Files
mautrix-discord/pkg/connector/client.go
Skip R f5292e6a7d connector: first pass at bridging guilds
For each guild specified in the config, create a space and bridge all
contained text channels that the user has permissions to view.

* Finally add a custom config struct where we accept a list of guild IDs
  to bridge. This is intended to be temporary as we flesh out the proper
  interfaces for managing which guilds to bridge.
* Defined a custom meta type for portals that holds the containing guild
  ID of the channel (if any).
* Transferred the responsibility of building a channel's ChatInfo and
  ChatMemberList to the DiscordChatResync event itself.
2026-01-09 19:57:17 -08:00

453 lines
14 KiB
Go

// mautrix-discord - A Matrix-Discord puppeting bridge.
// Copyright (C) 2026 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 <https://www.gnu.org/licenses/>.
package connector
import (
"context"
"errors"
"fmt"
"io"
"net/http"
"slices"
"sync"
"time"
"github.com/bwmarrin/discordgo"
"github.com/rs/zerolog"
"maunium.net/go/mautrix/bridgev2"
"maunium.net/go/mautrix/bridgev2/database"
"maunium.net/go/mautrix/bridgev2/networkid"
"maunium.net/go/mautrix/bridgev2/status"
"go.mau.fi/util/ptr"
"go.mau.fi/mautrix-discord/pkg/discordid"
)
type DiscordClient struct {
connector *DiscordConnector
usersFromReady map[string]*discordgo.User
UserLogin *bridgev2.UserLogin
Session *discordgo.Session
hasBegunSyncing bool
markedOpened map[string]time.Time
markedOpenedLock sync.Mutex
}
func (d *DiscordConnector) LoadUserLogin(ctx context.Context, login *bridgev2.UserLogin) error {
meta := login.Metadata.(*discordid.UserLoginMetadata)
session, err := NewDiscordSession(ctx, meta.Token)
login.Save(ctx)
if err != nil {
return err
}
cl := DiscordClient{
connector: d,
UserLogin: login,
Session: session,
}
cl.SetUp(ctx, meta)
login.Client = &cl
return nil
}
var _ bridgev2.NetworkAPI = (*DiscordClient)(nil)
// SetUp performs basic bookkeeping and initialization that should be done
// immediately after a DiscordClient has been created.
//
// nil may be passed for meta, especially during provisioning where we need to
// connect to the Discord gateway, but don't have a UserLogin yet.
func (d *DiscordClient) SetUp(ctx context.Context, meta *discordid.UserLoginMetadata) {
// TODO: Turn this into a factory function like `NewDiscordClient`.
log := zerolog.Ctx(ctx)
// We'll have UserLogin metadata if this UserLogin is being loaded from the
// database, i.e. it hasn't just been provisioned.
if meta != nil {
if meta.HeartbeatSession.IsExpired() {
log.Info().Msg("Heartbeat session expired, creating a new one")
meta.HeartbeatSession = discordgo.NewHeartbeatSession()
}
meta.HeartbeatSession.BumpLastUsed()
d.Session.HeartbeatSession = meta.HeartbeatSession
}
d.markedOpened = make(map[string]time.Time)
}
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) handleDiscordEventSync(event any) {
go cl.handleDiscordEvent(event)
}
func (cl *DiscordClient) connect(ctx context.Context) error {
log := zerolog.Ctx(ctx)
log.Info().Msg("Opening session")
cl.Session.EventHandler = cl.handleDiscordEventSync
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")
// Stash all of the users we received in READY so we can perform quick lookups
// keyed by user ID.
cl.usersFromReady = make(map[string]*discordgo.User)
for _, user := range cl.Session.State.Ready.Users {
cl.usersFromReady[user.ID] = user
}
// NOTE: We won't have a UserLogin during provisioning, because the UserLogin
// can only be properly constructed once we know what the Discord user ID is
// (i.e. we have returned from this function). We'll rely on the login
// process calling this method manually instead.
cl.BeginSyncingIfUserLoginPresent(ctx)
return nil
}
func (d *DiscordClient) Disconnect() {
d.UserLogin.Log.Info().Msg("Disconnecting session")
d.Session.Close()
}
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()
}
func (cl *DiscordClient) BeginSyncingIfUserLoginPresent(ctx context.Context) {
if cl.UserLogin == nil {
cl.connector.Bridge.Log.Warn().Msg("Not syncing just yet as we don't have a UserLogin")
return
}
if cl.hasBegunSyncing {
cl.connector.Bridge.Log.Warn().Msg("Not beginning sync more than once")
return
}
cl.hasBegunSyncing = true
log := cl.UserLogin.Log
user := cl.Session.State.User
// 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")
}
go cl.syncPrivateChannels(ctx)
go cl.syncGuilds(ctx)
}
func (d *DiscordClient) syncPrivateChannels(ctx context.Context) {
dms := slices.Clone(d.Session.State.PrivateChannels)
// Only sync the top n private channels with recent activity.
