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63 lines
1.7 KiB
Go
63 lines
1.7 KiB
Go
package state
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import (
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"github.com/diamondburned/arikawa/v3/gateway"
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)
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func (s *State) handleReady(ev *gateway.ReadyEvent) {
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s.guildMutex.Lock()
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defer s.guildMutex.Unlock()
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for _, g := range ev.Guilds {
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s.unreadyGuilds[g.ID] = struct{}{}
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}
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}
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func (s *State) handleGuildCreate(ev *gateway.GuildCreateEvent) {
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s.guildMutex.Lock()
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var derivedEvent interface{}
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// The guild was previously announced to us in the ready event, and has now
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// become available.
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if _, ok := s.unreadyGuilds[ev.ID]; ok {
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delete(s.unreadyGuilds, ev.ID)
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derivedEvent = &GuildReadyEvent{GuildCreateEvent: ev}
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// The guild was previously announced as unavailable through a guild
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// delete event, and has now become available again.
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} else if _, ok = s.unavailableGuilds[ev.ID]; ok {
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delete(s.unavailableGuilds, ev.ID)
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derivedEvent = &GuildAvailableEvent{GuildCreateEvent: ev}
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// We don't know this guild, hence it's new.
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} else {
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derivedEvent = &GuildJoinEvent{GuildCreateEvent: ev}
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}
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// Unlock here already, so we don't block the mutex if there are
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// long-blocking synchronous handlers.
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s.guildMutex.Unlock()
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s.Handler.Call(derivedEvent)
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}
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func (s *State) handleGuildDelete(ev *gateway.GuildDeleteEvent) {
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s.guildMutex.Lock()
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// store this so we can later dispatch a GuildAvailableEvent, once the
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// guild becomes available again.
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if ev.Unavailable {
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s.unavailableGuilds[ev.ID] = struct{}{}
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s.guildMutex.Unlock()
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s.Handler.Call(&GuildUnavailableEvent{GuildDeleteEvent: ev})
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} else {
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// Possible scenario requiring this would be leaving the guild while
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// unavailable.
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delete(s.unavailableGuilds, ev.ID)
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s.guildMutex.Unlock()
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s.Handler.Call(&GuildLeaveEvent{GuildDeleteEvent: ev})
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}
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}
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