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arikawa/state/state.go

499 lines
9.6 KiB
Go

// Package state provides interfaces for a local or remote state, as well as
// abstractions around the REST API and Gateway events.
package state
import (
"sync"
"github.com/diamondburned/arikawa/discord"
"github.com/diamondburned/arikawa/gateway"
"github.com/diamondburned/arikawa/handler"
"github.com/diamondburned/arikawa/session"
"github.com/pkg/errors"
)
var (
MaxFetchMembers uint = 1000
MaxFetchGuilds uint = 100
)
type State struct {
*session.Session
Store
// *: State doesn't actually keep track of pinned messages.
// Ready is not updated by the state.
Ready gateway.ReadyEvent
// StateLog logs all errors that come from the state cache. This includes
// not found errors. Defaults to a no-op, as state errors aren't that
// important.
StateLog func(error)
// PreHandler is the manual hook that is executed before the State handler
// is. This should only be used for low-level operations.
// It's recommended to set Synchronous to true if you mutate the events.
PreHandler *handler.Handler // default nil
unhooker func()
// List of channels with few messages, so it doesn't bother hitting the API
// again.
fewMessages []discord.Snowflake
fewMutex sync.Mutex
}
func NewFromSession(s *session.Session, store Store) (*State, error) {
state := &State{
Session: s,
Store: store,
StateLog: func(err error) {},
}
return state, state.hookSession()
}
func New(token string) (*State, error) {
return NewWithStore(token, NewDefaultStore(nil))
}
func NewWithStore(token string, store Store) (*State, error) {
s, err := session.New(token)
if err != nil {
return nil, err
}
return NewFromSession(s, store)
}
// Unhook removes all state handlers from the session handlers.
func (s *State) Unhook() {
s.unhooker()
}
//// Helper methods
func (s *State) AuthorDisplayName(message discord.Message) string {
if !message.GuildID.Valid() {
return message.Author.Username
}
if message.Member != nil {
if message.Member.Nick != "" {
return message.Member.Nick
}
return message.Author.Username
}
n, err := s.MemberDisplayName(message.GuildID, message.Author.ID)
if err != nil {
return message.Author.Username
}
return n
}
func (s *State) MemberDisplayName(
guildID, userID discord.Snowflake) (string, error) {
member, err := s.Member(guildID, userID)
if err != nil {
return "", err
}
if member.Nick == "" {
return member.User.Username, nil
}
return member.Nick, nil
}
func (s *State) AuthorColor(message discord.Message) discord.Color {
if !message.GuildID.Valid() {
return discord.DefaultMemberColor
}
if message.Member != nil {
guild, err := s.Guild(message.GuildID)
if err != nil {
return discord.DefaultMemberColor
}
return discord.MemberColor(*guild, *message.Member)
}
return s.MemberColor(message.GuildID, message.Author.ID)
}
func (s *State) MemberColor(guildID, userID discord.Snowflake) discord.Color {
member, err := s.Member(guildID, userID)
if err != nil {
return discord.DefaultMemberColor
}
guild, err := s.Guild(guildID)
if err != nil {
return discord.DefaultMemberColor
}
return discord.MemberColor(*guild, *member)
}
////
func (s *State) Permissions(
channelID, userID discord.Snowflake) (discord.Permissions, error) {
ch, err := s.Channel(channelID)
if err != nil {
return 0, errors.Wrap(err, "Failed to get channel")
}
g, err := s.Guild(ch.GuildID)
if err != nil {
return 0, errors.Wrap(err, "Failed to get guild")
}
m, err := s.Member(ch.GuildID, userID)
if err != nil {
return 0, errors.Wrap(err, "Failed to get member")
}
return discord.CalcOverwrites(*g, *ch, *m), nil
}
////
func (s *State) Me() (*discord.User, error) {
u, err := s.Store.Me()
if err == nil {
return u, nil
}
u, err = s.Session.Me()
if err != nil {
return nil, err
}
return u, s.Store.MyselfSet(u)
}
////
func (s *State) Channel(id discord.Snowflake) (*discord.Channel, error) {
c, err := s.Store.Channel(id)
if err == nil {
return c, nil
}
c, err = s.Session.Channel(id)
if err != nil {
return nil, err
}
return c, s.Store.ChannelSet(c)
}
func (s *State) Channels(guildID discord.Snowflake) ([]discord.Channel, error) {
c, err := s.Store.Channels(guildID)
if err == nil {
return c, nil
}
c, err = s.Session.Channels(guildID)
if err != nil {
return nil, err
}
for _, ch := range c {
ch := ch
if err := s.Store.ChannelSet(&ch); err != nil {
return nil, err
}
}
return c, nil
}
////
func (s *State) Emoji(
guildID, emojiID discord.Snowflake) (*discord.Emoji, error) {
e, err := s.Store.Emoji(guildID, emojiID)
if err == nil {
return e, nil
}
es, err := s.Session.Emojis(guildID)
if err != nil {
return nil, err
}
if err := s.Store.EmojiSet(guildID, es); err != nil {
return nil, err
}
for _, e := range es {
if e.ID == emojiID {
return &e, nil
}
}
return nil, ErrStoreNotFound
}
func (s *State) Emojis(guildID discord.Snowflake) ([]discord.Emoji, error) {
e, err := s.Store.Emojis(guildID)
if err == nil {
return e, nil
}
es, err := s.Session.Emojis(guildID)
if err != nil {
return nil, err
}
return es, s.Store.EmojiSet(guildID, es)
}
////
func (s *State) Guild(id discord.Snowflake) (*discord.Guild, error) {
c, err := s.Store.Guild(id)
if err == nil {
return c, nil
}
c, err = s.Session.Guild(id)
if err != nil {
return nil, err
}
return c, s.Store.GuildSet(c)
}
// Guilds will only fill a maximum of 100 guilds from the API.
