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diamondburned
c6679dc52c
This commit refactors the Store interface in State into smaller interfaces in package store. These interfaces are combined into one structure called a "Cabinet". The default implementation of those interfaces have been rewritten in package defaultstore, while the old no-op implementation stays with the store package. This commit also omitted several state handlers for user events, as it is unclear what they are actually structured like.
62 lines
1.4 KiB
Go
62 lines
1.4 KiB
Go
package state
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import (
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"github.com/diamondburned/arikawa/v2/gateway"
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)
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func (s *State) handleReady(ev *gateway.ReadyEvent) {
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for _, g := range ev.Guilds {
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// store this so we know when we need to dispatch a belated
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// GuildReadyEvent
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if g.Unavailable {
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s.unreadyGuilds.Add(g.ID)
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} else {
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s.Handler.Call(&GuildReadyEvent{
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GuildCreateEvent: &g,
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})
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}
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}
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}
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func (s *State) handleGuildCreate(ev *gateway.GuildCreateEvent) {
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switch {
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// this guild was unavailable, but has come back online
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case s.unavailableGuilds.Delete(ev.ID):
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s.Handler.Call(&GuildAvailableEvent{
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GuildCreateEvent: ev,
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})
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// the guild was already unavailable when connecting to the gateway
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// we can dispatch a belated GuildReadyEvent
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case s.unreadyGuilds.Delete(ev.ID):
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s.Handler.Call(&GuildReadyEvent{
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GuildCreateEvent: ev,
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})
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// we don't know this guild, hence we just joined it
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default:
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s.Handler.Call(&GuildJoinEvent{
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GuildCreateEvent: ev,
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})
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}
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}
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func (s *State) handleGuildDelete(ev *gateway.GuildDeleteEvent) {
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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.Add(ev.ID)
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s.Handler.Call(&GuildUnavailableEvent{
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GuildDeleteEvent: ev,
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})
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} else {
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// it might have been unavailable before we left
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s.unavailableGuilds.Delete(ev.ID)
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s.Handler.Call(&GuildLeaveEvent{
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GuildDeleteEvent: ev,
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})
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}
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}
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