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state.go
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state.go
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// Discordgo - Discord bindings for Go
// Available at https://github.com/bwmarrin/discordgo
// Copyright 2015-2016 Bruce Marriner <[email protected]>. All rights reserved.
// Use of this source code is governed by a BSD-style
// license that can be found in the LICENSE file.
// This file contains code related to state tracking. If enabled, state
// tracking will capture the initial READY packet and many other websocket
// events and maintain an in-memory state of guilds, channels, users, and
// so forth. This information can be accessed through the Session.State struct.
package discordgo
import (
"errors"
"sort"
"sync"
)
// ErrNilState is returned when the state is nil.
var ErrNilState = errors.New("state not instantiated, please use discordgo.New() or assign Session.State")
// ErrStateNotFound is returned when the state cache
// requested is not found
var ErrStateNotFound = errors.New("state cache not found")
// ErrMessageIncompletePermissions is returned when the message
// requested for permissions does not contain enough data to
// generate the permissions.
var ErrMessageIncompletePermissions = errors.New("message incomplete, unable to determine permissions")
// A State contains the current known state.
// As discord sends this in a READY blob, it seems reasonable to simply
// use that struct as the data store.
type State struct {
sync.RWMutex
Ready
// MaxMessageCount represents how many messages per channel the state will store.
MaxMessageCount int
TrackChannels bool
TrackThreads bool
TrackEmojis bool
TrackMembers bool
TrackThreadMembers bool
TrackRoles bool
TrackVoice bool
TrackPresences bool
guildMap map[string]*Guild
channelMap map[string]*Channel
memberMap map[string]map[string]*Member
}
// NewState creates an empty state.
func NewState() *State {
return &State{
Ready: Ready{
PrivateChannels: []*Channel{},
Guilds: []*Guild{},
},
TrackChannels: true,
TrackThreads: true,
TrackEmojis: true,
TrackMembers: true,
TrackThreadMembers: true,
TrackRoles: true,
TrackVoice: true,
TrackPresences: true,
guildMap: make(map[string]*Guild),
channelMap: make(map[string]*Channel),
memberMap: make(map[string]map[string]*Member),
}
}
func (s *State) createMemberMap(guild *Guild) {
members := make(map[string]*Member)
for _, m := range guild.Members {
members[m.User.ID] = m
}
s.memberMap[guild.ID] = members
}
// GuildAdd adds a guild to the current world state, or
// updates it if it already exists.
func (s *State) GuildAdd(guild *Guild) error {
if s == nil {
return ErrNilState
}
s.Lock()
defer s.Unlock()
// Update the channels to point to the right guild, adding them to the channelMap as we go
for _, c := range guild.Channels {
s.channelMap[c.ID] = c
}
// Add all the threads to the state in case of thread sync list.
for _, t := range guild.Threads {
s.channelMap[t.ID] = t
}
// If this guild contains a new member slice, we must regenerate the member map so the pointers stay valid
if guild.Members != nil {
s.createMemberMap(guild)
} else if _, ok := s.memberMap[guild.ID]; !ok {
// Even if we have no new member slice, we still initialize the member map for this guild if it doesn't exist
s.memberMap[guild.ID] = make(map[string]*Member)
}
if g, ok := s.guildMap[guild.ID]; ok {
// We are about to replace `g` in the state with `guild`, but first we need to
// make sure we preserve any fields that the `guild` doesn't contain from `g`.
if guild.MemberCount == 0 {
guild.MemberCount = g.MemberCount
}
if guild.Roles == nil {
guild.Roles = g.Roles
}
if guild.Emojis == nil {
guild.Emojis = g.Emojis
}
if guild.Members == nil {
guild.Members = g.Members
}
if guild.Presences == nil {
guild.Presences = g.Presences
}
if guild.Channels == nil {
guild.Channels = g.Channels
}
if guild.Threads == nil {
guild.Threads = g.Threads
}
if guild.VoiceStates == nil {
guild.VoiceStates = g.VoiceStates
}
*g = *guild
return nil
}
s.Guilds = append(s.Guilds, guild)
s.guildMap[guild.ID] = guild
return nil
}
// GuildRemove removes a guild from current world state.
func (s *State) GuildRemove(guild *Guild) error {
if s == nil {
return ErrNilState
}
_, err := s.Guild(guild.ID)
if err != nil {
return err
}
s.Lock()
defer s.Unlock()
delete(s.guildMap, guild.ID)
for i, g := range s.Guilds {
if g.ID == guild.ID {
s.Guilds = append(s.Guilds[:i], s.Guilds[i+1:]...)
return nil
}
}
return nil
}
// Guild gets a guild by ID.
