mirror of
https://github.com/diamondburned/arikawa.git
synced 2024-11-30 18:53:30 +00:00
554 lines
11 KiB
Go
554 lines
11 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/handler"
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"github.com/diamondburned/arikawa/session"
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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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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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unhooker func()
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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.Snowflake]struct{}
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fewMutex *sync.Mutex
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}
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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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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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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.Snowflake]struct{}{},
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fewMutex: new(sync.Mutex),
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}
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return state, state.hookSession()
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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.Valid() {
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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, userID discord.Snowflake) (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 {
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if !message.GuildID.Valid() {
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return discord.DefaultMemberColor
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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 discord.DefaultMemberColor
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}
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return discord.MemberColor(*guild, *message.Member)
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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, userID discord.Snowflake) discord.Color {
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member, err := s.Member(guildID, userID)
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if err != nil {
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return discord.DefaultMemberColor
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}
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guild, err := s.Guild(guildID)
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if err != nil {
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return discord.DefaultMemberColor
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}
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return discord.MemberColor(*guild, *member)
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}
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////
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func (s *State) Permissions(channelID, userID discord.Snowflake) (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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g, err := s.Guild(ch.GuildID)
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if err != nil {
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return 0, errors.Wrap(err, "Failed to get guild")
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}
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m, err := s.Member(ch.GuildID, userID)
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if err != nil {
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return 0, errors.Wrap(err, "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.Snowflake) (*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.Snowflake) ([]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.Snowflake) (*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, emojiID discord.Snowflake) (*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.Snowflake) ([]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.Snowflake) (*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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c, err = s.Session.Guild(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.GuildSet(c)
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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(
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guildID, userID discord.Snowflake) (*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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m, err = s.Session.Member(guildID, userID)
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if err != nil {
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return nil, err
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}
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return m, s.Store.MemberSet(guildID, m)
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}
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func (s *State) Members(guildID discord.Snowflake) ([]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.Snowflake{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, messageID discord.Snowflake) (*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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m, err = s.Session.Message(channelID, messageID)
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if err != nil {
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return nil, err
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}
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// Fill the GuildID, because Discord doesn't do it for us.
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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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m.GuildID = c.GuildID
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}
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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.Snowflake) ([]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.Snowflake
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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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for i := range ms {
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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 {
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return nil, err
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}
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}
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if len(ms) < maxMsgs {
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// Tiny channel, store this.
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s.fewMutex.Lock()
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s.fewMessages[channelID] = struct{}{}
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s.fewMutex.Unlock()
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return ms, nil
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}
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// Since the latest messages are at the end and we already know the maxMsgs,
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// we could slice this right away.
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return ms[:maxMsgs], nil
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}
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////
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// Presence checks the state for user presences. If no guildID is given, it will
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// look for the presence in all guilds.
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func (s *State) Presence(guildID, userID discord.Snowflake) (*discord.Presence, error) {
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p, err := s.Store.Presence(guildID, userID)
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if err == nil {
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return p, nil
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}
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// If there's no guild ID, look in all guilds
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if !guildID.Valid() {
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g, err := s.Guilds()
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if err != nil {
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return nil, err
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}
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for _, g := range g {
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if p, err := s.Store.Presence(g.ID, userID); err == nil {
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return p, nil
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}
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}
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}
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return nil, err
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}
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////
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func (s *State) Role(guildID, roleID discord.Snowflake) (*discord.Role, error) {
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r, err := s.Store.Role(guildID, roleID)
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if err == nil {
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return r, nil
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}
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rs, err := s.Session.Roles(guildID)
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if err != nil {
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return nil, err
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}
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var role *discord.Role
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for _, r := range rs {
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r := r
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if r.ID == roleID {
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role = &r
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}
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if err := s.RoleSet(guildID, &r); err != nil {
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return role, err
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}
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}
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return role, nil
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}
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func (s *State) Roles(guildID discord.Snowflake) ([]discord.Role, error) {
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rs, err := s.Store.Roles(guildID)
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if err == nil {
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return rs, nil
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}
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rs, err = s.Session.Roles(guildID)
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if err != nil {
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return nil, err
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}
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for _, r := range rs {
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r := r
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if err := s.RoleSet(guildID, &r); err != nil {
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return rs, err
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}
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}
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return rs, nil
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}
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