mirror of
https://github.com/diamondburned/arikawa.git
synced 2024-11-05 06:26:08 +00:00
7e49429f4b
This commit adds these methods into *state.State: - (*State).CurrentApplication - (*State).CurrentApplicationID This should make interacting with API functions that require AppIDs much more pleasant.
832 lines
20 KiB
Go
832 lines
20 KiB
Go
// Package state provides interfaces for a local or remote state, as well as
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// abstractions around the REST API and Gateway events.
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package state
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import (
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"context"
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"sync"
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"github.com/diamondburned/arikawa/v3/api"
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"github.com/diamondburned/arikawa/v3/discord"
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"github.com/diamondburned/arikawa/v3/gateway"
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"github.com/diamondburned/arikawa/v3/session"
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"github.com/diamondburned/arikawa/v3/session/shard"
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"github.com/diamondburned/arikawa/v3/state/store"
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"github.com/diamondburned/arikawa/v3/state/store/defaultstore"
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"github.com/diamondburned/arikawa/v3/utils/handler"
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"github.com/pkg/errors"
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)
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var (
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MaxFetchMembers uint = 1000
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MaxFetchGuilds uint = 100
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)
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// NewShardFunc creates a shard constructor with its own state registry and
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// handlers. The given opts function is called everytime the State is created.
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// The user should initialize handlers and intents in the opts function.
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func NewShardFunc(opts func(*shard.Manager, *State)) shard.NewShardFunc {
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return func(m *shard.Manager, id *gateway.Identifier) (shard.Shard, error) {
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sessn := session.NewCustom(*id, api.NewClient(id.Token), handler.New())
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state := NewFromSession(sessn, defaultstore.New())
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opts(m, state)
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return state, nil
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}
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}
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// State is the cache to store events coming from Discord as well as data from
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// API calls.
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//
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// Store
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//
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// The state basically provides abstractions on top of the API and the state
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// storage (Store). The state storage is effectively a set of interfaces which
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// allow arbitrary backends to be implemented.
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//
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// The default storage backend is a typical in-memory structure consisting of
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// maps and slices. Custom backend implementations could embed this storage
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// backend as an in-memory fallback. A good example of this would be embedding
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// the default store for messages only, while handling everything else in Redis.
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//
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// The package also provides a no-op store (NoopStore) that implementations
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// could embed. This no-op store will always return an error, which makes the
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// state fetch information from the API. The setters are all no-ops, so the
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// fetched data won't be updated.
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//
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// Handler
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//
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// The state uses its own handler over session's to make all handlers run after
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// the state updates itself. A PreHandler is exposed in any case the user needs
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// the handlers to run before the state updates itself. Refer to that field's
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// documentation.
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//
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// The state also provides extra events and overrides to make up for Discord's
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// inconsistencies in data. The following are known instances of such.
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//
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// The Guild Create event is split up to make the state's Guild Available, Guild
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// Ready and Guild Join events. Refer to these events' documentations for more
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// information.
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//
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// The Message Create and Message Update events with the Member field provided
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// will have the User field copied from Author. This is because the User field
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// will be empty, while the Member structure expects it to be there.
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type State struct {
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*session.Session
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*store.Cabinet
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// *: State doesn't actually keep track of pinned messages.
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// StateLog logs all errors that come from the state cache. This includes
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// not found errors. Defaults to a no-op, as state errors aren't that
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// important.
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StateLog func(error)
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// PreHandler is the manual hook that is executed before the State handler
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// is. This should only be used for low-level operations.
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// It's recommended to set Synchronous to true if you mutate the events.
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PreHandler *handler.Handler // default nil
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// Command handler with inherited methods. Ran after PreHandler. You should
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// most of the time use this instead of Session's, to avoid race conditions
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// with the State.
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*handler.Handler
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readyMu *sync.Mutex
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ready *gateway.ReadyEvent
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// List of channels with few messages, so it doesn't bother hitting the API
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// again.
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fewMessages map[discord.ChannelID]struct{}
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fewMutex *sync.Mutex
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// unavailableGuilds is a set of discord.GuildIDs of guilds that became
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// unavailable after connecting to the gateway, i.e. they were sent in a
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// GuildUnavailableEvent.
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unavailableGuilds map[discord.GuildID]struct{}
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// unreadyGuilds is a set of discord.GuildIDs of the guilds received during
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// the Ready event. After receiving guild create events for those guilds,
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// they will be removed.
