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-rw-r--r--vendor/github.com/matterbridge/discordgo/state.go990
1 files changed, 0 insertions, 990 deletions
diff --git a/vendor/github.com/matterbridge/discordgo/state.go b/vendor/github.com/matterbridge/discordgo/state.go
deleted file mode 100644
index 8158708b..00000000
--- a/vendor/github.com/matterbridge/discordgo/state.go
+++ /dev/null
@@ -1,990 +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 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.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 {
- *m = *member // Update the actual data, which will also update the member pointer in the slice
- }
-
- 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
-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 *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 {
- 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
-}