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arikawa/state/state_events.go
diamondburned 17b9c73ce3
gateway: Refactor for a better concurrent 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")
    })
2021-11-25 14:46:41 -08:00

466 lines
12 KiB
Go

package state
import (
"github.com/pkg/errors"
"github.com/diamondburned/arikawa/v3/discord"
"github.com/diamondburned/arikawa/v3/gateway"
"github.com/diamondburned/arikawa/v3/state/store"
)
func (s *State) hookSession() {
s.Session.AddSyncHandler(func(event interface{}) {
// Call the pre-handler before the state handler.
if s.PreHandler != nil {
s.PreHandler.Call(event)
}
// Run the state handler.
s.onEvent(event)
switch event := event.(type) {
case *gateway.ReadyEvent:
s.Handler.Call(event)
s.handleReady(event)
case *gateway.GuildCreateEvent:
s.Handler.Call(event)
s.handleGuildCreate(event)
case *gateway.GuildDeleteEvent:
s.Handler.Call(event)
s.handleGuildDelete(event)
// https://github.com/discord/discord-api-docs/commit/01665c4
case *gateway.MessageCreateEvent:
if event.Member != nil {
event.Member.User = event.Author
}
s.Handler.Call(event)
case *gateway.MessageUpdateEvent:
if event.Member != nil {
event.Member.User = event.Author
}
s.Handler.Call(event)
default:
s.Handler.Call(event)
}
})
}
func (s *State) onEvent(iface interface{}) {
switch ev := iface.(type) {
case *gateway.ReadyEvent:
// Acquire the ready mutex, but since we're only writing the value and
// not anything in it, we should be fine.
s.readyMu.Lock()
s.ready = *ev
s.readyMu.Unlock()
// Reset the store before proceeding.
if err := s.Cabinet.Reset(); err != nil {
s.stateErr(err, "failed to reset state in Ready")
}
// Handle guilds
for i := range ev.Guilds {
s.batchLog(storeGuildCreate(s.Cabinet, &ev.Guilds[i]))
}
// Handle guild presences
for i, presence := range ev.Presences {
if err := s.Cabinet.PresenceSet(presence.GuildID, &ev.Presences[i], false); err != nil {
s.stateErr(err, "failed to set presence in Ready")
}
}
// Handle private channels
for i := range ev.PrivateChannels {
if err := s.Cabinet.ChannelSet(&ev.PrivateChannels[i], false); err != nil {
s.stateErr(err, "failed to set channel in Ready")
}
}
// Handle user
if err := s.Cabinet.MyselfSet(ev.User, false); err != nil {
s.stateErr(err, "failed to set self in Ready")
}
case *gateway.ReadySupplementalEvent:
// Handle guilds
for _, guild := range ev.Guilds {
// Handle guild voice states
for i := range guild.VoiceStates {
v := &guild.VoiceStates[i]
if err := s.Cabinet.VoiceStateSet(guild.ID, v, false); err != nil {
s.stateErr(err, "failed to set guild voice state in Ready Supplemental")
}
}
}
friendPresences := gateway.ConvertSupplementalPresences(ev.MergedPresences.Friends)
for i := range friendPresences {
if err := s.Cabinet.PresenceSet(0, &friendPresences[i], false); err != nil {
s.stateErr(err, "failed to set friend presence in Ready Supplemental")
}
}
// Discord uses weird indexing, so we'll need the Guilds slice.
