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- package discordgo
- import "errors"
- var nilError error = errors.New("State not instantiated, please use discordgo.New() or assign session.State.")
- // NewState creates an empty state.
- func NewState() *State {
- return &State{
- Ready: Ready{
- PrivateChannels: []Channel{},
- Guilds: []Guild{},
- },
- }
- }
- // OnReady takes a Ready event and updates all internal state.
- func (s *State) OnReady(r *Ready) error {
- if s == nil {
- return nilError
- }
- s.Ready = *r
- 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 nilError
- }
- for _, g := range s.Guilds {
- if g.ID == guild.ID {
- // This could be a little faster ;)
- for _, m := range guild.Members {
- s.MemberAdd(&m)
- }
- for _, c := range guild.Channels {
- s.ChannelAdd(&c)
- }
- return nil
- }
- }
- s.Guilds = append(s.Guilds, *guild)
- return nil
- }
- // GuildRemove removes a guild from current world state.
- func (s *State) GuildRemove(guild *Guild) error {
- if s == nil {
- return nilError
- }
- for i, g := range s.Guilds {
- if g.ID == guild.ID {
- s.Guilds = append(s.Guilds[:i], s.Guilds[i+1:]...)
- return nil
- }
- }
- return errors.New("Guild not found.")
- }
- // 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, nilError
- }
- for _, g := range s.Guilds {
- if g.ID == guildID {
- 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 nilError
- }
- guild, err := s.Guild(member.GuildID)
- if err != nil {
- return err
- }
- 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 nilError
- }
- guild, err := s.Guild(member.GuildID)
- if err != nil {
- return err
- }
- 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, nilError
- }
- guild, err := s.Guild(guildID)
- if err != nil {
- return nil, err
- }
- 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 nilError
- }
- if channel.IsPrivate {
- for i, c := range s.PrivateChannels {
- if c.ID == channel.ID {
- s.PrivateChannels[i] = *channel
- return nil
- }
- }
- s.PrivateChannels = append(s.PrivateChannels, *channel)
- } else {
- guild, err := s.Guild(channel.GuildID)
- if err != nil {
- return err
- }
- for i, c := range guild.Channels {
- if c.ID == channel.ID {
- guild.Channels[i] = *channel
- return nil
- }
- }
- guild.Channels = append(guild.Channels, *channel)
- }
- return nil
- }
- // ChannelRemove removes a channel from current world state.
- func (s *State) ChannelRemove(channel *Channel) error {
- if s == nil {
- return nilError
- }
- if channel.IsPrivate {
- for i, c := range s.PrivateChannels {
- if c.ID == channel.ID {
- s.PrivateChannels = append(s.PrivateChannels[:i], s.PrivateChannels[i+1:]...)
- return nil
- }
- }
- } else {
- guild, err := s.Guild(channel.GuildID)
- if err != nil {
- return err
- }
- for i, c := range guild.Channels {
- if c.ID == channel.ID {
- guild.Channels = append(guild.Channels[:i], guild.Channels[i+1:]...)
- return nil
- }
- }
- }
- return errors.New("Channel not found.")
- }
- // GuildChannel gets a channel by ID from a guild.
- func (s *State) GuildChannel(guildID, channelID string) (*Channel, error) {
- if s == nil {
- return nil, nilError
- }
- guild, err := s.Guild(guildID)
- if err != nil {
- return nil, err
- }
- for _, c := range guild.Channels {
- if c.ID == channelID {
- return &c, nil
- }
- }
- return nil, errors.New("Channel not found.")
- }
- // PrivateChannel gets a private channel by ID.
- func (s *State) PrivateChannel(channelID string) (*Channel, error) {
- if s == nil {
- return nil, nilError
- }
- for _, c := range s.PrivateChannels {
- if c.ID == channelID {
- return &c, nil
- }
- }
- return nil, errors.New("Channel not found.")
- }
- // 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, nilError
- }
- c, err := s.PrivateChannel(channelID)
- if err == nil {
- return c, nil
- }
- for _, g := range s.Guilds {
- c, err := s.GuildChannel(g.ID, channelID)
- if err == nil {
- 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, nilError
- }
- guild, err := s.Guild(guildID)
- if err != nil {
- return nil, err
- }
- 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 nilError
- }
- guild, err := s.Guild(guildID)
- if err != nil {
- return err
- }
- 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
- }
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