// Useful for querying if @me is in a guild:
// _, err := discordgo.Session.State.Guild(guildID)
// isInGuild := err == nil
func (s *State) Guild(guildID string) (*Guild, error) {
if s == nil {
return nil, ErrNilState
}
s.RLock()
defer s.RUnlock()
if g, ok := s.guildMap[guildID]; ok {
return g, nil
}
return nil, ErrStateNotFound
}
func (s *State) presenceAdd(guildID string, presence *Presence) error {
guild, ok := s.guildMap[guildID]
if !ok {
return ErrStateNotFound
}
for i, p := range guild.Presences {
if p.User.ID == presence.User.ID {
//guild.Presences[i] = presence
//Update status
guild.Presences[i].Activities = presence.Activities
if presence.Status != "" {
guild.Presences[i].Status = presence.Status
}
if presence.ClientStatus.Desktop != "" {
guild.Presences[i].ClientStatus.Desktop = presence.ClientStatus.Desktop
}
if presence.ClientStatus.Mobile != "" {
guild.Presences[i].ClientStatus.Mobile = presence.ClientStatus.Mobile
}
if presence.ClientStatus.Web != "" {
guild.Presences[i].ClientStatus.Web = presence.ClientStatus.Web
}
//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
}
// 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
}
s.Lock()
defer s.Unlock()
return s.presenceAdd(guildID, presence)
}
// 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 ErrStateNotFound
}
// 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, ErrStateNotFound
}
// TODO: Consider moving Guild state update methods onto *Guild.
func (s *State) memberAdd(member *Member) error {
guild, ok := s.guildMap[member.GuildID]
if !ok {
return ErrStateNotFound
}
members, ok := s.memberMap[member.GuildID]
if !ok {
return ErrStateNotFound
}
m, ok := members[member.User.ID]
if !ok {
members[member.User.ID] = member
guild.Members = append(guild.Members, member)
} else {
// We are about to replace `m` in the state with `member`, but first we need to
// make sure we preserve any fields that the `member` doesn't contain from `m`.
if member.JoinedAt.IsZero() {
member.JoinedAt = m.JoinedAt
}
*m = *member
}
return nil
}
// MemberAdd adds a member to the current world state, or
// updates it if it already exists.
func (s *State) MemberAdd(member *Member) error {
if s == nil {
return ErrNilState
}
s.Lock()
defer s.Unlock()
return s.memberAdd(member)
}
// MemberRemove removes a member from current world state.
func (s *State) MemberRemove(member *Member) error {
if s == nil {
return ErrNilState
}
guild, err := s.Guild(member.GuildID)
if err != nil {
return err
}
s.Lock()
defer s.Unlock()
members, ok := s.memberMap[member.GuildID]
if !ok {
return ErrStateNotFound
}
_, ok = members[member.User.ID]
if !ok {
return ErrStateNotFound
}
delete(members, member.User.ID)
for i, m := range guild.Members {
if m.User.ID == member.User.ID {
guild.Members = append(guild.Members[:i], guild.Members[i+1:]...)
return nil
}
}
return ErrStateNotFound
}
// Member gets a member by ID from a guild.
func (s *State) Member(guildID, userID string) (*Member, error) {
if s == nil {
return nil, ErrNilState
}
s.RLock()
defer s.RUnlock()
members, ok := s.memberMap[guildID]
if !ok {
return nil, ErrStateNotFound
}
m, ok := members[userID]
if ok {
return m, nil
}
return nil, ErrStateNotFound
}
// RoleAdd adds a role to the current world state, or
// updates it if it already exists.
func (s *State) RoleAdd(guildID string, role *Role) error {
if s == nil {
return ErrNilState
}
guild, err := s.Guild(guildID)
if err != nil {
return err
}
s.Lock()
defer s.Unlock()
for i, r := range guild.Roles {
if r.ID == role.ID {
guild.Roles[i] = role
return nil
}
}
guild.Roles = append(guild.Roles, role)
return nil
}
// RoleRemove removes a role from current world state by ID.
