lunibee 0.1.8 → 0.2.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (44) hide show
  1. package/README.md +2 -0
  2. package/dist/builders/components.d.ts +5 -0
  3. package/dist/builders/index.js +72 -12
  4. package/dist/builders/index.js.map +5 -5
  5. package/dist/collection/index.d.ts +68 -1
  6. package/dist/collection/index.js +334 -1
  7. package/dist/collection/index.js.map +3 -3
  8. package/dist/core/collector.d.ts +13 -0
  9. package/dist/core/events.d.ts +29 -3
  10. package/dist/core/index.d.ts +22 -8
  11. package/dist/core/index.js +1526 -124
  12. package/dist/core/index.js.map +26 -22
  13. package/dist/core/permissions.d.ts +48 -0
  14. package/dist/index.js +1578 -268
  15. package/dist/index.js.map +30 -29
  16. package/dist/managers/advanced.d.ts +116 -0
  17. package/dist/managers/base.d.ts +13 -2
  18. package/dist/managers/emoji.d.ts +1 -1
  19. package/dist/managers/guild.d.ts +28 -2
  20. package/dist/managers/index.d.ts +37 -5
  21. package/dist/managers/index.js +870 -152
  22. package/dist/managers/index.js.map +18 -16
  23. package/dist/managers/message.d.ts +10 -1
  24. package/dist/rest/errors.d.ts +33 -0
  25. package/dist/rest/index.d.ts +1 -1
  26. package/dist/rest/index.js +52 -6
  27. package/dist/rest/index.js.map +5 -5
  28. package/dist/rest/routes.d.ts +20 -0
  29. package/dist/sharding/index.d.ts +29 -0
  30. package/dist/sharding/index.js +99 -15
  31. package/dist/sharding/index.js.map +8 -8
  32. package/dist/structures/base.d.ts +2 -0
  33. package/dist/structures/index.js +96 -42
  34. package/dist/structures/index.js.map +10 -9
  35. package/dist/structures/interactions.d.ts +26 -0
  36. package/dist/types/gateway.d.ts +16 -0
  37. package/dist/types/index.d.ts +55 -1
  38. package/dist/types/index.js.map +2 -2
  39. package/dist/voice/index.d.ts +3 -0
  40. package/dist/voice/index.js +15 -1
  41. package/dist/voice/index.js.map +3 -3
  42. package/dist/ws/index.js +13 -5
  43. package/dist/ws/index.js.map +6 -6
  44. package/package.json +14 -14
package/dist/ws/index.js CHANGED
@@ -34,6 +34,8 @@ class GatewaySession {
34
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  return false;
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  if (!Number.isInteger(sequence))
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  return false;
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+ if (this.#sequence !== null && sequence < this.#sequence)
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+ return false;
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  this.#sequence = sequence;
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  return true;
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  }
@@ -132,8 +134,11 @@ class GatewayHeartbeat {
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  this.#clearBeatTimers();
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  this.#interval = interval;
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  this.#acknowledged = true;
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- this.#initialTimer = setTimeout(() => this.sendHeartbeat(), Math.random() * interval);
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- this.#timer = setInterval(() => this.sendHeartbeat(), interval);
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+ this.#initialTimer = setTimeout(() => {
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+ this.#initialTimer = undefined;
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+ this.sendHeartbeat();
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+ this.#timer = setInterval(() => this.sendHeartbeat(), interval);
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+ }, Math.random() * interval);
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  }
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  stop() {
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  this.#clearBeatTimers();
@@ -159,6 +164,8 @@ class GatewayHeartbeat {
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  }, this.#options.ackTimeout);
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  }
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  acknowledge() {
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+ if (this.#acknowledged)
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+ return;
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  this.#acknowledged = true;
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  this.#latency = this.#now() - this.#sentAt;
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  this.#clearAckTimer();
@@ -816,6 +823,7 @@ class SendBudget {
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  }
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  // packages/ws/src/index.ts
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+ var RESUMABLE_CLOSE_CODE = 4900;
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  var DEFAULT_GATEWAY_URL = "wss://gateway.discord.gg/?v=10&encoding=json";
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  class Gateway {
@@ -901,7 +909,7 @@ class Gateway {
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  } else {
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  this.#emitError(new GatewayError(`Gateway heartbeat acknowledgement timed out after ${timeout.elapsedMs}ms.`));
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  }
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- this.#transport.close(1001, timeout.type === "zombie" ? "Zombie Gateway connection" : "Heartbeat timeout");
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+ this.#transport.close(RESUMABLE_CLOSE_CODE, timeout.type === "zombie" ? "Zombie Gateway connection" : "Heartbeat timeout");
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  }
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  connect(url = DEFAULT_GATEWAY_URL) {
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  if (this.state === "CLOSED" /* Closed */)
@@ -1037,7 +1045,7 @@ class Gateway {
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  this.#emit("heartbeatAck", action.data);
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  return;
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  case "reconnect":
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- this.#transport.close(1001, "Server requested reconnect");
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+ this.#transport.close(RESUMABLE_CLOSE_CODE, "Server requested reconnect");
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  return;
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  case "invalid-session": {
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  if (!action.resumable)
@@ -1184,4 +1192,4 @@ export {
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  resumePayload
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  };
1186
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- //# debugId=09C4F2BCB61445DA64756E2164756E21
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+ //# debugId=DF17709D7B996C6F64756E2164756E21
@@ -2,20 +2,20 @@
2
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  "version": 3,
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  "sources": ["../../packages/ws/src/session.ts", "../../packages/ws/src/heartbeat.ts", "../../packages/ws/src/close-codes.ts", "../../packages/ws/src/reconnect.ts", "../../packages/ws/src/decoder.ts", "../../packages/ws/src/transport.ts", "../../packages/ws/src/opcodes.ts", "../../packages/ws/src/protocol.ts", "../../packages/types/src/gateway.ts", "../../packages/ws/src/state.ts", "../../packages/ws/src/send-budget.ts", "../../packages/ws/src/index.ts"],
4
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  "sourcesContent": [
5
- "/**\n * Identity of a Discord Gateway session, and the decision of how to open the\n * next connection with it.\n *\n * Deliberately owns nothing else: no socket, no timers, no opcode dispatch, no\n * compression, no event emission. Those belong to the transport, heartbeat,\n * reconnect and protocol seams. Keeping this object small is the point —\n * session confusion is what produced both WS-001 and WS-005.\n */\n\n/** Everything needed to send a RESUME, or nothing when one is impossible. */\nexport interface ResumeInfo {\n /** Discord's session identifier from READY. */ sessionId: string;\n /** Last sequence number observed on this session. */ sequence: number;\n /** Host READY nominated for resuming this session. */ resumeURL: string;\n}\n\n/**\n * What the next connection must do.\n *\n * A discriminated union rather than a boolean plus three nullable fields: the\n * caller cannot reach for a session id on the identify branch, so \"resume with\n * an undefined session\" is not a state this codebase can express.\n */\nexport type HandshakeIntent =\n ({ type: \"resume\" } & ResumeInfo) | { type: \"identify\" };\n\n/** Internal session state. `none` and `established` are the only possibilities. */\ntype SessionState =\n | { status: \"none\" }\n | { status: \"established\"; sessionId: string; resumeURL: string };\n\n/** Why a session was discarded. */\nexport type InvalidationReason =\n /** Discord sent `op 9` with `d: false`. */\n | \"invalid-session\"\n /** The connection closed with a code that forbids resuming. */\n | \"session-timeout\"\n /** Discarded by the owner without a protocol cause. */\n | \"explicit\";\n\n/**\n * Session state for one Gateway shard.\n *\n * **Generations.** Every connection attempt takes a token from\n * {@link GatewaySession.beginConnection}, and every mutation must present it.\n * A socket that has been superseded still holds the old token, so a late\n * dispatch arriving on it cannot advance the new connection's sequence or\n * overwrite its session id. Ownership is therefore structural rather than a\n * chain of `if (this.#ws === ws)` checks at each call site.\n */\nexport class GatewaySession {\n #state: SessionState = { status: \"none\" };\n /**\n * Last sequence observed in the current generation.\n *\n * Held beside the state rather than inside the `established` variant\n * because READY *is* a dispatch: its own `s` is recorded a moment before\n * the session exists. Storing it only on an established session would\n * discard the very first sequence and make the next RESUME impossible.\n */\n #sequence: number | null = null;\n #generation = 0;\n #lastInvalidation?: InvalidationReason;\n\n /** Why the last session was discarded, for diagnostics and reconnect policy. */\n public get lastInvalidation(): InvalidationReason | undefined {\n return this.#lastInvalidation;\n }\n\n /** Token of the current connection attempt; mutations must match it. */\n public get generation(): number {\n return this.#generation;\n }\n\n /** Discord's session id, or undefined when no session is established. */\n public get sessionId(): string | undefined {\n return this.#state.status === \"established\"\n ? this.#state.sessionId\n : undefined;\n }\n\n /** Host to reconnect to for a RESUME, or undefined when none is known. */\n public get resumeURL(): string | undefined {\n return this.#state.status === \"established\"\n ? this.#state.resumeURL\n : undefined;\n }\n\n /**\n * Last sequence number seen, or null when none has been observed.\n *\n * Null, never zero, marks \"nothing seen\": sequence `0` is a legitimate\n * value that must survive into a RESUME.\n */\n public get sequence(): number | null {\n return this.#sequence;\n }\n\n /** Whether a RESUME is possible: a session, a resume host, and a sequence. */\n public get canResume(): boolean {\n return this.#state.status === \"established\" && this.#sequence !== null;\n }\n\n /**\n * Opens a new connection generation and returns its token.\n *\n * The session itself is untouched: reconnecting to resume must keep the\n * session id and sequence. Only ownership moves.\n */\n public beginConnection(): number {\n return ++this.#generation;\n }\n\n /** Whether `token` still owns this session. */\n public owns(token: number): boolean {\n return token === this.#generation;\n }\n\n /**\n * Records a sequence number from a payload.\n * @returns Whether the token owned the session and the value was stored.\n */\n public recordSequence(sequence: number, token: number): boolean {\n if (!this.owns(token)) return false;\n if (!Number.isInteger(sequence)) return false;\n this.#sequence = sequence;\n return true;\n }\n\n /**\n * Establishes the session from a READY payload.\n * @returns Whether the token owned the session and READY was well-formed.\n */\n public activate(payload: unknown, token: number): boolean {\n if (!this.owns(token)) return false;\n const ready = payload as {\n session_id?: unknown;\n resume_gateway_url?: unknown;\n };\n if (\n typeof ready?.session_id !== \"string\" ||\n typeof ready?.resume_gateway_url !== \"string\"\n )\n return false;\n this.#state = {\n status: \"established\",\n sessionId: ready.session_id,\n resumeURL: ready.resume_gateway_url,\n };\n return true;\n }\n\n /**\n * Discards the session so the next connection must IDENTIFY.\n *\n * Resumable invalidation (`op 9` with `d: true`) is *not* an invalidation:\n * the session survives and the caller simply reconnects, so this is only\n * called for the non-resumable cases.\n *\n * @returns Whether the token owned the session and state was discarded.\n */\n public invalidate(\n token: number,\n reason: InvalidationReason = \"explicit\",\n ): boolean {\n if (!this.owns(token)) return false;\n this.#lastInvalidation = reason;\n // The sequence belongs to the discarded session; carrying it into a\n // fresh IDENTIFY would resume numbering that Discord has forgotten.\n this.#state = { status: \"none\" };\n this.#sequence = null;\n return true;\n }\n\n /** Resume material, or undefined when a RESUME is not possible. */\n public resumeInfo(): ResumeInfo | undefined {\n if (this.#state.status !== \"established\") return undefined;\n if (this.#sequence === null) return undefined;\n const { sessionId, resumeURL } = this.#state;\n return { sessionId, sequence: this.#sequence, resumeURL };\n }\n\n /** What the next connection must send: RESUME with material, or IDENTIFY. */\n public handshake(): HandshakeIntent {\n const resume = this.resumeInfo();\n return resume ? { type: \"resume\", ...resume } : { type: \"identify\" };\n }\n\n /** Host the next connection should dial: the resume host, else `fallback`. */\n public connectURL(fallback: string): string {\n return this.resumeInfo()?.resumeURL ?? fallback;\n }\n}\n",
6
