mirror of
https://github.com/diamondburned/arikawa.git
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1585797b52
* Linting and typo fixes * Linting and typo fixes * revert comma fix
683 lines
15 KiB
Go
683 lines
15 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/discord"
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"github.com/diamondburned/arikawa/gateway"
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"github.com/diamondburned/arikawa/internal/moreatomic"
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"github.com/diamondburned/arikawa/session"
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"github.com/diamondburned/arikawa/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 = 10
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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
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// *: State doesn't actually keep track of pinned messages.
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// Ready is not updated by the state.
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Ready gateway.ReadyEvent
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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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// 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 when already connected to the gateway, i.e. sent in a
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// GuildUnavailableEvent.
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unavailableGuilds *moreatomic.GuildIDSet
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// unreadyGuilds is a set of discord.GuildIDs of guilds that were
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// unavailable when connecting to the gateway, i.e. they had Unavailable
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// set to true during Ready.
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unreadyGuilds *moreatomic.GuildIDSet
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}
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// New creates a new state.
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func New(token string) (*State, error) {
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return NewWithStore(token, NewDefaultStore(nil))
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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, error) {
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s, err := session.NewWithIntents(token, intents...)
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if err != nil {
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return nil, err
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}
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return NewFromSession(s, NewDefaultStore(nil))
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}
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func NewWithStore(token string, store Store) (*State, error) {
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s, err := session.New(token)
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if err != nil {
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return nil, err
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}
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return NewFromSession(s, store)
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}
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// NewFromSession never returns an error. This API is kept for backwards
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// compatibility.
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func NewFromSession(s *session.Session, store Store) (*State, error) {
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state := &State{
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Session: s,
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Store: store,
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Handler: handler.New(),
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StateLog: func(err error) {},
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fewMessages: map[discord.ChannelID]struct{}{},
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fewMutex: new(sync.Mutex),
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unavailableGuilds: moreatomic.NewGuildIDSet(),
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unreadyGuilds: moreatomic.NewGuildIDSet(),
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}
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state.hookSession()
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return state, nil
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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.Client = copied.Client.WithContext(ctx)
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return &copied
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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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func (s *State) AuthorColor(message *gateway.MessageCreateEvent) (discord.Color, error) {
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if !message.GuildID.IsValid() { // this is a dm
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return discord.DefaultMemberColor, nil
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}
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if message.Member != nil {
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guild, err := s.Guild(message.GuildID)
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if err != nil {
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return 0, err
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}
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return discord.MemberColor(*guild, *message.Member), nil
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}
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return s.MemberColor(message.GuildID, message.Author.ID)
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}
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func (s *State) MemberColor(guildID discord.GuildID, userID discord.UserID) (discord.Color, error) {
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var wg sync.WaitGroup
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g, gerr := s.Store.Guild(guildID)
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m, merr := s.Store.Member(guildID, userID)
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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(guildID)
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wg.Done()
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}()
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m, merr = s.fetchMember(guildID, userID)
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case gerr != nil:
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g, gerr = s.fetchGuild(guildID)
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case merr != nil:
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m, merr = s.fetchMember(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.MemberColor(*g, *m), nil
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}
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////
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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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var wg sync.WaitGroup
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g, gerr := s.Store.Guild(ch.GuildID)
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m, merr := s.Store.Member(ch.GuildID, userID)
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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) Me() (*discord.User, error) {
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u, err := s.Store.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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return u, s.Store.MyselfSet(*u)
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}
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////
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func (s *State) Channel(id discord.ChannelID) (*discord.Channel, error) {
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c, err := s.Store.Channel(id)
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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.Channel(id)
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if err != nil {
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return nil, err
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}
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return c, s.Store.ChannelSet(*c)
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}
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func (s *State) Channels(guildID discord.GuildID) ([]discord.Channel, error) {
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c, err := s.Store.Channels(guildID)
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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.Channels(guildID)
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if err != nil {
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return nil, err
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}
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for _, ch := range c {
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ch := ch
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if err := s.Store.ChannelSet(ch); err != nil {
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return nil, err
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}
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}
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return c, nil
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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.Store.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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return c, s.Store.ChannelSet(*c)
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}
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func (s *State) PrivateChannels() ([]discord.Channel, error) {
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c, err := s.Store.PrivateChannels()
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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.PrivateChannels()
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if err != nil {
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return nil, err
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}
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for _, ch := range c {
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ch := ch
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if err := s.Store.ChannelSet(ch); err != nil {
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return nil, err
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}
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}
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return c, 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) (*discord.Emoji, error) {
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e, err := s.Store.Emoji(guildID, emojiID)
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if err == nil {
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return e, nil
