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arikawa/state/state_events.go

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package state
import (
"github.com/diamondburned/arikawa/discord"
"github.com/diamondburned/arikawa/gateway"
"github.com/pkg/errors"
)
func (s *State) hookSession() error {
s.unhooker = s.Session.AddHandler(func(iface interface{}) {
if s.PreHandler != nil {
s.PreHandler.Call(iface)
}
s.onEvent(iface)
s.Handler.Call(iface)
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})
return nil
}
func (s *State) onEvent(iface interface{}) {
switch ev := iface.(type) {
case *gateway.ReadyEvent:
// Set Ready to the state
s.Ready = *ev
// Handle presences
for _, p := range ev.Presences {
p := p
if err := s.Store.PresenceSet(0, &p); err != nil {
s.stateErr(err, "Failed to set global presence")
}
}
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// Handle guilds
for i := range ev.Guilds {
s.batchLog(handleGuildCreate(s.Store, &ev.Guilds[i])...)
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}
// Handle private channels
for i := range ev.PrivateChannels {
if err := s.Store.ChannelSet(&ev.PrivateChannels[i]); err != nil {
s.stateErr(err, "Failed to set channel in state")
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}
}
// Handle user
if err := s.Store.MyselfSet(&ev.User); err != nil {
s.stateErr(err, "Failed to set self in state")
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}
case *gateway.GuildCreateEvent:
s.batchLog(handleGuildCreate(s.Store, ev)...)
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case *gateway.GuildUpdateEvent:
if err := s.Store.GuildSet((*discord.Guild)(ev)); err != nil {
s.stateErr(err, "Failed to update guild in state")
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}
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case *gateway.GuildDeleteEvent:
if err := s.Store.GuildRemove(ev.ID); err != nil {
s.stateErr(err, "Failed to delete guild in state")
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}
case *gateway.GuildMemberAddEvent:
if err := s.Store.MemberSet(ev.GuildID, &ev.Member); err != nil {
s.stateErr(err, "Failed to add a member in state")
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}
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case *gateway.GuildMemberUpdateEvent:
m, err := s.Store.Member(ev.GuildID, ev.User.ID)
if err != nil {
// We can't do much here.
m = &discord.Member{}
}
// Update available fields from ev into m
ev.Update(m)
if err := s.Store.MemberSet(ev.GuildID, m); err != nil {
s.stateErr(err, "Failed to update a member in state")
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}
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case *gateway.GuildMemberRemoveEvent:
if err := s.Store.MemberRemove(ev.GuildID, ev.User.ID); err != nil {
s.stateErr(err, "Failed to remove a member in state")
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}
case *gateway.GuildMembersChunkEvent:
for _, m := range ev.Members {
m := m
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if err := s.Store.MemberSet(ev.GuildID, &m); err != nil {
s.stateErr(err, "Failed to add a member from chunk in state")
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}
}
for _, p := range ev.Presences {
p := p
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if err := s.Store.PresenceSet(ev.GuildID, &p); err != nil {
s.stateErr(err, "Failed to add a presence from chunk in state")
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}
}
case *gateway.GuildRoleCreateEvent:
if err := s.Store.RoleSet(ev.GuildID, &ev.Role); err != nil {
s.stateErr(err, "Failed to add a role in state")
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}
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case *gateway.GuildRoleUpdateEvent:
if err := s.Store.RoleSet(ev.GuildID, &ev.Role); err != nil {
s.stateErr(err, "Failed to update a role in state")
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}
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case *gateway.GuildRoleDeleteEvent:
if err := s.Store.RoleRemove(ev.GuildID, ev.RoleID); err != nil {
s.stateErr(err, "Failed to remove a role in state")
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}
case *gateway.GuildEmojisUpdateEvent:
if err := s.Store.EmojiSet(ev.GuildID, ev.Emojis); err != nil {
s.stateErr(err, "Failed to update emojis in state")
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}
case *gateway.ChannelCreateEvent:
if err := s.Store.ChannelSet((*discord.Channel)(ev)); err != nil {
s.stateErr(err, "Failed to create a channel in state")
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}
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case *gateway.ChannelUpdateEvent:
if err := s.Store.ChannelSet((*discord.Channel)(ev)); err != nil {
s.stateErr(err, "Failed to update a channel in state")
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}
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case *gateway.ChannelDeleteEvent:
if err := s.Store.ChannelRemove((*discord.Channel)(ev)); err != nil {
s.stateErr(err, "Failed to remove a channel in state")
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}
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case *gateway.ChannelPinsUpdateEvent:
// not tracked.
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case *gateway.MessageCreateEvent:
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if err := s.Store.MessageSet(&ev.Message); err != nil {
s.stateErr(err, "Failed to add a message in state")
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}
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case *gateway.MessageUpdateEvent:
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if err := s.Store.MessageSet(&ev.Message); err != nil {
s.stateErr(err, "Failed to update a message in state")
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}
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case *gateway.MessageDeleteEvent:
if err := s.Store.MessageRemove(ev.ChannelID, ev.ID); err != nil {
s.stateErr(err, "Failed to delete a message in state")
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}
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case *gateway.MessageDeleteBulkEvent:
for _, id := range ev.IDs {
if err := s.Store.MessageRemove(ev.ChannelID, id); err != nil {
s.stateErr(err, "Failed to delete bulk meessages in state")
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}
}
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case *gateway.MessageReactionAddEvent:
s.editMessage(ev.ChannelID, ev.MessageID, func(m *discord.Message) bool {
if i := findReaction(m.Reactions, ev.Emoji); i > -1 {
m.Reactions[i].Count++
} else {
var me bool
if u, _ := s.Store.Me(); u != nil {
me = ev.UserID == u.ID
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}
m.Reactions = append(m.Reactions, discord.Reaction{
Count: 1,
Me: me,
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Emoji: ev.Emoji,
})
}
return true
})
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case *gateway.MessageReactionRemoveEvent:
s.editMessage(ev.ChannelID, ev.MessageID, func(m *discord.Message) bool {
var i = findReaction(m.Reactions, ev.Emoji)
if i < 0 {
return false
}
r := &m.Reactions[i]
r.Count--
switch {
case r.Count < 1: // If the count is 0:
// Remove the reaction.
