Add Presence Tracking to State (#371)
* Add Presence tracking to the state * Do not need to check if Roles and Game is nil * Append presence to guild.Presences if not found
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5e2c93b4f1
commit
f539136306
1 changed files with 149 additions and 7 deletions
156
state.go
156
state.go
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@ -34,6 +34,7 @@ type State struct {
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TrackMembers bool
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TrackRoles bool
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TrackVoice bool
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TrackPresences bool
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guildMap map[string]*Guild
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channelMap map[string]*Channel
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@ -46,13 +47,14 @@ func NewState() *State {
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PrivateChannels: []*Channel{},
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Guilds: []*Guild{},
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},
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TrackChannels: true,
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TrackEmojis: true,
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TrackMembers: true,
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TrackRoles: true,
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TrackVoice: true,
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guildMap: make(map[string]*Guild),
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channelMap: make(map[string]*Channel),
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TrackChannels: true,
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TrackEmojis: true,
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TrackMembers: true,
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TrackRoles: true,
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TrackVoice: true,
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TrackPresences: true,
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guildMap: make(map[string]*Guild),
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channelMap: make(map[string]*Channel),
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}
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}
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@ -147,6 +149,107 @@ func (s *State) Guild(guildID string) (*Guild, error) {
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return nil, errors.New("guild not found")
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}
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// PresenceAdd adds a presence to the current world state, or
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// updates it if it already exists.
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func (s *State) PresenceAdd(guildID string, presence *Presence) error {
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if s == nil {
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return ErrNilState
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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 err
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}
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s.Lock()
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defer s.Unlock()
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for i, p := range guild.Presences {
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if p.User.ID == presence.User.ID {
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//guild.Presences[i] = presence
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//Update status
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guild.Presences[i].Game = presence.Game
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guild.Presences[i].Roles = presence.Roles
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if presence.Status != "" {
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guild.Presences[i].Status = presence.Status
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}
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if presence.Nick != "" {
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guild.Presences[i].Nick = presence.Nick
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}
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//Update the optionally sent user information
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//ID Is a mandatory field so you should not need to check if it is empty
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guild.Presences[i].User.ID = presence.User.ID
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if presence.User.Avatar != "" {
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guild.Presences[i].User.Avatar = presence.User.Avatar
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}
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if presence.User.Discriminator != "" {
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guild.Presences[i].User.Discriminator = presence.User.Discriminator
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}
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if presence.User.Email != "" {
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guild.Presences[i].User.Email = presence.User.Email
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}
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if presence.User.Token != "" {
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guild.Presences[i].User.Token = presence.User.Token
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}
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if presence.User.Username != "" {
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guild.Presences[i].User.Username = presence.User.Username
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}
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return nil
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}
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}
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guild.Presences = append(guild.Presences, presence)
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return nil
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}
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// PresenceRemove removes a presence from the current world state.
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func (s *State) PresenceRemove(guildID string, presence *Presence) error {
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if s == nil {
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return ErrNilState
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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 err
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}
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s.Lock()
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defer s.Unlock()
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for i, p := range guild.Presences {
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if p.User.ID == presence.User.ID {
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guild.Presences = append(guild.Presences[:i], guild.Presences[i+1:]...)
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return nil
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}
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}
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return errors.New("presence not found")
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}
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// Presence gets a presence by ID from a guild.
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func (s *State) Presence(guildID, userID string) (*Presence, error) {
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if s == nil {
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return nil, ErrNilState
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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 _, p := range guild.Presences {
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if p.User.ID == userID {
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return p, nil
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}
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}
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return nil, errors.New("presence 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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@ -725,6 +828,45 @@ func (s *State) onInterface(se *Session, i interface{}) (err error) {
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if s.TrackVoice {
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err = s.voiceStateUpdate(t)
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}
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case *PresenceUpdate:
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if s.TrackPresences {
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s.PresenceAdd(t.GuildID, &t.Presence)
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}
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if s.TrackMembers {
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if t.Status == StatusOffline {
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return
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}
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var m *Member
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m, err = s.Member(t.GuildID, t.User.ID)
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if err != nil {
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// Member not found; this is a user coming online
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m = &Member{
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GuildID: t.GuildID,
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Nick: t.Nick,
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User: t.User,
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Roles: t.Roles,
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}
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} else {
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if t.Nick != "" {
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m.Nick = t.Nick
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}
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if t.User.Username != "" {
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m.User.Username = t.User.Username
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}
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// PresenceUpdates always contain a list of roles, so there's no need to check for an empty list here
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m.Roles = t.Roles
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}
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err = s.MemberAdd(m)
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}
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}
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return
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