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arikawa/state/state_events.go
diamondburned efde3f4ea6
state, handler: Refactor state storage and sync handlers
This commit refactors a lot of packages.

It refactors the handler package, removing the Synchronous field and
replacing it the AddSyncHandler API, which allows each handler to
control whether or not it should be ran synchronously independent of
other handlers. This is useful for libraries that need to guarantee the
incoming order of events.

It also refactors the store interfaces to accept more interfaces. This
is to make the API more consistent as well as reducing potential useless
copies. The public-facing state API should still be the same, so this
change will mostly concern users with their own store implementations.

Several miscellaneous functions (such as a few in package gateway) were
modified to be more suitable to other packages, but those functions
should rarely ever be used, anyway.

Several tests are also fixed within this commit, namely fixing state's
intents bug.
2021-11-03 15:16:02 -07:00

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.Update(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))
}
}