func (s *State) RoleRemove(guildID, roleID string) error {
if s == nil {
return ErrNilState
}
guild, err := s.Guild(guildID)
if err != nil {
return err
}
s.Lock()
defer s.Unlock()
for i, r := range guild.Roles {
if r.ID == roleID {
guild.Roles = append(guild.Roles[:i], guild.Roles[i+1:]...)
return nil
}
}
return ErrStateNotFound
}
// Role gets a role by ID from a guild.
func (s *State) Role(guildID, roleID string) (*Role, error) {
if s == nil {
return nil, ErrNilState
}
guild, err := s.Guild(guildID)
if err != nil {
return nil, err
}
s.RLock()
defer s.RUnlock()
for _, r := range guild.Roles {
if r.ID == roleID {
return r, nil
}
}
return nil, ErrStateNotFound
}
// ChannelAdd adds a channel to the current world state, or
// updates it if it already exists.
// Channels may exist either as PrivateChannels or inside
// a guild.
func (s *State) ChannelAdd(channel *Channel) error {
if s == nil {
return ErrNilState
}
s.Lock()
defer s.Unlock()
// If the channel exists, replace it
if c, ok := s.channelMap[channel.ID]; ok {
if channel.Messages == nil {
channel.Messages = c.Messages
}
if channel.PermissionOverwrites == nil {
channel.PermissionOverwrites = c.PermissionOverwrites
}
if channel.ThreadMetadata == nil {
channel.ThreadMetadata = c.ThreadMetadata
}
*c = *channel
return nil
}
if channel.Type == ChannelTypeDM || channel.Type == ChannelTypeGroupDM {
s.PrivateChannels = append(s.PrivateChannels, channel)
s.channelMap[channel.ID] = channel
return nil
}
guild, ok := s.guildMap[channel.GuildID]
if !ok {
return ErrStateNotFound
}
if channel.IsThread() {
guild.Threads = append(guild.Threads, channel)
} else {
guild.Channels = append(guild.Channels, channel)
}
s.channelMap[channel.ID] = channel
return nil
}
// ChannelRemove removes a channel from current world state.
func (s *State) ChannelRemove(channel *Channel) error {
if s == nil {
return ErrNilState
}
_, err := s.Channel(channel.ID)
if err != nil {
return err
}
if channel.Type == ChannelTypeDM || channel.Type == ChannelTypeGroupDM {
s.Lock()
defer s.Unlock()
for i, c := range s.PrivateChannels {
if c.ID == channel.ID {
s.PrivateChannels = append(s.PrivateChannels[:i], s.PrivateChannels[i+1:]...)
break
}
}
delete(s.channelMap, channel.ID)
return nil
}
guild, err := s.Guild(channel.GuildID)
if err != nil {
return err
}
s.Lock()
defer s.Unlock()
if channel.IsThread() {
for i, t := range guild.Threads {
if t.ID == channel.ID {
guild.Threads = append(guild.Threads[:i], guild.Threads[i+1:]...)
break
}
}
} else {
for i, c := range guild.Channels {
if c.ID == channel.ID {
guild.Channels = append(guild.Channels[:i], guild.Channels[i+1:]...)
break
}
}
}
delete(s.channelMap, channel.ID)
return nil
}
// ThreadListSync syncs guild threads with provided ones.
func (s *State) ThreadListSync(tls *ThreadListSync) error {
guild, err := s.Guild(tls.GuildID)
if err != nil {
return err
}
s.Lock()
defer s.Unlock()
// This algorithm filters out archived or
// threads which are children of channels in channelIDs
// and then it adds all synced threads to guild threads and cache
index := 0
outer:
for _, t := range guild.Threads {
if !t.ThreadMetadata.Archived && tls.ChannelIDs != nil {
for _, v := range tls.ChannelIDs {
if t.ParentID == v {
delete(s.channelMap, t.ID)
continue outer
}
}
guild.Threads[index] = t
index++
} else {
delete(s.channelMap, t.ID)
}
}
guild.Threads = guild.Threads[:index]
for _, t := range tls.Threads {
s.channelMap[t.ID] = t
guild.Threads = append(guild.Threads, t)
}
for _, m := range tls.Members {
if c, ok := s.channelMap[m.ID]; ok {
c.Member = m
}
}
return nil
}
// ThreadMembersUpdate updates thread members list
func (s *State) ThreadMembersUpdate(tmu *ThreadMembersUpdate) error {
thread, err := s.Channel(tmu.ID)
if err != nil {
return err
}
s.Lock()
defer s.Unlock()
for idx, member := range thread.Members {
for _, removedMember := range tmu.RemovedMembers {
if member.ID == removedMember {
thread.Members = append(thread.Members[:idx], thread.Members[idx+1:]...)