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unreadyGuilds map[discord.GuildID]struct{}
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guildMutex *sync.Mutex
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// TODO: box this into a Once[T] for v4
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currentApp *discord.Application
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appMutex *sync.Mutex
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}
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// New creates a new state.
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func New(token string) *State {
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return NewWithStore(token, defaultstore.New())
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}
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// NewWithIntents creates a new state with the given gateway intents. For more
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// information, refer to gateway.Intents.
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func NewWithIntents(token string, intents ...gateway.Intents) *State {
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s := session.NewWithIntents(token, intents...)
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return NewFromSession(s, defaultstore.New())
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}
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// NewWithIdentifier creates a new state with the given gateway identifier.
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func NewWithIdentifier(id gateway.Identifier) *State {
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s := session.NewWithIdentifier(id)
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return NewFromSession(s, defaultstore.New())
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}
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// NewWithStore creates a new state with the given store cabinet.
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func NewWithStore(token string, cabinet *store.Cabinet) *State {
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s := session.New(token)
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return NewFromSession(s, cabinet)
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}
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// NewFromSession creates a new State from the passed Session and Cabinet.
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func NewFromSession(s *session.Session, cabinet *store.Cabinet) *State {
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state := &State{
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Session: s,
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Cabinet: cabinet,
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Handler: handler.New(),
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StateLog: func(err error) {},
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readyMu: new(sync.Mutex),
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fewMessages: map[discord.ChannelID]struct{}{},
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fewMutex: new(sync.Mutex),
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unavailableGuilds: make(map[discord.GuildID]struct{}),
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unreadyGuilds: make(map[discord.GuildID]struct{}),
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guildMutex: new(sync.Mutex),
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appMutex: new(sync.Mutex),
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}
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state.hookSession()
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return state
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}
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// WithContext returns a shallow copy of State with the context replaced in the
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// API client. All methods called on the State will use this given context. This
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// method is thread-safe.
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func (s *State) WithContext(ctx context.Context) *State {
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copied := *s
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copied.Session = s.Session.WithContext(ctx)
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return &copied
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}
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// Ready returns a copy of the Ready event. Although this function is safe to
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// call concurrently, its values should still not be changed, as certain types
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// like slices are not concurrent-safe.
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//
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// Note that if Ready events are not received yet, then the returned event will
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// be a zero-value Ready instance.
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func (s *State) Ready() gateway.ReadyEvent {
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s.readyMu.Lock()
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r := s.ready
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s.readyMu.Unlock()
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if r != nil {
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return *r
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}
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return gateway.ReadyEvent{}
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}
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//// Helper methods
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func (s *State) AuthorDisplayName(message *gateway.MessageCreateEvent) string {
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if !message.GuildID.IsValid() {
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return message.Author.Username
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}
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if message.Member != nil {
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if message.Member.Nick != "" {
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return message.Member.Nick
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}
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return message.Author.Username
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}
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n, err := s.MemberDisplayName(message.GuildID, message.Author.ID)
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if err != nil {
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return message.Author.Username
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}
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return n
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}
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func (s *State) MemberDisplayName(guildID discord.GuildID, userID discord.UserID) (string, error) {
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member, err := s.Member(guildID, userID)
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if err != nil {
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return "", err
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}
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if member.Nick == "" {
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return member.User.Username, nil
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}
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return member.Nick, nil
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}
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// AuthorColor is a variant of MemberColor that possibly uses the existing
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// Member field inside MessageCreateEvent.
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func (s *State) AuthorColor(message *gateway.MessageCreateEvent) (discord.Color, bool) {
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if !message.GuildID.IsValid() { // this is a dm
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return discord.NullColor, false
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}
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if message.Member != nil {
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return MemberColor(message.Member, func(id discord.RoleID) *discord.Role {
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r, _ := s.Role(message.GuildID, id)
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return r
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})
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}
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return s.MemberColor(message.GuildID, message.Author.ID)
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}
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// MemberColor fetches the color of the member with the given user ID inside the
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// guild with the given ID.
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func (s *State) MemberColor(guildID discord.GuildID, userID discord.UserID) (discord.Color, bool) {
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m, err := s.Member(guildID, userID)
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if err != nil {
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return discord.NullColor, false
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}
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return MemberColor(m, func(id discord.RoleID) *discord.Role {
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r, _ := s.Role(guildID, id)
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return r
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})
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}
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// MemberColor is a weird variant of State's MemberColor method that allows a
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// custom Role getter. If m is nil, then NullColor is returned.