slices.SortFunc(dms, func(a, b *discordgo.Channel) int {
ats, _ := discordgo.SnowflakeTimestamp(a.LastMessageID)
bts, _ := discordgo.SnowflakeTimestamp(b.LastMessageID)
return bts.Compare(ats)
})
// TODO(skip): This is startup_private_channel_create_limit. Support this in the config.
for _, dm := range dms[:10] {
zerolog.Ctx(ctx).Debug().Str("channel_id", dm.ID).Msg("Syncing private channel with recent activity")
d.syncChannel(ctx, dm)
}
}
func (d *DiscordClient) canSeeGuildChannel(ctx context.Context, ch *discordgo.Channel) bool {
log := zerolog.Ctx(ctx).With().
Str("channel_id", ch.ID).
Int("channel_type", int(ch.Type)).
Str("action", "determine guild channel visbility").Logger()
sess := d.Session
myDiscordUserID := d.Session.State.User.ID
// To calculate guild channel visibility we need to know our effective permission
// bitmask, which can only be truly determined when we know which roles we have
// in the guild.
//
// To this end, make sure we have detailed information about ourselves in the
// cache ("state").
_, err := sess.State.Member(ch.GuildID, myDiscordUserID)
if errors.Is(err, discordgo.ErrStateNotFound) {
log.Debug().Msg("Fetching own membership in guild to check roles")
member, err := sess.GuildMember(ch.GuildID, myDiscordUserID)
if err != nil {
log.Warn().Err(err).Msg("Failed to get own membership in guild from server")
} else {
err = sess.State.MemberAdd(member)
if err != nil {
log.Warn().Err(err).Msg("Failed to add own membership in guild to cache")
}
}
} else if err != nil {
log.Warn().Err(err).Msg("Failed to get own membership in guild from cache")
}
err = sess.State.ChannelAdd(ch)
if err != nil {
log.Warn().Err(err).Msg("Failed to add channel to cache")
}
perms, err := sess.State.UserChannelPermissions(myDiscordUserID, ch.ID)
if err != nil {
log.Warn().Err(err).Msg("Failed to get permissions in channel to determine if it's bridgeable")
return true
}
canView := perms&discordgo.PermissionViewChannel > 0
log.Debug().
Int64("permissions", perms).
Bool("channel_visible", canView).
Msg("Computed visibility of guild channel")
return canView
}
// The string prepended to [networkid.PortalKey]s identifying spaces that
// bridge Discord guilds.
//
// Every Discord guild created before August 2017 contained an channel
// having _the same ID as the guild itself_. This channel also functioned as
// the "default channel" in that incoming members would view this channel by
// default. It was also impossible to delete.
//
// After this date, these "default channels" became deletable, and fresh guilds
// were no longer created with a channel that exactly corresponded to the guild
// ID.
//
// To accommodate Discord guilds created before this API change that have also
// never deleted the default channel, we need a way to distinguish between the
// guild and the default channel, as we wouldn't be able to bridge the guild
// as a space otherwise.
//
// "*" was chosen as the asterisk character is used to filter by guilds in
// the quick switcher (in Discord's first-party clients).
//
// For more information, see: https://discord.com/developers/docs/change-log#breaking-change-default-channels:~:text=New%20guilds%20will%20no%20longer.
const guildPortalKeySigil = "*"
func (d *DiscordClient) guildPortalKeyFromID(guildID string) networkid.PortalKey {
// TODO: Support configuring `split_portals`.