- "/**\n * Heartbeat and liveness for one Gateway connection.\n *\n * Owns every timer that decides whether a connection is alive: the heartbeat\n * interval, the acknowledgement deadline, and the staleness (zombie) watch.\n * It owns no socket, no session, no reconnect policy and no event emission —\n * it reports through callbacks and lets its owner decide what to close.\n */\n\n/** Why the connection was declared dead. */\nexport type HeartbeatTimeout =\n | {\n /** A heartbeat went unacknowledged within `ackTimeout`. */\n type: \"ack\";\n /** Time since the unacknowledged heartbeat was sent. */\n elapsedMs: number;\n }\n | {\n /** No traffic at all arrived within the staleness deadline. */\n type: \"zombie\";\n /** Time since the last inbound message. */\n silentFor: number;\n /** Deadline that was exceeded. */\n deadline: number;\n };\n\n/** Collaborators the heartbeat needs from its owner. */\nexport interface HeartbeatOptions {\n /** Milliseconds to wait for an ACK before declaring the connection dead. */\n ackTimeout: number;\n /** Minimum silence before the connection is treated as a zombie. */\n zombieTimeout: number;\n /**\n * Writes a heartbeat payload.\n * @returns Whether it reached the wire; `false` is reported as an error.\n */\n send: (sequence: number | null) => boolean;\n /** Current session sequence, sent as the heartbeat's `d`. */\n sequence: () => number | null;\n /** Whether the underlying connection is open. */\n isConnected: () => boolean;\n /** Called when the connection fails a liveness check. */\n onTimeout: (timeout: HeartbeatTimeout) => void;\n /** Called for non-fatal problems, such as a heartbeat that could not be sent. */\n onError: (error: Error) => void;\n /** Clock injection point for tests. */\n now?: () => number;\n}\n\n/** Longest gap between staleness checks. */\nconst MAX_MONITOR_INTERVAL = 1000;\n\n/** Heartbeat lifecycle for one Gateway connection. */\nexport class GatewayHeartbeat {\n readonly #options: HeartbeatOptions;\n readonly #now: () => number;\n #interval = 0;\n #acknowledged = true;\n #sentAt = 0;\n #latency = -1;\n #lastMessageAt = 0;\n #zombieReported = false;\n #timer?: ReturnType<typeof setInterval>;\n #initialTimer?: ReturnType<typeof setTimeout>;\n #ackTimer?: ReturnType<typeof setTimeout>;\n #monitorTimer?: ReturnType<typeof setInterval>;\n\n public constructor(options: HeartbeatOptions) {\n if (options.zombieTimeout <= options.ackTimeout)\n throw new RangeError(\n \"Gateway zombieTimeout must be greater than heartbeatAckTimeout\",\n );\n this.#options = options;\n this.#now = options.now ?? (() => Date.now());\n }\n\n /** Round-trip time of the last acknowledged heartbeat, or -1 before the first. */\n public get latency(): number {\n return this.#latency;\n }\n\n /** Heartbeat interval Discord asked for, or 0 before HELLO. */\n public get interval(): number {\n return this.#interval;\n }\n\n /** Whether the most recent heartbeat has been acknowledged. */\n public get acknowledged(): boolean {\n return this.#acknowledged;\n }\n\n /** Milliseconds since the last inbound message, or 0 when none has arrived. */\n public get silentFor(): number {\n return this.#lastMessageAt === 0\n ? 0\n : this.#now() - this.#lastMessageAt;\n }\n\n /**\n * Deadline beyond which silence means the connection is dead.\n *\n * At least one heartbeat interval plus its ACK budget, so a quiet Gateway\n * is never mistaken for a dead one.\n */\n public get stalenessDeadline(): number {\n return Math.max(\n this.#options.zombieTimeout,\n this.#interval + this.#options.ackTimeout,\n );\n }\n\n /** Whether the connection looks alive: last beat acknowledged and traffic recent. */\n public isHealthy(): boolean {\n if (!this.#acknowledged) return false;\n if (this.#lastMessageAt === 0) return true;\n return this.silentFor < this.stalenessDeadline;\n }\n\n /**\n * Begins watching for silence. Call when the connection opens, before HELLO:\n * a connection that never reaches HELLO must still be detected as dead.\n */\n public watch(): void {\n this.#lastMessageAt = this.#now();\n this.#zombieReported = false;\n this.#startMonitor();\n }\n\n /** Records inbound traffic of any kind. */\n public receivedMessage(): void {\n this.#lastMessageAt = this.#now();\n this.#zombieReported = false;\n }\n\n /**\n * Starts heartbeating at Discord's interval.\n *\n * The first beat is jittered across the interval, as Discord's\n * documentation requires, so a fleet reconnecting together does not\n * heartbeat in lockstep.\n */\n public start(interval: number): void {\n this.#clearBeatTimers();\n this.#interval = interval;\n this.#acknowledged = true;\n this.#initialTimer = setTimeout(\n () => this.sendHeartbeat(),\n Math.random() * interval,\n );\n this.#timer = setInterval(() => this.sendHeartbeat(), interval);\n }\n\n /** Stops every timer. Safe to call more than once. */\n public stop(): void {\n this.#clearBeatTimers();\n if (this.#monitorTimer) clearInterval(this.#monitorTimer);\n this.#monitorTimer = undefined;\n }\n\n /** Sends a heartbeat now, and arms the acknowledgement deadline. */\n public sendHeartbeat(): void {\n this.#acknowledged = false;\n this.#sentAt = this.#now();\n if (!this.#options.send(this.#options.sequence())) {\n this.#options.onError(\n new Error(\n \"Unable to send Gateway heartbeat because the WebSocket is not open.\",\n ),\n );\n return;\n }\n this.#clearAckTimer();\n this.#ackTimer = setTimeout(() => {\n if (this.#acknowledged) return;\n this.#options.onTimeout({\n type: \"ack\",\n elapsedMs: this.#now() - this.#sentAt,\n });\n }, this.#options.ackTimeout);\n }\n\n /** Records a heartbeat ACK and updates {@link latency}. */\n public acknowledge(): void {\n this.#acknowledged = true;\n this.#latency = this.#now() - this.#sentAt;\n this.#clearAckTimer();\n }\n\n #startMonitor(): void {\n if (this.#monitorTimer) clearInterval(this.#monitorTimer);\n // Poll granularity only needs to be a fraction of the staleness\n // deadline. A 1s ceiling keeps detection latency negligible while\n // costing one wakeup per second per shard instead of four.\n const interval = Math.max(\n 1,\n Math.min(\n MAX_MONITOR_INTERVAL,\n this.#options.ackTimeout,\n this.#options.zombieTimeout / 2,\n ),\n );\n this.#monitorTimer = setInterval(\n () => this.#checkStaleness(),\n interval,\n );\n }\n\n #checkStaleness(): void {\n if (!this.#options.isConnected() || this.#lastMessageAt === 0) return;\n const silentFor = this.silentFor;\n const deadline = this.stalenessDeadline;\n if (silentFor < deadline || this.#zombieReported) return;\n // Report once per silence: the owner closes the connection, and the\n // close path stops these timers.\n this.#zombieReported = true;\n this.#options.onTimeout({ type: \"zombie\", silentFor, deadline });\n }\n\n #clearAckTimer(): void {\n if (this.#ackTimer) clearTimeout(this.#ackTimer);\n this.#ackTimer = undefined;\n }\n\n #clearBeatTimers(): void {\n if (this.#timer) clearInterval(this.#timer);\n if (this.#initialTimer) clearTimeout(this.#initialTimer);\n this.#clearAckTimer();\n this.#timer = undefined;\n this.#initialTimer = undefined;\n }\n}\n",
5
+ "/**\n * Identity of a Discord Gateway session, and the decision of how to open the\n * next connection with it.\n *\n * Deliberately owns nothing else: no socket, no timers, no opcode dispatch, no\n * compression, no event emission. Those belong to the transport, heartbeat,\n * reconnect and protocol seams. Keeping this object small is the point —\n * session confusion is what produced both WS-001 and WS-005.\n */\n\n/** Everything needed to send a RESUME, or nothing when one is impossible. */\nexport interface ResumeInfo {\n /** Discord's session identifier from READY. */ sessionId: string;\n /** Last sequence number observed on this session. */ sequence: number;\n /** Host READY nominated for resuming this session. */ resumeURL: string;\n}\n\n/**\n * What the next connection must do.\n *\n * A discriminated union rather than a boolean plus three nullable fields: the\n * caller cannot reach for a session id on the identify branch, so \"resume with\n * an undefined session\" is not a state this codebase can express.\n */\nexport type HandshakeIntent =\n ({ type: \"resume\" } & ResumeInfo) | { type: \"identify\" };\n\n/** Internal session state. `none` and `established` are the only possibilities. */\ntype SessionState =\n | { status: \"none\" }\n | { status: \"established\"; sessionId: string; resumeURL: string };\n\n/** Why a session was discarded. */\nexport type InvalidationReason =\n /** Discord sent `op 9` with `d: false`. */\n | \"invalid-session\"\n /** The connection closed with a code that forbids resuming. */\n | \"session-timeout\"\n /** Discarded by the owner without a protocol cause. */\n | \"explicit\";\n\n/**\n * Session state for one Gateway shard.\n *\n * **Generations.** Every connection attempt takes a token from\n * {@link GatewaySession.beginConnection}, and every mutation must present it.\n * A socket that has been superseded still holds the old token, so a late\n * dispatch arriving on it cannot advance the new connection's sequence or\n * overwrite its session id. Ownership is therefore structural rather than a\n * chain of `if (this.#ws === ws)` checks at each call site.\n */\nexport class GatewaySession {\n #state: SessionState = { status: \"none\" };\n /**\n * Last sequence observed in the current generation.\n *\n * Held beside the state rather than inside the `established` variant\n * because READY *is* a dispatch: its own `s` is recorded a moment before\n * the session exists. Storing it only on an established session would\n * discard the very first sequence and make the next RESUME impossible.\n */\n #sequence: number | null = null;\n #generation = 0;\n #lastInvalidation?: InvalidationReason;\n\n /** Why the last session was discarded, for diagnostics and reconnect policy. */\n public get lastInvalidation(): InvalidationReason | undefined {\n return this.#lastInvalidation;\n }\n\n /** Token of the current connection attempt; mutations must match it. */\n public get generation(): number {\n return this.#generation;\n }\n\n /** Discord's session id, or undefined when no session is established. */\n public get sessionId(): string | undefined {\n return this.#state.status === \"established\"\n ? this.#state.sessionId\n : undefined;\n }\n\n /** Host to reconnect to for a RESUME, or undefined when none is known. */\n public get resumeURL(): string | undefined {\n return this.#state.status === \"established\"\n ? this.#state.resumeURL\n : undefined;\n }\n\n /**\n * Last sequence number seen, or null when none has been observed.\n *\n * Null, never zero, marks \"nothing seen\": sequence `0` is a legitimate\n * value that must survive into a RESUME.\n */\n public get sequence(): number | null {\n return this.#sequence;\n }\n\n /** Whether a RESUME is possible: a session, a resume host, and a sequence. */\n public get canResume(): boolean {\n return this.#state.status === \"established\" && this.#sequence !== null;\n }\n\n /**\n * Opens a new connection generation and returns its token.\n *\n * The session itself is untouched: reconnecting to resume must keep the\n * session id and sequence. Only ownership moves.\n */\n public beginConnection(): number {\n return ++this.#generation;\n }\n\n /** Whether `token` still owns this session. */\n public owns(token: number): boolean {\n return token === this.#generation;\n }\n\n /**\n * Records a sequence number from a payload.\n * @returns Whether the token owned the session and the value was stored.\n */\n public recordSequence(sequence: number, token: number): boolean {\n if (!this.owns(token)) return false;\n if (!Number.isInteger(sequence)) return false;\n // Sequences only move forward within a session; a lower one is a\n // stale frame and must not roll back the point a RESUME replays from.\n if (this.#sequence !== null && sequence < this.#sequence) return false;\n this.#sequence = sequence;\n return true;\n }\n\n /**\n * Establishes the session from a READY payload.\n * @returns Whether the token owned the session and READY was well-formed.\n */\n public activate(payload: unknown, token: number): boolean {\n if (!this.owns(token)) return false;\n const ready = payload as {\n session_id?: unknown;\n resume_gateway_url?: unknown;\n };\n if (\n typeof ready?.session_id !== \"string\" ||\n typeof ready?.resume_gateway_url !== \"string\"\n )\n return false;\n this.#state = {\n status: \"established\",\n sessionId: ready.session_id,\n resumeURL: ready.resume_gateway_url,\n };\n return true;\n }\n\n /**\n * Discards the session so the next connection must IDENTIFY.\n *\n * Resumable invalidation (`op 9` with `d: true`) is *not* an invalidation:\n * the session survives and the caller simply reconnects, so this is only\n * called for the non-resumable cases.\n *\n * @returns Whether the token owned the session and state was discarded.\n */\n public invalidate(\n token: number,\n reason: InvalidationReason = \"explicit\",\n ): boolean {\n if (!this.owns(token)) return false;\n this.#lastInvalidation = reason;\n // The sequence belongs to the discarded session; carrying it into a\n // fresh IDENTIFY would resume numbering that Discord has forgotten.\n this.#state = { status: \"none\" };\n this.#sequence = null;\n return true;\n }\n\n /** Resume material, or undefined when a RESUME is not possible. */\n public resumeInfo(): ResumeInfo | undefined {\n if (this.#state.status !== \"established\") return undefined;\n if (this.#sequence === null) return undefined;\n const { sessionId, resumeURL } = this.#state;\n return { sessionId, sequence: this.#sequence, resumeURL };\n }\n\n /** What the next connection must send: RESUME with material, or IDENTIFY. */\n public handshake(): HandshakeIntent {\n const resume = this.resumeInfo();\n return resume ? { type: \"resume\", ...resume } : { type: \"identify\" };\n }\n\n /** Host the next connection should dial: the resume host, else `fallback`. */\n public connectURL(fallback: string): string {\n return this.resumeInfo()?.resumeURL ?? fallback;\n }\n}\n",
6
+ "/**\n * Heartbeat and liveness for one Gateway connection.\n *\n * Owns every timer that decides whether a connection is alive: the heartbeat\n * interval, the acknowledgement deadline, and the staleness (zombie) watch.\n * It owns no socket, no session, no reconnect policy and no event emission —\n * it reports through callbacks and lets its owner decide what to close.\n */\n\n/** Why the connection was declared dead. */\nexport type HeartbeatTimeout =\n | {\n /** A heartbeat went unacknowledged within `ackTimeout`. */\n type: \"ack\";\n /** Time since the unacknowledged heartbeat was sent. */\n elapsedMs: number;\n }\n | {\n /** No traffic at all arrived within the staleness deadline. */\n type: \"zombie\";\n /** Time since the last inbound message. */\n silentFor: number;\n /** Deadline that was exceeded. */\n deadline: number;\n };\n\n/** Collaborators the heartbeat needs from its owner. */\nexport interface HeartbeatOptions {\n /** Milliseconds to wait for an ACK before declaring the connection dead. */\n ackTimeout: number;\n /** Minimum silence before the connection is treated as a zombie. */\n zombieTimeout: number;\n /**\n * Writes a heartbeat payload.\n * @returns Whether it reached the wire; `false` is reported as an error.\n */\n send: (sequence: number | null) => boolean;\n /** Current session sequence, sent as the heartbeat's `d`. */\n sequence: () => number | null;\n /** Whether the underlying connection is open. */\n isConnected: () => boolean;\n /** Called when the connection fails a liveness check. */\n onTimeout: (timeout: HeartbeatTimeout) => void;\n /** Called for non-fatal problems, such as a heartbeat that could not be sent. */\n onError: (error: Error) => void;\n /** Clock injection point for tests. */\n now?: () => number;\n}\n\n/** Longest gap between staleness checks. */\nconst MAX_MONITOR_INTERVAL = 1000;\n\n/** Heartbeat lifecycle for one Gateway connection. */\nexport class GatewayHeartbeat {\n readonly #options: HeartbeatOptions;\n readonly #now: () => number;\n #interval = 0;\n #acknowledged = true;\n #sentAt = 0;\n #latency = -1;\n #lastMessageAt = 0;\n #zombieReported = false;\n #timer?: ReturnType<typeof setInterval>;\n #initialTimer?: ReturnType<typeof setTimeout>;\n #ackTimer?: ReturnType<typeof setTimeout>;\n #monitorTimer?: ReturnType<typeof setInterval>;\n\n public constructor(options: HeartbeatOptions) {\n if (options.zombieTimeout <= options.ackTimeout)\n throw new RangeError(\n \"Gateway zombieTimeout must be greater than heartbeatAckTimeout\",\n );\n this.#options = options;\n this.#now = options.now ?? (() => Date.now());\n }\n\n /** Round-trip time of the last acknowledged heartbeat, or -1 before the first. */\n public get latency(): number {\n return this.#latency;\n }\n\n /** Heartbeat interval Discord asked for, or 0 before HELLO. */\n public get interval(): number {\n return this.