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func MemberColor(m *discord.Member, role func(discord.RoleID) *discord.Role) (discord.Color, bool) {
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c := discord.NullColor
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pos := -1
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if m == nil {
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return c, false
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}
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for _, roleID := range m.RoleIDs {
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if r := role(roleID); r != nil {
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if r.Color > 0 && r.Position > pos {
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c = r.Color
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pos = r.Position
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}
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}
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}
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return c, pos != -1
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}
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////
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// Permissions gets the user's permissions in the given channel. If the channel
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// is not in any guild, then an error is returned.
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func (s *State) Permissions(
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channelID discord.ChannelID, userID discord.UserID) (discord.Permissions, error) {
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ch, err := s.Channel(channelID)
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if err != nil {
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return 0, errors.Wrap(err, "failed to get channel")
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}
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if !ch.GuildID.IsValid() {
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return 0, errors.New("channel is not in a guild")
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}
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var wg sync.WaitGroup
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var (
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g *discord.Guild
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m *discord.Member
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gerr = store.ErrNotFound
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merr = store.ErrNotFound
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)
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if s.HasIntents(gateway.IntentGuilds) {
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g, gerr = s.Cabinet.Guild(ch.GuildID)
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}
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if s.HasIntents(gateway.IntentGuildMembers) {
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m, merr = s.Cabinet.Member(ch.GuildID, userID)
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}
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switch {
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case gerr != nil && merr != nil:
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wg.Add(1)
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go func() {
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g, gerr = s.fetchGuild(ch.GuildID)
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wg.Done()
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}()
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m, merr = s.fetchMember(ch.GuildID, userID)
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case gerr != nil:
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g, gerr = s.fetchGuild(ch.GuildID)
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case merr != nil:
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m, merr = s.fetchMember(ch.GuildID, userID)
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}
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wg.Wait()
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if gerr != nil {
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return 0, errors.Wrap(merr, "failed to get guild")
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}
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if merr != nil {
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return 0, errors.Wrap(merr, "failed to get member")
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}
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return discord.CalcOverwrites(*g, *ch, *m), nil
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}
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////
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func (s *State) CurrentApplication() (*discord.Application, error) {
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s.appMutex.Lock()
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defer s.appMutex.Unlock()
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var err error
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if s.currentApp == nil {
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s.currentApp, err = s.Client.CurrentApplication()
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}
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return s.currentApp, err
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}
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func (s *State) CurrentApplicationID() discord.AppID {
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app, _ := s.CurrentApplication()
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if app != nil {
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return app.ID
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}
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return 0
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}
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////
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func (s *State) Me() (*discord.User, error) {
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u, err := s.Cabinet.Me()
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if err == nil {
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return u, nil
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}
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u, err = s.Session.Me()
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if err != nil {
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return nil, err
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}
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s.Cabinet.MyselfSet(*u, false)
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return u, nil
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}
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////
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func (s *State) Channel(id discord.ChannelID) (c *discord.Channel, err error) {
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c, err = s.Cabinet.Channel(id)
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if err == nil && s.tracksChannel(c) {
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return
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}
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c, err = s.Session.Channel(id)
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if err != nil {
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return
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}
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if s.tracksChannel(c) {
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s.Cabinet.ChannelSet(c, false)
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}
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return
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}
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func (s *State) Channels(guildID discord.GuildID) (cs []discord.Channel, err error) {
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if s.HasIntents(gateway.IntentGuilds) {
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cs, err = s.Cabinet.Channels(guildID)
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if err == nil {
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return
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}
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}
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cs, err = s.Session.Channels(guildID)
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if err != nil {
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return
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}
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if s.HasIntents(gateway.IntentGuilds) {
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for i := range cs {
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s.Cabinet.ChannelSet(&cs[i], false)
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}
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}
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return
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}
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func (s *State) CreatePrivateChannel(recipient discord.UserID) (*discord.Channel, error) {
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c, err := s.Cabinet.CreatePrivateChannel(recipient)
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if err == nil {
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return c, nil
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}
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c, err = s.Session.CreatePrivateChannel(recipient)
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if err != nil {
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return nil, err
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}
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s.Cabinet.ChannelSet(c, false)
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return c, nil
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}
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// PrivateChannels gets the direct messages of the user.
