Add basic support for mapped event handlers.

This commit is contained in:
Chris Rhodes 2016-02-14 13:17:20 -08:00
parent bf3f2c548a
commit fb6ae92555
4 changed files with 425 additions and 404 deletions

View file

@ -13,7 +13,10 @@
// Package discordgo provides Discord binding for Go
package discordgo
import "fmt"
import (
"fmt"
"reflect"
)
// VERSION of Discordgo, follows Symantic Versioning. (http://semver.org/)
const VERSION = "0.11.0-alpha"
@ -118,3 +121,60 @@ func New(args ...interface{}) (s *Session, err error) {
return
}
func (s *Session) AddHandler(handler interface{}) {
handlerType := reflect.TypeOf(handler)
if handlerType.NumIn() != 2 {
panic("Unable to add event handler, handler must be of the type func(*discordgo.Session, *discordgo.EventType).")
}
if handlerType.In(0) != reflect.TypeOf(s) {
panic("Unable to add event handler, first argument must be of type *discordgo.Session.")
}
eventType := handlerType.In(1)
if s.Handlers == nil {
s.initialize()
}
handlers := s.Handlers[eventType]
if handlers == nil {
handlers = []interface{}{}
}
handlers = append(handlers, handler)
s.Handlers[eventType] = handlers
}
func (s *Session) Handle(event interface{}) (handled bool) {
eventType := reflect.TypeOf(event)
handlers, ok := s.Handlers[eventType]
if !ok {
return
}
for _, handler := range handlers {
reflect.ValueOf(handler).Call([]reflect.Value{reflect.ValueOf(s), reflect.ValueOf(event)})
handled = true
}
return
}
// initialize adds internal handlers such as onEvent and state tracking
// handlers.
func (s *Session) initialize() {
s.Handlers = map[interface{}][]interface{}{}
s.AddHandler(s.ready)
s.AddHandler(s.State.ready)
s.AddHandler(s.State.messageCreate)
s.AddHandler(s.State.messageUpdate)
s.AddHandler(s.State.messageDelete)
}
func (s *Session) ready(se *Session, r *Ready) {
go s.heartbeat(s.wsConn, s.listening, r.HeartbeatInterval)
}

View file

@ -468,3 +468,31 @@ func (s *State) Message(channelID, messageID string) (*Message, error) {
return nil, errors.New("Message not found.")
}
// ready is an event handler.
func (s *State) ready(se *Session, r *Ready) {
if se.StateEnabled {
s.OnReady(r)
}
}
// messageCreate is an event handler.
func (s *State) messageCreate(se *Session, m *MessageCreate) {
if se.StateEnabled {
s.MessageAdd(&m.Message)
}
}
// messageUpdate is an event handler.
func (s *State) messageUpdate(se *Session, m *MessageUpdate) {
if se.StateEnabled {
s.MessageAdd(&m.Message)
}
}
// messageDelete is an event handler.
func (s *State) messageDelete(se *Session, m *MessageDelete) {
if se.StateEnabled {
s.MessageRemove(&m.Message)
}
}

View file

@ -36,6 +36,8 @@ type Session struct {
// This is a good handler to add reconnection logic to.
OnDisconnect func(*Session)
Handlers map[interface{}][]interface{}
// Settable Callback functions for Websocket Events
OnEvent func(*Session, *Event)
OnReady func(*Session, *Ready)

737
wsapi.go
View file

@ -247,17 +247,6 @@ func (s *Session) UpdateStatus(idle int, game string) (err error) {
return
}
// Not sure how needed this is and where it would be best to call it.
// somewhere.
func unmarshalEvent(event *Event, i interface{}) (err error) {
if err = unmarshal(event.RawData, i); err != nil {
fmt.Println("Unable to unmarshal event data.")
printEvent(event)
}
return
}
// Front line handler for all Websocket Events. Determines the
// event type and passes the message along to the next handler.
@ -266,6 +255,10 @@ func unmarshalEvent(event *Event, i interface{}) (err error) {
// Events will be handled by any implemented handler in Session.
