartbeatSession() } meta.HeartbeatSession.BumpLastUsed() session.HeartbeatSession = meta.HeartbeatSession login.Save(ctx) if err != nil { return err } // FIXME(skip): Implement. session.EventHandler = func(evt any) {} login.Client = &DiscordClient{ UserLogin: login, Session: session, } return nil } var _ bridgev2.NetworkAPI = (*DiscordClient)(nil) func (d *DiscordClient) Connect(ctx context.Context) { log := zerolog.Ctx(ctx) if d.Session == nil { log.Error().Msg("No session present") d.UserLogin.BridgeState.Send(status.BridgeState{ StateEvent: status.StateBadCredentials, Error: "discord-not-logged-in", }) return } d.UserLogin.BridgeState.Send(status.BridgeState{ StateEvent: status.StateConnecting, }) if err := d.connect(ctx); err != nil { log.Err(err).Msg("Couldn't connect to Discord") } // TODO(skip): Use event handler and send this in response to READY/RESUMED instead? d.UserLogin.BridgeState.Send(status.BridgeState{ StateEvent: status.StateConnected, }) } func (cl *DiscordClient) connect(ctx context.Context) error { log := log.Ctx(ctx) log.Info().Msg("Opening session") err := cl.Session.Open() for attempts := 0; errors.Is(err, discordgo.ErrImmediateDisconnect) && attempts < 2; attempts += 1 { log.Err(err).Int("attempts", attempts).Msg("Immediately disconnected while trying to open session, trying again in 5 seconds") time.Sleep(5 * time.Second) err = cl.Session.Open() } if err != nil { log.Err(err).Msg("Failed to connect to Discord") return err } // Ensure that we actually have a user. if !cl.IsLoggedIn() { return fmt.Errorf("unknown identity even after connecting to Discord") } user := cl.Session.State.User log.Info().Str("user_id", user.ID).Str("user_username", user.Username).Msg("Connected to Discord") if cl.UserLogin != nil { // Feels a bit hacky to check for this here, but it should be true when // logging in initially. The UserLogin is only ever created if we know // that we connected successfully. We _do_ know that by now here, but we're // not tasked with creating the UserLogin; the login code is. Alas. // FIXME(skip): Avatar. cl.UserLogin.RemoteProfile = status.RemoteProfile{ Email: user.Email, Phone: user.Phone, Name: user.String(), } if err := cl.UserLogin.Save(ctx); err != nil { log.Err(err).Msg("Couldn't save UserLogin after connecting") } } return nil } func (d *DiscordClient) Disconnect() { log.Debug().Msg("Disconnecting session") d.Session.Close() d.Session = nil } func (d *DiscordClient) IsLoggedIn() bool { return d.Session != nil && d.Session.State != nil && d.Session.State.User != nil && d.Session.State.User.ID != "" } func (d *DiscordClient) LogoutRemote(ctx context.Context) { // FIXME(skip): Implement. d.Disconnect() }