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matterbridge/vendor/github.com/bwmarrin/discordgo/state.go

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2016-09-19 18:53:26 +00:00
// 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"
"sync"
)
// ErrNilState is returned when the state is nil.
var ErrNilState = errors.New("State not instantiated, please use discordgo.New() or assign Session.State.")
// 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
guildMap map[string]*Guild
channelMap map[string]*Channel
}
// 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,
guildMap: make(map[string]*Guild),
channelMap: make(map[string]*Channel),
}
}
// OnReady takes a Ready event and updates all internal state.
func (s *State) OnReady(r *Ready) error {
if s == nil {
return ErrNilState
}
s.Lock()
defer s.Unlock()
s.Ready = *r
for _, g := range s.Guilds {
s.guildMap[g.ID] = g
for _, c := range g.Channels {
c.GuildID = g.ID
s.channelMap[c.ID] = c
}
}
for _, c := range s.PrivateChannels {
s.channelMap[c.ID] = c
}
return nil
}
// 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 {
c.GuildID = guild.ID
s.channelMap[c.ID] = c
}
// If the guild exists, replace it.
if g, ok := s.guildMap[guild.ID]; ok {
// If this guild already exists with data, don't stomp on props.
if g.Unavailable != nil && !*g.Unavailable {
guild.Members = g.Members
guild.Presences = g.Presences
guild.Channels = g.Channels
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, errors.New("Guild not found.")
}
// 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()
for i, m := range guild.Members {
if m.User.ID == member.User.ID {
guild.Members[i] = member
return nil
}
}
guild.Members = append(guild.Members, 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()
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 errors.New("Member not found.")
}
// Member gets a member by ID from a guild.
func (s *State) Member(guildID, userID string) (*Member, error) {
if s == nil {
return nil, ErrNilState
}
guild, err := s.Guild(guildID)
if err != nil {
return nil, err
}
s.RLock()
defer s.RUnlock()
for _, m := range guild.Members {
if m.User.ID == userID {
return m, nil
}
}
return nil, errors.New("Member not found.")
}
// 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 errors.New("Role not found.")
}
// 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, errors.New("Role not found.")
}
// ChannelAdd adds a guild 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 {
channel.Messages = c.Messages
channel.PermissionOverwrites = c.PermissionOverwrites
*c = *channel
return nil
}
if channel.IsPrivate {
s.PrivateChannels = append(s.PrivateChannels, channel)
} else {
guild, ok := s.guildMap[channel.GuildID]
if !ok {
return errors.New("Guild for channel not found.")
}
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.IsPrivate {
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 an 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, errors.New("Channel not found.")
}
// 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, errors.New("Emoji not found.")
}
// 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
}
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
}
c, err := s.Channel(message.ChannelID)
if err != nil {
return err
}
s.Lock()
defer s.Unlock()
for i, m := range c.Messages {
if m.ID == message.ID {
c.Messages = append(c.Messages[:i], c.Messages[i+1:]...)
return nil
}
}
return errors.New("Message not found.")
}
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, errors.New("Message not found.")
}
// onInterface handles all events related to states.
func (s *State) onInterface(se *Session, i interface{}) (err error) {
if s == nil {
return ErrNilState
}
if !se.StateEnabled {
return nil
}
switch t := i.(type) {
case *Ready:
err = s.OnReady(t)
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 *VoiceStateUpdate:
if s.TrackVoice {
err = s.voiceStateUpdate(t)
}
}
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) {
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
}
for _, role := range guild.Roles {
for _, roleID := range member.Roles {
if role.ID == roleID {
apermissions |= role.Permissions
break
}
}
}
if apermissions&PermissionManageRoles > 0 {
apermissions |= PermissionAll
}
// Member overwrites can override role overrides, so do two passes
for _, overwrite := range channel.PermissionOverwrites {
for _, roleID := range member.Roles {
if overwrite.Type == "role" && roleID == overwrite.ID {
apermissions &= ^overwrite.Deny
apermissions |= overwrite.Allow
break
}
}
}
for _, overwrite := range channel.PermissionOverwrites {
if overwrite.Type == "member" && overwrite.ID == userID {
apermissions &= ^overwrite.Deny
apermissions |= overwrite.Allow
break
}
}
if apermissions&PermissionManageRoles > 0 {
apermissions |= PermissionAllChannel
}
return
}