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- // Discordgo - Discord bindings for Go
- // Available at https://github.com/bwmarrin/discordgo
- // Copyright 2015-2016 Bruce Marriner <bruce@sqls.net>. All rights reserved.
- // Use of this source code is governed by a BSD-style
- // license that can be found in the LICENSE file.
- // This file contains code related to state tracking. If enabled, state
- // tracking will capture the initial READY packet and many other websocket
- // events and maintain an in-memory state of of guilds, channels, users, and
- // so forth. This information can be accessed through the Session.State struct.
- package discordgo
- import (
- "errors"
- "sync"
- )
- // ErrNilState is returned when the state is nil.
- var ErrNilState = errors.New("State not instantiated, please use discordgo.New() or assign Session.State.")
- // A State contains the current known state.
- // As discord sends this in a READY blob, it seems reasonable to simply
- // use that struct as the data store.
- type State struct {
- sync.RWMutex
- Ready
- MaxMessageCount int
- guildMap map[string]*Guild
- channelMap map[string]*Channel
- }
- // NewState creates an empty state.
- func NewState() *State {
- return &State{
- Ready: Ready{
- PrivateChannels: []*Channel{},
- Guilds: []*Guild{},
- },
- guildMap: make(map[string]*Guild),
- channelMap: make(map[string]*Channel),
- }
- }
- // OnReady takes a Ready event and updates all internal state.
- func (s *State) OnReady(r *Ready) error {
- if s == nil {
- return ErrNilState
- }
- s.Lock()
- defer s.Unlock()
- s.Ready = *r
- for _, g := range s.Guilds {
- s.guildMap[g.ID] = g
- for _, c := range g.Channels {
- c.GuildID = g.ID
- s.channelMap[c.ID] = c
- }
- }
- for _, c := range s.PrivateChannels {
- s.channelMap[c.ID] = c
- }
- return nil
- }
- // GuildAdd adds a guild to the current world state, or
- // updates it if it already exists.
- func (s *State) GuildAdd(guild *Guild) error {
- if s == nil {
- return ErrNilState
- }
- 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 {
- c.GuildID = guild.ID
- s.channelMap[c.ID] = c
- }
- // If the guild exists, replace it.
- if g, ok := s.guildMap[guild.ID]; ok {
- // If this guild already exists with data, don't stomp on props.
- if g.Unavailable != nil && !*g.Unavailable {
- guild.Members = g.Members
- guild.Presences = g.Presences
- guild.Channels = g.Channels
- guild.VoiceStates = g.VoiceStates
- }
- *g = *guild
- return nil
- }
- s.Guilds = append(s.Guilds, guild)
- s.guildMap[guild.ID] = guild
- return nil
- }
- // GuildRemove removes a guild from current world state.
- func (s *State) GuildRemove(guild *Guild) error {
- if s == nil {
- return ErrNilState
- }
- _, err := s.Guild(guild.ID)
- if err != nil {
- return err
- }
- s.Lock()
- defer s.Unlock()
- delete(s.guildMap, guild.ID)
- for i, g := range s.Guilds {
- if g.ID == guild.ID {
- s.Guilds = append(s.Guilds[:i], s.Guilds[i+1:]...)
- return nil
- }
- }
- return nil
- }
- // Guild gets a guild by ID.
- // Useful for querying if @me is in a guild:
- // _, err := discordgo.Session.State.Guild(guildID)
- // isInGuild := err == nil
- func (s *State) Guild(guildID string) (*Guild, error) {
- if s == nil {
- return nil, ErrNilState
- }
- s.RLock()
- defer s.RUnlock()
- if g, ok := s.guildMap[guildID]; ok {
- return g, nil
- }
- return nil, errors.New("Guild not found.")
- }
- // TODO: Consider moving Guild state update methods onto *Guild.
- // MemberAdd adds a member to the current world state, or
- // updates it if it already exists.
- func (s *State) MemberAdd(member *Member) error {
- if s == nil {
- return ErrNilState
- }
- guild, err := s.Guild(member.GuildID)
- if err != nil {
- return err
- }
- s.Lock()
- defer s.Unlock()
- for i, m := range guild.Members {
- if m.User.ID == member.User.ID {
- guild.Members[i] = member
- return nil
- }
- }
- guild.Members = append(guild.Members, member)
- return nil
- }
- // MemberRemove removes a member from current world state.