m.Reactions = append(m.Reactions[:i], m.Reactions[i+1:]...)
case r.Me: // If reaction removal is the user's
u, err := s.Store.Me()
if err == nil && ev.UserID == u.ID {
r.Me = false
}
}
return true
})
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case *gateway.MessageReactionRemoveAllEvent:
s.editMessage(ev.ChannelID, ev.MessageID, func(m *discord.Message) bool {
m.Reactions = nil
return true
})
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case *gateway.MessageReactionRemoveEmoji:
s.editMessage(ev.ChannelID, ev.MessageID, func(m *discord.Message) bool {
var i = findReaction(m.Reactions, ev.Emoji)
if i < 0 {
return false
}
m.Reactions = append(m.Reactions[:i], m.Reactions[i+1:]...)
return true
})
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case *gateway.PresenceUpdateEvent:
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if err := s.Store.PresenceSet(ev.GuildID, &ev.Presence); err != nil {
s.stateErr(err, "Failed to update presence in state")
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}
case *gateway.PresencesReplaceEvent:
for i := range *ev {
p := (*ev)[i]
if err := s.Store.PresenceSet(p.GuildID, &p); err != nil {
s.stateErr(err, "Failed to update presence in state")
}
}
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case *gateway.SessionsReplaceEvent:
case *gateway.UserGuildSettingsUpdateEvent:
for i, ugs := range s.Ready.UserGuildSettings {
if ugs.GuildID == ev.GuildID {
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s.Ready.UserGuildSettings[i] = ev.UserGuildSettings
}
}
case *gateway.UserSettingsUpdateEvent:
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s.Ready.Settings = &ev.UserSettings
case *gateway.UserNoteUpdateEvent:
s.Ready.Notes[ev.ID] = ev.Note
case *gateway.UserUpdateEvent:
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if err := s.Store.MyselfSet(&ev.User); err != nil {
s.stateErr(err, "Failed to update myself from USER_UPDATE")
}
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case *gateway.VoiceStateUpdateEvent:
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vs := &ev.VoiceState
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if vs.ChannelID == 0 {
if err := s.Store.VoiceStateRemove(vs.GuildID, vs.UserID); err != nil {
s.stateErr(err, "Failed to remove voice state from state")
}
} else {
if err := s.Store.VoiceStateSet(vs.GuildID, vs); err != nil {
s.stateErr(err, "Failed to update voice state in state")
}
}
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}
}
func (s *State) stateErr(err error, wrap string) {
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s.StateLog(errors.Wrap(err, wrap))
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}
func (s *State) batchLog(errors ...error) {
for _, err := range errors {
s.StateLog(err)
}
}
// Helper functions
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func (s *State) editMessage(ch, msg discord.Snowflake, fn func(m *discord.Message) bool) {
m, err := s.Store.Message(ch, msg)
if err != nil {
return
}
if !fn(m) {
return
}
if err := s.Store.MessageSet(m); err != nil {
s.stateErr(err, "Failed to save message in reaction add")
}
}
func findReaction(rs []discord.Reaction, emoji discord.Emoji) int {
for i := range rs {
if rs[i].Emoji.ID == emoji.ID && rs[i].Emoji.Name == emoji.Name {
return i
}
}
return -1
}
func handleGuildCreate(store Store, guild *gateway.GuildCreateEvent) []error {
// If a guild is unavailable, don't populate it in the state, as the guild
// data is very incomplete.
if guild.Unavailable {
return nil
}
stack, error := newErrorStack()
if err := store.GuildSet(&guild.Guild); err != nil {
error(err, "Failed to set guild in Ready")
}
// Handle guild emojis
if guild.Emojis != nil {
if err := store.EmojiSet(guild.ID, guild.Emojis); err != nil {
error(err, "Failed to set guild emojis")
}
}
// Handle guild member
for i := range guild.Members {
if err := store.MemberSet(guild.ID, &guild.Members[i]); err != nil {
error(err, "Failed to set guild member in Ready")
}
}
// Handle guild channels
for i := range guild.Channels {
if err := store.ChannelSet(&guild.Channels[i]); err != nil {
error(err, "Failed to set guild channel in Ready")
}
}
// Handle guild presences
for i := range guild.Presences {
if err := store.PresenceSet(guild.ID, &guild.Presences[i]); err != nil {
error(err, "Failed to set guild presence in Ready")
}
}
// Handle guild voice states
for i := range guild.VoiceStates {
if err := store.VoiceStateSet(guild.ID, &guild.VoiceStates[i]); err != nil {
error(err, "Failed to set guild voice state in Ready")
}
}
return *stack
}
func newErrorStack() (*[]error, func(error, string)) {
var errs = new([]error)
return errs, func(err error, wrap string) {
*errs = append(*errs, errors.Wrap(err, wrap))
}
}