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diamondburned (Forefront)
88dd0f8995
This addresses discord/discord-api-docs#1440. State documentation has been added, which documents the store and handlers as well. Bug fixes include: - PreHandler being called after the state handler; it is now called before as documented. - Minor behavior changes regarding Guild Create events. Refer to State's documentation.
59 lines
1.4 KiB
Go
59 lines
1.4 KiB
Go
package state
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import (
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"github.com/diamondburned/arikawa/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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// this guild was unavailable, but has come back online
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if 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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} else if 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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} else { // we don't know this guild, hence we just joined it
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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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