// All unhandled events will then be handled by OnEvent.
func (s *Session) event(messageType int, message []byte) {
if s.Handlers == nil {
s.initialize()
}
var err error
var reader io.Reader
reader = bytes.NewBuffer(message)
@ -296,405 +289,343 @@ func (s *Session) event(messageType int, message []byte) {
printEvent(e)
}
var i interface{}
switch e.Type {
case "READY":
var st *Ready
if err = unmarshalEvent(e, &st); err == nil {
go s.heartbeat(s.wsConn, s.listening, st.HeartbeatInterval)
if s.StateEnabled {
err := s.State.OnReady(st)
if err != nil {
fmt.Println("error: ", err)
}
}
if s.OnReady != nil {
s.OnReady(s, st)
}
}
if s.OnReady != nil {
return
}
case "VOICE_SERVER_UPDATE":
if s.Voice == nil && s.OnVoiceServerUpdate == nil {
break
}
var st *VoiceServerUpdate
if err = unmarshalEvent(e, &st); err == nil {
if s.Voice != nil {
s.onVoiceServerUpdate(st)
}
if s.OnVoiceServerUpdate != nil {
s.OnVoiceServerUpdate(s, st)
}
}
if s.OnVoiceServerUpdate != nil {
return
}
case "VOICE_STATE_UPDATE":
if s.Voice == nil && s.OnVoiceStateUpdate == nil {
break
}
var st *VoiceState
if err = unmarshalEvent(e, &st); err == nil {
if s.Voice != nil {
s.onVoiceStateUpdate(st)
}
if s.OnVoiceStateUpdate != nil {
s.OnVoiceStateUpdate(s, st)
}
}
if s.OnVoiceStateUpdate != nil {
return
}
case "USER_UPDATE":
if s.OnUserUpdate != nil {
var st *User
if err = unmarshalEvent(e, &st); err == nil {
s.OnUserUpdate(s, st)
}
return
}
case "PRESENCE_UPDATE":
if s.OnPresenceUpdate != nil {
var st *PresenceUpdate
if err = unmarshalEvent(e, &st); err == nil {
s.OnPresenceUpdate(s, st)
}
return
}
case "TYPING_START":
if s.OnTypingStart != nil {
var st *TypingStart
if err = unmarshalEvent(e, &st); err == nil {
s.OnTypingStart(s, st)
}
return
}
/* Never seen this come in but saw it in another Library.
case "MESSAGE_ACK":
if s.OnMessageAck != nil {
}
*/
i = &Ready{}
case "MESSAGE_CREATE":
stateEnabled := s.StateEnabled && s.State.MaxMessageCount > 0
if !stateEnabled && s.OnMessageCreate == nil {
break
}
var st *Message
if err = unmarshalEvent(e, &st); err == nil {
if stateEnabled {
err := s.State.MessageAdd(st)
if err != nil {
fmt.Println("error :", err)
}
}
if s.OnMessageCreate != nil {
s.OnMessageCreate(s, st)
}
}
if s.OnMessageCreate != nil {
return
}
i = &MessageCreate{}
case "MESSAGE_UPDATE":
stateEnabled := s.StateEnabled && s.State.MaxMessageCount > 0
if !stateEnabled && s.OnMessageUpdate == nil {
break
}
var st *Message
if err = unmarshalEvent(e, &st); err == nil {
if stateEnabled {
err := s.State.MessageAdd(st)
if err != nil {
fmt.Println("error :", err)
}
}
if s.OnMessageUpdate != nil {
s.OnMessageUpdate(s, st)
}
}
return
i = &MessageUpdate{}
case "MESSAGE_DELETE":
stateEnabled := s.StateEnabled && s.State.MaxMessageCount > 0
if !stateEnabled && s.OnMessageDelete == nil {
break
}
var st *Message
if err = unmarshalEvent(e, &st); err == nil {
if stateEnabled {
err := s.State.MessageRemove(st)
if err != nil {
fmt.Println("error :", err)
}
}
if s.OnMessageDelete != nil {
