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memberfetcher.go
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/
memberfetcher.go
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package bot
import (
"errors"
"sync"
"time"
"github.com/jonas747/discordgo"
"github.com/jonas747/dstate"
"github.com/jonas747/yagpdb/bot/eventsystem"
"github.com/jonas747/yagpdb/common"
"github.com/karlseguin/ccache"
)
var (
MemberFetcher = &memberFetcher{
fetching: make(map[int64]*MemberFetchGuildQueue),
notFetching: make(map[int64]*MemberFetchGuildQueue),
}
failedUsersCache = ccache.New(ccache.Configure())
)
func GetMember(guildID, userID int64) (*dstate.MemberState, error) {
gs := State.Guild(true, guildID)
if gs == nil {
return nil, ErrGuildNotFound
}
cop := gs.MemberCopy(true, userID)
if cop != nil && cop.MemberSet {
return cop, nil
}
result := <-MemberFetcher.RequestMember(guildID, userID)
return result.Member, result.Err
}
func GetMembers(guildID int64, userIDs ...int64) ([]*dstate.MemberState, error) {
resultChan := make(chan *dstate.MemberState)
for _, v := range userIDs {
go func(id int64) {
m, _ := GetMember(guildID, id)
resultChan <- m
}(v)
}
result := make([]*dstate.MemberState, 0, len(userIDs))
for i := 0; i < len(userIDs); i++ {
m := <-resultChan
if m != nil {
result = append(result, m)
}
}
return result, nil
}
// memberFetcher handles a per guild queue for fetching members
// This is probably overkill as the root cause for the flood of member requests (state being flushed upon guilds becoming unavailble) was fixed
// But it's here, for better or for worse
type memberFetcher struct {
sync.RWMutex
// Queue of guilds to user id's to fetch
fetching map[int64]*MemberFetchGuildQueue
notFetching map[int64]*MemberFetchGuildQueue
// Signal to run immediately
RunChan chan bool
Stop chan bool
}
type MemberFetchGuildQueue struct {
Queue []*MemberFetchRequest
}
type MemberFetchRequest struct {
Member int64
Guild int64
WaitingChannels []chan MemberFetchResult
}
func (req *MemberFetchRequest) sendResult(result MemberFetchResult) {
for _, ch := range req.WaitingChannels {
go func(channel chan MemberFetchResult) {
channel <- result
}(ch)
}
}
type MemberFetchResult struct {
Err error
Member *dstate.MemberState
}
func (m *memberFetcher) RequestMember(guildID, userID int64) <-chan MemberFetchResult {
m.Lock()
var req *MemberFetchRequest
var q *MemberFetchGuildQueue
// Check to see if this guild is already in the queue
q, ok := m.notFetching[guildID]
if !ok {
q, ok = m.fetching[guildID]
}
if ok {
// The guild's queue already exist
for _, elem := range q.Queue {
if elem.Member == userID {
// The member is already queued up
req = elem
break
}
}
}
// Request is nil, member was not already requests before
if req == nil {
req = &MemberFetchRequest{
Member: userID,
Guild: guildID,
}
if q == nil {
// Qeueu is nil, this guild does not currently have a queue, create one
q = &MemberFetchGuildQueue{
Queue: make([]*MemberFetchRequest, 0, 1),
}
m.notFetching[guildID] = q
}
q.Queue = append(q.Queue, req)
}
// Add the result channel to the request waiting channel
resultChan := make(chan MemberFetchResult)
req.WaitingChannels = append(req.WaitingChannels, resultChan)
m.Unlock()
return resultChan
}
func (m *memberFetcher) Run() {
ticker := time.NewTicker(time.Second)
for {
select {
case <-ticker.C:
m.check()
case <-m.RunChan:
m.check()
}
}
}
func (m *memberFetcher) check() {
m.Lock()
for k, v := range m.notFetching {
m.fetching[k] = v
delete(m.notFetching, k)
go m.runGuild(k)
}
m.Unlock()
}
func (m *memberFetcher) runGuild(guildID int64) {
for {
if !m.next(guildID) {
break
}
}
}
func (m *memberFetcher) next(guildID int64) (more bool) {
m.Lock()
if len(m.fetching[guildID].Queue) < 1 {
// Done processing this guild queue
delete(m.fetching, guildID)
m.Unlock()
return false
}
q := m.fetching[guildID]
elem := q.Queue[0]
m.Unlock()
logger.WithField("guild", guildID).WithField("user", elem.Member).Debug("Requesting guild member")
if gs := State.Guild(true, guildID); gs != nil {
if member := gs.MemberCopy(true, elem.Member); member != nil && member.MemberSet {
// Member is already in state, no need to request it
m.Lock()
result := MemberFetchResult{
Member: member,
}
elem.sendResult(result)
q.Queue = q.Queue[1:]
m.Unlock()
return true
}
}
var ms *dstate.MemberState
var err error
// Check if this was previously attempted and failed
failedCacheKey := discordgo.StrID(guildID) + ":" + discordgo.StrID(elem.Member)
if failedUsersCache.Get(failedCacheKey) == nil {
if common.Statsd != nil {
go common.Statsd.Incr("yagpdb.memfetch.requests", nil, 1)
}
var member *discordgo.Member
member, err = common.BotSession.GuildMember(guildID, elem.Member)
if err != nil {
logger.WithField("guild", guildID).WithField("user", elem.Member).WithError(err).Debug("Failed fetching member")
code, _ := common.DiscordError(err)
if code == discordgo.ErrCodeUnknownUser {
failedUsersCache.Set(failedCacheKey, 1, time.Hour)
}
} else {
member.GuildID = guildID
go eventsystem.EmitEvent(eventsystem.NewEventData(nil, eventsystem.EventMemberFetched, &discordgo.GuildMemberAdd{Member: member}), eventsystem.EventMemberFetched)
if gs := State.Guild(true, guildID); gs != nil {
gs.MemberAddUpdate(true, member)
ms = gs.MemberCopy(true, member.User.ID)
}
}
} else {
err = errors.New("Member is in failed fetching cache")
}
if ms == nil && err == nil {
err = errors.New("Member not found (left guild perhaps?)")
}
m.Lock()
result := MemberFetchResult{
Err: err,
Member: ms,
}
elem.sendResult(result)
q.Queue = q.Queue[1:]
m.Unlock()
return true
}
func (m *memberFetcher) Status() (fetching, notFetching int) {
m.RLock()
fetching = len(m.fetching)
notFetching = len(m.notFetching)
m.RUnlock()
return
}