commit
594d27626e
4 changed files with 351 additions and 47 deletions
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@ -61,7 +61,10 @@ type voiceUDP struct {
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func New(args ...interface{}) (s *Session, err error) {
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// Create an empty Session interface.
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s = &Session{}
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s = &Session{
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State: NewState(),
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StateEnabled: true,
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}
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// If no arguments are passed return the empty Session interface.
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// Later I will add default values, if appropriate.
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268
state.go
Normal file
268
state.go
Normal file
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@ -0,0 +1,268 @@
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package discordgo
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import "errors"
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var nilError error = errors.New("State not instantiated, please use discordgo.New() or assign session.State.")
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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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// 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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s.Ready = *r
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return nil
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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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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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// 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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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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// 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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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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// TODO: Consider moving Guild state update methods onto *Guild.
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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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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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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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guild.Members = append(guild.Members, *member)
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return nil
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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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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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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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return errors.New("Member not found.")
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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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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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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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return nil, errors.New("Member not found.")
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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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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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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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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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guild.Channels = append(guild.Channels, *channel)
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}
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return nil
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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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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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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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return errors.New("Channel not found.")
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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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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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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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return nil, errors.New("Channel not found.")
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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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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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return nil, errors.New("Channel not found.")
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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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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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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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return nil, errors.New("Channel not found.")
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}
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23
structs.go
23
structs.go
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@ -84,6 +84,10 @@ type Session struct {
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VChannelID string
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Vop2 VoiceOP2
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UDPConn *net.UDPConn
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// Managed state object, updated with events.
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State *State
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StateEnabled bool
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}
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// A Message stores all data related to a specific Discord message.
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@ -262,14 +266,6 @@ type User struct {
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// it just doesn't seem able to handle this one
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// field correctly. Need to research this more.
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// A PrivateChannel stores all data for a specific user private channel.
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type PrivateChannel struct {
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ID string `json:"id"`
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IsPrivate bool `json:"is_private"`
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LastMessageID string `json:"last_message_id"`
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Recipient User `json:"recipient"`
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} // merge with channel?
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// A Settings stores data for a specific users Discord client settings.
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type Settings struct {
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RenderEmbeds bool `json:"render_embeds"`
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@ -298,8 +294,8 @@ type Ready struct {
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HeartbeatInterval time.Duration `json:"heartbeat_interval"`
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User User `json:"user"`
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ReadState []ReadState
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PrivateChannels []PrivateChannel
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Guilds []Guild
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PrivateChannels []Channel `json:"private_channels"`
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Guilds []Guild `json:"guilds"`
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}
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// A ReadState stores data on the read state of channels.
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@ -360,3 +356,10 @@ type GuildBan struct {
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User User `json:"user"`
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GuildID string `json:"guild_id"`
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}
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// A State contains the current known state.
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// As discord sends this in a READY blob, it seems reasonable to simply
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// use that struct as the data store.
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type State struct {
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Ready
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}
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66
wsapi.go
66
wsapi.go
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@ -153,6 +153,9 @@ func (s *Session) event(messageType int, message []byte) (err error) {
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case "READY":
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var st Ready
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if err = unmarshalEvent(e, &st); err == nil {
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if s.StateEnabled {
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s.State.OnReady(&st)
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}
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if s.OnReady != nil {
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s.OnReady(s, st)
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}
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@ -235,77 +238,104 @@ func (s *Session) event(messageType int, message []byte) (err error) {
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return
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}
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case "CHANNEL_CREATE":
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if s.OnChannelCreate != nil {
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var st Channel
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if err = unmarshalEvent(e, &st); err == nil {
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if s.StateEnabled {
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s.State.ChannelAdd(&st)
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}
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if s.OnChannelCreate != nil {
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s.OnChannelCreate(s, st)
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}
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return
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}
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return
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case "CHANNEL_UPDATE":
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if s.OnChannelUpdate != nil {
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var st Channel
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if err = unmarshalEvent(e, &st); err == nil {
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if s.StateEnabled {
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s.State.ChannelAdd(&st)
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}
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if s.OnChannelUpdate != nil {
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s.OnChannelUpdate(s, st)
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}
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return
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}
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return
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case "CHANNEL_DELETE":
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if s.OnChannelDelete != nil {
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var st Channel
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if err = unmarshalEvent(e, &st); err == nil {
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if s.StateEnabled {
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s.State.ChannelRemove(&st)
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}
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if s.OnChannelDelete != nil {
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s.OnChannelDelete(s, st)
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}
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return
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}
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return
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case "GUILD_CREATE":
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if s.OnGuildCreate != nil {
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var st Guild
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if err = unmarshalEvent(e, &st); err == nil {
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if s.StateEnabled {
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s.State.GuildAdd(&st)
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}
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if s.OnGuildCreate != nil {
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s.OnGuildCreate(s, st)
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}
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return
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}
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return
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case "GUILD_UPDATE":
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if s.OnGuildCreate != nil {
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var st Guild
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if err = unmarshalEvent(e, &st); err == nil {
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if s.StateEnabled {
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s.State.GuildAdd(&st)
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}
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if s.OnGuildCreate != nil {
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s.OnGuildUpdate(s, st)
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}
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return
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}
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return
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case "GUILD_DELETE":
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if s.OnGuildDelete != nil {
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var st Guild
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if err = unmarshalEvent(e, &st); err == nil {
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if s.StateEnabled {
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s.State.GuildRemove(&st)
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}
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if s.OnGuildDelete != nil {
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s.OnGuildDelete(s, st)
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}
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return
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}
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return
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case "GUILD_MEMBER_ADD":
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if s.OnGuildMemberAdd != nil {
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var st Member
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if err = unmarshalEvent(e, &st); err == nil {
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if s.StateEnabled {
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s.State.MemberAdd(&st)
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}
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if s.OnGuildMemberAdd != nil {
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s.OnGuildMemberAdd(s, st)
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}
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return
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}
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return
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case "GUILD_MEMBER_REMOVE":
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if s.OnGuildMemberRemove != nil {
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var st Member
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if err = unmarshalEvent(e, &st); err == nil {
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if s.StateEnabled {
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s.State.MemberRemove(&st)
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}
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if s.OnGuildMemberRemove != nil {
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s.OnGuildMemberRemove(s, st)
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}
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return
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}
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return
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case "GUILD_MEMBER_UPDATE":
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if s.OnGuildMemberUpdate != nil {
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var st Member
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if err = unmarshalEvent(e, &st); err == nil {
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if s.StateEnabled {
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s.State.MemberAdd(&st)
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}
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if s.OnGuildMemberUpdate != nil {
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s.OnGuildMemberUpdate(s, st)
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}
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return
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}
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return
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case "GUILD_ROLE_CREATE":
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if s.OnGuildRoleCreate != nil {
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var st GuildRole
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Loading…
Reference in a new issue