s.OnMessageDelete(s, st)
}
}
return
case "MESSAGE_ACK":
if s.OnMessageAck != nil {
var st *MessageAck
if err = unmarshalEvent(e, &st); err == nil {
s.OnMessageAck(s, st)
}
return
}
case "CHANNEL_CREATE":
if !s.StateEnabled && s.OnChannelCreate == nil {
break
}
var st *Channel
if err = unmarshalEvent(e, &st); err == nil {
if s.StateEnabled {
err := s.State.ChannelAdd(st)
if err != nil {
fmt.Println("error :", err)
}
}
if s.OnChannelCreate != nil {
s.OnChannelCreate(s, st)
}
}
if s.OnChannelCreate != nil {
return
}
case "CHANNEL_UPDATE":
if !s.StateEnabled && s.OnChannelUpdate == nil {
break
}
var st *Channel
if err = unmarshalEvent(e, &st); err == nil {
if s.StateEnabled {
err := s.State.ChannelAdd(st)
if err != nil {
fmt.Println("error :", err)
}
}
if s.OnChannelUpdate != nil {
s.OnChannelUpdate(s, st)
}
}
if s.OnChannelUpdate != nil {
return
}
case "CHANNEL_DELETE":
if !s.StateEnabled && s.OnChannelDelete == nil {
break
}
var st *Channel
if err = unmarshalEvent(e, &st); err == nil {
if s.StateEnabled {
err := s.State.ChannelRemove(st)
if err != nil {
fmt.Println("error :", err)
}
}
if s.OnChannelDelete != nil {
s.OnChannelDelete(s, st)
}
}
if s.OnChannelDelete != nil {
return
}
case "GUILD_CREATE":
if !s.StateEnabled && s.OnGuildCreate == nil {
break
}
var st *Guild
if err = unmarshalEvent(e, &st); err == nil {
if s.StateEnabled {
err := s.State.GuildAdd(st)
if err != nil {
fmt.Println("error :", err)
}
}
if s.OnGuildCreate != nil {
s.OnGuildCreate(s, st)
}
}
if s.OnGuildCreate != nil {
return
}
case "GUILD_UPDATE":
if !s.StateEnabled && s.OnGuildUpdate == nil {
break
}
var st *Guild
if err = unmarshalEvent(e, &st); err == nil {
if s.StateEnabled {
err := s.State.GuildAdd(st)
if err != nil {
fmt.Println("error :", err)
}
}
if s.OnGuildCreate != nil {
s.OnGuildUpdate(s, st)
}
}
if s.OnGuildUpdate != nil {
return
}
case "GUILD_DELETE":
if !s.StateEnabled && s.OnGuildDelete == nil {
break
}
var st *Guild
if err = unmarshalEvent(e, &st); err == nil {
if s.StateEnabled {
err := s.State.GuildRemove(st)
if err != nil {
fmt.Println("error :", err)
}
}
if s.OnGuildDelete != nil {
s.OnGuildDelete(s, st)
}
}
if s.OnGuildDelete != nil {
return
}
case "GUILD_MEMBER_ADD":
if !s.StateEnabled && s.OnGuildMemberAdd == nil {
break
}
var st *Member
if err = unmarshalEvent(e, &st); err == nil {
if s.StateEnabled {
err := s.State.MemberAdd(st)
if err != nil {
fmt.Println("error :", err)
}
}
if s.OnGuildMemberAdd != nil {
s.OnGuildMemberAdd(s, st)
}
}
if s.OnGuildMemberAdd != nil {
return
}
case "GUILD_MEMBER_REMOVE":
if !s.StateEnabled && s.OnGuildMemberRemove == nil {
break
}
var st *Member
if err = unmarshalEvent(e, &st); err == nil {
if s.StateEnabled {
err := s.State.MemberRemove(st)
if err != nil {
fmt.Println("error :", err)
}
}
if s.OnGuildMemberRemove != nil {
s.OnGuildMemberRemove(s, st)
}
}
if s.OnGuildMemberRemove != nil {
return
}
case "GUILD_MEMBER_UPDATE":
if !s.StateEnabled && s.OnGuildMemberUpdate == nil {
break
}
var st *Member