#interval;\n }\n\n /** Whether the most recent heartbeat has been acknowledged. */\n public get acknowledged(): boolean {\n return this.#acknowledged;\n }\n\n /** Milliseconds since the last inbound message, or 0 when none has arrived. */\n public get silentFor(): number {\n return this.#lastMessageAt === 0\n ? 0\n : this.#now() - this.#lastMessageAt;\n }\n\n /**\n * Deadline beyond which silence means the connection is dead.\n *\n * At least one heartbeat interval plus its ACK budget, so a quiet Gateway\n * is never mistaken for a dead one.\n */\n public get stalenessDeadline(): number {\n return Math.max(\n this.#options.zombieTimeout,\n this.#interval + this.#options.ackTimeout,\n );\n }\n\n /** Whether the connection looks alive: last beat acknowledged and traffic recent. */\n public isHealthy(): boolean {\n if (!this.#acknowledged) return false;\n if (this.#lastMessageAt === 0) return true;\n return this.silentFor < this.stalenessDeadline;\n }\n\n /**\n * Begins watching for silence. Call when the connection opens, before HELLO:\n * a connection that never reaches HELLO must still be detected as dead.\n */\n public watch(): void {\n this.#lastMessageAt = this.#now();\n this.#zombieReported = false;\n this.#startMonitor();\n }\n\n /** Records inbound traffic of any kind. */\n public receivedMessage(): void {\n this.#lastMessageAt = this.#now();\n this.#zombieReported = false;\n }\n\n /**\n * Starts heartbeating at Discord's interval.\n *\n * The first beat is jittered across the interval, as Discord's\n * documentation requires, so a fleet reconnecting together does not\n * heartbeat in lockstep.\n */\n public start(interval: number): void {\n this.#clearBeatTimers();\n this.#interval = interval;\n this.#acknowledged = true;\n // The regular cadence starts from the first beat, not from HELLO:\n // arming both at once can fire two beats back to back when the\n // jitter lands near the full interval.\n this.#initialTimer = setTimeout(() => {\n this.#initialTimer = undefined;\n this.sendHeartbeat();\n this.#timer = setInterval(() => this.sendHeartbeat(), interval);\n }, Math.random() * interval);\n }\n\n /** Stops every timer. Safe to call more than once. */\n public stop(): void {\n this.#clearBeatTimers();\n if (this.#monitorTimer) clearInterval(this.#monitorTimer);\n this.#monitorTimer = undefined;\n }\n\n /** Sends a heartbeat now, and arms the acknowledgement deadline. */\n public sendHeartbeat(): void {\n this.#acknowledged = false;\n this.#sentAt = this.#now();\n if (!this.#options.send(this.#options.sequence())) {\n this.#options.onError(\n new Error(\n \"Unable to send Gateway heartbeat because the WebSocket is not open.\",\n ),\n );\n return;\n }\n this.#clearAckTimer();\n this.#ackTimer = setTimeout(() => {\n if (this.#acknowledged) return;\n this.#options.onTimeout({\n type: \"ack\",\n elapsedMs: this.#now() - this.#sentAt,\n });\n }, this.#options.ackTimeout);\n }\n\n /** Records a heartbeat ACK and updates {@link latency}. */\n public acknowledge(): void {\n // An ACK with no heartbeat outstanding carries no round trip to measure.\n if (this.#acknowledged) return;\n this.#acknowledged = true;\n this.#latency = this.#now() - this.#sentAt;\n this.#clearAckTimer();\n }\n\n #startMonitor(): void {\n if (this.#monitorTimer) clearInterval(this.#monitorTimer);\n // Poll granularity only needs to be a fraction of the staleness\n // deadline. A 1s ceiling keeps detection latency negligible while\n // costing one wakeup per second per shard instead of four.\n const interval = Math.max(\n 1,\n Math.min(\n MAX_MONITOR_INTERVAL,\n this.#options.ackTimeout,\n this.#options.zombieTimeout / 2,\n ),\n );\n this.#monitorTimer = setInterval(\n () => this.#checkStaleness(),\n interval,\n );\n }\n\n #checkStaleness(): void {\n if (!this.#options.isConnected() || this.#lastMessageAt === 0) return;\n const silentFor = this.silentFor;\n const deadline = this.stalenessDeadline;\n if (silentFor < deadline || this.#zombieReported) return;\n // Report once per silence: the owner closes the connection, and the\n // close path stops these timers.\n this.#zombieReported = true;\n this.#options.onTimeout({ type: \"zombie\", silentFor, deadline });\n }\n\n #clearAckTimer(): void {\n if (this.#ackTimer) clearTimeout(this.#ackTimer);\n this.#ackTimer = undefined;\n }\n\n #clearBeatTimers(): void {\n if (this.#timer) clearInterval(this.#timer);\n if (this.#initialTimer) clearTimeout(this.#initialTimer);\n this.#clearAckTimer();\n this.#timer = undefined;\n this.#initialTimer = undefined;\n }\n}\n",
7
7
  "/**\n * Discord Gateway close codes.\n *\n * Discord.js-familiar names and numeric values, matching the Discord Gateway\n * protocol. Exposed so consumers can branch on named codes instead of magic\n * numbers; {@link Gateway} uses them internally to decide resume/identify/stop.\n */\nexport const GatewayCloseCodes = {\n UnknownError: 4000,\n UnknownOpcode: 4001,\n DecodeError: 4002,\n NotAuthenticated: 4003,\n AuthenticationFailed: 4004,\n AlreadyAuthenticated: 4005,\n InvalidSeq: 4007,\n RateLimited: 4008,\n SessionTimedOut: 4009,\n InvalidShard: 4010,\n ShardingRequired: 4011,\n InvalidAPIVersion: 4012,\n InvalidIntents: 4013,\n DisallowedIntents: 4014,\n} as const;\n",
8
8
  "/**\n * Reconnect policy and scheduling for one Gateway connection.\n *\n * Owns how a close code is classified, whether another attempt is allowed, how\n * long to wait, and the coordination that keeps at most one logical connection\n * attempt in flight. It owns no socket, no session state, no heartbeat and no\n * event emission: it is told a close code and whether a resume is possible, and\n * answers with a decision.\n */\nimport { GatewayCloseCodes } from \"./close-codes.js\";\n\n/** What a closed connection should do next. */\nexport type CloseAction =\n /** Reconnect and RESUME the existing session. */\n | \"resume\"\n /** Reconnect, but IDENTIFY afresh: the session cannot be resumed. */\n | \"identify\"\n /** Do not reconnect; the condition will not fix itself. */\n | \"stop\";\n\n/**\n * Close codes that no reconnect can recover from: bad token, bad shard\n * configuration, bad API version, or intents the application is not approved\n * for. Retrying these hammers Discord with a request that cannot succeed.\n */\nexport const FATAL_CLOSE_CODES: readonly number[] = [\n GatewayCloseCodes.AuthenticationFailed,\n GatewayCloseCodes.InvalidShard,\n GatewayCloseCodes.ShardingRequired,\n GatewayCloseCodes.InvalidAPIVersion,\n GatewayCloseCodes.InvalidIntents,\n GatewayCloseCodes.DisallowedIntents,\n];\n\n/**\n * Close codes that keep the connection recoverable but destroy the session, so\n * the next connection must IDENTIFY rather than RESUME.\n */\nexport const IDENTIFY_CLOSE_CODES: readonly number[] = [\n GatewayCloseCodes.InvalidSeq,\n GatewayCloseCodes.SessionTimedOut,\n];\n\n/**\n * Classifies a close code.\n *\n * Any code outside the two tables above is **reconnectable**: transport-level\n * closes (`1006`), server restarts (`1001`), Discord's own `4000`, and the\n * `1000` the Gateway itself sends after a non-resumable `op 9` all belong here.\n * Whether that reconnect resumes or identifies is not a property of the code —\n * it is whether a session survives, which is why `canResume` is a parameter\n * rather than something this module works out for itself.\n *\n * @param code WebSocket close code.\n * @param canResume Whether the session can still be resumed.\n */\nexport function classifyCloseCode(\n code: number,\n canResume: boolean,\n): CloseAction {\n if (FATAL_CLOSE_CODES.includes(code)) return \"stop\";\n if (IDENTIFY_CLOSE_CODES.includes(code)) return \"identify\";\n return canResume ? \"resume\" : \"identify\";\n}\n\n/** Why a reconnect was not scheduled. */\nexport type ScheduleRefusal =\n /** Automatic reconnect is disabled for this Gateway. */\n | \"disabled\"\n /** A reconnect is already armed; a second would open a second socket. */\n | \"pending\"\n /** The attempt budget is spent. */\n | \"exhausted\";\n\n/** Outcome of asking for a reconnect. */\nexport type ScheduleResult =\n | { scheduled: true; delayMs: number; attempt: number }\n | { scheduled: false; reason: ScheduleRefusal };\n\n/** Configuration for {@link GatewayReconnect}. */\nexport interface ReconnectOptions {\n /** Whether automatic reconnect is permitted at all. */\n enabled: boolean;\n /** Maximum consecutive attempts before giving up. */\n maxAttempts: number;\n /** Delay for the first attempt, doubled per attempt. */\n baseDelay: number;\n /** Ceiling for the backoff. */\n maxDelay: number;\n /** Randomness source for jitter; injected in tests. */\n random?: () => number;\n}\n\n/** Reconnect scheduling, backoff and attempt coordination. */\nexport class GatewayReconnect {\n readonly #options: ReconnectOptions;\n readonly #random: () => number;\n #attempt = 0;\n #timer?: ReturnType<typeof setTimeout>;\n #promise?: Promise<void>;\n #resolve?: () => void;\n #reject?: (error: Error) => void;\n\n public constructor(options: ReconnectOptions) {\n this.#options = options;\n this.#random = options.random ?? Math.random;\n }\n\n /** Whether automatic reconnect is permitted. */\n public get enabled(): boolean {\n return this.#options.enabled;\n }\n\n /** Consecutive attempts made since the last {@link reset}. */\n public get attempts(): number {\n return this.#attempt;\n }\n\n /** Whether a reconnect timer is currently armed. */\n public get pending(): boolean {\n return this.#timer !== undefined;\n }\n\n /** Whether the attempt budget is spent. */\n public get exhausted(): boolean {\n return this.#attempt >= this.#options.maxAttempts;\n }\n\n /** Whether a connection attempt is currently in flight. */\n public get connecting(): boolean {\n return this.#promise !== undefined;\n }\n\n /** The in-flight attempt, or undefined when none is active. */\n public get attemptPromise(): Promise<void> | undefined {\n return this.#promise;\n }\n\n /** Classifies a close code against this Gateway's policy. */\n public classifyClose(code: number, canResume: boolean): CloseAction {\n return classifyCloseCode(code, canResume);\n }\n\n /** Whether another reconnect is currently allowed. */\n public canReconnect(): boolean {\n return this.#options.enabled && !this.exhausted;\n }\n\n /**\n * Arms a reconnect, unless one is already armed or no attempt is allowed.\n *\n * Refusing while `pending` is what keeps repeated closes from stacking\n * timers: several closes in a row produce one reconnect, not several\n * competing sockets.\n */\n public schedule(run: () => void): ScheduleResult {\n if (!this.#options.enabled)\n return { scheduled: false, reason: \"disabled\" };\n if (this.#timer) return { scheduled: false, reason: \"pending\" };\n if (this.exhausted) return { scheduled: false, reason: \"exhausted\" };\n\n const attempt = this.#attempt;\n const delay = Math.min(\n this.#options.maxDelay,\n this.#options.baseDelay * 2 ** this.#attempt++,\n );\n // Jitter must scale with the delay: a fixed ceiling would reconnect\n // every shard inside the same narrow window after a gateway-wide\n // restart, which is exactly when decorrelation matters.\n const jitter = this.#random() * Math.max(1, delay * 0.25);\n const delayMs = delay + jitter;\n this.#timer = setTimeout(() => {\n this.#timer = undefined;\n run();\n }, delayMs);\n return { scheduled: true, delayMs, attempt };\n }\n\n /** Cancels an armed reconnect. Safe to call when none is armed. */\n public cancel(): void {\n if (this.#timer) clearTimeout(this.#timer);\n this.#timer = undefined;\n }\n\n /** Clears the attempt counter after a connection succeeds. */\n public reset(): void {\n this.#attempt = 0;\n }\n\n /**\n * Coordinates one logical connection attempt.\n *\n * Callers that ask while an attempt is in flight join it instead of\n * starting a second: three `connect()` calls produce one socket attempt and\n * one shared promise.\n *\n * @param start Invoked exactly once, when this call begins a new attempt.\n */\n public attempt(start: () => void): Promise<void> {\n if (this.#promise) return this.#promise;\n this.#promise = new Promise<void>((resolve, reject) => {\n this.#resolve = resolve;\n this.#reject = reject;\n start();\n });\n return this.#promise;\n }\n\n /** Settles the in-flight attempt, resolving it or rejecting with `error`. */\n public settle(error?: Error): void {\n const resolve = this.#resolve;\n const reject = this.#reject;\n this.#resolve = undefined;\n this.#reject = undefined;\n this.#promise = undefined;\n if (error) reject?.(error);\n else resolve?.();\n }\n}\n",
9
9
  "/**\n * Turns WebSocket data into complete Gateway text frames.\n *\n * The contract is deliberately boring: bytes in, whole frames out. A decoder\n * knows nothing about opcodes, sessions, heartbeats or JSON validity — it only\n * knows when a frame is *complete*. Parsing the text is the protocol layer's\n * job, so malformed JSON is not a decoding failure; malformed *compressed\n * bytes* are.\n */\nimport {\n createInflate,\n constants as zlibConstants,\n type Inflate,\n} from \"node:zlib\";\n\n/** Decodes transport data into complete frames. */\nexport interface GatewayDecoder {\n /**\n * Feeds one WebSocket message.\n *\n * A decoder that can answer synchronously must do so: delivery timing is\n * observable to consumers, and an uncompressed frame has no reason to cost\n * a microtask.\n *\n * @returns Every frame completed by this chunk; empty while a frame is\n * still arriving.\n */\n push(data: unknown): string[] | Promise<string[]>;\n /** Discards buffered state. Call when a connection is replaced. */\n reset(): void;\n}\n\n/** Normalises a binary WebSocket payload into bytes. */\nasync function toBytes(data: unknown): Promise<Uint8Array> {\n if (data instanceof Uint8Array) return data;\n if (data instanceof ArrayBuffer) return new Uint8Array(data);\n if (typeof Blob !== \"undefined\" && data instanceof Blob)\n return new Uint8Array(await data.arrayBuffer());\n throw new TypeError(\n \"Gateway returned an unsupported compressed frame type.\",\n );\n}\n\n/** Passes text frames through unchanged, for an uncompressed connection. */\nexport class PlainTextDecoder implements GatewayDecoder {\n public push(data: unknown): string[] {\n return [String(data)];\n }\n public reset(): void {\n // Stateless: nothing to discard.\n }\n}\n\n/**\n * Decodes Discord's `zlib-stream` transport compression.\n *\n * Discord sends one zlib stream whose logical payloads are separated by the\n * `Z_SYNC_FLUSH` marker `00 00 FF FF`. A payload may span several WebSocket\n * messages, so output is produced only when that marker arrives: a partial\n * payload is retained rather than guessed at.\n *\n * The inflater carries state across frames, so `push` calls must not\n * interleave. {@link WebSocketTransport} serialises them by construction.\n */\nexport class ZlibStreamDecoder implements GatewayDecoder {\n readonly #create: () => Inflate;\n #inflate?: Inflate;\n #chunks: Uint8Array[] = [];\n #failure?: Error;\n /**\n * Rejector for the operation currently awaiting the inflater.\n *\n * zlib does **not** invoke a `write` or `flush` callback once the stream\n * has errored — it emits `error` and abandons the callback — so an\n * awaited callback alone hangs forever on corrupt input. The error handler\n * settles the waiter instead.\n */\n #pendingReject?: (error: Error) => void;\n\n /** @param create Inflater factory; injected in tests. */\n public constructor(create: () => Inflate = () => createInflate()) {\n this.#create = create;\n }\n\n /**\n * A text frame on a compressed connection is already a complete frame, so\n * it is returned synchronously and never touches the inflater. Discord\n * sends everything binary under `zlib-stream`; tolerating a string costs\n * nothing, and treating one as a decode failure — or delaying it by a\n * microtask — would both change observable behaviour.