- func (s *State) MemberRemove(member *Member) error {
- if s == nil {
- return ErrNilState
- }
- guild, err := s.Guild(member.GuildID)
- if err != nil {
- return err
- }
- s.Lock()
- defer s.Unlock()
- for i, m := range guild.Members {
- if m.User.ID == member.User.ID {
- guild.Members = append(guild.Members[:i], guild.Members[i+1:]...)
- return nil
- }
- }
- return errors.New("Member not found.")
- }
- // Member gets a member by ID from a guild.
- func (s *State) Member(guildID, userID string) (*Member, error) {
- if s == nil {
- return nil, ErrNilState
- }
- guild, err := s.Guild(guildID)
- if err != nil {
- return nil, err
- }
- s.RLock()
- defer s.RUnlock()
- for _, m := range guild.Members {
- if m.User.ID == userID {
- return m, nil
- }
- }
- return nil, errors.New("Member not found.")
- }
- // ChannelAdd adds a guild to the current world state, or
- // updates it if it already exists.
- // Channels may exist either as PrivateChannels or inside
- // a guild.
- func (s *State) ChannelAdd(channel *Channel) error {
- if s == nil {
- return ErrNilState
- }
- s.Lock()
- defer s.Unlock()
- // If the channel exists, replace it
- if c, ok := s.channelMap[channel.ID]; ok {
- channel.Messages = c.Messages
- channel.PermissionOverwrites = c.PermissionOverwrites
- *c = *channel
- return nil
- }
- if channel.IsPrivate {
- s.PrivateChannels = append(s.PrivateChannels, channel)
- } else {
- guild, ok := s.guildMap[channel.GuildID]
- if !ok {
- return errors.New("Guild for channel not found.")
- }
- guild.Channels = append(guild.Channels, channel)
- }
- s.channelMap[channel.ID] = channel
- return nil
- }
- // ChannelRemove removes a channel from current world state.
- func (s *State) ChannelRemove(channel *Channel) error {
- if s == nil {
- return ErrNilState
- }
- _, err := s.Channel(channel.ID)
- if err != nil {
- return err
- }
- if channel.IsPrivate {
- s.Lock()
- defer s.Unlock()
- for i, c := range s.PrivateChannels {
- if c.ID == channel.ID {
- s.PrivateChannels = append(s.PrivateChannels[:i], s.PrivateChannels[i+1:]...)
- break
- }
- }
- } else {
- guild, err := s.Guild(channel.GuildID)
- if err != nil {
- return err
- }
- s.Lock()
- defer s.Unlock()
- for i, c := range guild.Channels {
- if c.ID == channel.ID {
- guild.Channels = append(guild.Channels[:i], guild.Channels[i+1:]...)
- break
- }
- }
- }
- delete(s.channelMap, channel.ID)
- return nil
- }
- // GuildChannel gets a channel by ID from a guild.
- // This method is Deprecated, use Channel(channelID)
- func (s *State) GuildChannel(guildID, channelID string) (*Channel, error) {
- return s.Channel(channelID)
- }
- // PrivateChannel gets a private channel by ID.
- // This method is Deprecated, use Channel(channelID)
- func (s *State) PrivateChannel(channelID string) (*Channel, error) {
- return s.Channel(channelID)
- }
- // Channel gets a channel by ID, it will look in all guilds an private channels.
- func (s *State) Channel(channelID string) (*Channel, error) {
- if s == nil {
- return nil, ErrNilState
- }
- if c, ok := s.channelMap[channelID]; ok {
- return c, nil
- }
- return nil, errors.New("Channel not found.")
- }
- // Emoji returns an emoji for a guild and emoji id.
- func (s *State) Emoji(guildID, emojiID string) (*Emoji, error) {
- if s == nil {
- return nil, ErrNilState
- }
- guild, err := s.Guild(guildID)
- if err != nil {
- return nil, err
- }
- s.RLock()
- defer s.RUnlock()
- for _, e := range guild.Emojis {
- if e.ID == emojiID {
- return e, nil
- }
- }
- return nil, errors.New("Emoji not found.")
- }
- // EmojiAdd adds an emoji to the current world state.
- func (s *State) EmojiAdd(guildID string, emoji *Emoji) error {
- if s == nil {
- return ErrNilState
- }
- guild, err := s.Guild(guildID)
- if err != nil {
- return err
- }
- s.Lock()
- defer s.Unlock()
- for i, e := range guild.Emojis {
- if e.ID == emoji.ID {
- guild.Emojis[i] = emoji
- return nil
- }
- }
- guild.Emojis = append(guild.Emojis, emoji)
- return nil
- }
- // EmojisAdd adds multiple emojis to the world state.
