337 lines
6.9 KiB
Go
337 lines
6.9 KiB
Go
// Discordgo - Discord bindings for Go
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// Available at https://github.com/bwmarrin/discordgo
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// Copyright 2015-2016 Bruce Marriner <bruce@sqls.net>. All rights reserved.
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// Use of this source code is governed by a BSD-style
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// license that can be found in the LICENSE file.
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// This file contains code related to state tracking. If enabled, state
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// tracking will capture the initial READY packet and many other websocket
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// events and maintain an in-memory state of of guilds, channels, users, and
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// so forth. This information can be accessed through the Session.State struct.
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// This code was contributed by https://github.com/iopred
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package discordgo
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import "errors"
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var nilError error = errors.New("State not instantiated, please use discordgo.New() or assign Session.State.")
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// NewState creates an empty state.
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func NewState() *State {
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return &State{
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Ready: Ready{
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PrivateChannels: []Channel{},
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Guilds: []Guild{},
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},
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}
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}
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// OnReady takes a Ready event and updates all internal state.
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func (s *State) OnReady(r *Ready) error {
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if s == nil {
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return nilError
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}
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s.Ready = *r
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return nil
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}
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// GuildAdd adds a guild to the current world state, or
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// updates it if it already exists.
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func (s *State) GuildAdd(guild *Guild) error {
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if s == nil {
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return nilError
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}
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for _, g := range s.Guilds {
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if g.ID == guild.ID {
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// This could be a little faster ;)
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for _, m := range guild.Members {
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s.MemberAdd(&m)
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}
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for _, c := range guild.Channels {
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s.ChannelAdd(&c)
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}
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return nil
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}
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}
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s.Guilds = append(s.Guilds, *guild)
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return nil
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}
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// GuildRemove removes a guild from current world state.
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func (s *State) GuildRemove(guild *Guild) error {
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if s == nil {
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return nilError
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}
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for i, g := range s.Guilds {
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if g.ID == guild.ID {
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s.Guilds = append(s.Guilds[:i], s.Guilds[i+1:]...)
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return nil
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}
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}
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return errors.New("Guild not found.")
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}
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// Guild gets a guild by ID.
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// Useful for querying if @me is in a guild:
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// _, err := discordgo.Session.State.Guild(guildID)
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// isInGuild := err == nil
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func (s *State) Guild(guildID string) (*Guild, error) {
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if s == nil {
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return nil, nilError
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}
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for _, g := range s.Guilds {
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if g.ID == guildID {
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return &g, nil
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}
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}
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return nil, errors.New("Guild 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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// updates it if it already exists.
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func (s *State) MemberAdd(member *Member) error {
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if s == nil {
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return nilError
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}
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guild, err := s.Guild(member.GuildID)
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if err != nil {
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return err
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}
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for i, m := range guild.Members {
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if m.User.ID == member.User.ID {
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guild.Members[i] = *member
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return nil
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}
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}
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guild.Members = append(guild.Members, *member)
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return nil
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}
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// MemberRemove removes a member from current world state.
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func (s *State) MemberRemove(member *Member) error {
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if s == nil {
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return nilError
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}
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guild, err := s.Guild(member.GuildID)
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if err != nil {
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return err
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}
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for i, m := range guild.Members {
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if m.User.ID == member.User.ID {
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guild.Members = append(guild.Members[:i], guild.Members[i+1:]...)
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return nil
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}
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}
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return errors.New("Member not found.")
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}
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// Member gets a member by ID from a guild.
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func (s *State) Member(guildID, userID string) (*Member, error) {
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if s == nil {
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return nil, nilError
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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 _, m := range guild.Members {
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if m.User.ID == userID {
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return &m, nil
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}
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}
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return nil, errors.New("Member not found.")
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}
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// ChannelAdd adds a guild to the current world state, or
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// updates it if it already exists.
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// Channels may exist either as PrivateChannels or inside
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// a guild.
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func (s *State) ChannelAdd(channel *Channel) error {
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if s == nil {
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return nilError
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}
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if channel.IsPrivate {
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for i, c := range s.PrivateChannels {
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if c.ID == channel.ID {
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s.PrivateChannels[i] = *channel
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return nil
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}
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}
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s.PrivateChannels = append(s.PrivateChannels, *channel)
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} else {
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guild, err := s.Guild(channel.GuildID)
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if err != nil {
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return err
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}
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for i, c := range guild.Channels {
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if c.ID == channel.ID {
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guild.Channels[i] = *channel
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return nil
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}
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}
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guild.Channels = append(guild.Channels, *channel)
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}
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return nil
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}
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// ChannelRemove removes a channel from current world state.
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func (s *State) ChannelRemove(channel *Channel) error {
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if s == nil {
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return nilError
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}
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if channel.IsPrivate {
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for i, c := range s.PrivateChannels {
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if c.ID == channel.ID {
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s.PrivateChannels = append(s.PrivateChannels[:i], s.PrivateChannels[i+1:]...)
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return nil
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}
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}
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} else {
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guild, err := s.Guild(channel.GuildID)
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if err != nil {
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return err
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}
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for i, c := range guild.Channels {
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if c.ID == channel.ID {
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guild.Channels = append(guild.Channels[:i], guild.Channels[i+1:]...)
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return nil
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}
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}
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}
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return errors.New("Channel not found.")
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}
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// GuildChannel gets a channel by ID from a guild.
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func (s *State) GuildChannel(guildID, channelID string) (*Channel, error) {
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if s == nil {
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return nil, nilError
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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 _, c := range guild.Channels {
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if c.ID == channelID {
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return &c, nil
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}
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}
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return nil, errors.New("Channel not found.")
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}
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// PrivateChannel gets a private channel by ID.
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func (s *State) PrivateChannel(channelID string) (*Channel, error) {
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if s == nil {
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return nil, nilError
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}
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for _, c := range s.PrivateChannels {
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if c.ID == channelID {
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return &c, nil
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}
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}
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return nil, errors.New("Channel not found.")
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}
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// Channel gets a channel by ID, it will look in all guilds an private channels.
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func (s *State) Channel(channelID string) (*Channel, error) {
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if s == nil {
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return nil, nilError
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}
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c, err := s.PrivateChannel(channelID)
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if err == nil {
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return c, nil
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}
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for _, g := range s.Guilds {
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c, err := s.GuildChannel(g.ID, channelID)
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if err == nil {
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return c, nil
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}
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}
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return nil, errors.New("Channel not found.")
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}
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// Emoji returns an emoji for a guild and emoji id.
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func (s *State) Emoji(guildID, emojiID string) (*Emoji, error) {
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if s == nil {
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return nil, nilError
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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 _, e := range guild.Emojis {
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if e.ID == emojiID {
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return &e, nil
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}
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}
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return nil, errors.New("Emoji not found.")
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}
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// EmojiAdd adds an emoji to the current world state.
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func (s *State) EmojiAdd(guildID string, emoji *Emoji) error {
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if s == nil {
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return nilError
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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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for i, e := range guild.Emojis {
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if e.ID == emoji.ID {
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guild.Emojis[i] = *emoji
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return nil
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}
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}
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guild.Emojis = append(guild.Emojis, *emoji)
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return nil
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}
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// EmojisAdd adds multiple emojis to the world state.
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func (s *State) EmojisAdd(guildID string, emojis []Emoji) error {
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for _, e := range emojis {
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if err := s.EmojiAdd(guildID, &e); err != nil {
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return err
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}
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}
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return nil
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}
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