func (s *State) Guilds() ([]discord.Guild, error) {
c, err := s.Store.Guilds()
if err == nil {
return c, nil
}
c, err = s.Session.Guilds(MaxFetchGuilds)
if err != nil {
return nil, err
}
for _, ch := range c {
ch := ch
if err := s.Store.GuildSet(&ch); err != nil {
return nil, err
}
}
return c, nil
}
////
func (s *State) Member(
guildID, userID discord.Snowflake) (*discord.Member, error) {
m, err := s.Store.Member(guildID, userID)
if err == nil {
return m, nil
}
m, err = s.Session.Member(guildID, userID)
if err != nil {
return nil, err
}
return m, s.Store.MemberSet(guildID, m)
}
func (s *State) Members(guildID discord.Snowflake) ([]discord.Member, error) {
ms, err := s.Store.Members(guildID)
if err == nil {
return ms, nil
}
ms, err = s.Session.Members(guildID, MaxFetchMembers)
if err != nil {
return nil, err
}
for _, m := range ms {
if err := s.Store.MemberSet(guildID, &m); err != nil {
return nil, err
}
}
return ms, s.Gateway.RequestGuildMembers(gateway.RequestGuildMembersData{
GuildID: []discord.Snowflake{guildID},
Presences: true,
})
}
////
func (s *State) Message(
channelID, messageID discord.Snowflake) (*discord.Message, error) {
m, err := s.Store.Message(channelID, messageID)
if err == nil {
return m, nil
}
m, err = s.Session.Message(channelID, messageID)
if err != nil {
return nil, err
}
// Fill the GuildID, because Discord doesn't do it for us.
c, err := s.Channel(channelID)
if err == nil {
// If it's 0, it's 0 anyway. We don't need a check here.
m.GuildID = c.GuildID
}
return m, s.Store.MessageSet(m)
}
// Messages fetches maximum 100 messages from the API, if it has to. There is no
// limit if it's from the State storage.
func (s *State) Messages(channelID discord.Snowflake) ([]discord.Message, error) {
// TODO: Think of a design that doesn't rely on MaxMessages().
var maxMsgs = s.MaxMessages()
ms, err := s.Store.Messages(channelID)
if err == nil {
// If the state already has as many messages as it can, skip the API.
if maxMsgs <= len(ms) {
return ms, nil
}
// Is the channel tiny?
s.fewMutex.Lock()
for _, ch := range s.fewMessages {
if ch == channelID {
// Yes, skip the state.
s.fewMutex.Unlock()
return ms, nil
}
}
// No, fetch from the state.
s.fewMutex.Unlock()
}
ms, err = s.Session.Messages(channelID, 100)
if err != nil {
return nil, err
}
// New messages fetched weirdly does not have GuildID filled. We'll try and
// get it for consistency with incoming message creates.
var guildID discord.Snowflake
// A bit too convoluted, but whatever.
c, err := s.Channel(channelID)
if err == nil {
// If it's 0, it's 0 anyway. We don't need a check here.
guildID = c.GuildID
}
for i := range ms {
// Set the guild ID, fine if it's 0 (it's already 0 anyway).
ms[i].GuildID = guildID
if err := s.Store.MessageSet(&ms[i]); err != nil {
return nil, err
}
}
if len(ms) < maxMsgs {
// Tiny channel, store this.
s.fewMutex.Lock()
s.fewMessages = append(s.fewMessages, channelID)
s.fewMutex.Unlock()
return ms, nil
}
// Since the latest messages are at the end and we already know the maxMsgs,
// we could slice this right away.
return ms[:maxMsgs], nil
}
////
func (s *State) Presence(
guildID, userID discord.Snowflake) (*discord.Presence, error) {
return s.Store.Presence(guildID, userID)
}
func (s *State) Presences(
guildID discord.Snowflake) ([]discord.Presence, error) {
return s.Store.Presences(guildID)
}
////
func (s *State) Role(
guildID, roleID discord.Snowflake) (*discord.Role, error) {
r, err := s.Store.Role(guildID, roleID)
if err == nil {
return r, nil
}
rs, err := s.Session.Roles(guildID)
if err != nil {
return nil, err
}
var role *discord.Role
for _, r := range rs {
r := r
if r.ID == roleID {
role = &r
}
if err := s.RoleSet(guildID, &r); err != nil {
return role, err
}
}
return role, nil
}
func (s *State) Roles(guildID discord.Snowflake) ([]discord.Role, error) {
rs, err := s.Store.Roles(guildID)
if err == nil {
return rs, nil
}
rs, err = s.Session.Roles(guildID)
if err != nil {
return nil, err
}
for _, r := range rs {
r := r
if err := s.RoleSet(guildID, &r); err != nil {
return rs, err
}
}
return rs, nil
}