mirror of
https://github.com/42wim/matterbridge
synced 2024-11-03 15:40:24 +00:00
984 lines
20 KiB
Go
984 lines
20 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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package discordgo
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import (
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"errors"
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"sort"
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"sync"
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)
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// ErrNilState is returned when the state is nil.
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var ErrNilState = errors.New("state not instantiated, please use discordgo.New() or assign Session.State")
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// ErrStateNotFound is returned when the state cache
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// requested is not found
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var ErrStateNotFound = errors.New("state cache not found")
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// A State contains the current known state.
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// As discord sends this in a READY blob, it seems reasonable to simply
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// use that struct as the data store.
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type State struct {
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sync.RWMutex
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Ready
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MaxMessageCount int
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TrackChannels bool
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TrackEmojis bool
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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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memberMap map[string]map[string]*Member
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}
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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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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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memberMap: make(map[string]map[string]*Member),
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}
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}
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func (s *State) createMemberMap(guild *Guild) {
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members := make(map[string]*Member)
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for _, m := range guild.Members {
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members[m.User.ID] = m
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}
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s.memberMap[guild.ID] = members
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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 ErrNilState
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}
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s.Lock()
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defer s.Unlock()
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// Update the channels to point to the right guild, adding them to the channelMap as we go
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for _, c := range guild.Channels {
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s.channelMap[c.ID] = c
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}
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// If this guild contains a new member slice, we must regenerate the member map so the pointers stay valid
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if guild.Members != nil {
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s.createMemberMap(guild)
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} else if _, ok := s.memberMap[guild.ID]; !ok {
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// Even if we have no new member slice, we still initialize the member map for this guild if it doesn't exist
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s.memberMap[guild.ID] = make(map[string]*Member)
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}
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if g, ok := s.guildMap[guild.ID]; ok {
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// We are about to replace `g` in the state with `guild`, but first we need to
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// make sure we preserve any fields that the `guild` doesn't contain from `g`.
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if guild.Roles == nil {
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guild.Roles = g.Roles
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}
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if guild.Emojis == nil {
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guild.Emojis = g.Emojis
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}
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if guild.Members == nil {
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guild.Members = g.Members
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}
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if guild.Presences == nil {
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guild.Presences = g.Presences
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}
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if guild.Channels == nil {
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guild.Channels = g.Channels
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}
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if guild.VoiceStates == nil {
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guild.VoiceStates = g.VoiceStates
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}
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*g = *guild
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return nil
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}
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s.Guilds = append(s.Guilds, guild)
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s.guildMap[guild.ID] = 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 ErrNilState
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}
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_, err := s.Guild(guild.ID)
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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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delete(s.guildMap, guild.ID)
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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 nil
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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, ErrNilState
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}
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s.RLock()
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defer s.RUnlock()
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if g, ok := s.guildMap[guildID]; ok {
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return g, nil
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}
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return nil, ErrStateNotFound
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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 ErrStateNotFound
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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, ErrStateNotFound
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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 ErrNilState
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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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s.Lock()
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defer s.Unlock()
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members, ok := s.memberMap[member.GuildID]
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if !ok {
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return ErrStateNotFound
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}
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m, ok := members[member.User.ID]
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if !ok {
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members[member.User.ID] = member
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guild.Members = append(guild.Members, member)
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} else {
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*m = *member // Update the actual data, which will also update the member pointer in the slice
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}
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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 ErrNilState
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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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s.Lock()
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defer s.Unlock()
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members, ok := s.memberMap[member.GuildID]
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if !ok {
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return ErrStateNotFound
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}
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_, ok = members[member.User.ID]
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if !ok {
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return ErrStateNotFound
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}
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delete(members, member.User.ID)
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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 ErrStateNotFound
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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, ErrNilState
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}
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s.RLock()
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defer s.RUnlock()
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members, ok := s.memberMap[guildID]
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if !ok {
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return nil, ErrStateNotFound
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}
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m, ok := members[userID]
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if ok {
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return m, nil
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}
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return nil, ErrStateNotFound
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}
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// RoleAdd adds a role to the current world state, or
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// updates it if it already exists.