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// This is not supported for bots.
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func (s *State) PrivateChannels() ([]discord.Channel, error) {
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cs, err := s.Cabinet.PrivateChannels()
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if err == nil {
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return cs, nil
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}
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cs, err = s.Session.PrivateChannels()
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if err != nil {
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return nil, err
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}
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for i := range cs {
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s.Cabinet.ChannelSet(&cs[i], false)
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}
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return cs, nil
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}
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////
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func (s *State) Emoji(
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guildID discord.GuildID, emojiID discord.EmojiID) (e *discord.Emoji, err error) {
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if s.HasIntents(gateway.IntentGuildEmojis) {
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e, err = s.Cabinet.Emoji(guildID, emojiID)
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if err == nil {
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return
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}
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} else { // Fast path
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return s.Session.Emoji(guildID, emojiID)
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}
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es, err := s.Session.Emojis(guildID)
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if err != nil {
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return nil, err
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}
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s.Cabinet.EmojiSet(guildID, es, false)
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for _, e := range es {
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if e.ID == emojiID {
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return &e, nil
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}
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}
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return nil, store.ErrNotFound
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}
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func (s *State) Emojis(guildID discord.GuildID) (es []discord.Emoji, err error) {
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if s.HasIntents(gateway.IntentGuildEmojis) {
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es, err = s.Cabinet.Emojis(guildID)
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if err == nil {
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return
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}
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}
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es, err = s.Session.Emojis(guildID)
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if err != nil {
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return
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}
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if s.HasIntents(gateway.IntentGuildEmojis) {
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s.Cabinet.EmojiSet(guildID, es, false)
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}
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return
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}
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////
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func (s *State) Guild(id discord.GuildID) (*discord.Guild, error) {
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if s.HasIntents(gateway.IntentGuilds) {
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c, err := s.Cabinet.Guild(id)
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if err == nil {
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return c, nil
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}
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}
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return s.fetchGuild(id)
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}
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// Guilds will only fill a maximum of 100 guilds from the API.
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func (s *State) Guilds() (gs []discord.Guild, err error) {
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if s.HasIntents(gateway.IntentGuilds) {
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gs, err = s.Cabinet.Guilds()
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if err == nil {
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return
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}
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}
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gs, err = s.Session.Guilds(MaxFetchGuilds)
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if err != nil {
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return
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}
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if s.HasIntents(gateway.IntentGuilds) {
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for i := range gs {
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s.Cabinet.GuildSet(&gs[i], false)
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}
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}
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return
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}
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////
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func (s *State) Member(guildID discord.GuildID, userID discord.UserID) (*discord.Member, error) {
|
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if s.HasIntents(gateway.IntentGuildMembers) {
|
|
m, err := s.Cabinet.Member(guildID, userID)
|
|
if err == nil {
|
|
return m, nil
|
|
}
|
|
}
|
|
|
|
return s.fetchMember(guildID, userID)
|
|
}
|
|
|
|
func (s *State) Members(guildID discord.GuildID) (ms []discord.Member, err error) {
|
|
if s.HasIntents(gateway.IntentGuildMembers) {
|
|
ms, err = s.Cabinet.Members(guildID)
|
|
if err == nil {
|
|
return
|
|
}
|
|
}
|
|
|
|
ms, err = s.Session.Members(guildID, MaxFetchMembers)
|
|
if err != nil {
|
|
return
|
|
}
|
|
|
|
if s.HasIntents(gateway.IntentGuildMembers) {
|
|
for i := range ms {
|
|
s.Cabinet.MemberSet(guildID, &ms[i], false)
|
|
}
|
|
}
|
|
|
|
return
|
|
}
|
|
|
|
////
|
|
|
|
func (s *State) Message(
|
|
channelID discord.ChannelID, messageID discord.MessageID) (*discord.Message, error) {
|
|
|
|
m, err := s.Cabinet.Message(channelID, messageID)
|
|
if err == nil && s.tracksMessage(m) {
|
|
return m, nil
|
|
}
|
|
|
|
var (
|
|
wg sync.WaitGroup
|
|
|
|
c *discord.Channel
|
|
cerr = store.ErrNotFound
|
|
)
|
|
|
|
c, cerr = s.Cabinet.Channel(channelID)
|
|
if cerr != nil || !s.tracksChannel(c) {
|
|
wg.Add(1)
|
|
go func() {
|
|
c, cerr = s.Session.Channel(channelID)
|
|
if cerr == nil && s.HasIntents(gateway.IntentGuilds) {
|
|
s.Cabinet.ChannelSet(c, false)
|
|
}
|
|
|
|
wg.Done()
|
|
}()
|
|
}
|
|
|
|
m, err = s.Session.Message(channelID, messageID)
|
|
if err != nil {
|
|
return nil, errors.Wrap(err, "unable to fetch message")
|
|
}
|
|
|
|
wg.Wait()
|
|
|
|
if cerr != nil {
|
|
return nil, errors.Wrap(cerr, "unable to fetch channel")
|
|
}
|
|
|
|
m.ChannelID = c.ID
|
|
m.GuildID = c.GuildID
|
|
|
|
return m, err
|
|
}
|
|
|
|
// Messages returns a slice filled with the most recent messages sent in the
|
|
// channel with the passed ID. The method automatically paginates until it
|
|
// reaches the passed limit, or, if the limit is set to 0, has fetched all
|
|
// messages in the channel.
