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author8cy <[email protected]>2020-04-03 02:37:42 -0700
committer8cy <[email protected]>2020-04-03 02:37:42 -0700
commit60867fb030bae582082340ead7dbc7efdc2f5398 (patch)
tree4c6a7356351be2e4914e15c4703172597c45656e /node_modules/discord.js/src/sharding/ShardingManager.js
parentcommenting (diff)
downloads5nical-60867fb030bae582082340ead7dbc7efdc2f5398.tar.xz
s5nical-60867fb030bae582082340ead7dbc7efdc2f5398.zip
2020/04/03, 02:34, v1.2.0
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+const path = require('path');
+const fs = require('fs');
+const EventEmitter = require('events').EventEmitter;
+const Shard = require('./Shard');
+const Collection = require('../util/Collection');
+const Util = require('../util/Util');
+
+/**
+ * This is a utility class that can be used to help you spawn shards of your client. Each shard is completely separate
+ * from the other. The Shard Manager takes a path to a file and spawns it under the specified amount of shards safely.
+ * If you do not select an amount of shards, the manager will automatically decide the best amount.
+ * @extends {EventEmitter}
+ */
+class ShardingManager extends EventEmitter {
+ /**
+ * @param {string} file Path to your shard script file
+ * @param {Object} [options] Options for the sharding manager
+ * @param {number|string} [options.totalShards='auto'] Number of shards to spawn, or "auto"
+ * @param {boolean} [options.respawn=true] Whether shards should automatically respawn upon exiting
+ * @param {string[]} [options.shardArgs=[]] Arguments to pass to the shard script when spawning
+ * @param {string} [options.token] Token to use for automatic shard count and passing to shards
+ */
+ constructor(file, options = {}) {
+ super();
+ options = Util.mergeDefault({
+ totalShards: 'auto',
+ respawn: true,
+ shardArgs: [],
+ token: null,
+ }, options);
+
+ /**
+ * Path to the shard script file
+ * @type {string}
+ */
+ this.file = file;
+ if (!file) throw new Error('File must be specified.');
+ if (!path.isAbsolute(file)) this.file = path.resolve(process.cwd(), file);
+ const stats = fs.statSync(this.file);
+ if (!stats.isFile()) throw new Error('File path does not point to a file.');
+
+ /**
+ * Amount of shards that this manager is going to spawn
+ * @type {number|string}
+ */
+ this.totalShards = options.totalShards;
+ if (this.totalShards !== 'auto') {
+ if (typeof this.totalShards !== 'number' || isNaN(this.totalShards)) {
+ throw new TypeError('Amount of shards must be a number.');
+ }
+ if (this.totalShards < 1) throw new RangeError('Amount of shards must be at least 1.');
+ if (this.totalShards !== Math.floor(this.totalShards)) {
+ throw new RangeError('Amount of shards must be an integer.');
+ }
+ }
+
+ /**
+ * Whether shards should automatically respawn upon exiting
+ * @type {boolean}
+ */
+ this.respawn = options.respawn;
+
+ /**
+ * An array of arguments to pass to shards
+ * @type {string[]}
+ */
+ this.shardArgs = options.shardArgs;
+
+ /**
+ * Arguments for the shard's process executable
+ * @type {?string[]}
+ */
+ this.execArgv = options.execArgv;
+
+ /**
+ * Token to use for obtaining the automatic shard count, and passing to shards
+ * @type {?string}
+ */
+ this.token = options.token ? options.token.replace(/^Bot\s*/i, '') : null;
+
+ /**
+ * A collection of shards that this manager has spawned
+ * @type {Collection<number, Shard>}
+ */
+ this.shards = new Collection();
+ }
+
+ /**
+ * Spawns a single shard.
+ * @param {number} id The ID of the shard to spawn. **This is usually not necessary**
+ * @returns {Promise<Shard>}
+ */
+ createShard(id = this.shards.size) {
+ const shard = new Shard(this, id, this.shardArgs);
+ this.shards.set(id, shard);
+ /**
+ * Emitted upon launching a shard.
+ * @event ShardingManager#launch
+ * @param {Shard} shard Shard that was launched
+ */
+ this.emit('launch', shard);
+ return Promise.resolve(shard);
+ }
+
+ /**
+ * Spawns multiple shards.
