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

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// 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"
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"sort"
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"sync"
)
// 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")
// ErrStateNotFound is returned when the state cache
// requested is not found
var ErrStateNotFound = errors.New("state cache not found")
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// 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
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TrackPresences bool
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guildMap map[string]*Guild
channelMap map[string]*Channel
memberMap map[string]map[string]*Member
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}
// NewState creates an empty state.
func NewState() *State {
return &State{
Ready: Ready{
PrivateChannels: []*Channel{},
Guilds: []*Guild{},
},
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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),
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}
}
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
}
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// 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)
}
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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
// 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 {
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guild.Members = g.Members
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}
if guild.Presences == nil {
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guild.Presences = g.Presences
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}
if guild.Channels == nil {
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guild.Channels = g.Channels
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}
if guild.VoiceStates == nil {
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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
}
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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
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}
// 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
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}
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)
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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
}
}
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return ErrStateNotFound
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}
// 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
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}
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return nil, ErrStateNotFound
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}
// 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
}
}
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return ErrStateNotFound
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}
// 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
}
}
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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.
// 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 {
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if channel.Messages == nil {
channel.Messages = c.Messages
}
if channel.PermissionOverwrites == nil {
channel.PermissionOverwrites = c.PermissionOverwrites
}
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*c = *channel
return nil
}
if channel.Type == ChannelTypeDM || channel.Type == ChannelTypeGroupDM {
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s.PrivateChannels = append(s.PrivateChannels, channel)
} else {
guild, ok := s.guildMap[channel.GuildID]
if !ok {
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return ErrStateNotFound
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}
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 {
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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
}
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return nil, ErrStateNotFound
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}
// 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
}
}
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return nil, ErrStateNotFound
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}
// 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
}
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if message.Timestamp != "" {
m.Timestamp = message.Timestamp
}
if message.Author != nil {
m.Author = message.Author
}
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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
}
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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)
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if err != nil {
return err
}
s.Lock()
defer s.Unlock()
for i, m := range c.Messages {
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if m.ID == messageID {
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c.Messages = append(c.Messages[:i], c.Messages[i+1:]...)
return nil
}
}
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return ErrStateNotFound
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}
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
}
}
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return nil, ErrStateNotFound
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}
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// 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{
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Version: r.Version,
SessionID: r.SessionID,
User: r.User,
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}
s.Ready = ready
return nil
}
s.Ready = *r
for _, g := range s.Guilds {
s.guildMap[g.ID] = g
s.createMemberMap(g)
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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) {
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if s == nil {
return ErrNilState
}
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r, ok := i.(*Ready)
if ok {
return s.onReady(se, r)
}
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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)
}
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case *MessageDeleteBulk:
if s.MaxMessageCount != 0 {
for _, mID := range t.Messages {
s.messageRemoveByID(t.ChannelID, mID)
}
}
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case *VoiceStateUpdate:
if s.TrackVoice {
err = s.voiceStateUpdate(t)
}
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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)
}
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}
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) {
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if s == nil {
return 0, ErrNilState
}
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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
}
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return memberPermissions(guild, channel, member), nil
}
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// 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
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}
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channel, err := s.Channel(channelID)
if err != nil {
return 0
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}
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guild, err := s.Guild(channel.GuildID)
if err != nil {
return 0
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}
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member, err := s.Member(guild.ID, userID)
if err != nil {
return 0
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}
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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
}
}
}
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}
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return 0
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}