\n */\n public push(data: unknown): string[] | Promise<string[]> {\n if (typeof data === \"string\") return [data];\n return this.#inflateFrame(data);\n }\n\n async #inflateFrame(data: unknown): Promise<string[]> {\n const chunk = await toBytes(data);\n const inflate = (this.#inflate ??= this.#open());\n // A stream that has already failed cannot be trusted for any later\n // frame: its dictionary state is undefined from the error onwards.\n if (this.#failure) throw this.#failure;\n const complete =\n chunk.length >= 4 &&\n chunk[chunk.length - 4] === 0x00 &&\n chunk[chunk.length - 3] === 0x00 &&\n chunk[chunk.length - 2] === 0xff &&\n chunk[chunk.length - 1] === 0xff;\n\n await this.#awaiting((settle) =>\n inflate.write(chunk, (error) => (error ? settle(error) : settle())),\n );\n if (!complete) return [];\n\n await this.#awaiting((settle) =>\n inflate.flush(zlibConstants.Z_SYNC_FLUSH, () => settle()),\n );\n\n const parts = this.#chunks;\n this.#chunks = [];\n if (parts.length === 0) return [];\n const total = parts.reduce((size, part) => size + part.length, 0);\n const merged = new Uint8Array(total);\n let offset = 0;\n for (const part of parts) {\n merged.set(part, offset);\n offset += part.length;\n }\n return [new TextDecoder().decode(merged)];\n }\n\n public reset(): void {\n const inflate = this.#inflate;\n this.#inflate = undefined;\n this.#chunks = [];\n this.#failure = undefined;\n this.#pendingReject = undefined;\n if (!inflate) return;\n inflate.removeAllListeners();\n try {\n inflate.close();\n } catch {\n // Closing a stream that already failed is not itself a failure.\n }\n }\n\n /**\n * Runs one inflater operation, failing it if the stream errors meanwhile.\n */\n #awaiting(\n run: (settle: (error?: Error | null) => void) => void,\n ): Promise<void> {\n if (this.#failure) return Promise.reject(this.#failure);\n return new Promise<void>((resolve, reject) => {\n this.#pendingReject = reject;\n run((error) => {\n this.#pendingReject = undefined;\n if (error) reject(error);\n else if (this.#failure) reject(this.#failure);\n else resolve();\n });\n });\n }\n\n #open(): Inflate {\n const inflate = this.#create();\n inflate.on(\"data\", (chunk: Uint8Array) => this.#chunks.push(chunk));\n inflate.on(\"error\", (error: Error) => {\n this.#failure = error;\n // Settle whatever is waiting: zlib will not call its callback.\n const reject = this.#pendingReject;\n this.#pendingReject = undefined;\n reject?.(error);\n });\n return inflate;\n }\n}\n\n/** Creates the decoder a connection needs. */\nexport function createDecoder(compress: boolean | undefined): GatewayDecoder {\n return compress ? new ZlibStreamDecoder() : new PlainTextDecoder();\n}\n",
10
10
  "/**\n * The WebSocket a Gateway connection runs on.\n *\n * Owns socket construction, listener wiring, sending, closing, and replacement.\n * It is infrastructure, not Discord semantics: it never inspects an opcode, a\n * session, or a heartbeat. Frames go out as text and come back as text.\n */\nimport { createDecoder, type GatewayDecoder } from \"./decoder.js\";\n\n/** Creates the underlying socket. Injected to support alternative runtimes. */\nexport type SocketFactory = (url: string) => WebSocket;\n\n/** Callbacks a transport reports to its owner. */\nexport interface TransportHandlers {\n /** The socket opened and is ready to send. */\n onOpen: () => void;\n /** A complete frame arrived, already decompressed. */\n onFrame: (raw: string) => void;\n /** The socket closed. */\n onClose: (code: number, reason: string) => void;\n /** A socket or decoding failure. Not a close on its own. */\n onError: (error: Error) => void;\n}\n\n/** Outcome of opening a connection. */\nexport type ConnectResult = { ok: true } | { ok: false; error: Error };\n\n/** Configuration for {@link WebSocketTransport}. */\nexport interface TransportOptions {\n /** Handlers for this transport's lifetime. */\n handlers: TransportHandlers;\n /** Frame decoder. Defaults to plain text, or zlib-stream when compressing. */\n decoder?: GatewayDecoder;\n /** Whether the connection negotiates `zlib-stream` compression. */\n compress?: boolean;\n /** Socket constructor. Defaults to the ambient `WebSocket`. */\n createSocket?: SocketFactory;\n}\n\n/** WebSocket states. Compared numerically so a stub needs no static constants. */\nconst CONNECTING = 0;\nconst OPEN = 1;\n\n/**\n * A replaceable WebSocket connection.\n *\n * **Generations.** Each {@link connect} takes a generation, and every event is\n * checked against the current one. A socket that has been replaced still holds\n * its listeners and can still fire — especially a frame that finishes\n * decompressing after the swap — and every such event is dropped. The owner\n * therefore never has to ask \"is this still my socket?\".\n */\nexport class WebSocketTransport {\n readonly #handlers: TransportHandlers;\n readonly #decoder: GatewayDecoder;\n readonly #createSocket: SocketFactory;\n readonly #compress: boolean;\n #socket?: WebSocket;\n #generation = 0;\n /** Serialises decoding so stateful decoders never see interleaved chunks. */\n #queue: Promise<void> = Promise.resolve();\n\n public constructor(options: TransportOptions) {\n this.#handlers = options.handlers;\n this.#compress = options.compress ?? false;\n this.#decoder = options.decoder ?? createDecoder(options.compress);\n this.#createSocket =\n options.createSocket ?? ((url: string) => new WebSocket(url));\n }\n\n /** Whether a socket is open and able to send. */\n public get connected(): boolean {\n return this.#socket?.readyState === OPEN;\n }\n\n /** Whether a socket is connecting or open, and therefore still in play. */\n public get live(): boolean {\n return this.#socket !== undefined && this.#socket.readyState <= OPEN;\n }\n\n /** Current connection generation; increments on every {@link connect}. */\n public get generation(): number {\n return this.#generation;\n }\n\n /**\n * Opens a connection, replacing any existing one.\n *\n * A construction failure is returned rather than reported through\n * `onError`: the caller is mid-`connect` and must decide what the failure\n * means for the attempt it is running.\n */\n public connect(url: string): ConnectResult {\n // Never leave a predecessor behind: an orphan keeps its listeners and\n // would go on feeding this transport's owner.\n this.#discard(1000, \"Superseded by a new connection\");\n const generation = ++this.#generation;\n // A replaced connection's decoder state is meaningless to the new one.\n this.#decoder.reset();\n this.#queue = Promise.resolve();\n\n let socket: WebSocket;\n try {\n socket = this.#createSocket(url);\n } catch (error) {\n return { ok: false, error: this.#asError(error) };\n }\n if (this.#compress) {\n try {\n (socket as { binaryType?: string }).binaryType = \"arraybuffer\";\n } catch {\n // Runtimes that pin binaryType are handled by the decoder.\n }\n }\n this.#socket = socket;\n\n socket.addEventListener(\"open\", () => {\n if (!this.#owns(generation)) return;\n this.#handlers.onOpen();\n });\n socket.addEventListener(\"message\", (event) => {\n if (!this.#owns(generation)) return;\n // A decoder that answers synchronously is delivered synchronously:\n // an uncompressed frame must not become a microtask, because\n // dispatch timing is observable to consumers.\n let decoded: string[] | Promise<string[]>;\n try {\n decoded = this.#decoder.push(event.data);\n } catch (error) {\n this.#handlers.onError(this.#asError(error));\n return;\n }\n if (!(decoded instanceof Promise)) {\n for (const frame of decoded) this.#handlers.onFrame(frame);\n return;\n }\n // A stateful decoder must never see interleaved chunks, and the\n // generation is re-checked once the chunk is actually decoded: the\n // socket may have been replaced while this frame was in flight.\n this.#queue = this.#queue\n .then(async () => {\n const frames = await decoded;\n if (!this.#owns(generation)) return;\n for (const frame of frames) this.#handlers.onFrame(frame);\n })\n .catch((error) => {\n if (!this.#owns(generation)) return;\n this.#handlers.onError(this.#asError(error));\n });\n });\n socket.addEventListener(\"close\", (event) => {\n if (!this.#owns(generation)) return;\n this.#socket = undefined;\n // A closed socket owns nothing further. Retiring its generation\n // here is what makes every later event from it — a late frame, a\n // second close, an error — stale by construction, including a\n // frame that was still decompressing when the socket went away.\n this.#generation++;\n this.#decoder.reset();\n this.#handlers.onClose(event.code, event.reason ?? \"\");\n });\n socket.addEventListener(\"error\", () => {\n if (!this.#owns(generation)) return;\n this.#handlers.onError(new Error(\"Gateway WebSocket error\"));\n });\n return { ok: true };\n }\n\n /**\n * Writes a frame.\n * @returns Whether it reached the socket.\n */\n public send(data: string): boolean {\n if (!this.connected) return false;\n try {\n this.#socket!.send(data);\n return true;\n } catch (error) {\n this.#handlers.onError(this.#asError(error));\n return false;\n }\n }\n\n /** Closes the current socket, if any. Its `close` event still fires. */\n public close(code = 1000, reason = \"\"): void {\n const socket = this.#socket;\n if (!socket) return;\n try {\n socket.close(code, reason);\n } catch (error) {\n this.#handlers.onError(this.#asError(error));\n }\n }\n\n /**\n * Abandons the current socket without reporting its close.\n *\n * Used for a deliberate shutdown, where the owner has already decided the\n * connection is over and must not be woken by the resulting close event.\n */\n public destroy(code = 1000, reason = \"\"): void {\n this.#discard(code, reason);\n this.#decoder.reset();\n }\n\n /** Whether `generation` still owns this transport. */\n #owns(generation: number): boolean {\n return generation === this.#generation;\n }\n\n /** Detaches and closes the current socket without emitting its close. */\n #discard(code: number, reason: string): void {\n const socket = this.#socket;\n if (!socket) return;\n // Bumping the generation first makes every event this socket may still\n // fire — including a close caused by the call below — a stale event.\n this.#generation++;\n this.#socket = undefined;\n try {\n socket.close(code, reason);\n } catch (error) {\n this.#handlers.onError(this.#asError(error));\n }\n }\n\n #asError(error: unknown): Error {\n return error instanceof Error ? error : new Error(String(error));\n }\n}\n",
11
11
  "/** Discord Gateway opcodes. */\nexport const GatewayOpcodes = {\n Dispatch: 0,\n Heartbeat: 1,\n Identify: 2,\n PresenceUpdate: 3,\n VoiceStateUpdate: 4,\n Resume: 6,\n Reconnect: 7,\n RequestGuildMembers: 8,\n InvalidSession: 9,\n Hello: 10,\n HeartbeatAck: 11,\n} as const;\n",
12
12
  "/**\n * Discord Gateway protocol: what a payload *means*.\n *\n * Pure translation from a received frame to an action, plus construction of\n * the payloads Lunibee sends. It performs nothing: no socket, no timers, no\n * session mutation, no event emission, no sending. The caller decides what to\n * do with an action, which is what lets the whole protocol be tested without a\n * connection.\n */\nimport type { GatewayPayload, GatewayPresence } from \"@lunibee/types\";\nimport { GatewayOpcodes } from \"./opcodes.js\";\nimport type { ResumeInfo } from \"./session.js\";\n\n/** Why a frame could not be understood. */\nexport type ProtocolViolation =\n /** The frame was not valid JSON. */\n | \"invalid-json\"\n /** The frame decoded to something other than a payload object. */\n | \"invalid-payload\"\n /** `HELLO` carried no usable heartbeat interval. */\n | \"invalid-hello\";\n\n/** What a received frame means. */\nexport type GatewayAction =\n /** `op 10`: begin heartbeating and hand shake. */\n | { type: \"hello\"; heartbeatInterval: number }\n /** `op 0`: an event. `event` is null only if Discord omitted `t`. */\n | { type: \"dispatch\"; event: string | null; data: unknown }\n /** `op 1`: Discord asks for a heartbeat now. */\n | { type: \"heartbeat\" }\n /** `op 11`: the last heartbeat was acknowledged. */\n | { type: \"heartbeat-ack\"; data: unknown }\n /** `op 7`: Discord asks the client to reconnect. */\n | { type: \"reconnect\" }\n /** `op 9`: the session is gone. `resumable` decides RESUME vs IDENTIFY. */\n | { type: \"invalid-session\"; resumable: boolean }\n /**\n * An opcode this version does not handle.\n *\n * Ignored rather than treated as an error: Discord adds opcodes, and a\n * client that fails on an unfamiliar one breaks itself on every addition.\n */\n | { type: \"unknown\"; opcode: number }\n /** The frame was malformed. Never silently swallowed. */\n | {\n type: \"invalid\";\n violation: ProtocolViolation;\n message: string;\n cause?: unknown;\n };\n\n/** A classified frame: its sequence, if any, and what it means. */\nexport interface ProtocolResult {\n /**\n * Sequence carried by the frame, or null when it carried none.\n *\n * Reported for every payload type, not just dispatches: recording it is\n * the caller's decision, and the caller records before acting so a RESUME\n * cannot be built from a sequence that was never seen.\n */\n sequence: number | null;\n /** What the frame means. */\n action: GatewayAction;\n}\n\n/**\n * Classifies one received frame.\n *\n * @param raw The frame text, already decompressed by the transport.\n */\nexport function classifyFrame(raw: string): ProtocolResult {\n let payload: GatewayPayload;\n try {\n payload = JSON.parse(raw) as GatewayPayload;\n } catch (error) {\n return {\n sequence: null,\n action: {\n type: \"invalid\",\n violation: \"invalid-json\",\n message: \"Gateway returned invalid JSON\",\n cause: error,\n },\n };\n }\n return classifyPayload(payload);\n}\n\n/** Classifies an already-parsed payload. */\nexport function classifyPayload(payload: unknown): ProtocolResult {\n if (\n payload === null ||\n typeof payload !== \"object\" ||\n typeof (payload as GatewayPayload).op !== \"number\"\n )\n return {\n sequence: null,\n action: {\n type: \"invalid\",\n violation: \"invalid-payload\",\n message: \"Gateway returned an invalid payload\",\n },\n };\n\n const frame = payload as GatewayPayload;\n const sequence = typeof frame.s === \"number\" ? frame.s : null;\n\n switch (frame.op) {\n case GatewayOpcodes.Dispatch:\n return {\n sequence,\n action: {\n type: \"dispatch\",\n event: typeof frame.t === \"string\" ? frame.t : null,\n data: frame.d,\n },\n };\n case GatewayOpcodes.Hello: {\n const interval = (frame.d as { heartbeat_interval?: unknown })\n ?.heartbeat_interval;\n if (\n typeof interval !== \"number\" ||\n !Number.isFinite(interval) ||\n interval <= 0\n )\n return {\n sequence,\n action: {\n type: \"invalid\",\n violation: \"invalid-hello\",\n message:\n \"Gateway HELLO payload contains an invalid heartbeat interval\",\n },\n };\n return {\n sequence,\n action: { type: \"hello\", heartbeatInterval: interval },\n };\n }\n case GatewayOpcodes.Heartbeat:\n return { sequence, action: { type: \"heartbeat\" } };\n case GatewayOpcodes.HeartbeatAck:\n return {\n sequence,\n action: { type: \"heartbeat-ack\", data: frame.d },\n };\n case GatewayOpcodes.Reconnect:\n return { sequence, action: { type: \"reconnect\" } };\n case GatewayOpcodes.InvalidSession:\n // `d` is a boolean: true means the session may still be resumed.\n // Anything else is treated as non-resumable, which is the safe\n // reading — a wrongly-attempted RESUME costs another round trip.\n return {\n sequence,\n action: {\n type: \"invalid-session\",\n resumable: frame.d === true,\n },\n };\n default:\n return { sequence, action: { type: \"unknown\", opcode: frame.op } };\n }\n}\n\n/** Identification properties sent with IDENTIFY. */\nexport interface IdentifyProperties {\n os?: string;\n browser?: string;\n device?: string;\n [key: string]: unknown;\n}\n\n/** Everything IDENTIFY needs. */\nexport interface IdentifyOptions {\n token: string;\n intents: number;\n shardId: number;\n shardCount: number;\n properties?: IdentifyProperties;\n presence?: GatewayPresence;\n}\n\n/** Builds an IDENTIFY payload. */\nexport function identifyPayload(options: IdentifyOptions): GatewayPayload {\n const props = options.properties ?? {};\n const os = props.os ?? \"Android\";\n const browser = props.browser ?? \"Discord Android\";\n const device = props.device ?? \"Discord Android\";\n return {\n op: GatewayOpcodes.Identify,\n d: {\n token: options.token,\n intents: options.intents,\n properties: {\n os,\n browser,\n device,\n // Discord accepted `$`-prefixed property names historically and\n // still does; both spellings are sent so the payload works\n // against either expectation.\n $os: os,\n $browser: browser,\n $device: device,\n ...props,\n },\n presence: {\n since: options.presence?.since ?? null,\n activities: options.presence?.activities ?? [],\n status: options.presence?.status ?? \"online\",\n afk: Boolean(options.presence?.afk),\n },\n shard: [options.shardId, options.shardCount],\n },\n s: null,\n t: null,\n };\n}\n\n/** Builds a RESUME payload from the session's resume material. */\nexport function resumePayload(\n token: string,\n resume: ResumeInfo,\n): GatewayPayload {\n return {\n op: GatewayOpcodes.Resume,\n d: {\n token,\n session_id: resume.sessionId,\n seq: resume.sequence,\n },\n s: null,\n t: null,\n };\n}\n\n/** Builds a heartbeat payload carrying the last sequence seen. */\nexport function heartbeatPayload(sequence: number | null): GatewayPayload {\n return { op: GatewayOpcodes.Heartbeat, d: sequence, s: null, t: null };\n}\n",
