state.go 6.9 KB

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  1. // Discordgo - Discord bindings for Go
  2. // Available at https://github.com/bwmarrin/discordgo
  3. // Copyright 2015-2016 Bruce Marriner <bruce@sqls.net>. All rights reserved.
  4. // Use of this source code is governed by a BSD-style
  5. // license that can be found in the LICENSE file.
  6. // This file contains code related to state tracking. If enabled, state
  7. // tracking will capture the initial READY packet and many other websocket
  8. // events and maintain an in-memory state of of guilds, channels, users, and
  9. // so forth. This information can be accessed through the Session.State struct.
  10. // This code was contributed by https://github.com/iopred
  11. package discordgo
  12. import "errors"
  13. var nilError error = errors.New("State not instantiated, please use discordgo.New() or assign Session.State.")
  14. // NewState creates an empty state.
  15. func NewState() *State {
  16. return &State{
  17. Ready: Ready{
  18. PrivateChannels: []Channel{},
  19. Guilds: []Guild{},
  20. },
  21. }
  22. }
  23. // OnReady takes a Ready event and updates all internal state.
  24. func (s *State) OnReady(r *Ready) error {
  25. if s == nil {
  26. return nilError
  27. }
  28. s.Ready = *r
  29. return nil
  30. }
  31. // GuildAdd adds a guild to the current world state, or
  32. // updates it if it already exists.
  33. func (s *State) GuildAdd(guild *Guild) error {
  34. if s == nil {
  35. return nilError
  36. }
  37. for _, g := range s.Guilds {
  38. if g.ID == guild.ID {
  39. // This could be a little faster ;)
  40. for _, m := range guild.Members {
  41. s.MemberAdd(&m)
  42. }
  43. for _, c := range guild.Channels {
  44. s.ChannelAdd(&c)
  45. }
  46. return nil
  47. }
  48. }
  49. s.Guilds = append(s.Guilds, *guild)
  50. return nil
  51. }
  52. // GuildRemove removes a guild from current world state.
  53. func (s *State) GuildRemove(guild *Guild) error {
  54. if s == nil {
  55. return nilError
  56. }
  57. for i, g := range s.Guilds {
  58. if g.ID == guild.ID {
  59. s.Guilds = append(s.Guilds[:i], s.Guilds[i+1:]...)
  60. return nil
  61. }
  62. }
  63. return errors.New("Guild not found.")
  64. }
  65. // Guild gets a guild by ID.
  66. // Useful for querying if @me is in a guild:
  67. // _, err := discordgo.Session.State.Guild(guildID)
  68. // isInGuild := err == nil
  69. func (s *State) Guild(guildID string) (*Guild, error) {
  70. if s == nil {
  71. return nil, nilError
  72. }
  73. for _, g := range s.Guilds {
  74. if g.ID == guildID {
  75. return &g, nil
  76. }
  77. }
  78. return nil, errors.New("Guild not found.")
  79. }
  80. // TODO: Consider moving Guild state update methods onto *Guild.
  81. // MemberAdd adds a member to the current world state, or
  82. // updates it if it already exists.
  83. func (s *State) MemberAdd(member *Member) error {
  84. if s == nil {
  85. return nilError
  86. }
  87. guild, err := s.Guild(member.GuildID)
  88. if err != nil {
  89. return err
  90. }
  91. for i, m := range guild.Members {
  92. if m.User.ID == member.User.ID {
  93. guild.Members[i] = *member
  94. return nil
  95. }
  96. }
  97. guild.Members = append(guild.Members, *member)
  98. return nil
  99. }
  100. // MemberRemove removes a member from current world state.
  101. func (s *State) MemberRemove(member *Member) error {
  102. if s == nil {
  103. return nilError
  104. }
  105. guild, err := s.Guild(member.GuildID)
  106. if err != nil {
  107. return err
  108. }
  109. for i, m := range guild.Members {
  110. if m.User.ID == member.User.ID {
  111. guild.Members = append(guild.Members[:i], guild.Members[i+1:]...)
  112. return nil
  113. }
  114. }
  115. return errors.New("Member not found.")
  116. }
  117. // Member gets a member by ID from a guild.
  118. func (s *State) Member(guildID, userID string) (*Member, error) {
  119. if s == nil {
  120. return nil, nilError
  121. }
  122. guild, err := s.Guild(guildID)
  123. if err != nil {
  124. return nil, err
  125. }
  126. for _, m := range guild.Members {
  127. if m.User.ID == userID {
  128. return &m, nil
  129. }
  130. }
  131. return nil, errors.New("Member not found.")
  132. }
  133. // ChannelAdd adds a guild to the current world state, or
  134. // updates it if it already exists.