ready := s.Ready()
for i := 0; i < len(ready.Guilds) && i < len(ev.MergedMembers); i++ {
guild := ready.Guilds[i]
members := gateway.ConvertSupplementalMembers(ev.MergedMembers[i])
for i := range members {
if err := s.Cabinet.MemberSet(guild.ID, &members[i], false); err != nil {
s.stateErr(err, "failed to set friend presence in Ready Supplemental")
}
}
presences := gateway.ConvertSupplementalPresences(ev.MergedPresences.Guilds[i])
for i := range presences {
if err := s.Cabinet.PresenceSet(guild.ID, &presences[i], false); err != nil {
s.stateErr(err, "failed to set member presence in Ready Supplemental")
}
}
}
case *gateway.GuildCreateEvent:
s.batchLog(storeGuildCreate(s.Cabinet, ev))
case *gateway.GuildUpdateEvent:
if err := s.Cabinet.GuildSet(&ev.Guild, true); err != nil {
s.stateErr(err, "failed to update guild in state")
}
case *gateway.GuildDeleteEvent:
if err := s.Cabinet.GuildRemove(ev.ID); err != nil && !ev.Unavailable {
s.stateErr(err, "failed to delete guild in state")
}
case *gateway.GuildMemberAddEvent:
if err := s.Cabinet.MemberSet(ev.GuildID, &ev.Member, false); err != nil {
s.stateErr(err, "failed to add a member in state")
}
case *gateway.GuildMemberUpdateEvent:
m, err := s.Cabinet.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.UpdateMember(m)
if err := s.Cabinet.MemberSet(ev.GuildID, m, true); err != nil {
s.stateErr(err, "failed to update a member in state")
}
case *gateway.GuildMemberRemoveEvent:
if err := s.Cabinet.MemberRemove(ev.GuildID, ev.User.ID); err != nil {
s.stateErr(err, "failed to remove a member in state")
}
case *gateway.GuildMembersChunkEvent:
for i := range ev.Members {
if err := s.Cabinet.MemberSet(ev.GuildID, &ev.Members[i], false); err != nil {
s.stateErr(err, "failed to add a member from chunk in state")
}
}
for i := range ev.Presences {
if err := s.Cabinet.PresenceSet(ev.GuildID, &ev.Presences[i], false); err != nil {
s.stateErr(err, "failed to add a presence from chunk in state")
}
}
case *gateway.GuildRoleCreateEvent:
if err := s.Cabinet.RoleSet(ev.GuildID, &ev.Role, false); err != nil {
s.stateErr(err, "failed to add a role in state")
}
case *gateway.GuildRoleUpdateEvent:
if err := s.Cabinet.RoleSet(ev.GuildID, &ev.Role, true); err != nil {
s.stateErr(err, "failed to update a role in state")
}
case *gateway.GuildRoleDeleteEvent:
if err := s.Cabinet.RoleRemove(ev.GuildID, ev.RoleID); err != nil {
s.stateErr(err, "failed to remove a role in state")
}
case *gateway.GuildEmojisUpdateEvent:
if err := s.Cabinet.EmojiSet(ev.GuildID, ev.Emojis, true); err != nil {
s.stateErr(err, "failed to update emojis in state")
}
case *gateway.ChannelCreateEvent:
if err := s.Cabinet.ChannelSet(&ev.Channel, false); err != nil {
s.stateErr(err, "failed to create a channel in state")
}
case *gateway.ChannelUpdateEvent:
if err := s.Cabinet.ChannelSet(&ev.Channel, true); err != nil {
s.stateErr(err, "failed to update a channel in state")
}
case *gateway.ChannelDeleteEvent:
if err := s.Cabinet.ChannelRemove(&ev.Channel); err != nil {
s.stateErr(err, "failed to remove a channel in state")
}
case *gateway.ChannelPinsUpdateEvent:
// not tracked.
case *gateway.MessageCreateEvent:
if err := s.Cabinet.MessageSet(&ev.Message, false); err != nil {
s.stateErr(err, "failed to add a message in state")
}
case *gateway.MessageUpdateEvent:
if err := s.Cabinet.MessageSet(&ev.Message, true); err != nil {
s.stateErr(err, "failed to update a message in state")
}
case *gateway.MessageDeleteEvent:
if err := s.Cabinet.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.Cabinet.MessageRemove(ev.ChannelID, id); err != nil {
s.stateErr(err, "failed to delete bulk messages in state")
}
}
case *gateway.MessageReactionAddEvent:
s.editMessage(ev.ChannelID, ev.MessageID, func(m *discord.Message) bool {
if i := findReaction(m.Reactions, ev.Emoji); i > -1 {
// Copy the reactions slice so it's not racy.
m.Reactions = append([]discord.Reaction(nil), m.Reactions...)
m.Reactions[i].Count++
} else {
var me bool
if u, _ := s.Cabinet.Me(); u != nil {
me = ev.UserID == u.ID
}
old := m.Reactions
m.Reactions = make([]discord.Reaction, 0, len(old)+1)
m.Reactions = append(m.Reactions, old...)