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func (s *State) RoleAdd(guildID string, role *Role) 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, r := range guild.Roles {
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if r.ID == role.ID {
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guild.Roles[i] = role
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return nil
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}
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}
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guild.Roles = append(guild.Roles, role)
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return nil
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}
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// RoleRemove removes a role from current world state by ID.
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func (s *State) RoleRemove(guildID, roleID string) 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, r := range guild.Roles {
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if r.ID == roleID {
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guild.Roles = append(guild.Roles[:i], guild.Roles[i+1:]...)
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return nil
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}
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}
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return ErrStateNotFound
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}
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// Role gets a role by ID from a guild.
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func (s *State) Role(guildID, roleID string) (*Role, 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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s.RLock()
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defer s.RUnlock()
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for _, r := range guild.Roles {
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if r.ID == roleID {
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return r, nil
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}
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}
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return nil, ErrStateNotFound
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}
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// ChannelAdd adds a channel 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 ErrNilState
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}
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s.Lock()
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defer s.Unlock()
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// If the channel exists, replace it
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if c, ok := s.channelMap[channel.ID]; ok {
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if channel.Messages == nil {
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channel.Messages = c.Messages
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}
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if channel.PermissionOverwrites == nil {
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channel.PermissionOverwrites = c.PermissionOverwrites
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}
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*c = *channel
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return nil
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}
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if channel.Type == ChannelTypeDM || channel.Type == ChannelTypeGroupDM {
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s.PrivateChannels = append(s.PrivateChannels, channel)
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} else {
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guild, ok := s.guildMap[channel.GuildID]
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if !ok {
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return ErrStateNotFound
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}
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guild.Channels = append(guild.Channels, channel)
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}
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s.channelMap[channel.ID] = channel
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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 ErrNilState
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}
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_, err := s.Channel(channel.ID)
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if err != nil {
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return err
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}
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if channel.Type == ChannelTypeDM || channel.Type == ChannelTypeGroupDM {
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s.Lock()
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defer s.Unlock()
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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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break
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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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s.Lock()
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defer s.Unlock()
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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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break
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}
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}
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}
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delete(s.channelMap, channel.ID)
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return nil
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}
