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) }) return nil } func (s *State) onEvent(iface interface{}) { // TODO: voice states 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") } } // Handle guilds for i := range ev.Guilds { s.batchLog(handleGuildCreate(s.Store, &ev.Guilds[i])...) } // 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") } } // Handle user if err := s.Store.MyselfSet(&ev.User); err != nil { s.stateErr(err, "Failed to set self in state") } case *gateway.GuildCreateEvent: s.batchLog(handleGuildCreate(s.Store, ev)...) case *gateway.GuildUpdateEvent: if err := s.Store.GuildSet((*discord.Guild)(ev)); err != nil { s.stateErr(err, "Failed to update guild in state") } case *gateway.GuildDeleteEvent: if err := s.Store.GuildRemove(ev.ID); err != nil { s.stateErr(err, "Failed to delete guild in state") } case *gateway.GuildMemberAddEvent: if err := s.Store.MemberSet(ev.GuildID, &ev.Member); err != nil { s.stateErr(err, "Failed to add a member in state") } 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") } 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") } case *gateway.GuildMembersChunkEvent: for _, m := range ev.Members { m := m if err := s.Store.MemberSet(ev.GuildID, &m); err != nil { s.stateErr(err, "Failed to add a member from chunk in state") } } for _, p := range ev.Presences { p := p if err := s.Store.PresenceSet(ev.GuildID, &p); err != nil { s.stateErr(err, "Failed to add a presence from chunk in state") } } case *gateway.GuildRoleCreateEvent: if err := s.Store.RoleSet(ev.GuildID, &ev.Role); err != nil { s.stateErr(err, "Failed to add a role in state") } case *gateway.GuildRoleUpdateEvent: if err := s.Store.RoleSet(ev.GuildID, &ev.Role); err != nil { s.stateErr(err, "Failed to update a role in state") } case *gateway.GuildRoleDeleteEvent: if err := s.Store.RoleRemove(ev.GuildID, ev.RoleID); err != nil { s.stateErr(err, "Failed to remove a role in state") } case *gateway.GuildEmojisUpdateEvent: if err := s.Store.EmojiSet(ev.GuildID, ev.Emojis); err != nil { s.stateErr(err, "Failed to update emojis in state") } case *gateway.ChannelCreateEvent: if err := s.Store.ChannelSet((*discord.Channel)(ev)); err != nil { s.stateErr(err, "Failed to create a channel in state") } case *gateway.ChannelUpdateEvent: if err := s.Store.ChannelSet((*discord.Channel)(ev)); err != nil { s.stateErr(err, "Failed to update a channel in state") } case *gateway.ChannelDeleteEvent: if err := s.Store.ChannelRemove((*discord.Channel)(ev)); err != nil { s.stateErr(err, "Failed to remove a channel in state") } // *gateway.ChannelPinsUpdateEvent is not tracked. case *gateway.MessageCreateEvent: if err := s.Store.MessageSet((*discord.Message)(ev)); err != nil { s.stateErr(err, "Failed to add a message in state") } case *gateway.MessageUpdateEvent: if err := s.Store.MessageSet((*discord.Message)(ev)); err != nil { s.stateErr(err, "Failed to update a message in state") } case *gateway.MessageDeleteEvent: if err := s.Store.MessageRemove(ev.ChannelID, ev.ID); err != nil { s.stateErr(err, "Failed to delete a message in state") } 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") } } case *gateway.PresenceUpdateEvent: presence := (*discord.Presence)(ev) if err := s.Store.PresenceSet(ev.GuildID, presence); err != nil { s.stateErr(err, "Failed to update presence in state") } 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") } } case *gateway.UserGuildSettingsUpdateEvent: for i, ugs := range s.Ready.UserGuildSettings { if ugs.GuildID == ev.GuildID { s.Ready.UserGuildSettings[i] = gateway.UserGuildSettings(*ev) } } case *gateway.UserSettingsUpdateEvent: s.Ready.Settings = (*gateway.UserSettings)(ev) case *gateway.UserNoteUpdateEvent: s.Ready.Notes[ev.ID] = ev.Note case *gateway.UserUpdateEvent: if err := s.Store.MyselfSet((*discord.User)(ev)); err != nil { s.stateErr(err, "Failed to update myself from USER_UPDATE") } } } func (s *State) stateErr(err error, wrap string) { s.StateLog(errors.Wrap(err, wrap)) } func (s *State) batchLog(errors ...error) { for _, err := range errors { s.StateLog(err) } } // Helper functions 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") } } 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)) } }