if err = unmarshalEvent(e, &st); err == nil {
if s.StateEnabled {
err := s.State.MemberAdd(st)
if err != nil {
fmt.Println("error :", err)
}
}
if s.OnGuildMemberUpdate != nil {
s.OnGuildMemberUpdate(s, st)
}
}
if s.OnGuildMemberUpdate != nil {
return
}
case "GUILD_ROLE_CREATE":
if s.OnGuildRoleCreate != nil {
var st *GuildRole
if err = unmarshalEvent(e, &st); err == nil {
s.OnGuildRoleCreate(s, st)
}
return
}
case "GUILD_ROLE_UPDATE":
if s.OnGuildRoleUpdate != nil {
var st *GuildRole
if err = unmarshalEvent(e, &st); err == nil {
s.OnGuildRoleUpdate(s, st)
}
return
}
case "GUILD_ROLE_DELETE":
if s.OnGuildRoleDelete != nil {
var st *GuildRoleDelete
if err = unmarshalEvent(e, &st); err == nil {
s.OnGuildRoleDelete(s, st)
}
return
}
case "GUILD_INTEGRATIONS_UPDATE":
if s.OnGuildIntegrationsUpdate != nil {
var st *GuildIntegrationsUpdate
if err = unmarshalEvent(e, &st); err == nil {
s.OnGuildIntegrationsUpdate(s, st)
}
return
}
case "GUILD_BAN_ADD":
if s.OnGuildBanAdd != nil {
var st *GuildBan
if err = unmarshalEvent(e, &st); err == nil {
s.OnGuildBanAdd(s, st)
}
return
}
case "GUILD_BAN_REMOVE":
if s.OnGuildBanRemove != nil {
var st *GuildBan
if err = unmarshalEvent(e, &st); err == nil {
s.OnGuildBanRemove(s, st)
}
return
}
case "GUILD_EMOJIS_UPDATE":
if !s.StateEnabled && s.OnGuildEmojisUpdate == nil {
break
}
var st *GuildEmojisUpdate
if err = unmarshalEvent(e, &st); err == nil {
if s.StateEnabled {
err := s.State.EmojisAdd(st.GuildID, st.Emojis)
if err != nil {
fmt.Println("error :", err)
}
}
if s.OnGuildEmojisUpdate != nil {
s.OnGuildEmojisUpdate(s, st)
}
}
if s.OnGuildEmojisUpdate != nil {
return
}
case "USER_SETTINGS_UPDATE":
if s.OnUserSettingsUpdate != nil {
var st map[string]interface{}
if err = unmarshalEvent(e, &st); err == nil {
s.OnUserSettingsUpdate(s, st)
}
return
}
default:
fmt.Println("Unknown Event.")
printEvent(e)
i = &MessageDelete{}
case "PRESENCE_UPDATE":
i = &PresenceUpdate{}
case "TYPING_START":
i = &TypingStart{}
}
// if still here, send to generic OnEvent
if s.OnEvent != nil {
s.OnEvent(s, e)
return
// case "VOICE_SERVER_UPDATE":
// if s.Voice == nil && s.OnVoiceServerUpdate == nil {
// break
// }
// var st *VoiceServerUpdate
// if err = unmarshalEvent(e, &st); err == nil {
// if s.Voice != nil {
// s.onVoiceServerUpdate(st)
// }
// if s.OnVoiceServerUpdate != nil {
// s.OnVoiceServerUpdate(s, st)
// }
// }
// if s.OnVoiceServerUpdate != nil {
// return
// }
// case "VOICE_STATE_UPDATE":
// if s.Voice == nil && s.OnVoiceStateUpdate == nil {
// break
// }
// var st *VoiceState
// if err = unmarshalEvent(e, &st); err == nil {
// if s.Voice != nil {
// s.onVoiceStateUpdate(st)
// }
// if s.OnVoiceStateUpdate != nil {
// s.OnVoiceStateUpdate(s, st)
// }
// }
// if s.OnVoiceStateUpdate != nil {
// return
// }
// case "USER_UPDATE":
// if s.OnUserUpdate != nil {
// var st *User
// if err = unmarshalEvent(e, &st); err == nil {
// s.OnUserUpdate(s, st)
// }
// return
// }
// /* Never seen this come in but saw it in another Library.
