diff options
author | Wim <wim@42.be> | 2020-03-08 17:08:18 +0100 |
---|---|---|
committer | GitHub <noreply@github.com> | 2020-03-08 17:08:18 +0100 |
commit | 9785edd26366be8eb11c2435f50f90a5c8eea7fc (patch) | |
tree | e8e236b5b273e7535c607507cc059f3b957068a1 /vendor/github.com/bwmarrin/discordgo/state.go | |
parent | 2a0bc11b684f63305258e338c5f1d0e91eb24414 (diff) | |
download | matterbridge-msglm-9785edd26366be8eb11c2435f50f90a5c8eea7fc.tar.gz matterbridge-msglm-9785edd26366be8eb11c2435f50f90a5c8eea7fc.tar.bz2 matterbridge-msglm-9785edd26366be8eb11c2435f50f90a5c8eea7fc.zip |
Remove replace directives and use own fork to make go get work again (#1028)
See https://github.com/golang/go/issues/30354
go get doesn't honor the go.mod replace options.
Diffstat (limited to 'vendor/github.com/bwmarrin/discordgo/state.go')
-rw-r--r-- | vendor/github.com/bwmarrin/discordgo/state.go | 1022 |
1 files changed, 0 insertions, 1022 deletions
diff --git a/vendor/github.com/bwmarrin/discordgo/state.go b/vendor/github.com/bwmarrin/discordgo/state.go deleted file mode 100644 index 7babc115..00000000 --- a/vendor/github.com/bwmarrin/discordgo/state.go +++ /dev/null @@ -1,1022 +0,0 @@ -// Discordgo - Discord bindings for Go -// Available at https://github.com/bwmarrin/discordgo - -// Copyright 2015-2016 Bruce Marriner <bruce@sqls.net>. 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 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") - -// 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 - TrackEmojis bool - TrackMembers 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, - TrackEmojis: true, - TrackMembers: 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 - } - - // 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.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 -} - -// 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 - } - - 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[i] = presence - - //Update status - guild.Presences[i].Game = presence.Game - guild.Presences[i].Roles = presence.Roles - if presence.Status != "" { - guild.Presences[i].Status = presence.Status - } - if presence.Nick != "" { - guild.Presences[i].Nick = presence.Nick - } - - //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 -} - -// 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. - -// 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 - } - - 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 - } - - 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 == "" { - member.JoinedAt = m.JoinedAt - } - *m = *member - } - - return nil -} - -// 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 - } - - *c = *channel - return nil - } - - if channel.Type == ChannelTypeDM || channel.Type == ChannelTypeGroupDM { - s.PrivateChannels = append(s.PrivateChannels, channel) - } else { - guild, ok := s.guildMap[channel.GuildID] - if !ok { - return ErrStateNotFound - } - - 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 - } - } - } else { - guild, err := s.Guild(channel.GuildID) - if err != nil { - return err - } - - s.Lock() - defer s.Unlock() - - 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 -} - -// GuildChannel gets a channel by ID from a guild. -// This method is Deprecated, use Channel(channelID) -func (s *State) GuildChannel(guildID, channelID string) (*Channel, error) { - return s.Channel(channelID) -} - -// PrivateChannel gets a private channel by ID. -// This method is Deprecated, use Channel(channelID) -func (s *State) PrivateChannel(channelID string) (*Channel, error) { - return s.Channel(channelID) -} - -// 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 != "" { - 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: - // 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 { - err = s.MemberAdd(t.Member) - } - case *GuildMemberRemove: - // Updates the MemberCount of the guild. - guild, err := s.Guild(t.Member.GuildID) - if err != nil { - return err - } - guild.MemberCount-- - - // Removes member from the cache if tracking is enabled. - if s.TrackMembers { - err = s.MemberRemove(t.Member) - } - case *GuildMembersChunk: - if s.TrackMembers { - for i := range t.Members { - t.Members[i].GuildID = t.GuildID - err = s.MemberAdd(t.Members[i]) - } - } - 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 { - var old *Message - old, err = s.Message(t.ChannelID, t.ID) - if err == nil { - oldCopy := *old - t.BeforeUpdate = &oldCopy - } - - 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 -} |