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src: sharding cleanup and checkReady rewrite (#3393)
* src: Step 1 of who knows how many * src: Remove accidentally committed test file * src: Remove useless added property in package.json * docs: Trailing spaces, come back >.> * src: Buhbye uws, we will miss you..not! * src: Move 'auto' shard selection from totalShardCount to shards * src: tweak * src: Filter out floats from shard IDs You want half of a shard or what? * src: Misc cleanup and bugfix for GUILD_BAN_ADD * src: Rewrite checkReady * src: Misse this while merging master into my branch * typings: Bring these up to date * typings: Forgot allReady event * src: Don't checkReady if the shard isn't waiting for guilds * src: Fix a possible bug for when the ws dies and the session becomes -1 * src: Hopefully fix last edge case that could case a shard to infinitely boot loop * src: Rename totalShardCount to shardCount * src: Small bugfix * src: Correct error message for shardCount being imvalid Co-Authored-By: bdistin <bdistin@gmail.com> * src: Small tweaks * src: If this doesn't fix the issues I'm gonna throw a brick at my PC * src: I swear, STOP BREAKING * src: *groans at a certain snake* * src: Use undefined instead of null on destroy in close event Setting it to null sets the close code to null, which causes a WebSocket error to be thrown. The error is thrown from WebSocket, although there is no connection alive. Fun times! * src: @SpaceEEC's requested changes * src: Remove zucc from discord.js Discord is removing support for it, sooo... Bye bye * src: Missed this * src: Apply @kyranet's suggestions Co-Authored-By: Antonio Román <kyradiscord@gmail.com> * src: @kyranet's suggestions * src: Remove pako, update debug messages - Pako is officially gone from both enviroments Install zlib-sync on node.js if you want it - Improve a few debug messages some more - Discover that internal sharding works in browsers but please don't do that
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@@ -8,20 +8,28 @@ module.exports = async (client, { d: data }, shard) => {
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if (!guild.available && !data.unavailable) {
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// A newly available guild
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guild._patch(data);
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client.ws.checkReady();
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// If the client was ready before and we had unavailable guilds, fetch them
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if (client.ws.status === Status.READY && client.options.fetchAllMembers) {
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await guild.members.fetch().catch(err =>
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client.emit(Events.DEBUG, `Failed to fetch all members: ${err}\n${err.stack}`)
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);
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}
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}
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} else {
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// A new guild
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data.shardID = shard.id;
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guild = client.guilds.add(data);
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const emitEvent = client.ws.status === Status.READY;
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if (emitEvent) {
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if (client.ws.status === Status.READY) {
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/**
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* Emitted whenever the client joins a guild.
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* @event Client#guildCreate
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* @param {Guild} guild The created guild
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*/
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if (client.options.fetchAllMembers) await guild.members.fetch();
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if (client.options.fetchAllMembers) {
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await guild.members.fetch().catch(err =>
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client.emit(Events.DEBUG, `Failed to fetch all members: ${err}\n${err.stack}`)
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);
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}
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client.emit(Events.GUILD_CREATE, guild);
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}
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}
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