|
|
//
|
|
// As the underlying endpoint is capped at a maximum of 100 messages per
|
|
// request, at maximum a total of limit/100 rounded up requests will be made,
|
|
// although they may be less, if no more messages are available or there are
|
|
// cached messages.
|
|
// When fetching the messages, those with the highest ID, will be fetched
|
|
// first. The returned slice will be sorted from latest to oldest.
|
|
func (s *State) Messages(channelID discord.ChannelID, limit uint) ([]discord.Message, error) {
|
|
storeMessages, err := s.Cabinet.Messages(channelID)
|
|
if len(storeMessages) > 0 && s.tracksMessage(&storeMessages[0]) {
|
|
// Is the channel tiny?
|
|
s.fewMutex.Lock()
|
|
if _, ok := s.fewMessages[channelID]; ok {
|
|
s.fewMutex.Unlock()
|
|
return storeMessages, nil
|
|
}
|
|
|
|
// No, fetch from the API.
|
|
s.fewMutex.Unlock()
|
|
} else {
|
|
// Something wrong with the cached messages, make sure they aren't
|
|
// returned.
|
|
storeMessages = nil
|
|
}
|
|
|
|
// Store already has enough messages.
|
|
if len(storeMessages) >= int(limit) && limit > 0 {
|
|
return storeMessages[:limit], nil
|
|
}
|
|
|
|
// Decrease the limit, if we aren't fetching all messages.
|
|
if limit > 0 {
|
|
limit -= uint(len(storeMessages))
|
|
}
|
|
|
|
var before discord.MessageID = 0
|
|
if len(storeMessages) > 0 {
|
|
before = storeMessages[len(storeMessages)-1].ID
|
|
}
|
|
|
|
apiMessages, err := s.Session.MessagesBefore(channelID, before, limit)
|
|
if err != nil {
|
|
return nil, err
|
|
}
|
|
|
|
if len(storeMessages)+len(apiMessages) < s.MaxMessages() {
|
|
// Tiny channel, store this.
|
|
s.fewMutex.Lock()
|
|
s.fewMessages[channelID] = struct{}{}
|
|
s.fewMutex.Unlock()
|
|
}
|
|
|
|
if len(apiMessages) == 0 {
|
|
return storeMessages, nil
|
|
}
|
|
|
|
// New messages fetched weirdly does not have GuildID filled. If we have
|
|
// cached messages, we can use their GuildID. Otherwise, we need to fetch
|
|
// it from the api.
|
|
var guildID discord.GuildID
|
|
if len(storeMessages) > 0 {
|
|
guildID = storeMessages[0].GuildID
|
|
} else {
|
|
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 apiMessages {
|
|
apiMessages[i].GuildID = guildID
|
|
}
|
|
|
|
if s.tracksMessage(&apiMessages[0]) && len(storeMessages) < s.MaxMessages() {
|
|
// Only add as many messages as the store can hold.
|
|
i := s.MaxMessages() - len(storeMessages)
|
|
if i > len(apiMessages) {
|
|
i = len(apiMessages)
|
|
}
|
|
|
|
msgs := apiMessages[:i]
|
|
for i := range msgs {
|
|
s.Cabinet.MessageSet(&msgs[i], false)
|
|
}
|
|
}
|
|
|
|
return append(storeMessages, apiMessages...), nil
|
|
}
|
|
|
|
////
|
|
|
|
// Presence checks the state for user presences. If no guildID is given, it
|
|
// will look for the presence in all cached guilds.
