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| author | 8cy <[email protected]> | 2020-04-03 02:37:42 -0700 |
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| committer | 8cy <[email protected]> | 2020-04-03 02:37:42 -0700 |
| commit | 60867fb030bae582082340ead7dbc7efdc2f5398 (patch) | |
| tree | 4c6a7356351be2e4914e15c4703172597c45656e /node_modules/discord.js/src/sharding/ShardingManager.js | |
| parent | commenting (diff) | |
| download | s5nical-60867fb030bae582082340ead7dbc7efdc2f5398.tar.xz s5nical-60867fb030bae582082340ead7dbc7efdc2f5398.zip | |
2020/04/03, 02:34, v1.2.0
Diffstat (limited to 'node_modules/discord.js/src/sharding/ShardingManager.js')
| -rw-r--r-- | node_modules/discord.js/src/sharding/ShardingManager.js | 220 |
1 files changed, 220 insertions, 0 deletions
diff --git a/node_modules/discord.js/src/sharding/ShardingManager.js b/node_modules/discord.js/src/sharding/ShardingManager.js new file mode 100644 index 0000000..5b07299 --- /dev/null +++ b/node_modules/discord.js/src/sharding/ShardingManager.js @@ -0,0 +1,220 @@ +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; |