summaryrefslogtreecommitdiff
path: root/node_modules/discord.js/src/sharding/ShardingManager.js
diff options
context:
space:
mode:
Diffstat (limited to 'node_modules/discord.js/src/sharding/ShardingManager.js')
-rw-r--r--node_modules/discord.js/src/sharding/ShardingManager.js274
1 files changed, 274 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..0b9fdd9
--- /dev/null
+++ b/node_modules/discord.js/src/sharding/ShardingManager.js
@@ -0,0 +1,274 @@
+'use strict';
+
+const EventEmitter = require('events');
+const fs = require('fs');
+const path = require('path');
+const Shard = require('./Shard');
+const { Error, TypeError, RangeError } = require('../errors');
+const Collection = require('../util/Collection');
+const Util = require('../util/Util');
+
+/**
+ * This is a utility class that makes multi-process sharding of a bot an easy and painless experience.
+ * It works by spawning a self-contained {@link ChildProcess} or {@link Worker} for each individual shard, each
+ * containing its own instance of your bot's {@link Client}. They all have a line of communication with the master
+ * process, and there are several useful methods that utilise it in order to simplify tasks that are normally difficult
+ * with sharding. It can spawn a specific number of shards or the amount that Discord suggests for the bot, and takes a
+ * path to your main bot script to launch for each one.
+ * @extends {EventEmitter}
+ */
+class ShardingManager extends EventEmitter {
+ /**
+ * The mode to spawn shards with for a {@link ShardingManager}: either "process" to use child processes, or
+ * "worker" to use workers. The "worker" mode relies on the experimental
+ * [Worker threads](https://nodejs.org/api/worker_threads.html) functionality that is present in Node v10.5.0 or
+ * newer. Node must be started with the `--experimental-worker` flag to expose it.
+ * @typedef {Object} ShardingManagerMode
+ */
+
+ /**
+ * @param {string} file Path to your shard script file
+ * @param {Object} [options] Options for the sharding manager
+ * @param {string|number} [options.totalShards='auto'] Number of total shards of all shard managers or "auto"
+ * @param {string|number[]} [options.shardList='auto'] List of shards to spawn or "auto"
+ * @param {ShardingManagerMode} [options.mode='process'] Which mode to use for shards
+ * @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
+ * (only available when using the `process` mode)
+ * @param {string[]} [options.execArgv=[]] Arguments to pass to the shard script executable when spawning
+ * (only available when using the `process` mode)
+ * @param {string} [options.token] Token to use for automatic shard count and passing to shards
+ */
+ constructor(file, options = {}) {
+ super();
+ options = Util.mergeDefault(
+ {
+ totalShards: 'auto',
+ mode: 'process',
+ respawn: true,
+ shardArgs: [],
+ execArgv: [],
+ token: process.env.DISCORD_TOKEN,
+ },
+ options,
+ );
+
+ /**
+ * Path to the shard script file
+ * @type {string}
+ */
+ this.file = file;
+ if (!file) throw new Error('CLIENT_INVALID_OPTION', 'File', 'specified.');
+ if (!path.isAbsolute(file)) this.file = path.resolve(process.cwd(), file);
+ const stats = fs.statSync(this.file);
+ if (!stats.isFile()) throw new Error('CLIENT_INVALID_OPTION', 'File', 'a file');
+
+ /**
+ * List of shards this sharding manager spawns
+ * @type {string|number[]}
+ */
+ this.shardList = options.shardList || 'auto';
+ if (this.shardList !== 'auto') {
+ if (!Array.isArray(this.shardList)) {
+ throw new TypeError('CLIENT_INVALID_OPTION', 'shardList', 'an array.');
+ }
+ this.shardList = [...new Set(this.shardList)];
+ if (this.shardList.length < 1) throw new RangeError('CLIENT_INVALID_OPTION', 'shardList', 'at least 1 ID.');
+ if (
+ this.shardList.some(
+ shardID => typeof shardID !== 'number' || isNaN(shardID) || !Number.isInteger(shardID) || shardID < 0,
+ )
+ ) {
+ throw new TypeError('CLIENT_INVALID_OPTION', 'shardList', 'an array of positive integers.');
+ }
+ }
+
+ /**
+ * Amount of shards that all sharding managers spawn in total
+ * @type {number}
+ */
+ this.totalShards = options.totalShards || 'auto';
+ if (this.totalShards !== 'auto') {
+ if (typeof this.totalShards !== 'number' || isNaN(this.totalShards)) {
+ throw new TypeError('CLIENT_INVALID_OPTION', 'Amount of shards', 'a number.');
+ }
+ if (this.totalShards < 1) throw new RangeError('CLIENT_INVALID_OPTION', 'Amount of shards', 'at least 1.');
+ if (!Number.isInteger(this.totalShards)) {
+ throw new RangeError('CLIENT_INVALID_OPTION', 'Amount of shards', 'an integer.');
+ }
+ }
+
+ /**
+ * Mode for shards to spawn with
+ * @type {ShardingManagerMode}
+ */
+ this.mode = options.mode;
+ if (this.mode !== 'process' && this.mode !== 'worker') {
+ throw new RangeError('CLIENT_INVALID_OPTION', 'Sharding mode', '"process" or "worker"');
+ }
+
+ /**
+ * Whether shards should automatically respawn upon exiting
+ * @type {boolean}
+ */
+ this.respawn = options.respawn;
+
+ /**
+ * An array of arguments to pass to shards (only when {@link ShardingManager#mode} is `process`)
+ * @type {string[]}
+ */
+ this.shardArgs = options.shardArgs;
+
+ /**
+ * An array of arguments to pass to the executable (only when {@link ShardingManager#mode} is `process`)
+ * @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();
+
+ process.env.SHARDING_MANAGER = true;
+ process.env.SHARDING_MANAGER_MODE = this.mode;
+ process.env.DISCORD_TOKEN = this.token;
+ }
+
+ /**
+ * Creates a single shard.