|
|
func (s *State) Presence(gID discord.GuildID, uID discord.UserID) (*discord.Presence, error) {
|
|
if !s.HasIntents(gateway.IntentGuildPresences) {
|
|
return nil, store.ErrNotFound
|
|
}
|
|
|
|
// If there's no guild ID, look in all guilds
|
|
if !gID.IsValid() {
|
|
if !s.HasIntents(gateway.IntentGuilds) {
|
|
return nil, store.ErrNotFound
|
|
}
|
|
|
|
g, err := s.Cabinet.Guilds()
|
|
if err != nil {
|
|
return nil, err
|
|
}
|
|
|
|
for _, g := range g {
|
|
if p, err := s.Cabinet.Presence(g.ID, uID); err == nil {
|
|
return p, nil
|
|
}
|
|
}
|
|
|
|
return nil, store.ErrNotFound
|
|
}
|
|
|
|
return s.Cabinet.Presence(gID, uID)
|
|
}
|
|
|
|
////
|
|
|
|
func (s *State) Role(guildID discord.GuildID, roleID discord.RoleID) (target *discord.Role, err error) {
|
|
if s.HasIntents(gateway.IntentGuilds) {
|
|
target, err = s.Cabinet.Role(guildID, roleID)
|
|
if err == nil {
|
|
return
|
|
}
|
|
}
|
|
|
|
rs, err := s.Session.Roles(guildID)
|
|
if err != nil {
|
|
return
|
|
}
|
|
|
|
for i, r := range rs {
|
|
if r.ID == roleID {
|
|
r := r // copy to prevent mem aliasing
|
|
target = &r
|
|
}
|
|
|
|
if s.HasIntents(gateway.IntentGuilds) {
|
|
s.RoleSet(guildID, &rs[i], false)
|
|
}
|
|
}
|
|
|
|
if target == nil {
|
|
return nil, store.ErrNotFound
|
|
}
|
|
|
|
return
|
|
}
|
|
|
|
func (s *State) Roles(guildID discord.GuildID) ([]discord.Role, error) {
|
|
rs, err := s.Cabinet.Roles(guildID)
|
|
if err == nil {
|
|
return rs, nil
|
|
}
|
|
|
|
rs, err = s.Session.Roles(guildID)
|
|
if err != nil {
|
|
return nil, err
|
|
}
|
|
|
|
if s.HasIntents(gateway.IntentGuilds) {
|
|
for i := range rs {
|
|
s.RoleSet(guildID, &rs[i], false)
|
|
}
|
|
}
|
|
|
|
return rs, nil
|
|
}
|
|
|
|
func (s *State) fetchGuild(id discord.GuildID) (g *discord.Guild, err error) {
|
|
g, err = s.Session.Guild(id)
|
|
if err == nil && s.HasIntents(gateway.IntentGuilds) {
|
|
s.Cabinet.GuildSet(g, false)
|
|
}
|
|
|
|
return
|
|
}
|
|
|
|
func (s *State) fetchMember(gID discord.GuildID, uID discord.UserID) (m *discord.Member, err error) {
|
|
m, err = s.Session.Member(gID, uID)
|
|
if err == nil && s.HasIntents(gateway.IntentGuildMembers) {
|
|
s.Cabinet.MemberSet(gID, m, false)
|
|
}
|
|
|
|
return
|
|
}
|
|
|
|
// tracksMessage reports whether the state would track the passed message and
|
|
// messages from the same channel.
|
|
func (s *State) tracksMessage(m *discord.Message) bool {
|
|
return (m.GuildID.IsValid() && s.HasIntents(gateway.IntentGuildMessages)) ||
|
|
(!m.GuildID.IsValid() && s.HasIntents(gateway.IntentDirectMessages))
|
|
}
|
|
|
|
// tracksChannel reports whether the state would track the passed channel.
|
|
func (s *State) tracksChannel(c *discord.Channel) bool {
|
|
return (c.GuildID.IsValid() && s.HasIntents(gateway.IntentGuilds)) ||
|
|
!c.GuildID.IsValid()
|
|
}
|