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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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if err := s.Store.EmojiSet(guildID, es); err != nil {
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return nil, err
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}
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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, ErrStoreNotFound
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}
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func (s *State) Emojis(guildID discord.GuildID) ([]discord.Emoji, error) {
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e, err := s.Store.Emojis(guildID)
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if err == nil {
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return e, nil
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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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return es, s.Store.EmojiSet(guildID, es)
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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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c, err := s.Store.Guild(id)
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if err == nil {
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return c, nil
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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() ([]discord.Guild, error) {
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c, err := s.Store.Guilds()
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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.Guilds(MaxFetchGuilds)
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if err != nil {
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return nil, err
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}
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for _, ch := range c {
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ch := ch
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if err := s.Store.GuildSet(ch); err != nil {
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return nil, err
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}
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}
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return c, nil
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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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m, err := s.Store.Member(guildID, userID)
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if err == nil {
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return m, nil
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}
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return s.fetchMember(guildID, userID)
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}
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func (s *State) Members(guildID discord.GuildID) ([]discord.Member, error) {
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ms, err := s.Store.Members(guildID)
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if err == nil {
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return ms, nil
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}
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ms, err = s.Session.Members(guildID, MaxFetchMembers)
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if err != nil {
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return nil, err
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}
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for _, m := range ms {
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if err := s.Store.MemberSet(guildID, m); err != nil {
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return nil, err
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}
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}
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return ms, s.Gateway.RequestGuildMembers(gateway.RequestGuildMembersData{
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GuildID: []discord.GuildID{guildID},
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Presences: true,
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})
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}
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////
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func (s *State) Message(
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channelID discord.ChannelID, messageID discord.MessageID) (*discord.Message, error) {
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m, err := s.Store.Message(channelID, messageID)
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if err == nil {
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return m, nil
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}
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var wg sync.WaitGroup
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c, cerr := s.Store.Channel(channelID)
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if cerr != nil {
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wg.Add(1)
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go func() {
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c, cerr = s.Session.Channel(channelID)
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if cerr == nil {
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cerr = s.Store.ChannelSet(*c)
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}
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wg.Done()
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}()
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}
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m, err = s.Session.Message(channelID, messageID)
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if err != nil {
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return nil, errors.Wrap(err, "unable to fetch message")
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}
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wg.Wait()
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if cerr != nil {
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return nil, errors.Wrap(cerr, "unable to fetch channel")
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}
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m.ChannelID = c.ID
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m.GuildID = c.GuildID
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return m, s.Store.MessageSet(*m)
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}
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// Messages fetches maximum 100 messages from the API, if it has to. There is no
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// limit if it's from the State storage.
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func (s *State) Messages(channelID discord.ChannelID) ([]discord.Message, error) {
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// TODO: Think of a design that doesn't rely on MaxMessages().
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var maxMsgs = s.MaxMessages()
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ms, err := s.Store.Messages(channelID)
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if err == nil {
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// If the state already has as many messages as it can, skip the API.
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if maxMsgs <= len(ms) {
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return ms, nil
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}
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// Is the channel tiny?
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s.fewMutex.Lock()
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if _, ok := s.fewMessages[channelID]; ok {
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s.fewMutex.Unlock()
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return ms, nil
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}
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// No, fetch from the state.
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s.fewMutex.Unlock()
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}
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ms, err = s.Session.Messages(channelID, uint(maxMsgs))
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if err != nil {
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return nil, err
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}
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// New messages fetched weirdly does not have GuildID filled. We'll try and
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// get it for consistency with incoming message creates.
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var guildID discord.GuildID
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// A bit too convoluted, but whatever.
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c, err := s.Channel(channelID)
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if err == nil {
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// If it's 0, it's 0 anyway. We don't need a check here.
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guildID = c.GuildID
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}
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// Iterate in reverse, since the store is expected to prepend the latest
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// messages.
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for i := len(ms) - 1; i >= 0; i-- {
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// Set the guild ID, fine if it's 0 (it's already 0 anyway).
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ms[i].GuildID = guildID
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|
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[channelID] = struct{}{}
|
|
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
|
|
}
|
|
|
|
////
|
|
|
|
// Presence checks the state for user presences. If no guildID is given, it will
|
|
// look for the presence in all guilds.
|
|
func (s *State) Presence(
|
|
guildID discord.GuildID, userID discord.UserID) (*discord.Presence, error) {
|
|
|
|
p, err := s.Store.Presence(guildID, userID)
|
|
if err == nil {
|
|
return p, nil
|
|
}
|
|
|
|
// If there's no guild ID, look in all guilds
|
|
if !guildID.IsValid() {
|
|
g, err := s.Guilds()
|
|
if err != nil {
|
|
return nil, err
|
|
}
|
|
|
|
for _, g := range g {
|
|
if p, err := s.Store.Presence(g.ID, userID); err == nil {
|
|
return p, nil
|
|
}
|
|
}
|
|
}
|
|
|
|
return nil, err
|
|
}
|
|
|
|
////
|
|
|
|
func (s *State) Role(guildID discord.GuildID, roleID discord.RoleID) (*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.GuildID) ([]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
|
|
}
|
|
|
|
func (s *State) fetchGuild(id discord.GuildID) (g *discord.Guild, err error) {
|
|
g, err = s.Session.Guild(id)
|
|
if err == nil {
|
|
err = s.Store.GuildSet(*g)
|
|
}
|
|
|
|
return
|
|
}
|
|
|
|
func (s *State) fetchMember(
|
|
guildID discord.GuildID, userID discord.UserID) (m *discord.Member, err error) {
|
|
|
|
m, err = s.Session.Member(guildID, userID)
|
|
if err == nil {
|
|
err = s.Store.MemberSet(guildID, *m)
|
|
}
|
|
|
|
return
|
|
}
|