13
- "// ─── Gateway Intents ─────────────────────────────────────────────────────────\n\n/** Gateway intent bit flags supported by Discord (PascalCase). */\nexport const GatewayIntentBits = {\n Guilds: 1 << 0,\n GuildMembers: 1 << 1,\n GuildModeration: 1 << 2,\n GuildExpressions: 1 << 3,\n GuildIntegrations: 1 << 4,\n GuildWebhooks: 1 << 5,\n GuildInvites: 1 << 6,\n GuildVoiceStates: 1 << 7,\n GuildPresences: 1 << 8,\n GuildMessages: 1 << 9,\n GuildMessageReactions: 1 << 10,\n GuildMessageTyping: 1 << 11,\n DirectMessages: 1 << 12,\n DirectMessageReactions: 1 << 13,\n DirectMessageTyping: 1 << 14,\n MessageContent: 1 << 15,\n GuildScheduledEvents: 1 << 16,\n AutoModerationConfiguration: 1 << 20,\n AutoModerationExecution: 1 << 21,\n GuildMessagePolls: 1 << 24,\n DirectMessagePolls: 1 << 25,\n} as const;\n\n/** Idiomatic camelCase Gateway intent bit flags supported by Discord. */\nexport const IntentBits = {\n guild: 1 << 0,\n guilds: 1 << 0,\n guildMembers: 1 << 1,\n guildModeration: 1 << 2,\n guildBans: 1 << 2,\n guildExpressions: 1 << 3,\n guildEmojis: 1 << 3,\n guildEmojisAndStickers: 1 << 3,\n guildIntegrations: 1 << 4,\n guildWebhooks: 1 << 5,\n guildInvites: 1 << 6,\n guildVoiceStates: 1 << 7,\n guildPresences: 1 << 8,\n guildMessages: 1 << 9,\n guildMessage: 1 << 9,\n guildMessageReactions: 1 << 10,\n guildMessageTyping: 1 << 11,\n directMessages: 1 << 12,\n directMessageReactions: 1 << 13,\n directMessageTyping: 1 << 14,\n messageContent: 1 << 15,\n guildScheduledEvents: 1 << 16,\n autoModerationConfiguration: 1 << 20,\n autoModerationExecution: 1 << 21,\n guildMessagePolls: 1 << 24,\n directMessagePolls: 1 << 25,\n} as const;\n\n/** Alias for IntentBits. */\nexport const Intents = IntentBits;\n\n/** Gateway intent resolvable value (single bitfield, enum key, or array of bitfields/strings). */\nexport type GatewayIntentResolvable =\n | number\n | keyof typeof GatewayIntentBits\n | keyof typeof IntentBits\n | (\n | number\n | keyof typeof GatewayIntentBits\n | keyof typeof IntentBits\n | string\n )[]\n | { readonly bitfield: number };\n\n/** Resolves any GatewayIntentResolvable into a raw bitfield integer. */\nexport function resolveGatewayIntents(\n intents: GatewayIntentResolvable,\n): number {\n if (typeof intents === \"number\") return intents;\n if (intents && typeof intents === \"object\" && !Array.isArray(intents))\n return intents.bitfield;\n if (Array.isArray(intents)) {\n return intents.reduce<number>((acc, intent) => {\n return acc | resolveGatewayIntents(intent as any);\n }, 0);\n }\n if (typeof intents === \"string\") {\n if (intents in GatewayIntentBits)\n return (GatewayIntentBits as Record<string, number>)[intents]!;\n if (intents in IntentBits)\n return (IntentBits as Record<string, number>)[intents]!;\n const lower = intents.charAt(0).toLowerCase() + intents.slice(1);\n if (lower in IntentBits)\n return (IntentBits as Record<string, number>)[lower]!;\n const num = Number(intents);\n if (!Number.isNaN(num)) return num;\n }\n return 0;\n}\n\n/**\n * Discord.js-familiar intent bitfield.\n * @example new IntentsBitField([IntentsBitField.Flags.Guilds, \"GuildMessages\"])\n */\nexport class IntentsBitField {\n /** Intent flag values by name. */\n public static readonly Flags = GatewayIntentBits;\n /** Raw intent bitfield. */\n public bitfield: number;\n\n public constructor(bits: GatewayIntentResolvable = 0) {\n this.bitfield = resolveGatewayIntents(bits);\n }\n\n /** Whether every given intent is set. */\n public has(bits: GatewayIntentResolvable): boolean {\n const resolved = resolveGatewayIntents(bits);\n return (this.bitfield & resolved) === resolved;\n }\n\n /** Whether any given intent is set. */\n public any(bits: GatewayIntentResolvable): boolean {\n return (this.bitfield & resolveGatewayIntents(bits)) !== 0;\n }\n\n /** Adds intents in place. @returns This bitfield. */\n public add(...bits: GatewayIntentResolvable[]): this {\n for (const bit of bits) this.bitfield |= resolveGatewayIntents(bit);\n return this;\n }\n\n /** Removes intents in place. @returns This bitfield. */\n public remove(...bits: GatewayIntentResolvable[]): this {\n for (const bit of bits) this.bitfield &= ~resolveGatewayIntents(bit);\n return this;\n }\n\n /** Names of the set intents. */\n public toArray(): (keyof typeof GatewayIntentBits)[] {\n return (\n Object.keys(GatewayIntentBits) as (keyof typeof GatewayIntentBits)[]\n ).filter((name) => this.has(GatewayIntentBits[name]));\n }\n\n /** Whether this equals another bitfield. */\n public equals(bits: GatewayIntentResolvable): boolean {\n return this.bitfield === resolveGatewayIntents(bits);\n }\n\n public valueOf(): number {\n return this.bitfield;\n }\n\n public toJSON(): number {\n return this.bitfield;\n }\n}\n\n// ─── Gateway Config ───────────────────────────────────────────────────────────\n\n/** Gateway connection properties (OS, browser, device). */\nexport interface GatewayProperties {\n os?: string;\n browser?: string;\n device?: string;\n [key: string]: unknown;\n}\n/** Gateway presence activity. */\nexport interface GatewayPresenceActivity {\n name: string;\n type?: number;\n url?: string;\n state?: string;\n}\n/** Gateway presence data. */\nexport interface GatewayPresence {\n status?: \"online\" | \"dnd\" | \"idle\" | \"invisible\" | \"offline\";\n activities?: GatewayPresenceActivity[];\n afk?: boolean;\n since?: number | null;\n}\n/** Client configuration. */\nexport interface ClientOptions {\n token: string;\n intents: GatewayIntentResolvable;\n gateway?: GatewayOptions;\n rest?: RESTOptions;\n}\n/** Gateway connection configuration. */\nexport interface GatewayOptions {\n intents?: GatewayIntentResolvable;\n reconnect?: boolean;\n maxReconnectAttempts?: number;\n reconnectBaseDelay?: number;\n reconnectMaxDelay?: number;\n shardId?: number;\n shardCount?: number;\n properties?: GatewayProperties;\n presence?: GatewayPresence;\n}\n\n/** REST request configuration. */\nexport interface RESTOptions {\n timeout?: number;\n retries?: number;\n baseURL?: string;\n}\n",
13
+ "// ─── Gateway Intents ─────────────────────────────────────────────────────────\n\n/** Gateway intent bit flags supported by Discord (PascalCase). */\nexport const GatewayIntentBits = {\n Guilds: 1 << 0,\n GuildMembers: 1 << 1,\n GuildModeration: 1 << 2,\n GuildExpressions: 1 << 3,\n GuildIntegrations: 1 << 4,\n GuildWebhooks: 1 << 5,\n GuildInvites: 1 << 6,\n GuildVoiceStates: 1 << 7,\n GuildPresences: 1 << 8,\n GuildMessages: 1 << 9,\n GuildMessageReactions: 1 << 10,\n GuildMessageTyping: 1 << 11,\n DirectMessages: 1 << 12,\n DirectMessageReactions: 1 << 13,\n DirectMessageTyping: 1 << 14,\n MessageContent: 1 << 15,\n GuildScheduledEvents: 1 << 16,\n AutoModerationConfiguration: 1 << 20,\n AutoModerationExecution: 1 << 21,\n GuildMessagePolls: 1 << 24,\n DirectMessagePolls: 1 << 25,\n} as const;\n\n/** Idiomatic camelCase Gateway intent bit flags supported by Discord. */\nexport const IntentBits = {\n guild: 1 << 0,\n guilds: 1 << 0,\n guildMembers: 1 << 1,\n guildModeration: 1 << 2,\n guildBans: 1 << 2,\n guildExpressions: 1 << 3,\n guildEmojis: 1 << 3,\n guildEmojisAndStickers: 1 << 3,\n guildIntegrations: 1 << 4,\n guildWebhooks: 1 << 5,\n guildInvites: 1 << 6,\n guildVoiceStates: 1 << 7,\n guildPresences: 1 << 8,\n guildMessages: 1 << 9,\n guildMessage: 1 << 9,\n guildMessageReactions: 1 << 10,\n guildMessageTyping: 1 << 11,\n directMessages: 1 << 12,\n directMessageReactions: 1 << 13,\n directMessageTyping: 1 << 14,\n messageContent: 1 << 15,\n guildScheduledEvents: 1 << 16,\n autoModerationConfiguration: 1 << 20,\n autoModerationExecution: 1 << 21,\n guildMessagePolls: 1 << 24,\n directMessagePolls: 1 << 25,\n} as const;\n\n/** Alias for IntentBits. */\nexport const Intents = IntentBits;\n\n/** Gateway intent resolvable value (single bitfield, enum key, or array of bitfields/strings). */\nexport type GatewayIntentResolvable =\n | number\n | keyof typeof GatewayIntentBits\n | keyof typeof IntentBits\n | (\n | number\n | keyof typeof GatewayIntentBits\n | keyof typeof IntentBits\n | string\n )[]\n | { readonly bitfield: number };\n\n/** Resolves any GatewayIntentResolvable into a raw bitfield integer. */\nexport function resolveGatewayIntents(\n intents: GatewayIntentResolvable,\n): number {\n if (typeof intents === \"number\") return intents;\n if (intents && typeof intents === \"object\" && !Array.isArray(intents))\n return intents.bitfield;\n if (Array.isArray(intents)) {\n return intents.reduce<number>((acc, intent) => {\n return acc | resolveGatewayIntents(intent as any);\n }, 0);\n }\n if (typeof intents === \"string\") {\n if (intents in GatewayIntentBits)\n return (GatewayIntentBits as Record<string, number>)[intents]!;\n if (intents in IntentBits)\n return (IntentBits as Record<string, number>)[intents]!;\n const lower = intents.charAt(0).toLowerCase() + intents.slice(1);\n if (lower in IntentBits)\n return (IntentBits as Record<string, number>)[lower]!;\n const num = Number(intents);\n if (!Number.isNaN(num)) return num;\n }\n return 0;\n}\n\n/**\n * Discord.js-familiar intent bitfield.\n * @example new IntentsBitField([IntentsBitField.Flags.Guilds, \"GuildMessages\"])\n */\nexport class IntentsBitField {\n /** Intent flag values by name. */\n public static readonly Flags = GatewayIntentBits;\n /** Raw intent bitfield. */\n public bitfield: number;\n\n public constructor(bits: GatewayIntentResolvable = 0) {\n this.bitfield = resolveGatewayIntents(bits);\n }\n\n /** Whether every given intent is set. */\n public has(bits: GatewayIntentResolvable): boolean {\n const resolved = resolveGatewayIntents(bits);\n return (this.bitfield & resolved) === resolved;\n }\n\n /** Whether any given intent is set. */\n public any(bits: GatewayIntentResolvable): boolean {\n return (this.bitfield & resolveGatewayIntents(bits)) !== 0;\n }\n\n /** Adds intents in place. @returns This bitfield. */\n public add(...bits: GatewayIntentResolvable[]): this {\n for (const bit of bits) this.bitfield |= resolveGatewayIntents(bit);\n return this;\n }\n\n /** Removes intents in place. @returns This bitfield. */\n public remove(...bits: GatewayIntentResolvable[]): this {\n for (const bit of bits) this.bitfield &= ~resolveGatewayIntents(bit);\n return this;\n }\n\n /** Names of the set intents. */\n public toArray(): (keyof typeof GatewayIntentBits)[] {\n return (\n Object.keys(GatewayIntentBits) as (keyof typeof GatewayIntentBits)[]\n ).filter((name) => this.has(GatewayIntentBits[name]));\n }\n\n /** Whether this equals another bitfield. */\n public equals(bits: GatewayIntentResolvable): boolean {\n return this.bitfield === resolveGatewayIntents(bits);\n }\n\n public valueOf(): number {\n return this.bitfield;\n }\n\n public toJSON(): number {\n return this.bitfield;\n }\n}\n\n// ─── Gateway Config ───────────────────────────────────────────────────────────\n\n/** Gateway connection properties (OS, browser, device). */\nexport interface GatewayProperties {\n os?: string;\n browser?: string;\n device?: string;\n [key: string]: unknown;\n}\n/** Gateway presence activity. */\nexport interface GatewayPresenceActivity {\n name: string;\n type?: number;\n url?: string;\n state?: string;\n}\n/** Gateway presence data. */\nexport interface GatewayPresence {\n status?: \"online\" | \"dnd\" | \"idle\" | \"invisible\" | \"offline\";\n activities?: GatewayPresenceActivity[];\n afk?: boolean;\n since?: number | null;\n}\n/** Client configuration. */\nexport interface ClientOptions {\n token: string;\n intents: GatewayIntentResolvable;\n gateway?: GatewayOptions;\n rest?: RESTOptions;\n /** Opt-in bounded per-channel message cache. Messages are not cached by default. */\n messageCache?: { maxSize?: number; ttl?: number };\n /**\n * Which resources the client keeps from Gateway events. Everything is\n * cached by default; large bots can turn off what they do not read.\n * Events are still emitted either way.\n */\n cache?: {\n users?: boolean;\n members?: boolean;\n roles?: boolean;\n emojis?: boolean;\n };\n}\n/** Gateway connection configuration. */\nexport interface GatewayOptions {\n intents?: GatewayIntentResolvable;\n reconnect?: boolean;\n maxReconnectAttempts?: number;\n reconnectBaseDelay?: number;\n reconnectMaxDelay?: number;\n shardId?: number;\n shardCount?: number;\n properties?: GatewayProperties;\n presence?: GatewayPresence;\n}\n\n/** REST request configuration. */\nexport interface RESTOptions {\n timeout?: number;\n retries?: number;\n baseURL?: string;\n}\n",
14
14
  "/** Gateway connection lifecycle states. */\nexport enum GatewayState {\n /** Initial connection state. */ Connect = \"CONNECT\",\n /** Gateway HELLO received state. */ Hello = \"HELLO\",\n /** IDENTIFY operation in progress. */ Identify = \"IDENTIFY\",\n /** RESUME operation in progress. */ Resume = \"RESUME\",\n /** Gateway READY state. */ Ready = \"READY\",\n /** Gateway dispatch processing state. */ Dispatch = \"DISPATCH\",\n /** Heartbeat processing state. */ Heartbeat = \"HEARTBEAT\",\n /** Reconnect in progress. */ Reconnect = \"RECONNECT\",\n /** Gateway is permanently closed. */ Closed = \"CLOSED\",\n}\n/**\n * Discord.js-familiar alias for {@link GatewayState}.\n *\n * Discord.js exposes connection status via a `Status` enum. Lunibee's canonical\n * name is {@link GatewayState}; this is an additive alias so `discord.js` users\n * find the expected name. Note the *values* remain Lunibee's string states\n * (e.g. `\"READY\"`), not Discord.js's numeric `Status` members — an intentional\n * divergence documented in the compatibility matrix.\n */\nexport { GatewayState as Status };\n/** Gateway protocol error. */\nexport class GatewayError extends Error {\n /** Gateway close/error code. */ public readonly code?: number;\n /** Creates a Gateway error. @param message Error message. @param code Optional Gateway code. @param options Optional error metadata. */ public constructor(\n message: string,\n code?: number,\n options?: ErrorOptions,\n ) {\n super(message, options);\n this.name = \"GatewayError\";\n this.code = code;\n }\n}\n",
