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Fix channelMap not being filled for bot users/>100 guilds

Previously we only filled the channelMap inside of READY. Because of
lazy guild loading, this was not valid for the majority of users (e.g.
bot users and users with more than 100 guilds). We now properly handle
both cases, by filling in the channelMap on GUILD_CREATE.

This commit also refactors the way we do locking inside of GUILD_CREATE
and CHANNEL_CREATE to be a bit cleaner.
andrei 8 years ago
parent
commit
34f83532dd
1 changed files with 13 additions and 19 deletions
  1. 13 19
      state.go

+ 13 - 19
state.go

@@ -45,7 +45,6 @@ func (s *State) OnReady(r *Ready) error {
 
 
 		for _, c := range g.Channels {
 		for _, c := range g.Channels {
 			c.GuildID = g.ID
 			c.GuildID = g.ID
-
 			s.channelMap[c.ID] = c
 			s.channelMap[c.ID] = c
 		}
 		}
 	}
 	}
@@ -64,16 +63,17 @@ func (s *State) GuildAdd(guild *Guild) error {
 		return ErrNilState
 		return ErrNilState
 	}
 	}
 
 
-	// Update the channels to point to the right guild
+	s.Lock()
+	defer s.Unlock()
+
+	// Update the channels to point to the right guild, adding them to the channelMap as we go
 	for _, c := range guild.Channels {
 	for _, c := range guild.Channels {
 		c.GuildID = guild.ID
 		c.GuildID = guild.ID
+		s.channelMap[c.ID] = c
 	}
 	}
 
 
 	// If the guild exists, replace it.
 	// If the guild exists, replace it.
-	if g, err := s.Guild(guild.ID); err == nil {
-		s.Lock()
-		defer s.Unlock()
-
+	if g, ok := s.guildMap[guild.ID]; ok {
 		// If this guild already exists with data, don't stomp on props.
 		// If this guild already exists with data, don't stomp on props.
 		if g.Unavailable != nil && !*g.Unavailable {
 		if g.Unavailable != nil && !*g.Unavailable {
 			guild.Members = g.Members
 			guild.Members = g.Members
@@ -86,9 +86,6 @@ func (s *State) GuildAdd(guild *Guild) error {
 		return nil
 		return nil
 	}
 	}
 
 
-	s.Lock()
-	defer s.Unlock()
-
 	s.Guilds = append(s.Guilds, guild)
 	s.Guilds = append(s.Guilds, guild)
 	s.guildMap[guild.ID] = guild
 	s.guildMap[guild.ID] = guild
 
 
@@ -224,11 +221,11 @@ func (s *State) ChannelAdd(channel *Channel) error {
 		return ErrNilState
 		return ErrNilState
 	}
 	}
 
 
-	// If the channel exists, replace it.
-	if c, err := s.Channel(channel.ID); err == nil {
-		s.Lock()
-		defer s.Unlock()
+	s.Lock()
+	defer s.Unlock()
 
 
+	// If the channel exists, replace it
+	if c, ok := s.channelMap[channel.ID]; ok {
 		channel.Messages = c.Messages
 		channel.Messages = c.Messages
 		channel.PermissionOverwrites = c.PermissionOverwrites
 		channel.PermissionOverwrites = c.PermissionOverwrites
 
 
@@ -236,15 +233,12 @@ func (s *State) ChannelAdd(channel *Channel) error {
 		return nil
 		return nil
 	}
 	}
 
 
-	s.Lock()
-	defer s.Unlock()
-
 	if channel.IsPrivate {
 	if channel.IsPrivate {
 		s.PrivateChannels = append(s.PrivateChannels, channel)
 		s.PrivateChannels = append(s.PrivateChannels, channel)
 	} else {
 	} else {
-		guild, err := s.Guild(channel.GuildID)
-		if err != nil {
-			return err
+		guild, ok := s.guildMap[channel.GuildID]
+		if !ok {
+			return errors.New("Guild for channel not found.")
 		}
 		}
 
 
 		guild.Channels = append(guild.Channels, channel)
 		guild.Channels = append(guild.Channels, channel)