+ * <warn>Using this method is usually not necessary if you use the spawn method.</warn>
+ * @param {number} [id=this.shards.size] ID of the shard to create
+ * <info>This is usually not necessary to manually specify.</info>
+ * @returns {Shard} Note that the created shard needs to be explicitly spawned using its spawn method.
+ */
+ createShard(id = this.shards.size) {
+ const shard = new Shard(this, id);
+ this.shards.set(id, shard);
+ /**
+ * Emitted upon creating a shard.
+ * @event ShardingManager#shardCreate
+ * @param {Shard} shard Shard that was created
+ */
+ this.emit('shardCreate', shard);
+ return shard;
+ }
+
+ /**
+ * Spawns multiple shards.
+ * @param {number|string} [amount=this.totalShards] Number of shards to spawn
+ * @param {number} [delay=5500] How long to wait in between spawning each shard (in milliseconds)
+ * @param {number} [spawnTimeout=30000] The amount in milliseconds to wait until the {@link Client} has become ready
+ * before resolving. (-1 or Infinity for no wait)
+ * @returns {Promise<Collection<number, Shard>>}
+ */
+ async spawn(amount = this.totalShards, delay = 5500, spawnTimeout) {
+ // Obtain/verify the number of shards to spawn
+ if (amount === 'auto') {
+ amount = await Util.fetchRecommendedShards(this.token);
+ } else {
+ if (typeof amount !== 'number' || isNaN(amount)) {
+ throw new TypeError('CLIENT_INVALID_OPTION', 'Amount of shards', 'a number.');
+ }
+ if (amount < 1) throw new RangeError('CLIENT_INVALID_OPTION', 'Amount of shards', 'at least 1.');
+ if (!Number.isInteger(amount)) {
+ throw new TypeError('CLIENT_INVALID_OPTION', 'Amount of shards', 'an integer.');
+ }
+ }
+
+ // Make sure this many shards haven't already been spawned
+ if (this.shards.size >= amount) throw new Error('SHARDING_ALREADY_SPAWNED', this.shards.size);
+ if (this.shardList === 'auto' || this.totalShards === 'auto' || this.totalShards !== amount) {
+ this.shardList = [...Array(amount).keys()];
+ }
+ if (this.totalShards === 'auto' || this.totalShards !== amount) {
+ this.totalShards = amount;
+ }
+
+ if (this.shardList.some(shardID => shardID >= amount)) {
+ throw new RangeError(
+ 'CLIENT_INVALID_OPTION',
+ 'Amount of shards',
+ 'bigger than the highest shardID in the shardList option.',
+ );
+ }
+
+ // Spawn the shards
+ for (const shardID of this.shardList) {
+ const promises = [];
+ const shard = this.createShard(shardID);
+ promises.push(shard.spawn(spawnTimeout));
+ if (delay > 0 && this.shards.size !== this.shardList.length) promises.push(Util.delayFor(delay));
+ await Promise.all(promises); // eslint-disable-line no-await-in-loop
+ }
+
+ return this.shards;
+ }
+
+ /**
+ * Sends 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 {@link Client}s.
+ * @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.cache.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('SHARDING_NO_SHARDS'));
+ if (this.shards.size !== this.shardList.length) return Promise.reject(new Error('SHARDING_IN_PROCESS'));
+ 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 {number} [spawnTimeout=30000] The amount in milliseconds to wait for a shard to become ready before
+ * continuing to another. (-1 or Infinity for no wait)
+ * @returns {Promise<Collection<string, Shard>>}
+ */
+ async respawnAll(shardDelay = 5000, respawnDelay = 500, spawnTimeout) {
+ let s = 0;
+ for (const shard of this.shards.values()) {
+ const promises = [shard.respawn(respawnDelay, spawnTimeout)];
+ if (++s < this.shards.size && shardDelay > 0) promises.push(Util.delayFor(shardDelay));
+ await Promise.all(promises); // eslint-disable-line no-await-in-loop
+ }
+ return this.shards;
+ }
+}
+
+module.exports = ShardingManager;