15
15
  "/**\n * Sliding-window budget for outgoing Gateway payloads.\n *\n * Discord allows 120 sends per 60 seconds. Application traffic is capped at\n * 115 so the remaining headroom is reserved for privileged sends (heartbeats),\n * which are still recorded so the true total stays under Discord's limit.\n */\nexport class SendBudget {\n readonly #timestamps: number[] = [];\n readonly #limit: number;\n readonly #windowMs: number;\n\n public constructor(limit = 115, windowMs = 60_000) {\n this.#limit = limit;\n this.#windowMs = windowMs;\n }\n\n /** Sends recorded within the current window. */\n public get used(): number {\n return this.#timestamps.length;\n }\n\n /** Whether a send may go out now. Privileged sends always may. */\n public allows(privileged: boolean, now = Date.now()): boolean {\n while (\n this.#timestamps.length &&\n now - this.#timestamps[0]! >= this.#windowMs\n )\n this.#timestamps.shift();\n return privileged || this.#timestamps.length < this.#limit;\n }\n\n /** Records a send that went out. */\n public record(now = Date.now()): void {\n this.#timestamps.push(now);\n }\n}\n",
16
- "import { GatewaySession } from \"./session.js\";\nimport { GatewayHeartbeat, type HeartbeatTimeout } from \"./heartbeat.js\";\nimport { GatewayCloseCodes } from \"./close-codes.js\";\nimport { GatewayReconnect, type CloseAction } from \"./reconnect.js\";\nimport { WebSocketTransport, type SocketFactory } from \"./transport.js\";\nimport { GatewayOpcodes } from \"./opcodes.js\";\nimport {\n classifyFrame,\n identifyPayload,\n resumePayload,\n heartbeatPayload,\n type GatewayAction,\n} from \"./protocol.js\";\nimport {\n resolveGatewayIntents,\n type GatewayPayload,\n type GatewayProperties,\n type GatewayPresence,\n type GatewayIntentResolvable,\n} from \"@lunibee/types\";\n\nexport {\n classifyFrame,\n classifyPayload,\n identifyPayload,\n resumePayload,\n heartbeatPayload,\n type GatewayAction,\n type ProtocolResult,\n type ProtocolViolation,\n type IdentifyOptions,\n type IdentifyProperties,\n} from \"./protocol.js\";\n\nexport {\n WebSocketTransport,\n type TransportHandlers,\n type TransportOptions,\n type SocketFactory,\n} from \"./transport.js\";\n\nexport {\n createDecoder,\n PlainTextDecoder,\n ZlibStreamDecoder,\n type GatewayDecoder,\n} from \"./decoder.js\";\n\nexport {\n GatewayReconnect,\n classifyCloseCode,\n FATAL_CLOSE_CODES,\n IDENTIFY_CLOSE_CODES,\n type CloseAction,\n type ReconnectOptions,\n type ScheduleResult,\n type ScheduleRefusal,\n} from \"./reconnect.js\";\n\nexport {\n GatewayHeartbeat,\n type HeartbeatOptions,\n type HeartbeatTimeout,\n} from \"./heartbeat.js\";\n\nexport {\n GatewaySession,\n type ResumeInfo,\n type HandshakeIntent,\n type InvalidationReason,\n} from \"./session.js\";\n\nexport { GatewayOpcodes } from \"./opcodes.js\";\n\nexport { GatewayCloseCodes } from \"./close-codes.js\";\n\nexport { GatewayState, Status, GatewayError } from \"./state.js\";\nimport { GatewayState, GatewayError } from \"./state.js\";\nimport { SendBudget } from \"./send-budget.js\";\n/** Gateway connection configuration. */\nexport interface GatewayOptions {\n /** Authentication token. */ token: string;\n /** Gateway intent bitfield or resolvable. */ intents: GatewayIntentResolvable;\n /** Shard identifier. */ shardId?: number;\n /** Total shard count. */ shardCount?: number;\n /** Whether automatic reconnect is enabled. */ reconnect?: boolean;\n /** Maximum reconnect attempts. */ maxReconnectAttempts?: number;\n /** Initial reconnect delay. */ reconnectBaseDelay?: number;\n /** Maximum reconnect delay. */ reconnectMaxDelay?: number;\n /** Heartbeat acknowledgement timeout. */ heartbeatAckTimeout?: number;\n /** Zombie connection timeout. */ zombieTimeout?: number;\n /** Identification properties. */ properties?: GatewayProperties;\n /** Presence data. */ presence?: GatewayPresence;\n /**\n * Whether to enable zlib-stream transport compression.\n * Decoded with a persistent `node:zlib` inflate stream, matching\n * Discord's zlib-wrapped stream framing (`Z_SYNC_FLUSH` boundaries).\n * When enabled, appends `&compress=zlib-stream` to the Gateway URL.\n */\n compress?: boolean;\n /**\n * Constructs the underlying socket. Defaults to the ambient `WebSocket`.\n * Injected to run the Gateway on an alternative transport, or on a stub.\n */\n createSocket?: SocketFactory;\n}\n/** Discord's main Gateway endpoint, used when no resume host is known. */\nconst DEFAULT_GATEWAY_URL = \"wss://gateway.discord.gg/?v=10&encoding=json\";\n\n/** Gateway event listener. */\ntype GatewayListener = (data: unknown) => unknown;\n/** Manages a Discord Gateway connection. */\nexport class Gateway {\n /** Current Gateway lifecycle state. */\n public state: GatewayState = GatewayState.Connect;\n #options: Required<\n Omit<\n GatewayOptions,\n \"properties\" | \"presence\" | \"compress\" | \"createSocket\" | \"intents\"\n >\n > & {\n /** Resolved intent bitfield, never the resolvable form. */\n intents: number;\n properties?: GatewayProperties;\n presence?: GatewayPresence;\n compress?: boolean;\n };\n /**\n * The socket this connection runs on.\n *\n * The Gateway never touches a `WebSocket` directly: construction, listener\n * wiring, replacement and decoding all belong to the transport.\n */\n readonly #transport: WebSocketTransport;\n /**\n * Session identity and the IDENTIFY-vs-RESUME decision.\n *\n * The Gateway holds no session fields of its own: every read and write goes\n * through the session, which rejects mutations from a superseded socket.\n */\n readonly #session = new GatewaySession();\n /** Token of the socket this Gateway currently owns. */\n #token = 0;\n /**\n * Heartbeat, acknowledgement deadline and staleness watch.\n *\n * The Gateway holds no heartbeat timers of its own; it supplies the socket\n * and decides what to close when liveness fails.\n */\n readonly #heartbeat: GatewayHeartbeat;\n #closed = false;\n /**\n * Close classification, backoff, scheduling, and the coordination that\n * keeps at most one logical connection attempt in flight.\n */\n readonly #reconnect: GatewayReconnect;\n readonly #listeners = new Map<string, Set<GatewayListener>>();\n /** Application send budget under Discord's 120-per-60s limit. */\n readonly #sendBudget = new SendBudget();\n public ping: number = -1;\n /** Creates a Gateway connection manager. @param options Gateway configuration. @throws {TypeError|RangeError} If configuration is invalid. */\n public constructor(options: GatewayOptions) {\n if (!options.token?.trim())\n throw new TypeError(\"A Gateway token is required.\");\n const resolvedIntents = resolveGatewayIntents(options.intents);\n if (!Number.isInteger(resolvedIntents) || resolvedIntents < 0)\n throw new TypeError(\n \"Gateway intents must be a non-negative integer.\",\n );\n this.#options = {\n shardId: 0,\n shardCount: 1,\n reconnect: true,\n maxReconnectAttempts: Infinity,\n reconnectBaseDelay: 1000,\n reconnectMaxDelay: 30000,\n heartbeatAckTimeout: 10000,\n zombieTimeout: 30000,\n properties: {\n os: \"Android\",\n browser: \"Discord Android\",\n device: \"Discord Android\",\n },\n presence: {\n status: \"online\",\n activities: [],\n afk: false,\n since: null,\n },\n ...options,\n // Store the *resolved* bitfield, not the resolvable the caller\n // passed. IDENTIFY must carry a number: sending the array or\n // string form verbatim makes Discord answer 4013 (invalid\n // intents), which is a fatal close — so the documented array form\n // would never connect.\n intents: resolvedIntents,\n };\n if (\n this.#options.shardId < 0 ||\n this.#options.shardId >= this.#options.shardCount\n )\n throw new RangeError(\n \"Gateway shardId must be within the configured shard count.\",\n );\n if (this.#options.zombieTimeout <= this.#options.heartbeatAckTimeout)\n throw new RangeError(\n \"Gateway zombieTimeout must be greater than heartbeatAckTimeout\",\n );\n this.#transport = new WebSocketTransport({\n compress: this.#options.compress,\n createSocket: options.createSocket,\n handlers: {\n onOpen: () => this.#onOpen(),\n onFrame: (raw) => this.#message(raw, this.#token),\n onClose: (code) => this.#close(code, this.#token),\n // Transport failures reach consumers as GatewayError, the\n // type every other Gateway error path already uses.\n onError: (error) =>\n this.#emitError(\n error instanceof GatewayError\n ? error\n : new GatewayError(error.message, undefined, {\n cause: error,\n }),\n ),\n },\n });\n this.#reconnect = new GatewayReconnect({\n enabled: this.#options.reconnect,\n maxAttempts: this.#options.maxReconnectAttempts,\n baseDelay: this.#options.reconnectBaseDelay,\n maxDelay: this.#options.reconnectMaxDelay,\n });\n this.#heartbeat = new GatewayHeartbeat({\n ackTimeout: this.#options.heartbeatAckTimeout,\n zombieTimeout: this.#options.zombieTimeout,\n // Heartbeats are privileged: application traffic must never starve\n // the one payload that keeps the connection alive.\n send: (sequence) =>\n this.#dispatch(heartbeatPayload(sequence), true),\n sequence: () => this.#session.sequence,\n isConnected: () => !this.#closed && this.#transport.connected,\n onTimeout: (timeout) => this.#onHeartbeatTimeout(timeout),\n onError: (error) => this.#emitError(error),\n });\n }\n\n /**\n * Closes a connection that failed a liveness check.\n *\n * The heartbeat decides *that* the connection is dead; the Gateway decides\n * what to do about it, because only the Gateway owns the socket.\n */\n #onHeartbeatTimeout(timeout: HeartbeatTimeout): void {\n if (timeout.type === \"zombie\") {\n this.#emit(\"zombie\", {\n silentFor: timeout.silentFor,\n timeout: timeout.deadline,\n });\n this.#emitError(\n new GatewayError(\n `Gateway connection appears stale after ${timeout.silentFor}ms without traffic.`,\n ),\n );\n } else {\n this.#emitError(\n new GatewayError(\n `Gateway heartbeat acknowledgement timed out after ${timeout.elapsedMs}ms.`,\n ),\n );\n }\n this.#transport.close(\n 1001,\n timeout.type === \"zombie\"\n ? \"Zombie Gateway connection\"\n : \"Heartbeat timeout\",\n );\n }\n\n /** Opens the Gateway connection. @param url Gateway WebSocket URL. @returns Promise fulfilled when the socket opens. @throws {GatewayError} If permanently closed or unable to connect. */\n public connect(url = DEFAULT_GATEWAY_URL): Promise<void> {\n if (this.state === GatewayState.Closed)\n throw new GatewayError(\"Gateway has been permanently closed.\");\n // At most one logical connection attempt is active: concurrent callers\n // join the in-flight attempt rather than opening competing sockets.\n const inFlight = this.#reconnect.attemptPromise;\n if (inFlight) return inFlight;\n // Connecting an already-live Gateway must be a no-op. Opening a second\n // socket leaves the first one unmanaged but still dispatching, which\n // interleaves two sequence streams (corrupting a later RESUME) and\n // sends a second IDENTIFY on the same session.\n if (this.#transport.live) return Promise.resolve();\n // A manual connect supersedes a scheduled reconnect; leaving the timer\n // armed would open a second socket once it fires.\n this.#reconnect.cancel();\n this.#closed = false;\n this.#setState(GatewayState.Connect);\n // Append compression parameter if enabled\n const connectURL = this.#options.compress\n ? url.includes(\"compress=\")\n ? url\n : `${url}&compress=zlib-stream`\n : url;\n return this.#reconnect.attempt(() => this.#open(connectURL));\n }\n /** Permanently closes the Gateway connection. */\n public close(): void {\n this.#closed = true;\n this.#clearTimers();\n this.#settleConnect(\n new GatewayError(\"Gateway connection closed before socket open.\"),\n );\n // Abandon rather than close-and-listen: the Gateway has already decided\n // the connection is over and must not be woken by its close event.\n this.#transport.destroy(1000, \"Client closed connection\");\n this.#setState(GatewayState.Closed);\n }\n /** Registers a Gateway event listener. @param event Event name. @param listener Event callback. @returns This Gateway. */\n /** Emits an event to all registered listeners. @param event Event name. @param data Event payload. */\n public emit(event: string, data?: unknown): void {\n this.#emit(event, data);\n }\n public on(event: string, listener: GatewayListener): this {\n if (!event || typeof listener !== \"function\")\n throw new TypeError(\"Gateway event and listener are required.\");\n let listeners = this.#listeners.get(event);\n if (!listeners) this.#listeners.set(event, (listeners = new Set()));\n listeners.add(listener);\n return this;\n }\n /** Removes a Gateway event listener. @param event Event name. @param listener Event callback. @returns This Gateway. */\n public off(event: string, listener: GatewayListener): this {\n this.#listeners.get(event)?.delete(listener);\n return this;\n }\n /** Sends a Gateway payload. @param payload Gateway payload. @returns Whether it was sent. */\n public send(payload: GatewayPayload): boolean {\n if (!payload || !Number.isInteger(payload.op))\n throw new TypeError(\n \"Gateway payload must contain an integer opcode.\",\n );\n return this.#dispatch(payload, false);\n }\n /**\n * Writes a payload to the socket. Heartbeats pass `privileged` so they are\n * never starved by application traffic: the 115 budget sits below\n * Discord's real 120/60s limit precisely to leave room for them, so\n * spending that headroom on heartbeats is what it is reserved for. They\n * are still recorded, keeping the true total under Discord's limit.\n */\n #dispatch(payload: GatewayPayload, privileged: boolean): boolean {\n if (!this.#transport.connected) return false;\n const now = Date.now();\n if (!this.#sendBudget.allows(privileged, now)) {\n this.#emitError(\n new GatewayError(\"Gateway send rate budget exhausted.\"),\n );\n return false;\n }\n if (!this.#transport.send(JSON.stringify(payload))) return false;\n this.#sendBudget.record(now);\n return true;\n }\n /** Sends a presence update. @param data Presence payload. @returns Whether it was sent. */\n public setPresence(data: GatewayPresence): boolean {\n this.#options.presence = { ...this.#options.presence, ...data };\n const payload = {\n since: this.#options.presence.since ?? null,\n activities: this.#options.presence.activities ?? [],\n status: this.#options.presence.status ?? \"online\",\n afk: Boolean(this.#options.presence.afk),\n };\n return this.send({\n op: GatewayOpcodes.PresenceUpdate,\n d: payload,\n s: null,\n t: null,\n });\n }\n /** Sends a voice state update. @param data Voice state payload. @returns Whether it was sent. */\n public setVoiceState(data: Record<string, unknown>): boolean {\n return this.send({\n op: GatewayOpcodes.VoiceStateUpdate,\n d: data,\n s: null,\n t: null,\n });\n }\n /** Requests guild members. @param data Guild member request payload. @returns Whether it was sent. */\n public requestGuildMembers(data: Record<string, unknown>): boolean {\n return this.send({\n op: GatewayOpcodes.RequestGuildMembers,\n d: data,\n s: null,\n t: null,\n });\n }\n /**\n * Starts one connection attempt.\n *\n * Ownership of the session moves to this attempt before the socket exists,\n * so a frame from the socket being replaced can never be mistaken for one\n * belonging to this connection.\n */\n #open(url: string): void {\n if (this.#closed) return;\n this.#token = this.#session.beginConnection();\n const result = this.#transport.connect(url);\n if (result.ok) return;\n // The socket could not be constructed. The caller's attempt fails with\n // the underlying reason, so a thrown GatewayError keeps its message.