diff --git a/state.go b/state.go index d036b5b..c2c5519 100644 --- a/state.go +++ b/state.go @@ -34,6 +34,7 @@ type State struct { TrackMembers bool TrackRoles bool TrackVoice bool + TrackPresences bool guildMap map[string]*Guild channelMap map[string]*Channel @@ -46,13 +47,14 @@ func NewState() *State { PrivateChannels: []*Channel{}, Guilds: []*Guild{}, }, - TrackChannels: true, - TrackEmojis: true, - TrackMembers: true, - TrackRoles: true, - TrackVoice: true, - guildMap: make(map[string]*Guild), - channelMap: make(map[string]*Channel), + TrackChannels: true, + TrackEmojis: true, + TrackMembers: true, + TrackRoles: true, + TrackVoice: true, + TrackPresences: true, + guildMap: make(map[string]*Guild), + channelMap: make(map[string]*Channel), } } @@ -147,6 +149,107 @@ func (s *State) Guild(guildID string) (*Guild, error) { return nil, errors.New("guild not found") } +// PresenceAdd adds a presence to the current world state, or +// updates it if it already exists. +func (s *State) PresenceAdd(guildID string, presence *Presence) error { + if s == nil { + return ErrNilState + } + + guild, err := s.Guild(guildID) + if err != nil { + return err + } + + s.Lock() + defer s.Unlock() + + for i, p := range guild.Presences { + if p.User.ID == presence.User.ID { + //guild.Presences[i] = presence + + //Update status + guild.Presences[i].Game = presence.Game + guild.Presences[i].Roles = presence.Roles + if presence.Status != "" { + guild.Presences[i].Status = presence.Status + } + if presence.Nick != "" { + guild.Presences[i].Nick = presence.Nick + } + + //Update the optionally sent user information + //ID Is a mandatory field so you should not need to check if it is empty + guild.Presences[i].User.ID = presence.User.ID + + if presence.User.Avatar != "" { + guild.Presences[i].User.Avatar = presence.User.Avatar + } + if presence.User.Discriminator != "" { + guild.Presences[i].User.Discriminator = presence.User.Discriminator + } + if presence.User.Email != "" { + guild.Presences[i].User.Email = presence.User.Email + } + if presence.User.Token != "" { + guild.Presences[i].User.Token = presence.User.Token + } + if presence.User.Username != "" { + guild.Presences[i].User.Username = presence.User.Username + } + + return nil + } + } + + guild.Presences = append(guild.Presences, presence) + return nil +} + +// PresenceRemove removes a presence from the current world state. +func (s *State) PresenceRemove(guildID string, presence *Presence) error { + if s == nil { + return ErrNilState + } + + guild, err := s.Guild(guildID) + if err != nil { + return err + } + + s.Lock() + defer s.Unlock() + + for i, p := range guild.Presences { + if p.User.ID == presence.User.ID { + guild.Presences = append(guild.Presences[:i], guild.Presences[i+1:]...) + return nil + } + } + + return errors.New("presence not found") +} + +// Presence gets a presence by ID from a guild. +func (s *State) Presence(guildID, userID string) (*Presence, error) { + if s == nil { + return nil, ErrNilState + } + + guild, err := s.Guild(guildID) + if err != nil { + return nil, err + } + + for _, p := range guild.Presences { + if p.User.ID == userID { + return p, nil + } + } + + return nil, errors.New("presence not found") +} + // TODO: Consider moving Guild state update methods onto *Guild. // MemberAdd adds a member to the current world state, or @@ -725,6 +828,45 @@ func (s *State) onInterface(se *Session, i interface{}) (err error) { if s.TrackVoice { err = s.voiceStateUpdate(t) } + case *PresenceUpdate: + if s.TrackPresences { + s.PresenceAdd(t.GuildID, &t.Presence) + } + if s.TrackMembers { + if t.Status == StatusOffline { + return + } + + var m *Member + m, err = s.Member(t.GuildID, t.User.ID) + + if err != nil { + // Member not found; this is a user coming online + m = &Member{ + GuildID: t.GuildID, + Nick: t.Nick, + User: t.User, + Roles: t.Roles, + } + + } else { + + if t.Nick != "" { + m.Nick = t.Nick + } + + if t.User.Username != "" { + m.User.Username = t.User.Username + } + + // PresenceUpdates always contain a list of roles, so there's no need to check for an empty list here + m.Roles = t.Roles + + } + + err = s.MemberAdd(m) + } + } return