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@@ -0,0 +1,268 @@
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+package discordgo
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+
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+import "errors"
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+
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+var nilError error = errors.New("State not instantiated, please use discordgo.New() or assign session.State.")
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+
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+// NewState creates an empty state.
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+func NewState() *State {
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+ return &State{
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+ Ready: Ready{
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+ PrivateChannels: []Channel{},
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+ Guilds: []Guild{},
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+ },
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+ }
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+}
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+
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+// OnReady takes a Ready event and updates all internal state.
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+func (s *State) OnReady(r *Ready) error {
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+ if s == nil {
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+ return nilError
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+ }
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+
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+ s.Ready = *r
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+ return nil
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+}
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+
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+// GuildAdd adds a guild to the current world state, or
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+// updates it if it already exists.
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+func (s *State) GuildAdd(guild *Guild) error {
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+ if s == nil {
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+ return nilError
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+ }
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+
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+ for _, g := range s.Guilds {
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+ if g.ID == guild.ID {
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+ // This could be a little faster ;)
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+ for _, m := range guild.Members {
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+ s.MemberAdd(&m)
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+ }
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+ for _, c := range guild.Channels {
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+ s.ChannelAdd(&c)
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+ }
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+ return nil
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+ }
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+ }
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+ s.Guilds = append(s.Guilds, *guild)
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+ return nil
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+}
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+
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+// GuildRemove removes a guild from current world state.
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+func (s *State) GuildRemove(guild *Guild) error {
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+ if s == nil {
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+ return nilError
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+ }
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+
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+ for i, g := range s.Guilds {
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+ if g.ID == guild.ID {
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+ s.Guilds = append(s.Guilds[:i], s.Guilds[i+1:]...)
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+ return nil
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+ }
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+ }
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+ return errors.New("Guild not found.")
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+}
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+
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+// Guild gets a guild by ID.
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+// Useful for querying if @me is in a guild:
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+// _, err := discordgo.Session.State.Guild(guildID)
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+// isInGuild := err == nil
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+func (s *State) Guild(guildID string) (*Guild, error) {
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+ if s == nil {
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+ return nil, nilError
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+ }
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+
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+ for _, g := range s.Guilds {
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+ if g.ID == guildID {
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+ return &g, nil
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+ }
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+ }
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+ return nil, errors.New("Guild not found.")
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+}
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+
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+// TODO: Consider moving Guild state update methods onto *Guild.
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+
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+// MemberAdd adds a member to the current world state, or
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+// updates it if it already exists.
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+func (s *State) MemberAdd(member *Member) error {
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+ if s == nil {
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+ return nilError
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+ }
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+
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+ guild, err := s.Guild(member.GuildID)
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+ if err != nil {
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+ return err
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+ }
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+
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+ for i, m := range guild.Members {
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+ if m.User.ID == member.User.ID {
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+ guild.Members[i] = *member
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+ return nil
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+ }
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+ }
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+
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+ guild.Members = append(guild.Members, *member)
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+ return nil
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+}
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+
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+// MemberRemove removes a member from current world state.
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+func (s *State) MemberRemove(member *Member) error {
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+ if s == nil {
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+ return nilError
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+ }
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+
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+ guild, err := s.Guild(member.GuildID)
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+ if err != nil {
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+ return err
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+ }
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+
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+ for i, m := range guild.Members {
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+ if m.User.ID == member.User.ID {
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+ guild.Members = append(guild.Members[:i], guild.Members[i+1:]...)
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+ return nil
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+ }
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+ }
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+
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+ return errors.New("Member not found.")
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+}
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+
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+// Member gets a member by ID from a guild.
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+func (s *State) Member(guildID string, userID string) (*Member, error) {
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+ if s == nil {
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+ return nil, nilError
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+ }
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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 nil, err
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+ }
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+
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+ for _, m := range guild.Members {
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+ if m.User.ID == userID {
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+ return &m, nil
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+ }
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+ }
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+
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+ return nil, errors.New("Member not found.")
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+}
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+
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+// ChannelAdd adds a guild to the current world state, or
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+// updates it if it already exists.
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+// Channels may exist either as PrivateChannels or inside
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+// a guild.
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+func (s *State) ChannelAdd(channel *Channel) error {
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+ if s == nil {
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+ return nilError
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+ }
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+
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+ if channel.IsPrivate {
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+ for i, c := range s.PrivateChannels {
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+ if c.ID == channel.ID {
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+ s.PrivateChannels[i] = *channel
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+ return nil
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+ }
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+ }
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+
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+ s.PrivateChannels = append(s.PrivateChannels, *channel)
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+ } else {
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+ guild, err := s.Guild(channel.GuildID)
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+ if err != nil {
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+ return err
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+ }
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+
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+ for i, c := range guild.Channels {
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+ if c.ID == channel.ID {
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+ guild.Channels[i] = *channel
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+ return nil
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+ }
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+ }
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+
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+ guild.Channels = append(guild.Channels, *channel)
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+ }
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+ return nil
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+}
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+
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+// ChannelRemove removes a channel from current world state.
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+func (s *State) ChannelRemove(channel *Channel) error {
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+ if s == nil {
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+ return nilError
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+ }
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+
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+ if channel.IsPrivate {
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+ for i, c := range s.PrivateChannels {
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+ if c.ID == channel.ID {
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+ s.PrivateChannels = append(s.PrivateChannels[:i], s.PrivateChannels[i+1:]...)
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+ return nil
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+ }
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+ }
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+ } else {
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+ guild, err := s.Guild(channel.GuildID)
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+ if err != nil {
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+ return err
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+ }
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+
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+ for i, c := range guild.Channels {
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+ if c.ID == channel.ID {
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+ guild.Channels = append(guild.Channels[:i], guild.Channels[i+1:]...)
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+ return nil
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+ }
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+ }
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+ }
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+
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+ return errors.New("Channel not found.")
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+}
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+
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+// GuildChannel gets a channel by ID from a guild.
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+func (s *State) GuildChannel(guildID string, channelID string) (*Channel, error) {
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+ if s == nil {
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+ return nil, nilError
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+ }
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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 nil, err
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+ }
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+
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+ for _, c := range guild.Channels {
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+ if c.ID == channelID {
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+ return &c, nil
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+ }
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+ }
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+
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+ return nil, errors.New("Channel not found.")
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+}
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+
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+// PrivateChannel gets a private channel by ID.
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+func (s *State) PrivateChannel(channelID string) (*Channel, error) {
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+ if s == nil {
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+ return nil, nilError
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+ }
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+
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+ for _, c := range s.PrivateChannels {
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+ if c.ID == channelID {
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+ return &c, nil
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+ }
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+ }
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+
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+ return nil, errors.New("Channel not found.")
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+}
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+
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+// Channel gets a channel by ID, it will look in all guilds an private channels.
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+func (s *State) Channel(channelID string) (*Channel, error) {
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+ if s == nil {
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+ return nil, nilError
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+ }
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+
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+ c, err := s.PrivateChannel(channelID)
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+ if err == nil {
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+ return c, nil
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+ }
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+
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+ for _, g := range s.Guilds {
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+ c, err := s.GuildChannel(g.ID, channelID)
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+ if err == nil {
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+ return c, nil
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+ }
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+ }
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+
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+ return nil, errors.New("Channel not found.")
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+}
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