Make sure MemberCount isn't stomped when Guilds are added.
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3
state.go
3
state.go
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@ -99,6 +99,9 @@ func (s *State) GuildAdd(guild *Guild) error {
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if g, ok := s.guildMap[guild.ID]; ok {
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// We are about to replace `g` in the state with `guild`, but first we need to
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// make sure we preserve any fields that the `guild` doesn't contain from `g`.
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if guild.MemberCount == 0 {
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guild.MemberCount = g.MemberCount
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}
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if guild.Roles == nil {
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guild.Roles = g.Roles
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}
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