mirror of
https://github.com/discordeno/discordeno.git
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change: implement new better unavailable check
This commit is contained in:
+42
-50
@@ -3,7 +3,7 @@ import { cache } from "../../cache.ts";
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import type { DiscordGatewayPayload } from "../../types/gateway/gateway_payload.ts";
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import type { Ready } from "../../types/gateway/ready.ts";
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import { snowflakeToBigint } from "../../util/bigint.ts";
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import { ws } from "../../ws/ws.ts";
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import { DiscordenoShard, ws } from "../../ws/ws.ts";
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export function handleReady(
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data: DiscordGatewayPayload,
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@@ -12,17 +12,15 @@ export function handleReady(
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// The bot has already started, the last shard is resumed, however.
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if (cache.isReady) return;
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const shard = ws.shards.get(shardId);
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if (!shard) return;
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const payload = data.d as Ready;
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setBotId(payload.user.id);
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setApplicationId(payload.application.id);
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// Triggered on each shard
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eventHandlers.shardReady?.(shardId);
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// Save when the READY event was received to prevent infinite load loops
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const now = Date.now();
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const shard = ws.shards.get(shardId);
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if (!shard) return;
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eventHandlers.shardReady?.(shard);
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// Set ready to false just to go sure
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shard.ready = false;
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@@ -30,6 +28,8 @@ export function handleReady(
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shard.unavailableGuildIds = new Set(
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payload.guilds.map((g) => snowflakeToBigint(g.id)),
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);
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// Set the last available to now
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shard.lastAvailable = Date.now();
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// Start ready check in 2 seconds
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setTimeout(() => {
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@@ -37,58 +37,50 @@ export function handleReady(
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"loop",
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`1. Running setTimeout in READY file.`,
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);
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checkReady(payload, shardId, now);
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checkReady(payload, shard);
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}, 2000);
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}
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// Don't pass the shard itself because unavailableGuilds won't be updated by the GUILD_CREATE event
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/** This function checks if the shard is fully loaded */
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function checkReady(payload: Ready, shardId: number, now: number) {
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const shard = ws.shards.get(shardId);
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if (!shard) return;
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function checkReady(payload: Ready, shard: DiscordenoShard) {
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// Check if all guilds were loaded
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if (shard.unavailableGuildIds.size) {
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if (Date.now() - now > 10000) {
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eventHandlers.shardFailedToLoad?.(shardId, shard.unavailableGuildIds);
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// Force execute the loaded function to prevent infinite loop
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loaded(shardId);
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} else {
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// Not all guilds were loaded but 10 seconds haven't passed so check again
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setTimeout(() => {
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eventHandlers.debug?.(
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"loop",
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`2. Running setTimeout in READY file.`,
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);
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checkReady(payload, shardId, now);
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}, 2000);
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}
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} else {
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// All guilds were loaded
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loaded(shardId);
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if (!shard.unavailableGuildIds.size) return loaded(shard);
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// If the last GUILD_CREATE has been received before 5 seconds if so most likely the remaining guilds are unavailable
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if (shard.lastAvailable + 5000 < Date.now()) {
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eventHandlers.shardFailedToLoad?.(shard, shard.unavailableGuildIds);
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// Force execute the loaded function to prevent infinite loop
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loaded(shard);
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}
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// Not all guilds were loaded but 5 seconds haven't passed so check again
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setTimeout(() => {
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eventHandlers.debug?.(
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"loop",
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`2. Running setTimeout in READY file.`,
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);
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checkReady(payload, shard);
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}, 2000);
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}
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function loaded(shardId: number) {
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const shard = ws.shards.get(shardId);
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if (!shard) return;
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function loaded(shard: DiscordenoShard) {
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shard.ready = true;
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// If it is the last shard we can go full ready
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if (shardId === ws.maxShards - 1) {
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// Still some shards are loading so wait another 2 seconds for them
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if (ws.shards.some((shard) => !shard.ready)) {
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setTimeout(() => {
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eventHandlers.debug?.(
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"loop",
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`3. Running setTimeout in READY file.`,
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);
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loaded(shardId);
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}, 2000);
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} else {
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cache.isReady = true;
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eventHandlers.ready?.();
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}
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// If it is not the last shard we can't go full ready
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if (shard.id !== ws.maxShards - 1) return;
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// Still some shards are loading so wait another 2 seconds for them
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if (ws.shards.some((shard) => !shard.ready)) {
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setTimeout(() => {
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eventHandlers.debug?.(
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"loop",
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`3. Running setTimeout in READY file.`,
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);
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loaded(shard);
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}, 2000);
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return;
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}
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cache.isReady = true;
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eventHandlers.ready?.();
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}
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