mirror of
https://github.com/discordjs/discord.js.git
synced 2026-03-09 16:13:31 +01:00
feat(Sharding): change waitForReady to spawnTimeout (#3080)
This means that you'll not only be able to choose between having a timeout or not, but also to set the amount of milliseconds as you wish.
This commit is contained in:
@@ -102,10 +102,11 @@ class Shard extends EventEmitter {
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/**
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* Forks a child process or creates a worker thread for the shard.
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* <warn>You should not need to call this manually.</warn>
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* @param {boolean} [waitForReady=true] Whether to wait until the {@link Client} has become ready before resolving
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* @param {number} [spawnTimeout=30000] The amount in milliseconds to wait until the {@link Client} has become ready
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* before resolving. (-1 or Infinity for no wait)
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* @returns {Promise<ChildProcess>}
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*/
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async spawn(waitForReady = true) {
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async spawn(spawnTimeout = 30000) {
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if (this.process) throw new Error('SHARDING_PROCESS_EXISTS', this.id);
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if (this.worker) throw new Error('SHARDING_WORKER_EXISTS', this.id);
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@@ -128,12 +129,12 @@ class Shard extends EventEmitter {
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*/
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this.emit('spawn', this.process || this.worker);
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if (!waitForReady) return this.process || this.worker;
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if (spawnTimeout === -1 || spawnTimeout === Infinity) return this.process || this.worker;
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await new Promise((resolve, reject) => {
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this.once('ready', resolve);
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this.once('disconnect', () => reject(new Error('SHARDING_READY_DISCONNECTED', this.id)));
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this.once('death', () => reject(new Error('SHARDING_READY_DIED', this.id)));
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setTimeout(() => reject(new Error('SHARDING_READY_TIMEOUT', this.id)), 30000);
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setTimeout(() => reject(new Error('SHARDING_READY_TIMEOUT', this.id)), spawnTimeout);
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});
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return this.process || this.worker;
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}
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@@ -156,13 +157,14 @@ class Shard extends EventEmitter {
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/**
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* Kills and restarts the shard's process/worker.
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* @param {number} [delay=500] How long to wait between killing the process/worker and restarting it (in milliseconds)
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* @param {boolean} [waitForReady=true] Whether to wait until the {@link Client} has become ready before resolving
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* @param {number} [spawnTimeout=30000] The amount in milliseconds to wait until the {@link Client} has become ready
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* before resolving. (-1 or Infinity for no wait)
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* @returns {Promise<ChildProcess>}
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*/
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async respawn(delay = 500, waitForReady = true) {
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async respawn(delay = 500, spawnTimeout) {
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this.kill();
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if (delay > 0) await Util.delayFor(delay);
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return this.spawn(waitForReady);
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return this.spawn(spawnTimeout);
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}
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/**
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@@ -308,8 +310,8 @@ class Shard extends EventEmitter {
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// Shard is requesting a respawn of all shards
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if (message._sRespawnAll) {
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const { shardDelay, respawnDelay, waitForReady } = message._sRespawnAll;
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this.manager.respawnAll(shardDelay, respawnDelay, waitForReady).catch(() => {
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const { shardDelay, respawnDelay, spawnTimeout } = message._sRespawnAll;
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this.manager.respawnAll(shardDelay, respawnDelay, spawnTimeout).catch(() => {
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// Do nothing
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});
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return;
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@@ -143,12 +143,13 @@ class ShardClientUtil {
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* @param {number} [shardDelay=5000] How long to wait between shards (in milliseconds)
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* @param {number} [respawnDelay=500] How long to wait between killing a shard's process/worker and restarting it
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* (in milliseconds)
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* @param {boolean} [waitForReady=true] Whether to wait for a shard to become ready before continuing to another
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* @param {number} [spawnTimeout=30000] The amount in milliseconds to wait for a shard to become ready before
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* continuing to another. (-1 or Infinity for no wait)
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* @returns {Promise<void>} Resolves upon the message being sent
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* @see {@link ShardingManager#respawnAll}
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*/
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respawnAll(shardDelay = 5000, respawnDelay = 500, waitForReady = true) {
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return this.send({ _sRespawnAll: { shardDelay, respawnDelay, waitForReady } });
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respawnAll(shardDelay = 5000, respawnDelay = 500, spawnTimeout = 30000) {
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return this.send({ _sRespawnAll: { shardDelay, respawnDelay, spawnTimeout } });
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}
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/**
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@@ -156,12 +156,13 @@ class ShardingManager extends EventEmitter {
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/**
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* Spawns multiple shards.