  135. // Channels may exist either as PrivateChannels or inside
  136. // a guild.
  137. func (s *State) ChannelAdd(channel *Channel) error {
  138. if s == nil {
  139. return nilError
  140. }
  141. if channel.IsPrivate {
  142. for i, c := range s.PrivateChannels {
  143. if c.ID == channel.ID {
  144. s.PrivateChannels[i] = *channel
  145. return nil
  146. }
  147. }
  148. s.PrivateChannels = append(s.PrivateChannels, *channel)
  149. } else {
  150. guild, err := s.Guild(channel.GuildID)
  151. if err != nil {
  152. return err
  153. }
  154. for i, c := range guild.Channels {
  155. if c.ID == channel.ID {
  156. guild.Channels[i] = *channel
  157. return nil
  158. }
  159. }
  160. guild.Channels = append(guild.Channels, *channel)
  161. }
  162. return nil
  163. }
  164. // ChannelRemove removes a channel from current world state.
  165. func (s *State) ChannelRemove(channel *Channel) error {
  166. if s == nil {
  167. return nilError
  168. }
  169. if channel.IsPrivate {
  170. for i, c := range s.PrivateChannels {
  171. if c.ID == channel.ID {
  172. s.PrivateChannels = append(s.PrivateChannels[:i], s.PrivateChannels[i+1:]...)
  173. return nil
  174. }
  175. }
  176. } else {
  177. guild, err := s.Guild(channel.GuildID)
  178. if err != nil {
  179. return err
  180. }
  181. for i, c := range guild.Channels {
  182. if c.ID == channel.ID {
  183. guild.Channels = append(guild.Channels[:i], guild.Channels[i+1:]...)
  184. return nil
  185. }
  186. }
  187. }
  188. return errors.New("Channel not found.")
  189. }
  190. // GuildChannel gets a channel by ID from a guild.
  191. func (s *State) GuildChannel(guildID, channelID string) (*Channel, error) {
  192. if s == nil {
  193. return nil, nilError
  194. }
  195. guild, err := s.Guild(guildID)
  196. if err != nil {
  197. return nil, err
  198. }
  199. for _, c := range guild.Channels {
  200. if c.ID == channelID {
  201. return &c, nil
  202. }
  203. }
  204. return nil, errors.New("Channel not found.")
  205. }
  206. // PrivateChannel gets a private channel by ID.
  207. func (s *State) PrivateChannel(channelID string) (*Channel, error) {
  208. if s == nil {
  209. return nil, nilError
  210. }
  211. for _, c := range s.PrivateChannels {
  212. if c.ID == channelID {
  213. return &c, nil
  214. }
  215. }
  216. return nil, errors.New("Channel not found.")
  217. }
  218. // Channel gets a channel by ID, it will look in all guilds an private channels.
  219. func (s *State) Channel(channelID string) (*Channel, error) {
  220. if s == nil {
  221. return nil, nilError
  222. }
  223. c, err := s.PrivateChannel(channelID)
  224. if err == nil {
  225. return c, nil
  226. }
  227. for _, g := range s.Guilds {
  228. c, err := s.GuildChannel(g.ID, channelID)
  229. if err == nil {
  230. return c, nil
  231. }
  232. }
  233. return nil, errors.New("Channel not found.")
  234. }
  235. // Emoji returns an emoji for a guild and emoji id.
  236. func (s *State) Emoji(guildID, emojiID string) (*Emoji, error) {
  237. if s == nil {
  238. return nil, nilError
  239. }
  240. guild, err := s.Guild(guildID)
  241. if err != nil {
  242. return nil, err
  243. }
  244. for _, e := range guild.Emojis {
  245. if e.ID == emojiID {
  246. return &e, nil
  247. }
  248. }
  249. return nil, errors.New("Emoji not found.")
  250. }
  251. // EmojiAdd adds an emoji to the current world state.
  252. func (s *State) EmojiAdd(guildID string, emoji *Emoji) error {
  253. if s == nil {
  254. return nilError
  255. }
  256. guild, err := s.Guild(guildID)
  257. if err != nil {
  258. return err
  259. }
  260. for i, e := range guild.Emojis {
  261. if e.ID == emoji.ID {
  262. guild.Emojis[i] = *emoji
  263. return nil
  264. }
  265. }
  266. guild.Emojis = append(guild.Emojis, *emoji)
  267. return nil
  268. }
  269. // EmojisAdd adds multiple emojis to the world state.
  270. func (s *State) EmojisAdd(guildID string, emojis []Emoji) error {
  271. for _, e := range emojis {
  272. if err := s.EmojiAdd(guildID, &e); err != nil {
  273. return err
  274. }
  275. }
  276. return nil
  277. }