return networkid.PortalKey{
ID: networkid.PortalID(guildPortalKeySigil + guildID),
Receiver: d.UserLogin.ID,
}
}
func (d *DiscordClient) makeAvatarForGuild(guild *discordgo.Guild) *bridgev2.Avatar {
return &bridgev2.Avatar{
ID: networkid.AvatarID(guild.Icon),
Get: func(ctx context.Context) ([]byte, error) {
url := discordgo.EndpointGuildIcon(guild.ID, guild.Icon)
return simpleDownload(ctx, url, "group dm icon")
},
Remove: guild.Icon == "",
}
}
func (d *DiscordClient) syncGuildSpace(ctx context.Context, guild *discordgo.Guild) error {
prt, err := d.connector.Bridge.GetPortalByKey(ctx, d.guildPortalKeyFromID(guild.ID))
if err != nil {
return fmt.Errorf("couldn't get/create portal corresponding to guild: %w", err)
}
selfEvtSender := d.selfEventSender()
info := &bridgev2.ChatInfo{
Name: &guild.Name,
Topic: nil,
Members: &bridgev2.ChatMemberList{
MemberMap: map[networkid.UserID]bridgev2.ChatMember{selfEvtSender.Sender: {EventSender: selfEvtSender}},
// As recommended by the spec, prohibit normal events by setting
// `events_default` to a suitably high number.
PowerLevels: &bridgev2.PowerLevelOverrides{EventsDefault: ptr.Ptr(100)},
},
Avatar: d.makeAvatarForGuild(guild),
Type: ptr.Ptr(database.RoomTypeSpace),
}
if prt.MXID == "" {
err := prt.CreateMatrixRoom(ctx, d.UserLogin, info)
if err != nil {
return fmt.Errorf("couldn't create room in order to materialize guild portal: %w", err)
}
} else {
prt.UpdateInfo(ctx, info, d.UserLogin, nil, time.Time{})
}
return nil
}
func (d *DiscordClient) syncGuilds(ctx context.Context) {
guildIDs := d.connector.Config.Guilds.BridgingGuildIDs
for _, guildID := range guildIDs {
log := zerolog.Ctx(ctx).With().
Str("guild_id", guildID).
Str("action", "sync guild").
Logger()
guild, err := d.Session.State.Guild(guildID)
if errors.Is(err, discordgo.ErrStateNotFound) || guild == nil {
log.Err(err).Msg("Couldn't find guild, user isn't a member?")
continue
}
err = d.syncGuildSpace(ctx, guild)
if err != nil {
log.Err(err).Msg("Couldn't sync guild space portal")
continue
}
for _, guildCh := range guild.Channels {
if guildCh.Type != discordgo.ChannelTypeGuildText {
// TODO implement categories (spaces) and news channels
log.Trace().
Str("channel_id", guildCh.ID).
Int("channel_type", int(guildCh.Type)).
Msg("Not bridging guild channel due to type")
continue
}
if !d.canSeeGuildChannel(ctx, guildCh) {
log.Trace().
Str("channel_id", guildCh.ID).
Int("channel_type", int(guildCh.Type)).
Msg("Not bridging guild channel that the user doesn't have permission to view")
continue
}
d.syncChannel(ctx, guildCh)
}
log.Debug().Msg("Subscribing to guild after bridging")
err = d.Session.SubscribeGuild(discordgo.GuildSubscribeData{
GuildID: guild.ID,
Typing: true,
Activities: true,
Threads: true,
})
if err != nil {
log.Warn().Err(err).Msg("Failed to subscribe to guild")
}
}
}
func simpleDownload(ctx context.Context, url, thing string) ([]byte, error) {
req, err := http.NewRequestWithContext(ctx, http.MethodGet, url, nil)
if err != nil {
return nil, fmt.Errorf("failed to prepare request: %w", err)
}
resp, err := http.DefaultClient.Do(req)
if err != nil {
return nil, fmt.Errorf("failed to download %s: %w", thing, err)
}
data, err := io.ReadAll(resp.Body)
_ = resp.Body.Close()
if err != nil {
return nil, fmt.Errorf("failed to read %s data: %w", thing, err)
}
return data, nil
}
func (d *DiscordClient) makeEventSenderWithID(userID string) bridgev2.EventSender {
return bridgev2.EventSender{
IsFromMe: userID == d.Session.State.User.ID,
SenderLogin: networkid.UserLoginID(userID),
Sender: networkid.UserID(userID),
}
}
func (d *DiscordClient) selfEventSender() bridgev2.EventSender {
return d.makeEventSenderWithID(d.Session.State.User.ID)
}
func (d *DiscordClient) makeEventSender(user *discordgo.User) bridgev2.EventSender {
return d.makeEventSenderWithID(user.ID)
}
func (d *DiscordClient) syncChannel(_ context.Context, ch *discordgo.Channel) {
d.connector.Bridge.QueueRemoteEvent(d.UserLogin, &DiscordChatResync{
Client: d,
channel: ch,
portalKey: discordid.MakePortalKey(ch, d.UserLogin.ID, true),
})
}