// case "MESSAGE_ACK":
// if s.OnMessageAck != nil {
// }
// */
// case "MESSAGE_ACK":
// if s.OnMessageAck != nil {
// var st *MessageAck
// if err = unmarshalEvent(e, &st); err == nil {
// s.OnMessageAck(s, st)
// }
// return
// }
// case "CHANNEL_CREATE":
// if !s.StateEnabled && s.OnChannelCreate == nil {
// break
// }
// var st *Channel
// if err = unmarshalEvent(e, &st); err == nil {
// if s.StateEnabled {
// err := s.State.ChannelAdd(st)
// if err != nil {
// fmt.Println("error :", err)
// }
// }
// if s.OnChannelCreate != nil {
// s.OnChannelCreate(s, st)
// }
// }
// if s.OnChannelCreate != nil {
// return
// }
// case "CHANNEL_UPDATE":
// if !s.StateEnabled && s.OnChannelUpdate == nil {
// break
// }
// var st *Channel
// if err = unmarshalEvent(e, &st); err == nil {
// if s.StateEnabled {
// err := s.State.ChannelAdd(st)
// if err != nil {
// fmt.Println("error :", err)
// }
// }
// if s.OnChannelUpdate != nil {
// s.OnChannelUpdate(s, st)
// }
// }
// if s.OnChannelUpdate != nil {
// return
// }
// case "CHANNEL_DELETE":
// if !s.StateEnabled && s.OnChannelDelete == nil {
// break
// }
// var st *Channel
// if err = unmarshalEvent(e, &st); err == nil {
// if s.StateEnabled {
// err := s.State.ChannelRemove(st)
// if err != nil {
// fmt.Println("error :", err)
// }
// }
// if s.OnChannelDelete != nil {
// s.OnChannelDelete(s, st)
// }
// }
// if s.OnChannelDelete != nil {
// return
// }
// case "GUILD_CREATE":
// if !s.StateEnabled && s.OnGuildCreate == nil {
// break
// }
// var st *Guild
// if err = unmarshalEvent(e, &st); err == nil {
// if s.StateEnabled {
// err := s.State.GuildAdd(st)
// if err != nil {
// fmt.Println("error :", err)
// }
// }
// if s.OnGuildCreate != nil {
// s.OnGuildCreate(s, st)
// }
// }
// if s.OnGuildCreate != nil {
// return
// }
// case "GUILD_UPDATE":
// if !s.StateEnabled && s.OnGuildUpdate == nil {
// break
// }
// var st *Guild
// if err = unmarshalEvent(e, &st); err == nil {
// if s.StateEnabled {
// err := s.State.GuildAdd(st)
// if err != nil {
// fmt.Println("error :", err)
// }
// }
// if s.OnGuildCreate != nil {
// s.OnGuildUpdate(s, st)
// }
// }
// if s.OnGuildUpdate != nil {
// return
// }
// case "GUILD_DELETE":
// if !s.StateEnabled && s.OnGuildDelete == nil {
// break
// }
// var st *Guild
// if err = unmarshalEvent(e, &st); err == nil {
// if s.StateEnabled {
// err := s.State.GuildRemove(st)
// if err != nil {
// fmt.Println("error :", err)
// }
// }
// if s.OnGuildDelete != nil {
// s.OnGuildDelete(s, st)
// }
// }
// if s.OnGuildDelete != nil {
// return
// }
// case "GUILD_MEMBER_ADD":
// if !s.StateEnabled && s.OnGuildMemberAdd == nil {
// break
// }
// var st *Member
// if err = unmarshalEvent(e, &st); err == nil {
// if s.StateEnabled {
// err := s.State.MemberAdd(st)
// if err != nil {
// fmt.Println("error :", err)
// }
// }
// if s.OnGuildMemberAdd != nil {
// s.OnGuildMemberAdd(s, st)
// }
// }
// if s.OnGuildMemberAdd != nil {
// return
// }
// case "GUILD_MEMBER_REMOVE":
// if !s.StateEnabled && s.OnGuildMemberRemove == nil {