\n const failure = this.#normalizeError(result.error);\n this.#emitError(failure);\n if (this.#options.reconnect) {\n this.#setState(GatewayState.Reconnect);\n this.#scheduleReconnect();\n } else {\n this.#settleConnect(failure);\n }\n }\n #onOpen(): void {\n // Watch for silence from the moment the socket opens: a connection\n // that never reaches HELLO must still be detected as dead.\n this.#heartbeat.watch();\n this.#emit(\"open\", undefined);\n this.#settleConnect();\n }\n #message(raw: string, token: number): void {\n // The transport already drops frames from a replaced socket; this\n // second check keeps the session authoritative about who may mutate it.\n if (!this.#session.owns(token)) return;\n const { sequence, action } = classifyFrame(raw);\n // Record before acting: a RESUME must never be built from a sequence\n // the connection has not actually observed. The session ignores a\n // sequence from a superseded connection.\n if (sequence !== null) this.#session.recordSequence(sequence, token);\n this.#apply(action, token);\n }\n /**\n * Performs what the protocol says a frame meant.\n *\n * Every branch is an operation the protocol layer deliberately cannot do\n * for itself: closing a socket, mutating the session, running timers,\n * emitting events.\n */\n #apply(action: GatewayAction, token: number): void {\n switch (action.type) {\n case \"dispatch\":\n this.#setState(GatewayState.Dispatch);\n this.#handleDispatch(action.event, action.data, token);\n return;\n case \"hello\":\n this.#handleHello(action.heartbeatInterval);\n return;\n case \"heartbeat\":\n this.#setState(GatewayState.Heartbeat);\n this.#heartbeat.sendHeartbeat();\n return;\n case \"heartbeat-ack\":\n this.#heartbeat.acknowledge();\n this.ping = this.#heartbeat.latency;\n this.#emit(\"heartbeatAck\", action.data);\n return;\n case \"reconnect\":\n this.#transport.close(1001, \"Server requested reconnect\");\n return;\n case \"invalid-session\": {\n // A resumable invalidation keeps the session; a non-resumable\n // one destroys it, so the next connection must IDENTIFY.\n if (!action.resumable)\n this.#session.invalidate(token, \"invalid-session\");\n this.#emit(\"invalidSession\", action.resumable);\n this.#transport.close(\n action.resumable ? GatewayCloseCodes.UnknownError : 1000,\n action.resumable\n ? \"Invalid session (resumable)\"\n : \"Invalid session\",\n );\n return;\n }\n case \"invalid\":\n this.#emitError(\n new GatewayError(\n action.message,\n undefined,\n action.cause === undefined\n ? undefined\n : { cause: action.cause },\n ),\n );\n this.#transport.close(\n 1002,\n action.violation === \"invalid-json\"\n ? \"Invalid JSON\"\n : action.violation === \"invalid-hello\"\n ? \"Invalid heartbeat interval\"\n : \"Invalid payload\",\n );\n return;\n case \"unknown\":\n // Forward compatibility: Discord may add opcodes, and an\n // unfamiliar one is not a failure.\n return;\n }\n }\n #handleDispatch(event: string | null, data: unknown, token: number): void {\n if (event === \"READY\") {\n if (!this.#session.activate(data, token)) {\n // Either the payload lacked session information or this socket\n // no longer owns the session; only the former is an error.\n if (this.#session.owns(token))\n this.#emitError(\n new GatewayError(\n \"Gateway READY payload is missing session information\",\n ),\n );\n return;\n }\n this.#reconnect.reset();\n this.#setState(GatewayState.Ready);\n this.#emit(\"ready\", data);\n } else if (event === \"RESUMED\") {\n // A successful RESUME ends the reconnect cycle just like READY:\n // reset the backoff counter so a later disconnect starts from the\n // base delay, mark the connection READY, and surface a Discord.js-\n // familiar `resumed` event.\n this.#reconnect.reset();\n this.#setState(GatewayState.Ready);\n this.#emit(\"resumed\", data);\n }\n this.#emit(\"RAW\", { event: event ?? \"UNKNOWN\", data });\n if (this.#closed) return;\n this.#emit(event ?? \"dispatch\", data);\n }\n #handleHello(interval: number): void {\n this.#setState(\n this.#session.canResume ? GatewayState.Resume : GatewayState.Hello,\n );\n this.#heartbeat.start(interval);\n this.#identifyOrResume();\n }\n #identifyOrResume(): void {\n const intent = this.#session.handshake();\n // IDENTIFY/RESUME are privileged for the same reason heartbeats are:\n // dropping one leaves the shard connected but never READY, recoverable\n // only via the zombie timeout. Application traffic must never starve\n // the handshake out of the send budget.\n if (intent.type === \"resume\") {\n this.#setState(GatewayState.Resume);\n this.#dispatch(resumePayload(this.#options.token, intent), true);\n return;\n }\n this.#setState(GatewayState.Identify);\n this.#dispatch(\n identifyPayload({\n token: this.#options.token,\n intents: this.#options.intents,\n shardId: this.#options.shardId,\n shardCount: this.#options.shardCount,\n properties: this.#options.properties,\n presence: this.#options.presence,\n }),\n true,\n );\n }\n #close(code: number, token: number): void {\n this.#clearTimers();\n const action: CloseAction = this.#reconnect.classifyClose(\n code,\n this.#session.canResume,\n );\n this.#emit(\"close\", { code, action });\n if (this.#closed || !this.#reconnect.enabled || action === \"stop\") {\n // A fatal close is terminal: the condition behind 4004/4013/4014\n // cannot fix itself, so the Gateway settles as CLOSED rather than\n // sitting in CONNECT looking like it is about to try again (WS-003).\n if (action === \"stop\") this.#closed = true;\n this.#setState(\n this.#closed ? GatewayState.Closed : GatewayState.Connect,\n );\n if (this.#reconnect.connecting)\n this.#reconnect.settle(\n new GatewayError(\n `Gateway closed before READY (code ${code}).`,\n code,\n ),\n );\n return;\n }\n if (action === \"identify\")\n // Fresh IDENTIFY: drop the session AND its resume host so the\n // reconnect targets the main Gateway, not a stale resume URL.\n this.#session.invalidate(token, \"session-timeout\");\n this.#setState(GatewayState.Reconnect);\n this.#scheduleReconnect();\n }\n #scheduleReconnect(): void {\n if (this.#closed) return;\n const result = this.#reconnect.schedule(() =>\n this.#open(this.#session.connectURL(DEFAULT_GATEWAY_URL)),\n );\n if (result.scheduled || result.reason !== \"exhausted\") return;\n this.#reconnect.settle(\n new GatewayError(\"Gateway reconnect attempts exhausted.\"),\n );\n this.#setState(GatewayState.Connect);\n }\n #settleConnect(error?: GatewayError): void {\n this.#reconnect.settle(error);\n }\n #clearTimers(): void {\n this.#reconnect.cancel();\n this.#heartbeat.stop();\n }\n #normalizeError(error: unknown): GatewayError {\n return error instanceof GatewayError\n ? error\n : new GatewayError(\"Gateway connection failed.\", undefined, {\n cause: error,\n });\n }\n #emitError(error: unknown): void {\n this.#emit(\n \"error\",\n error instanceof Error ? error : new GatewayError(String(error)),\n );\n }\n #emit(event: string, data: unknown): void {\n for (const listener of this.#listeners.get(event) ?? []) {\n try {\n const result = listener(data);\n if (\n result &&\n typeof (result as PromiseLike<unknown>).then === \"function\"\n )\n void Promise.resolve(result).catch((error) => {\n if (event !== \"error\") this.#emitError(error);\n });\n } catch (error) {\n if (event !== \"error\") this.#emitError(error);\n }\n }\n }\n /** Changes the Gateway lifecycle state. @param next Next lifecycle state. */\n #setState(next: GatewayState): void {\n if (this.state === next) return;\n const previous = this.state;\n this.state = next;\n this.#emit(\"stateChange\", { previous, next });\n }\n}\n"
16
+ "import { GatewaySession } from \"./session.js\";\nimport { GatewayHeartbeat, type HeartbeatTimeout } from \"./heartbeat.js\";\nimport { GatewayCloseCodes } from \"./close-codes.js\";\nimport { GatewayReconnect, type CloseAction } from \"./reconnect.js\";\nimport { WebSocketTransport, type SocketFactory } from \"./transport.js\";\nimport { GatewayOpcodes } from \"./opcodes.js\";\nimport {\n classifyFrame,\n identifyPayload,\n resumePayload,\n heartbeatPayload,\n type GatewayAction,\n} from \"./protocol.js\";\nimport {\n resolveGatewayIntents,\n type GatewayPayload,\n type GatewayProperties,\n type GatewayPresence,\n type GatewayIntentResolvable,\n} from \"@lunibee/types\";\n\nexport {\n classifyFrame,\n classifyPayload,\n identifyPayload,\n resumePayload,\n heartbeatPayload,\n type GatewayAction,\n type ProtocolResult,\n type ProtocolViolation,\n type IdentifyOptions,\n type IdentifyProperties,\n} from \"./protocol.js\";\n\nexport {\n WebSocketTransport,\n type TransportHandlers,\n type TransportOptions,\n type SocketFactory,\n} from \"./transport.js\";\n\nexport {\n createDecoder,\n PlainTextDecoder,\n ZlibStreamDecoder,\n type GatewayDecoder,\n} from \"./decoder.js\";\n\nexport {\n GatewayReconnect,\n classifyCloseCode,\n FATAL_CLOSE_CODES,\n IDENTIFY_CLOSE_CODES,\n type CloseAction,\n type ReconnectOptions,\n type ScheduleResult,\n type ScheduleRefusal,\n} from \"./reconnect.js\";\n\nexport {\n GatewayHeartbeat,\n type HeartbeatOptions,\n type HeartbeatTimeout,\n} from \"./heartbeat.js\";\n\nexport {\n GatewaySession,\n type ResumeInfo,\n type HandshakeIntent,\n type InvalidationReason,\n} from \"./session.js\";\n\nexport { GatewayOpcodes } from \"./opcodes.js\";\n\nexport { GatewayCloseCodes } from \"./close-codes.js\";\n\nexport { GatewayState, Status, GatewayError } from \"./state.js\";\nimport { GatewayState, GatewayError } from \"./state.js\";\nimport { SendBudget } from \"./send-budget.js\";\n/** Gateway connection configuration. */\nexport interface GatewayOptions {\n /** Authentication token. */ token: string;\n /** Gateway intent bitfield or resolvable. */ intents: GatewayIntentResolvable;\n /** Shard identifier. */ shardId?: number;\n /** Total shard count. */ shardCount?: number;\n /** Whether automatic reconnect is enabled. */ reconnect?: boolean;\n /** Maximum reconnect attempts. */ maxReconnectAttempts?: number;\n /** Initial reconnect delay. */ reconnectBaseDelay?: number;\n /** Maximum reconnect delay. */ reconnectMaxDelay?: number;\n /** Heartbeat acknowledgement timeout. */ heartbeatAckTimeout?: number;\n /** Zombie connection timeout. */ zombieTimeout?: number;\n /** Identification properties. */ properties?: GatewayProperties;\n /** Presence data. */ presence?: GatewayPresence;\n /**\n * Whether to enable zlib-stream transport compression.\n * Decoded with a persistent `node:zlib` inflate stream, matching\n * Discord's zlib-wrapped stream framing (`Z_SYNC_FLUSH` boundaries).\n * When enabled, appends `&compress=zlib-stream` to the Gateway URL.\n */\n compress?: boolean;\n /**\n * Constructs the underlying socket. Defaults to the ambient `WebSocket`.\n * Injected to run the Gateway on an alternative transport, or on a stub.\n */\n createSocket?: SocketFactory;\n}\n/** Discord's main Gateway endpoint, used when no resume host is known. */\n/**\n * Close code for connections Lunibee means to RESUME. Discord invalidates the\n * session when a client closes with 1000 or 1001, so a reconnect that should\n * keep its session must close with anything else.\n */\nconst RESUMABLE_CLOSE_CODE = 4900;\nconst DEFAULT_GATEWAY_URL = \"wss://gateway.discord.gg/?v=10&encoding=json\";\n\n/** Gateway event listener. */\ntype GatewayListener = (data: unknown) => unknown;\n/** Manages a Discord Gateway connection. */\nexport class Gateway {\n /** Current Gateway lifecycle state. */\n public state: GatewayState = GatewayState.Connect;\n #options: Required<\n Omit<\n GatewayOptions,\n \"properties\" | \"presence\" | \"compress\" | \"createSocket\" | \"intents\"\n >\n > & {\n /** Resolved intent bitfield, never the resolvable form. */\n intents: number;\n properties?: GatewayProperties;\n presence?: GatewayPresence;\n compress?: boolean;\n };\n /**\n * The socket this connection runs on.\n *\n * The Gateway never touches a `WebSocket` directly: construction, listener\n * wiring, replacement and decoding all belong to the transport.\n */\n readonly #transport: WebSocketTransport;\n /**\n * Session identity and the IDENTIFY-vs-RESUME decision.\n *\n * The Gateway holds no session fields of its own: every read and write goes\n * through the session, which rejects mutations from a superseded socket.\n */\n readonly #session = new GatewaySession();\n /** Token of the socket this Gateway currently owns. */\n #token = 0;\n /**\n * Heartbeat, acknowledgement deadline and staleness watch.\n *\n * The Gateway holds no heartbeat timers of its own; it supplies the socket\n * and decides what to close when liveness fails.\n */\n readonly #heartbeat: GatewayHeartbeat;\n #closed = false;\n /**\n * Close classification, backoff, scheduling, and the coordination that\n * keeps at most one logical connection attempt in flight.\n */\n readonly #reconnect: GatewayReconnect;\n readonly #listeners = new Map<string, Set<GatewayListener>>();\n /** Application send budget under Discord's 120-per-60s limit. */\n readonly #sendBudget = new SendBudget();\n public ping: number = -1;\n /** Creates a Gateway connection manager. @param options Gateway configuration. @throws {TypeError|RangeError} If configuration is invalid. */\n public constructor(options: GatewayOptions) {\n if (!options.token?.trim())\n throw new TypeError(\"A Gateway token is required.\");\n const resolvedIntents = resolveGatewayIntents(options.intents);\n if (!Number.isInteger(resolvedIntents) || resolvedIntents < 0)\n throw new TypeError(\n \"Gateway intents must be a non-negative integer.\",\n );\n this.#options = {\n shardId: 0,\n shardCount: 1,\n reconnect: true,\n maxReconnectAttempts: Infinity,\n reconnectBaseDelay: 1000,\n reconnectMaxDelay: 30000,\n heartbeatAckTimeout: 10000,\n zombieTimeout: 30000,\n properties: {\n os: \"Android\",\n browser: \"Discord Android\",\n device: \"Discord Android\",\n },\n presence: {\n status: \"online\",\n activities: [],\n afk: false,\n since: null,\n },\n ...options,\n // Store the *resolved* bitfield, not the resolvable the caller\n // passed. IDENTIFY must carry a number: sending the array or\n // string form verbatim makes Discord answer 4013 (invalid\n // intents), which is a fatal close — so the documented array form\n // would never connect.\n intents: resolvedIntents,\n };\n if (\n this.#options.shardId < 0 ||\n this.#options.shardId >= this.#options.shardCount\n )\n throw new RangeError(\n \"Gateway shardId must be within the configured shard count.\",\n );\n if (this.#options.zombieTimeout <= this.#options.heartbeatAckTimeout)\n throw new RangeError(\n \"Gateway zombieTimeout must be greater than heartbeatAckTimeout\",\n );\n this.#transport = new WebSocketTransport({\n compress: this.#options.compress,\n createSocket: options.createSocket,\n handlers: {\n onOpen: () => this.#onOpen(),\n onFrame: (raw) => this.#message(raw, this.#token),\n onClose: (code) => this.#close(code, this.#token),\n // Transport failures reach consumers as GatewayError, the\n // type every other Gateway error path already uses.\n onError: (error) =>\n this.#emitError(\n error instanceof GatewayError\n ? error\n : new GatewayError(error.message, undefined, {\n cause: error,\n }),\n ),\n },\n });\n this.#reconnect = new GatewayReconnect({\n enabled: this.#options.reconnect,\n maxAttempts: this.#options.maxReconnectAttempts,\n baseDelay: this.#options.reconnectBaseDelay,\n maxDelay: this.#options.reconnectMaxDelay,\n });\n this.#heartbeat = new GatewayHeartbeat({\n ackTimeout: this.#options.heartbeatAckTimeout,\n zombieTimeout: this.#options.zombieTimeout,\n // Heartbeats are privileged: application traffic must never starve\n // the one payload that keeps the connection alive.\n send: (sequence) =>\n this.