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// GuildChannel gets a channel by ID from a guild.
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// This method is Deprecated, use Channel(channelID)
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func (s *State) GuildChannel(guildID, channelID string) (*Channel, error) {
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return s.Channel(channelID)
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}
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// PrivateChannel gets a private channel by ID.
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// This method is Deprecated, use Channel(channelID)
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func (s *State) PrivateChannel(channelID string) (*Channel, error) {
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return s.Channel(channelID)
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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, ErrNilState
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}
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s.RLock()
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defer s.RUnlock()
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if c, ok := s.channelMap[channelID]; ok {
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return c, nil
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}
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return nil, ErrStateNotFound
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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, 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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s.RLock()
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defer s.RUnlock()
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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, ErrStateNotFound
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}
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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 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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|
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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
|
|
}
|
|
|
|
// 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
|
|
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 != "" {
|
|
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 != "" {
|
|
m.Timestamp = message.Timestamp
|
|
}
|
|
if message.Author != nil {
|
|
m.Author = message.Author
|
|
}
|
|
|
|
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
|
|
}
|
|
|
|
// 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,
|
|
}
|
|
|
|
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:
|
|
err = s.GuildRemove(t.Guild)
|
|
case *GuildMemberAdd:
|
|
if s.TrackMembers {
|
|
err = s.MemberAdd(t.Member)
|
|
}
|
|
case *GuildMemberUpdate:
|
|
if s.TrackMembers {
|
|
err = s.MemberAdd(t.Member)
|
|
}
|
|
case *GuildMemberRemove:
|
|
if s.TrackMembers {
|
|
err = s.MemberRemove(t.Member)
|
|
}
|
|
case *GuildRoleCreate:
|
|
if s.TrackRoles {
|
|
err = s.RoleAdd(t.GuildID, t.Role)
|
|
}
|
|
case *GuildRoleUpdate:
|
|
if s.TrackRoles {
|
|
err = s.RoleAdd(t.GuildID, t.Role)
|
|
}
|
|
case *GuildRoleDelete:
|
|
if s.TrackRoles {
|
|
err = s.RoleRemove(t.GuildID, t.RoleID)
|
|
}
|
|
case *GuildEmojisUpdate:
|
|
if s.TrackEmojis {
|
|
err = s.EmojisAdd(t.GuildID, t.Emojis)
|
|
}
|
|
case *ChannelCreate:
|
|
if s.TrackChannels {
|
|
err = s.ChannelAdd(t.Channel)
|
|
}
|
|
case *ChannelUpdate:
|
|
if s.TrackChannels {
|
|
err = s.ChannelAdd(t.Channel)
|
|
}
|
|
case *ChannelDelete:
|
|
if s.TrackChannels {
|
|
err = s.ChannelRemove(t.Channel)
|
|
}
|
|
case *MessageCreate:
|
|
if s.MaxMessageCount != 0 {
|
|
err = s.MessageAdd(t.Message)
|
|
}
|
|
case *MessageUpdate:
|
|
if s.MaxMessageCount != 0 {
|
|
err = s.MessageAdd(t.Message)
|
|
}
|
|
case *MessageDelete:
|
|
if s.MaxMessageCount != 0 {
|
|
err = s.MessageRemove(t.Message)
|
|
}
|
|
case *MessageDeleteBulk:
|
|
if s.MaxMessageCount != 0 {
|
|
for _, mID := range t.Messages {
|
|
s.messageRemoveByID(t.ChannelID, mID)
|
|
}
|
|
}
|
|
case *VoiceStateUpdate:
|
|
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
|
|
}
|
|
|
|
// UserChannelPermissions returns the permission of a user in a channel.
|
|
// userID : The ID of the user to calculate permissions for.
|
|
// channelID : The ID of the channel to calculate permission for.
|
|
func (s *State) UserChannelPermissions(userID, channelID string) (apermissions int, err error) {
|
|
if s == nil {
|
|
return 0, ErrNilState
|
|
}
|
|
|
|
channel, err := s.Channel(channelID)
|
|
if err != nil {
|
|
return
|
|
}
|
|
|
|
guild, err := s.Guild(channel.GuildID)
|
|
if err != nil {
|
|
return
|
|
}
|
|
|
|
if userID == guild.OwnerID {
|
|
apermissions = PermissionAll
|
|
return
|
|
}
|
|
|
|
member, err := s.Member(guild.ID, userID)
|
|
if err != nil {
|
|
return
|
|
}
|
|
|
|
return memberPermissions(guild, channel, member), nil
|
|
}
|
|
|
|
// UserColor returns the color of a user in a channel.
|
|
// While colors are defined at a Guild level, determining for a channel is more useful in message handlers.
|
|
// 0 is returned in cases of error, which is the color of @everyone.
|
|
// userID : The ID of the user to calculate the color for.
|
|
// channelID : The ID of the channel to calculate the color for.
|
|
func (s *State) UserColor(userID, channelID string) int {
|
|
if s == nil {
|
|
return 0
|
|
}
|
|
|
|
channel, err := s.Channel(channelID)
|
|
if err != nil {
|
|
return 0
|
|
}
|
|
|
|
guild, err := s.Guild(channel.GuildID)
|
|
if err != nil {
|
|
return 0
|
|
}
|
|
|
|
member, err := s.Member(guild.ID, userID)
|
|
if err != nil {
|
|
return 0
|
|
}
|
|
|
|
roles := Roles(guild.Roles)
|
|
sort.Sort(roles)
|
|
|
|
for _, role := range roles {
|
|
for _, roleID := range member.Roles {
|
|
if role.ID == roleID {
|
|
if role.Color != 0 {
|
|
return role.Color
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return 0
|
|
}
|