break
}
}
}
for _, addedMember := range tmu.AddedMembers {
thread.Members = append(thread.Members, addedMember.ThreadMember)
if addedMember.Member != nil {
err = s.memberAdd(addedMember.Member)
if err != nil {
return err
}
}
if addedMember.Presence != nil {
err = s.presenceAdd(tmu.GuildID, addedMember.Presence)
if err != nil {
return err
}
}
}
thread.MemberCount = tmu.MemberCount
return nil
}
// ThreadMemberUpdate sets or updates member data for the current user.
func (s *State) ThreadMemberUpdate(mu *ThreadMemberUpdate) error {
thread, err := s.Channel(mu.ID)
if err != nil {
return err
}
thread.Member = mu.ThreadMember
return nil
}
// Channel gets a channel by ID, it will look in all guilds and private channels.
func (s *State) Channel(channelID string) (*Channel, error) {
if s == nil {
return nil, ErrNilState
}
s.RLock()
defer s.RUnlock()
if c, ok := s.channelMap[channelID]; ok {
return c, nil
}
return nil, ErrStateNotFound
}
// Emoji returns an emoji for a guild and emoji id.
func (s *State) Emoji(guildID, emojiID string) (*Emoji, error) {
if s == nil {
return nil, ErrNilState
}
guild, err := s.Guild(guildID)
if err != nil {
return nil, err
}
s.RLock()
defer s.RUnlock()
for _, e := range guild.Emojis {
if e.ID == emojiID {
return e, nil
}
}
return nil, ErrStateNotFound
}
// EmojiAdd adds an emoji to the current world state.
func (s *State) EmojiAdd(guildID string, emoji *Emoji) error {
if s == nil {
return ErrNilState
}
guild, err := s.Guild(guildID)
if err != nil {
return err
}
s.Lock()
defer s.Unlock()
for i, e := range guild.Emojis {
if e.ID == emoji.ID {
guild.Emojis[i] = emoji
return nil
}
}
guild.Emojis = append(guild.Emojis, emoji)
return nil
}
// EmojisAdd adds multiple emojis to the world state.
func (s *State) EmojisAdd(guildID string, emojis []*Emoji) error {
for _, e := range emojis {
if err := s.EmojiAdd(guildID, e); err != nil {
return err
}
}
return nil
}
// MessageAdd adds a message to the current world state, or updates it if it exists.
// If the channel cannot be found, the message is discarded.
// Messages are kept in state up to s.MaxMessageCount per channel.
func (s *State) MessageAdd(message *Message) error {
if s == nil {
return ErrNilState
}
c, err := s.Channel(message.ChannelID)
if err != nil {
return err
}
s.Lock()
defer s.Unlock()
// If the message exists, merge in the new message contents.
for _, m := range c.Messages {
if m.ID == message.ID {
if message.Content != "" {
m.Content = message.Content
}
if message.EditedTimestamp != nil {
m.EditedTimestamp = message.EditedTimestamp
}
if message.Mentions != nil {
m.Mentions = message.Mentions
}
if message.Embeds != nil {
m.Embeds = message.Embeds
}
if message.Attachments != nil {
m.Attachments = message.Attachments
}
if !message.Timestamp.IsZero() {
m.Timestamp = message.Timestamp
}
if message.Author != nil {
m.Author = message.Author
}
if message.Components != nil {
m.Components = message.Components
}
return nil
}
}
c.Messages = append(c.Messages, message)
if len(c.Messages) > s.MaxMessageCount {
c.Messages = c.Messages[len(c.Messages)-s.MaxMessageCount:]
}
return nil
}
// MessageRemove removes a message from the world state.
