This is a workaround for some cases where ReadyEvent cannot be delivered
successfully, e.g. in the case of an unmarshal failure.
We should handle BackgroundErrorEvents in the future that fatally exits
on any unmarshal errors.
This commit adds the Connect and Wait methods into session. This gives
the user a way to block the program until the session runs into an error
or the given ctx is done.
In most cases, Connect is useful when combined with
signal.NotifyContext, and so Connect is preferred over Open.
This commit adds the above 2 methods mostly for the user's convenience.
GatewayIsAlive will be useful when handling CloseError events and
determining if the session was fatal without needing to handle Open().
GatewayError builds upon GatewayIsAlive and returns an error. While the
user could call GatewayIsAlive and LastError themselves, doing so
without locking is technically racy if another thread wants to
reconnect.
This commit makes it so that all API wrapper methods under state will
ignore errors returned from the cabinet setters. This is because an
intermittent error from the state shouldn't shadow the actual result
from the Discord API.
This commit refactors the whole package gateway as well as utils/ws
(formerly utils/wsutil) and voice/voicegateway. The new refactor
utilizes a design pattern involving a concurrent loop and an arriving
event channel.
An additional change was made to the way gateway events are typed.
Before, pretty much any type will satisfy a gateway event type, since
the actual type was just interface{}. The new refactor defines a
concrete interface that events can implement:
type Event interface {
Op() OpCode
EventType() EventType
}
Using this interface, the user can easily add custom gateway events
independently of the library without relying on string maps. This adds a
lot of type safety into the library and makes type-switching on Event
types much more reasonable.
Gateway error callbacks are also almost entirely removed in favor of
custom gateway events. A catch-all can easily be added like this:
s.AddHandler(func(err error) {
log.Println("gateway error:, err")
})
This commit makes it so that all sharded state.State instances will have
its own cabinet store on construction. This ensures that when a State is
reconnected, a Ready event won't wipe the cabinet for all other states.
This commit also fixes a bug with the Shard() and FromGuildID() getters.
This abstraction will mainly be in charge of handling events from a
channel and dispatching them to handlers in a thread safe manner. It
boxes synchronizing mechanisms inside a struct.