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* @param {number} [amount=this.totalShards] Number of shards to spawn
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* @param {number|string} [amount=this.totalShards] Number of shards to spawn
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* @param {number} [delay=5500] How long to wait in between spawning each shard (in milliseconds)
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* @param {boolean} [waitForReady=true] Whether to wait for a shard to become ready before continuing to another
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* @param {number} [spawnTimeout=30000] The amount in milliseconds to wait until the {@link Client} has become ready
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* before resolving. (-1 or Infinity for no wait)
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* @returns {Promise<Collection<number, Shard>>}
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*/
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async spawn(amount = this.totalShards, delay = 5500, waitForReady = true) {
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async spawn(amount = this.totalShards, delay = 5500, spawnTimeout) {
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// Obtain/verify the number of shards to spawn
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if (amount === 'auto') {
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amount = await Util.fetchRecommendedShards(this.token);
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@@ -193,7 +194,7 @@ class ShardingManager extends EventEmitter {
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for (const shardID of this.shardList) {
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const promises = [];
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const shard = this.createShard(shardID);
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promises.push(shard.spawn(waitForReady));
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promises.push(shard.spawn(spawnTimeout));
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if (delay > 0 && this.shards.size !== this.shardList.length) promises.push(Util.delayFor(delay));
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await Promise.all(promises); // eslint-disable-line no-await-in-loop
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}
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@@ -245,13 +246,14 @@ class ShardingManager extends EventEmitter {
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* @param {number} [shardDelay=5000] How long to wait between shards (in milliseconds)
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* @param {number} [respawnDelay=500] How long to wait between killing a shard's process and restarting it
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* (in milliseconds)
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* @param {boolean} [waitForReady=true] Whether to wait for a shard to become ready before continuing to another
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* @param {number} [spawnTimeout=30000] The amount in milliseconds to wait for a shard to become ready before
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* continuing to another. (-1 or Infinity for no wait)
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* @returns {Promise<Collection<string, Shard>>}
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*/
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async respawnAll(shardDelay = 5000, respawnDelay = 500, waitForReady = true) {
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async respawnAll(shardDelay = 5000, respawnDelay = 500, spawnTimeout) {
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let s = 0;
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for (const shard of this.shards.values()) {
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const promises = [shard.respawn(respawnDelay, waitForReady)];
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const promises = [shard.respawn(respawnDelay, spawnTimeout)];
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if (++s < this.shards.size && shardDelay > 0) promises.push(Util.delayFor(shardDelay));
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await Promise.all(promises); // eslint-disable-line no-await-in-loop
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}
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10
typings/index.d.ts
vendored
10
typings/index.d.ts
vendored
@@ -921,9 +921,9 @@ declare module 'discord.js' {
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public eval<T>(fn: (client: Client) => T): Promise<T[]>;
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public fetchClientValue(prop: string): Promise<any>;
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public kill(): void;
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public respawn(delay?: number, waitForReady?: boolean): Promise<ChildProcess>;
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public respawn(delay?: number, spawnTimeout?: number): Promise<ChildProcess>;
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public send(message: any): Promise<Shard>;
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public spawn(waitForReady?: boolean): Promise<ChildProcess>;
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public spawn(spawnTimeout?: number): Promise<ChildProcess>;
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public on(event: 'death', listener: (child: ChildProcess) => void): this;
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public on(event: 'disconnect' | 'ready' | 'reconnecting', listener: () => void): this;
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@@ -953,7 +953,7 @@ declare module 'discord.js' {
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public broadcastEval(script: string): Promise<any[]>;
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public broadcastEval<T>(fn: (client: Client) => T): Promise<T[]>;
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public fetchClientValues(prop: string): Promise<any[]>;
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public respawnAll(shardDelay?: number, respawnDelay?: number, waitForReady?: boolean): Promise<void>;
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public respawnAll(shardDelay?: number, respawnDelay?: number, spawnTimeout?: number): Promise<void>;
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public send(message: any): Promise<void>;
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public static singleton(client: Client, mode: ShardingManagerMode): ShardClientUtil;
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@@ -979,8 +979,8 @@ declare module 'discord.js' {
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public broadcastEval(script: string): Promise<any[]>;
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public createShard(id: number): Shard;
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public fetchClientValues(prop: string): Promise<any[]>;
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public respawnAll(shardDelay?: number, respawnDelay?: number, waitForReady?: boolean): Promise<Collection<number, Shard>>;
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public spawn(amount?: number | 'auto', delay?: number, waitForReady?: boolean): Promise<Collection<number, Shard>>;
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public respawnAll(shardDelay?: number, respawnDelay?: number, spawnTimeout?: number): Promise<Collection<number, Shard>>;
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public spawn(amount?: number | 'auto', delay?: number, spawnTimeout?: number): Promise<Collection<number, Shard>>;
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public on(event: 'shardCreate', listener: (shard: Shard) => void): this;
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