// break
// }
// var st *Member
// if err = unmarshalEvent(e, &st); err == nil {
// if s.StateEnabled {
// err := s.State.MemberRemove(st)
// if err != nil {
// fmt.Println("error :", err)
// }
// }
// if s.OnGuildMemberRemove != nil {
// s.OnGuildMemberRemove(s, st)
// }
// }
// if s.OnGuildMemberRemove != nil {
// return
// }
// case "GUILD_MEMBER_UPDATE":
// if !s.StateEnabled && s.OnGuildMemberUpdate == nil {
// break
// }
// var st *Member
// if err = unmarshalEvent(e, &st); err == nil {
// if s.StateEnabled {
// err := s.State.MemberAdd(st)
// if err != nil {
// fmt.Println("error :", err)
// }
// }
// if s.OnGuildMemberUpdate != nil {
// s.OnGuildMemberUpdate(s, st)
// }
// }
// if s.OnGuildMemberUpdate != nil {
// return
// }
// case "GUILD_ROLE_CREATE":
// if s.OnGuildRoleCreate != nil {
// var st *GuildRole
// if err = unmarshalEvent(e, &st); err == nil {
// s.OnGuildRoleCreate(s, st)
// }
// return
// }
// case "GUILD_ROLE_UPDATE":
// if s.OnGuildRoleUpdate != nil {
// var st *GuildRole
// if err = unmarshalEvent(e, &st); err == nil {
// s.OnGuildRoleUpdate(s, st)
// }
// return
// }
// case "GUILD_ROLE_DELETE":
// if s.OnGuildRoleDelete != nil {
// var st *GuildRoleDelete
// if err = unmarshalEvent(e, &st); err == nil {
// s.OnGuildRoleDelete(s, st)
// }
// return
// }
// case "GUILD_INTEGRATIONS_UPDATE":
// if s.OnGuildIntegrationsUpdate != nil {
// var st *GuildIntegrationsUpdate
// if err = unmarshalEvent(e, &st); err == nil {
// s.OnGuildIntegrationsUpdate(s, st)
// }
// return
// }
// case "GUILD_BAN_ADD":
// if s.OnGuildBanAdd != nil {
// var st *GuildBan
// if err = unmarshalEvent(e, &st); err == nil {
// s.OnGuildBanAdd(s, st)
// }
// return
// }
// case "GUILD_BAN_REMOVE":
// if s.OnGuildBanRemove != nil {
// var st *GuildBan
// if err = unmarshalEvent(e, &st); err == nil {
// s.OnGuildBanRemove(s, st)
// }
// return
// }
// case "GUILD_EMOJIS_UPDATE":
// if !s.StateEnabled && s.OnGuildEmojisUpdate == nil {
// break
// }
// var st *GuildEmojisUpdate
// if err = unmarshalEvent(e, &st); err == nil {
// if s.StateEnabled {
// err := s.State.EmojisAdd(st.GuildID, st.Emojis)
// if err != nil {
// fmt.Println("error :", err)
// }
// }
// if s.OnGuildEmojisUpdate != nil {
// s.OnGuildEmojisUpdate(s, st)
// }
// }
// if s.OnGuildEmojisUpdate != nil {
// return
// }
// case "USER_SETTINGS_UPDATE":
// if s.OnUserSettingsUpdate != nil {
// var st map[string]interface{}
// if err = unmarshalEvent(e, &st); err == nil {
// s.OnUserSettingsUpdate(s, st)
// }
// return
// }
// default:
// fmt.Println("Unknown Event.")
// printEvent(e)
// }
// Attempt to unmarshal our event.
// If there is an error (eg. we don't know how to handle it) we should handle the event itself.
if err = unmarshal(e.RawData, i); err != nil {
fmt.Println("Unable to unmarshal event data.")
printEvent(e)
i = e
}
if !s.Handle(i) {
if i != e {
// If there was not a handler for the struct, handle the event, as long as it wasn't the
// event we were trying to handle.
s.Handle(e)
}
}
return