func (s *State) MessageRemove(message *Message) error {
if s == nil {
return ErrNilState
}
return s.messageRemoveByID(message.ChannelID, message.ID)
}
// messageRemoveByID removes a message by channelID and messageID from the world state.
func (s *State) messageRemoveByID(channelID, messageID string) error {
c, err := s.Channel(channelID)
if err != nil {
return err
}
s.Lock()
defer s.Unlock()
for i, m := range c.Messages {
if m.ID == messageID {
c.Messages = append(c.Messages[:i], c.Messages[i+1:]...)
return nil
}
}
return ErrStateNotFound
}
func (s *State) voiceStateUpdate(update *VoiceStateUpdate) error {
guild, err := s.Guild(update.GuildID)
if err != nil {
return err
}
s.Lock()
defer s.Unlock()
// Handle Leaving Channel
if update.ChannelID == "" {
for i, state := range guild.VoiceStates {
if state.UserID == update.UserID {
guild.VoiceStates = append(guild.VoiceStates[:i], guild.VoiceStates[i+1:]...)
return nil
}
}
} else {
for i, state := range guild.VoiceStates {
if state.UserID == update.UserID {
guild.VoiceStates[i] = update.VoiceState
return nil
}
}
guild.VoiceStates = append(guild.VoiceStates, update.VoiceState)
}
return nil
}
// VoiceState gets a VoiceState by guild and user ID.
func (s *State) VoiceState(guildID, userID string) (*VoiceState, error) {
if s == nil {
return nil, ErrNilState
}
guild, err := s.Guild(guildID)
if err != nil {
return nil, err
}
for _, state := range guild.VoiceStates {
if state.UserID == userID {
return state, nil
}
}
return nil, ErrStateNotFound
}
// Message gets a message by channel and message ID.
func (s *State) Message(channelID, messageID string) (*Message, error) {
if s == nil {
return nil, ErrNilState
}
c, err := s.Channel(channelID)
if err != nil {
return nil, err
}
s.RLock()
defer s.RUnlock()
for _, m := range c.Messages {
if m.ID == messageID {
return m, nil
}
}
return nil, ErrStateNotFound
}
// OnReady takes a Ready event and updates all internal state.
func (s *State) onReady(se *Session, r *Ready) (err error) {
if s == nil {
return ErrNilState
}
s.Lock()
defer s.Unlock()
// We must track at least the current user for Voice, even
// if state is disabled, store the bare essentials.
if !se.StateEnabled {
ready := Ready{
Version: r.Version,
SessionID: r.SessionID,
User: r.User,
Shard: r.Shard,
Application: r.Application,
}
s.Ready = ready
return nil
}
s.Ready = *r
for _, g := range s.Guilds {
s.guildMap[g.ID] = g
s.createMemberMap(g)
for _, c := range g.Channels {
s.channelMap[c.ID] = c
}
}
for _, c := range s.PrivateChannels {
s.channelMap[c.ID] = c
}
return nil
}
// OnInterface handles all events related to states.
func (s *State) OnInterface(se *Session, i interface{}) (err error) {
if s == nil {
return ErrNilState
}
r, ok := i.(*Ready)
if ok {
return s.onReady(se, r)
}
if !se.StateEnabled {
return nil
}
switch t := i.(type) {
case *GuildCreate:
err = s.GuildAdd(t.Guild)
case *GuildUpdate:
err = s.GuildAdd(t.Guild)
case *GuildDelete:
var old *Guild
old, err = s.Guild(t.ID)
if err == nil {
oldCopy := *old
t.BeforeDelete = &oldCopy
}
err = s.GuildRemove(t.Guild)
case *GuildMemberAdd:
var guild *Guild
// Updates the MemberCount of the guild.
guild, err = s.Guild(t.Member.GuildID)
if err != nil {
return err
}
guild.MemberCount++
// Caches member if tracking is enabled.
if s.TrackMembers {
err = s.MemberAdd(t.Member)
}
case *GuildMemberUpdate:
if s.TrackMembers {
var old *Member
old, err = s.Member(t.GuildID, t.User.ID)
if err == nil {
oldCopy := *old
t.BeforeUpdate = &oldCopy
}