Merge pull request #42 from iopred/state

Implement state tracking.
This commit is contained in:
Bruce 2016-01-02 15:18:13 -06:00
commit 594d27626e
4 changed files with 351 additions and 47 deletions

View file

@ -61,7 +61,10 @@ type voiceUDP struct {
func New(args ...interface{}) (s *Session, err error) {
// Create an empty Session interface.
s = &Session{}
s = &Session{
State: NewState(),
StateEnabled: true,
}
// If no arguments are passed return the empty Session interface.
// Later I will add default values, if appropriate.

268
state.go Normal file
View file

@ -0,0 +1,268 @@
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 string, 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 string, 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.")
}

View file

@ -84,6 +84,10 @@ type Session struct {
VChannelID string
Vop2 VoiceOP2
UDPConn *net.UDPConn
// Managed state object, updated with events.
State *State
StateEnabled bool
}
// A Message stores all data related to a specific Discord message.
@ -262,14 +266,6 @@ type User struct {
// it just doesn't seem able to handle this one
// field correctly. Need to research this more.
// A PrivateChannel stores all data for a specific user private channel.
type PrivateChannel struct {
ID string `json:"id"`
IsPrivate bool `json:"is_private"`
LastMessageID string `json:"last_message_id"`
Recipient User `json:"recipient"`
} // merge with channel?
// A Settings stores data for a specific users Discord client settings.
type Settings struct {
RenderEmbeds bool `json:"render_embeds"`
@ -298,8 +294,8 @@ type Ready struct {
HeartbeatInterval time.Duration `json:"heartbeat_interval"`
User User `json:"user"`
ReadState []ReadState
PrivateChannels []PrivateChannel
Guilds []Guild
PrivateChannels []Channel `json:"private_channels"`
Guilds []Guild `json:"guilds"`
}
// A ReadState stores data on the read state of channels.
@ -360,3 +356,10 @@ type GuildBan struct {
User User `json:"user"`
GuildID string `json:"guild_id"`
}
// 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 {
Ready
}

View file

@ -153,6 +153,9 @@ func (s *Session) event(messageType int, message []byte) (err error) {
case "READY":
var st Ready
if err = unmarshalEvent(e, &st); err == nil {
if s.StateEnabled {
s.State.OnReady(&st)
}
if s.OnReady != nil {
s.OnReady(s, st)
}
@ -235,77 +238,104 @@ func (s *Session) event(messageType int, message []byte) (err error) {
return
}
case "CHANNEL_CREATE":
if s.OnChannelCreate != nil {
var st Channel
if err = unmarshalEvent(e, &st); err == nil {
if s.StateEnabled {
s.State.ChannelAdd(&st)
}
if s.OnChannelCreate != nil {
s.OnChannelCreate(s, st)
}
return
}
return
case "CHANNEL_UPDATE":
if s.OnChannelUpdate != nil {
var st Channel
if err = unmarshalEvent(e, &st); err == nil {
if s.StateEnabled {
s.State.ChannelAdd(&st)
}
if s.OnChannelUpdate != nil {
s.OnChannelUpdate(s, st)
}
return
}
return
case "CHANNEL_DELETE":
if s.OnChannelDelete != nil {
var st Channel
if err = unmarshalEvent(e, &st); err == nil {
if s.StateEnabled {
s.State.ChannelRemove(&st)
}
if s.OnChannelDelete != nil {
s.OnChannelDelete(s, st)
}
return
}
return
case "GUILD_CREATE":
if s.OnGuildCreate != nil {
var st Guild
if err = unmarshalEvent(e, &st); err == nil {
if s.StateEnabled {
s.State.GuildAdd(&st)
}
if s.OnGuildCreate != nil {
s.OnGuildCreate(s, st)
}
return
}
return
case "GUILD_UPDATE":
if s.OnGuildCreate != nil {
var st Guild
if err = unmarshalEvent(e, &st); err == nil {
if s.StateEnabled {
s.State.GuildAdd(&st)
}
if s.OnGuildCreate != nil {
s.OnGuildUpdate(s, st)
}
return
}
return
case "GUILD_DELETE":
if s.OnGuildDelete != nil {
var st Guild
if err = unmarshalEvent(e, &st); err == nil {
if s.StateEnabled {
s.State.GuildRemove(&st)
}
if s.OnGuildDelete != nil {
s.OnGuildDelete(s, st)
}
return
}
return
case "GUILD_MEMBER_ADD":
if s.OnGuildMemberAdd != nil {
var st Member
if err = unmarshalEvent(e, &st); err == nil {
if s.StateEnabled {
s.State.MemberAdd(&st)
}
if s.OnGuildMemberAdd != nil {
s.OnGuildMemberAdd(s, st)
}
return
}
return
case "GUILD_MEMBER_REMOVE":
if s.OnGuildMemberRemove != nil {
var st Member
if err = unmarshalEvent(e, &st); err == nil {
if s.StateEnabled {
s.State.MemberRemove(&st)
}
if s.OnGuildMemberRemove != nil {
s.OnGuildMemberRemove(s, st)
}
return
}
return
case "GUILD_MEMBER_UPDATE":
if s.OnGuildMemberUpdate != nil {
var st Member
if err = unmarshalEvent(e, &st); err == nil {
if s.StateEnabled {
s.State.MemberAdd(&st)
}
if s.OnGuildMemberUpdate != nil {
s.OnGuildMemberUpdate(s, st)
}
return
}
return
case "GUILD_ROLE_CREATE":
if s.OnGuildRoleCreate != nil {
var st GuildRole