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Diffstat (limited to 'node_modules/discord.js/src/sharding/ShardingManager.js')
| -rw-r--r-- | node_modules/discord.js/src/sharding/ShardingManager.js | 274 |
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; |