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.
This commit is contained in:
andrei 2016-04-12 22:25:41 -07:00
parent 3ecffcdd78
commit 34f83532dd

View file

@ -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 { if g, ok := s.guildMap[guild.ID]; ok {
s.Lock()
defer s.Unlock()
// 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. s.Lock()
if c, err := s.Channel(channel.ID); err == nil { 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) guild, ok := s.guildMap[channel.GuildID]
if err != nil { if !ok {
return err return errors.New("Guild for channel not found.")
} }
guild.Channels = append(guild.Channels, channel) guild.Channels = append(guild.Channels, channel)