#dispatch(heartbeatPayload(sequence), true),\n sequence: () => this.#session.sequence,\n isConnected: () => !this.#closed && this.#transport.connected,\n onTimeout: (timeout) => this.#onHeartbeatTimeout(timeout),\n onError: (error) => this.#emitError(error),\n });\n }\n\n /**\n * Closes a connection that failed a liveness check.\n *\n * The heartbeat decides *that* the connection is dead; the Gateway decides\n * what to do about it, because only the Gateway owns the socket.\n */\n #onHeartbeatTimeout(timeout: HeartbeatTimeout): void {\n if (timeout.type === \"zombie\") {\n this.#emit(\"zombie\", {\n silentFor: timeout.silentFor,\n timeout: timeout.deadline,\n });\n this.#emitError(\n new GatewayError(\n `Gateway connection appears stale after ${timeout.silentFor}ms without traffic.`,\n ),\n );\n } else {\n this.#emitError(\n new GatewayError(\n `Gateway heartbeat acknowledgement timed out after ${timeout.elapsedMs}ms.`,\n ),\n );\n }\n this.#transport.close(\n RESUMABLE_CLOSE_CODE,\n timeout.type === \"zombie\"\n ? \"Zombie Gateway connection\"\n : \"Heartbeat timeout\",\n );\n }\n\n /** Opens the Gateway connection. @param url Gateway WebSocket URL. @returns Promise fulfilled when the socket opens. @throws {GatewayError} If permanently closed or unable to connect. */\n public connect(url = DEFAULT_GATEWAY_URL): Promise<void> {\n if (this.state === GatewayState.Closed)\n throw new GatewayError(\"Gateway has been permanently closed.\");\n // At most one logical connection attempt is active: concurrent callers\n // join the in-flight attempt rather than opening competing sockets.\n const inFlight = this.#reconnect.attemptPromise;\n if (inFlight) return inFlight;\n // Connecting an already-live Gateway must be a no-op. Opening a second\n // socket leaves the first one unmanaged but still dispatching, which\n // interleaves two sequence streams (corrupting a later RESUME) and\n // sends a second IDENTIFY on the same session.\n if (this.#transport.live) return Promise.resolve();\n // A manual connect supersedes a scheduled reconnect; leaving the timer\n // armed would open a second socket once it fires.\n this.#reconnect.cancel();\n this.#closed = false;\n this.#setState(GatewayState.Connect);\n // Append compression parameter if enabled\n const connectURL = this.#options.compress\n ? url.includes(\"compress=\")\n ? url\n : `${url}&compress=zlib-stream`\n : url;\n return this.#reconnect.attempt(() => this.#open(connectURL));\n }\n /** Permanently closes the Gateway connection. */\n public close(): void {\n this.#closed = true;\n this.#clearTimers();\n this.#settleConnect(\n new GatewayError(\"Gateway connection closed before socket open.\"),\n );\n // Abandon rather than close-and-listen: the Gateway has already decided\n // the connection is over and must not be woken by its close event.\n this.#transport.destroy(1000, \"Client closed connection\");\n this.#setState(GatewayState.Closed);\n }\n /** Registers a Gateway event listener. @param event Event name. @param listener Event callback. @returns This Gateway. */\n /** Emits an event to all registered listeners. @param event Event name. @param data Event payload. */\n public emit(event: string, data?: unknown): void {\n this.#emit(event, data);\n }\n public on(event: string, listener: GatewayListener): this {\n if (!event || typeof listener !== \"function\")\n throw new TypeError(\"Gateway event and listener are required.\");\n let listeners = this.#listeners.get(event);\n if (!listeners) this.#listeners.set(event, (listeners = new Set()));\n listeners.add(listener);\n return this;\n }\n /** Removes a Gateway event listener. @param event Event name. @param listener Event callback. @returns This Gateway. */\n public off(event: string, listener: GatewayListener): this {\n this.#listeners.get(event)?.delete(listener);\n return this;\n }\n /** Sends a Gateway payload. @param payload Gateway payload. @returns Whether it was sent. */\n public send(payload: GatewayPayload): boolean {\n if (!payload || !Number.isInteger(payload.op))\n throw new TypeError(\n \"Gateway payload must contain an integer opcode.\",\n );\n return this.#dispatch(payload, false);\n }\n /**\n * Writes a payload to the socket. Heartbeats pass `privileged` so they are\n * never starved by application traffic: the 115 budget sits below\n * Discord's real 120/60s limit precisely to leave room for them, so\n * spending that headroom on heartbeats is what it is reserved for. They\n * are still recorded, keeping the true total under Discord's limit.\n */\n #dispatch(payload: GatewayPayload, privileged: boolean): boolean {\n if (!this.#transport.connected) return false;\n const now = Date.now();\n if (!this.#sendBudget.allows(privileged, now)) {\n this.#emitError(\n new GatewayError(\"Gateway send rate budget exhausted.\"),\n );\n return false;\n }\n if (!this.#transport.send(JSON.stringify(payload))) return false;\n this.#sendBudget.record(now);\n return true;\n }\n /** Sends a presence update. @param data Presence payload. @returns Whether it was sent. */\n public setPresence(data: GatewayPresence): boolean {\n this.#options.presence = { ...this.#options.presence, ...data };\n const payload = {\n since: this.#options.presence.since ?? null,\n activities: this.#options.presence.activities ?? [],\n status: this.#options.presence.status ?? \"online\",\n afk: Boolean(this.#options.presence.afk),\n };\n return this.send({\n op: GatewayOpcodes.PresenceUpdate,\n d: payload,\n s: null,\n t: null,\n });\n }\n /** Sends a voice state update. @param data Voice state payload. @returns Whether it was sent. */\n public setVoiceState(data: Record<string, unknown>): boolean {\n return this.send({\n op: GatewayOpcodes.VoiceStateUpdate,\n d: data,\n s: null,\n t: null,\n });\n }\n /** Requests guild members. @param data Guild member request payload. @returns Whether it was sent. */\n public requestGuildMembers(data: Record<string, unknown>): boolean {\n return this.send({\n op: GatewayOpcodes.RequestGuildMembers,\n d: data,\n s: null,\n t: null,\n });\n }\n /**\n * Starts one connection attempt.\n *\n * Ownership of the session moves to this attempt before the socket exists,\n * so a frame from the socket being replaced can never be mistaken for one\n * belonging to this connection.\n */\n #open(url: string): void {\n if (this.#closed) return;\n this.#token = this.#session.beginConnection();\n const result = this.#transport.connect(url);\n if (result.ok) return;\n // The socket could not be constructed. The caller's attempt fails with\n // the underlying reason, so a thrown GatewayError keeps its message.\n const failure = this.#normalizeError(result.error);\n this.#emitError(failure);\n if (this.#options.reconnect) {\n this.#setState(GatewayState.Reconnect);\n this.#scheduleReconnect();\n } else {\n this.#settleConnect(failure);\n }\n }\n #onOpen(): void {\n // Watch for silence from the moment the socket opens: a connection\n // that never reaches HELLO must still be detected as dead.\n this.#heartbeat.watch();\n this.#emit(\"open\", undefined);\n this.#settleConnect();\n }\n #message(raw: string, token: number): void {\n // The transport already drops frames from a replaced socket; this\n // second check keeps the session authoritative about who may mutate it.\n if (!this.#session.owns(token)) return;\n const { sequence, action } = classifyFrame(raw);\n // Record before acting: a RESUME must never be built from a sequence\n // the connection has not actually observed. The session ignores a\n // sequence from a superseded connection.\n if (sequence !== null) this.#session.recordSequence(sequence, token);\n this.#apply(action, token);\n }\n /**\n * Performs what the protocol says a frame meant.\n *\n * Every branch is an operation the protocol layer deliberately cannot do\n * for itself: closing a socket, mutating the session, running timers,\n * emitting events.\n */\n #apply(action: GatewayAction, token: number): void {\n switch (action.type) {\n case \"dispatch\":\n this.#setState(GatewayState.Dispatch);\n this.#handleDispatch(action.event, action.data, token);\n return;\n case \"hello\":\n this.#handleHello(action.heartbeatInterval);\n return;\n case \"heartbeat\":\n this.#setState(GatewayState.Heartbeat);\n this.#heartbeat.sendHeartbeat();\n return;\n case \"heartbeat-ack\":\n this.#heartbeat.acknowledge();\n this.ping = this.#heartbeat.latency;\n this.#emit(\"heartbeatAck\", action.data);\n return;\n case \"reconnect\":\n this.#transport.close(\n RESUMABLE_CLOSE_CODE,\n \"Server requested reconnect\",\n );\n return;\n case \"invalid-session\": {\n // A resumable invalidation keeps the session; a non-resumable\n // one destroys it, so the next connection must IDENTIFY.\n if (!action.resumable)\n this.#session.invalidate(token, \"invalid-session\");\n this.#emit(\"invalidSession\", action.resumable);\n this.#transport.close(\n action.resumable ? GatewayCloseCodes.UnknownError : 1000,\n action.resumable\n ? \"Invalid session (resumable)\"\n : \"Invalid session\",\n );\n return;\n }\n case \"invalid\":\n this.#emitError(\n new GatewayError(\n action.message,\n undefined,\n action.cause === undefined\n ? undefined\n : { cause: action.cause },\n ),\n );\n this.#transport.close(\n 1002,\n action.violation === \"invalid-json\"\n ? \"Invalid JSON\"\n : action.violation === \"invalid-hello\"\n ? \"Invalid heartbeat interval\"\n : \"Invalid payload\",\n );\n return;\n case \"unknown\":\n // Forward compatibility: Discord may add opcodes, and an\n // unfamiliar one is not a failure.\n return;\n }\n }\n #handleDispatch(event: string | null, data: unknown, token: number): void {\n if (event === \"READY\") {\n if (!this.#session.activate(data, token)) {\n // Either the payload lacked session information or this socket\n // no longer owns the session; only the former is an error.\n if (this.#session.owns(token))\n this.#emitError(\n new GatewayError(\n \"Gateway READY payload is missing session information\",\n ),\n );\n return;\n }\n this.#reconnect.reset();\n this.#setState(GatewayState.Ready);\n this.#emit(\"ready\", data);\n } else if (event === \"RESUMED\") {\n // A successful RESUME ends the reconnect cycle just like READY:\n // reset the backoff counter so a later disconnect starts from the\n // base delay, mark the connection READY, and surface a Discord.js-\n // familiar `resumed` event.\n this.#reconnect.reset();\n this.#setState(GatewayState.Ready);\n this.#emit(\"resumed\", data);\n }\n this.#emit(\"RAW\", { event: event ?? \"UNKNOWN\", data });\n if (this.#closed) return;\n this.#emit(event ?? \"dispatch\", data);\n }\n #handleHello(interval: number): void {\n this.#setState(\n this.#session.canResume ? GatewayState.Resume : GatewayState.Hello,\n );\n this.#heartbeat.start(interval);\n this.#identifyOrResume();\n }\n #identifyOrResume(): void {\n const intent = this.#session.handshake();\n // IDENTIFY/RESUME are privileged for the same reason heartbeats are:\n // dropping one leaves the shard connected but never READY, recoverable\n // only via the zombie timeout. Application traffic must never starve\n // the handshake out of the send budget.\n if (intent.type === \"resume\") {\n this.#setState(GatewayState.Resume);\n this.#dispatch(resumePayload(this.#options.token, intent), true);\n return;\n }\n this.#setState(GatewayState.Identify);\n this.#dispatch(\n identifyPayload({\n token: this.#options.token,\n intents: this.#options.intents,\n shardId: this.#options.shardId,\n shardCount: this.#options.shardCount,\n properties: this.#options.properties,\n presence: this.#options.presence,\n }),\n true,\n );\n }\n #close(code: number, token: number): void {\n this.#clearTimers();\n const action: CloseAction = this.#reconnect.classifyClose(\n code,\n this.#session.canResume,\n );\n this.#emit(\"close\", { code, action });\n if (this.#closed || !this.#reconnect.enabled || action === \"stop\") {\n // A fatal close is terminal: the condition behind 4004/4013/4014\n // cannot fix itself, so the Gateway settles as CLOSED rather than\n // sitting in CONNECT looking like it is about to try again (WS-003).\n if (action === \"stop\") this.#closed = true;\n this.#setState(\n this.#closed ? GatewayState.Closed : GatewayState.Connect,\n );\n if (this.#reconnect.connecting)\n this.#reconnect.settle(\n new GatewayError(\n `Gateway closed before READY (code ${code}).`,\n code,\n ),\n );\n return;\n }\n if (action === \"identify\")\n // Fresh IDENTIFY: drop the session AND its resume host so the\n // reconnect targets the main Gateway, not a stale resume URL.\n this.#session.invalidate(token, \"session-timeout\");\n this.#setState(GatewayState.Reconnect);\n this.#scheduleReconnect();\n }\n #scheduleReconnect(): void {\n if (this.#closed) return;\n const result = this.#reconnect.schedule(() =>\n this.#open(this.#session.connectURL(DEFAULT_GATEWAY_URL)),\n );\n if (result.scheduled || result.reason !== \"exhausted\") return;\n this.#reconnect.settle(\n new GatewayError(\"Gateway reconnect attempts exhausted.\"),\n );\n this.#setState(GatewayState.Connect);\n }\n #settleConnect(error?: GatewayError): void {\n this.#reconnect.settle(error);\n }\n #clearTimers(): void {\n this.#reconnect.cancel();\n this.#heartbeat.stop();\n }\n #normalizeError(error: unknown): GatewayError {\n return error instanceof GatewayError\n ? error\n : new GatewayError(\"Gateway connection failed.\", undefined, {\n cause: error,\n });\n }\n #emitError(error: unknown): void {\n this.#emit(\n \"error\",\n error instanceof Error ? error : new GatewayError(String(error)),\n );\n }\n #emit(event: string, data: unknown): void {\n for (const listener of this.#listeners.get(event) ?? []) {\n try {\n const result = listener(data);\n if (\n result &&\n typeof (result as PromiseLike<unknown>).then === \"function\"\n )\n void Promise.resolve(result).catch((error) => {\n if (event !== \"error\") this.#emitError(error);\n });\n } catch (error) {\n if (event !== \"error\") this.#emitError(error);\n }\n }\n }\n /** Changes the Gateway lifecycle state. @param next Next lifecycle state. */\n #setState(next: GatewayState): void {\n if (this.state === next) return;\n const previous = this.state;\n this.state = next;\n this.#emit(\"stateChange\", { previous, next });\n }\n}\n"
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  ],
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19
+ "debugId": "DF17709D7B996C6F64756E2164756E21",
20
20
  "names": []
21
21
  }
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "lunibee",
3
- "version": "0.1.8",
3
+ "version": "0.2.0",
4
4
  "description": "A lightweight, Bun-first Discord API library.",
5
5
  "type": "module",
6
6
  "main": "./dist/index.js",
@@ -103,19 +103,19 @@
103
103
  "publish:all": "bun run scripts/publish.ts"
104
104
  },
105
105
  "dependencies": {
106
- "@lunibee/builders": "^0.1.8",
107
- "@lunibee/collection": "^0.1.8",
108
- "@lunibee/core": "^0.1.8",
109
- "@lunibee/formatters": "^0.1.8",
110
- "@lunibee/handlers": "^0.1.8",
111
- "@lunibee/managers": "^0.1.8",
112
- "@lunibee/rest": "^0.1.8",
113
- "@lunibee/sharding": "^0.1.8",
114
- "@lunibee/structures": "^0.1.8",
115
- "@lunibee/types": "^0.1.8",
116
- "@lunibee/utils": "^0.1.8",
117
- "@lunibee/voice": "^0.1.8",
118
- "@lunibee/ws": "^0.1.8"
106
+ "@lunibee/builders": "^0.2.0",
107
+ "@lunibee/collection": "^0.2.0",
108
+ "@lunibee/core": "^0.2.0",
109
+ "@lunibee/formatters": "^0.2.0",
110
+ "@lunibee/handlers": "^0.2.0",
111
+ "@lunibee/managers": "^0.2.0",
112
+ "@lunibee/rest": "^0.2.0",
113
+ "@lunibee/sharding": "^0.2.0",
114
+ "@lunibee/structures": "^0.2.0",
115
+ "@lunibee/types": "^0.2.0",
116
+ "@lunibee/utils": "^0.2.0",
117
+ "@lunibee/voice": "^0.2.0",
118
+ "@lunibee/ws": "^0.2.0"
119
119
  },
120
120
  "devDependencies": {
121
121
  "@types/bun": "^1.4.1",