- func (s *State) EmojisAdd(guildID string, emojis []*Emoji) error {
- for _, e := range emojis {
- if err := s.EmojiAdd(guildID, e); err != nil {
- return err
- }
- }
- return nil
- }
- // MessageAdd adds a message to the current world state, or updates it if it exists.
- // If the channel cannot be found, the message is discarded.
- // Messages are kept in state up to s.MaxMessageCount
- func (s *State) MessageAdd(message *Message) error {
- if s == nil {
- return ErrNilState
- }
- if s.MaxMessageCount == 0 {
- return nil
- }
- c, err := s.Channel(message.ChannelID)
- if err != nil {
- return err
- }
- s.Lock()
- defer s.Unlock()
- // If the message exists, replace it.
- for i, m := range c.Messages {
- if m.ID == message.ID {
- c.Messages[i] = message
- return nil
- }
- }
- c.Messages = append(c.Messages, message)
- if len(c.Messages) > s.MaxMessageCount {
- c.Messages = c.Messages[len(c.Messages)-s.MaxMessageCount:]
- }
- return nil
- }
- // MessageRemove removes a message from the world state.
- func (s *State) MessageRemove(message *Message) error {
- if s == nil {
- return ErrNilState
- }
- if s.MaxMessageCount == 0 {
- return nil
- }
- c, err := s.Channel(message.ChannelID)
- if err != nil {
- return err
- }
- s.Lock()
- defer s.Unlock()
- for i, m := range c.Messages {
- if m.ID == message.ID {
- c.Messages = append(c.Messages[:i], c.Messages[i+1:]...)
- return nil
- }
- }
- return errors.New("Message not found.")
- }
- func (s *State) voiceStateUpdate(update *VoiceStateUpdate) error {
- guild, err := s.Guild(update.GuildID)
- if err != nil {
- return err
- }
- s.Lock()
- defer s.Unlock()
- // Handle Leaving Channel
- if update.ChannelID == "" {
- for i, state := range guild.VoiceStates {
- if state.UserID == update.UserID {
- guild.VoiceStates = append(guild.VoiceStates[:i], guild.VoiceStates[i+1:]...)
- return nil
- }
- }
- } else {
- for i, state := range guild.VoiceStates {
- if state.UserID == update.UserID {
- guild.VoiceStates[i] = update.VoiceState
- return nil
- }
- }
- guild.VoiceStates = append(guild.VoiceStates, update.VoiceState)
- }
- return nil
- }
- // Message gets a message by channel and message ID.
- func (s *State) Message(channelID, messageID string) (*Message, error) {
- if s == nil {
- return nil, ErrNilState
- }
- c, err := s.Channel(channelID)
- if err != nil {
- return nil, err
- }
- s.RLock()
- defer s.RUnlock()
- for _, m := range c.Messages {
- if m.ID == messageID {
- return m, nil
- }
- }
- return nil, errors.New("Message not found.")
- }
- // onInterface handles all events related to states.
- func (s *State) onInterface(se *Session, i interface{}) (err error) {
- if s == nil {
- return ErrNilState
- }
- if !se.StateEnabled {
- return nil
- }
- switch t := i.(type) {
- case *Ready:
- err = s.OnReady(t)
- case *GuildCreate:
- err = s.GuildAdd(t.Guild)
- case *GuildUpdate:
- err = s.GuildAdd(t.Guild)
- case *GuildDelete:
- err = s.GuildRemove(t.Guild)
- case *GuildMemberAdd:
- err = s.MemberAdd(t.Member)
- case *GuildMemberUpdate:
- err = s.MemberAdd(t.Member)
- case *GuildMemberRemove:
- err = s.MemberRemove(t.Member)
- case *GuildEmojisUpdate:
- err = s.EmojisAdd(t.GuildID, t.Emojis)
- case *ChannelCreate:
- err = s.ChannelAdd(t.Channel)
- case *ChannelUpdate:
- err = s.ChannelAdd(t.Channel)
- case *ChannelDelete:
- err = s.ChannelRemove(t.Channel)
- case *MessageCreate:
- err = s.MessageAdd(t.Message)
- case *MessageUpdate:
- err = s.MessageAdd(t.Message)
- case *MessageDelete:
- err = s.MessageRemove(t.Message)
- case *VoiceStateUpdate:
- err = s.voiceStateUpdate(t)
- }
- return
- }
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