m.Reactions = append(m.Reactions, discord.Reaction{
Count: 1,
Me: me,
Emoji: ev.Emoji,
})
}
return true
})
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]
newCount := r.Count - 1
switch {
case newCount < 1: // If the count is 0:
old := m.Reactions
m.Reactions = make([]discord.Reaction, len(m.Reactions)-1)
copy(m.Reactions[0:], old[:i])
copy(m.Reactions[i:], old[i+1:])
case r.Me: // If reaction removal is the user's
u, err := s.Cabinet.Me()
if err == nil && ev.UserID == u.ID {
r.Me = false
}
r.Count--
}
return true
})
case *gateway.MessageReactionRemoveAllEvent:
s.editMessage(ev.ChannelID, ev.MessageID, func(m *discord.Message) bool {
m.Reactions = nil
return true
})
case *gateway.MessageReactionRemoveEmojiEvent:
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
})
case *gateway.PresenceUpdateEvent:
if err := s.Cabinet.PresenceSet(ev.GuildID, &ev.Presence, true); err != nil {
s.stateErr(err, "failed to update presence in state")
}
case *gateway.PresencesReplaceEvent:
for _, p := range *ev {
if err := s.Cabinet.PresenceSet(p.GuildID, &p.Presence, true); err != nil {
s.stateErr(err, "failed to update presence in state")
}
}
case *gateway.SessionsReplaceEvent:
// TODO
case *gateway.UserGuildSettingsUpdateEvent:
// TODO
case *gateway.UserSettingsUpdateEvent:
s.readyMu.Lock()
s.ready.UserSettings = &ev.UserSettings
s.readyMu.Unlock()
case *gateway.UserNoteUpdateEvent:
// TODO
case *gateway.UserUpdateEvent:
if err := s.Cabinet.MyselfSet(ev.User, true); err != nil {
s.stateErr(err, "failed to update myself from USER_UPDATE")
}
case *gateway.VoiceStateUpdateEvent:
vs := &ev.VoiceState
if !vs.ChannelID.IsValid() {
if err := s.Cabinet.VoiceStateRemove(vs.GuildID, vs.UserID); err != nil {
s.stateErr(err, "failed to remove voice state from state")
}
} else {
if err := s.Cabinet.VoiceStateSet(vs.GuildID, vs, true); err != nil {
s.stateErr(err, "failed to update voice state in state")
}
}
}
}
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 (s *State) editMessage(ch discord.ChannelID, msg discord.MessageID, fn func(m *discord.Message) bool) {
m, err := s.Cabinet.Message(ch, msg)
if err != nil {
return
}
// Copy the messages.
cpy := *m
m = &cpy
if !fn(m) {
return
}
if err := s.Cabinet.MessageSet(m, true); 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 storeGuildCreate(cab *store.Cabinet, guild *gateway.GuildCreateEvent) []error {
if guild.Unavailable {
return nil
}
stack, errs := newErrorStack()
if err := cab.GuildSet(&guild.Guild, false); err != nil {
errs(err, "failed to set guild in Ready")
}
// Handle guild emojis
if len(guild.Emojis) > 0 {
if err := cab.EmojiSet(guild.ID, guild.Emojis, false); err != nil {
errs(err, "failed to set guild emojis")
}
}
// Handle guild member
for i := range guild.Members {
if err := cab.MemberSet(guild.ID, &guild.Members[i], false); err != nil {
errs(err, "failed to set guild member in Ready")
}
}
// Handle guild channels
for _, ch := range guild.Channels {
// I HATE Discord.
ch := ch
ch.GuildID = guild.ID
if err := cab.ChannelSet(&ch, false); err != nil {
errs(err, "failed to set guild channel in Ready")
}
}
// Handle threads.
for _, ch := range guild.Threads {
ch := ch
ch.GuildID = guild.ID
if err := cab.ChannelSet(&ch, false); err != nil {
errs(err, "failed to set guild thread in Ready")
}
}
// Handle guild presences
for _, p := range guild.Presences {
p := p
p.GuildID = guild.ID
if err := cab.PresenceSet(guild.ID, &p, false); err != nil {
errs(err, "failed to set guild presence in Ready")
}
}
// Handle guild voice states
for _, v := range guild.VoiceStates {
v := v
v.GuildID = guild.ID
if err := cab.VoiceStateSet(guild.ID, &v, false); err != nil {
errs(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))
}
}