+ * @param {number} [amount=this.totalShards] Number of shards to spawn
+ * @param {number} [delay=7500] How long to wait in between spawning each shard (in milliseconds)
+ * @returns {Promise<Collection<number, Shard>>}
+ */
+ spawn(amount = this.totalShards, delay = 7500) {
+ if (amount === 'auto') {
+ return Util.fetchRecommendedShards(this.token).then(count => {
+ this.totalShards = count;
+ return this._spawn(count, delay);
+ });
+ } else {
+ if (typeof amount !== 'number' || isNaN(amount)) throw new TypeError('Amount of shards must be a number.');
+ if (amount < 1) throw new RangeError('Amount of shards must be at least 1.');
+ if (amount !== Math.floor(amount)) throw new TypeError('Amount of shards must be an integer.');
+ return this._spawn(amount, delay);
+ }
+ }
+
+ /**
+ * Actually spawns shards, unlike that poser above >:(
+ * @param {number} amount Number of shards to spawn
+ * @param {number} delay How long to wait in between spawning each shard (in milliseconds)
+ * @returns {Promise<Collection<number, Shard>>}
+ * @private
+ */
+ _spawn(amount, delay) {
+ return new Promise(resolve => {
+ if (this.shards.size >= amount) throw new Error(`Already spawned ${this.shards.size} shards.`);
+ this.totalShards = amount;
+
+ this.createShard();
+ if (this.shards.size >= this.totalShards) {
+ resolve(this.shards);
+ return;
+ }
+
+ if (delay <= 0) {
+ while (this.shards.size < this.totalShards) this.createShard();
+ resolve(this.shards);
+ } else {
+ const interval = setInterval(() => {
+ this.createShard();
+ if (this.shards.size >= this.totalShards) {
+ clearInterval(interval);
+ resolve(this.shards);
+ }
+ }, delay);
+ }
+ });
+ }
+
+ /**
+ * Send a message to all shards.
+ * @param {*} message Message to be sent to the shards
+ * @returns {Promise<Shard[]>}
+ */
+ broadcast(message) {
+ const promises = [];
+ for (const shard of this.shards.values()) promises.push(shard.send(message));
+ return Promise.all(promises);
+ }
+
+ /**
+ * Evaluates a script on all shards, in the context of the Clients.
+ * @param {string} script JavaScript to run on each shard
+ * @returns {Promise<Array>} Results of the script execution
+ */
+ broadcastEval(script) {
+ const promises = [];
+ for (const shard of this.shards.values()) promises.push(shard.eval(script));
+ return Promise.all(promises);
+ }
+
+ /**
+ * Fetches a client property value of each shard.
+ * @param {string} prop Name of the client property to get, using periods for nesting
+ * @returns {Promise<Array>}
+ * @example
+ * manager.fetchClientValues('guilds.size')
+ * .then(results => {
+ * console.log(`${results.reduce((prev, val) => prev + val, 0)} total guilds`);
+ * })
+ * .catch(console.error);
+ */
+ fetchClientValues(prop) {
+ if (this.shards.size === 0) return Promise.reject(new Error('No shards have been spawned.'));
+ if (this.shards.size !== this.totalShards) return Promise.reject(new Error('Still spawning shards.'));
+ const promises = [];
+ for (const shard of this.shards.values()) promises.push(shard.fetchClientValue(prop));
+ return Promise.all(promises);
+ }
+
+ /**
+ * Kills all running shards and respawns them.
+ * @param {number} [shardDelay=5000] How long to wait between shards (in milliseconds)
+ * @param {number} [respawnDelay=500] How long to wait between killing a shard's process and restarting it
+ * (in milliseconds)
+ * @param {boolean} [waitForReady=true] Whether to wait for a shard to become ready before continuing to another
+ * @param {number} [currentShardIndex=0] The shard index to start respawning at
+ * @returns {Promise<Collection<number, Shard>>}
+ */
+ respawnAll(shardDelay = 5000, respawnDelay = 500, waitForReady = true, currentShardIndex = 0) {
+ let s = 0;
+ const shard = this.shards.get(currentShardIndex);
+ const promises = [shard.respawn(respawnDelay, waitForReady)];
+ if (++s < this.shards.size && shardDelay > 0) promises.push(Util.delayFor(shardDelay));
+ return Promise.all(promises).then(() => {
+ if (++currentShardIndex === this.shards.size) return this.shards;
+ return this.respawnAll(shardDelay, respawnDelay, waitForReady, currentShardIndex);
+ });
+ }
+}
+
+module.exports = ShardingManager;