mirror of
https://github.com/discordjs/discord.js.git
synced 2026-03-10 00:23:30 +01:00
Merge branch 'shard-overhaul'
This commit is contained in:
@@ -127,7 +127,11 @@
|
||||
"semi-spacing": "error",
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||||
"semi": "error",
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||||
"space-before-blocks": "error",
|
||||
"space-before-function-paren": ["error", "never"],
|
||||
"space-before-function-paren": ["error", {
|
||||
"anonymous": "never",
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||||
"named": "never",
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||||
"asyncArrow": "always"
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||||
}],
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||||
"space-in-parens": "error",
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||||
"space-infix-ops": "error",
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"space-unary-ops": "error",
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||||
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@@ -15,7 +15,7 @@ const libs = {
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||||
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exports.methods = {};
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||||
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||||
(async() => {
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(async () => {
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for (const libName of Object.keys(libs)) {
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try {
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const lib = require(libName);
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@@ -20,9 +20,13 @@ const Messages = {
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SHARDING_REQUIRED: 'This session would have handled too many guilds - Sharding is required.',
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SHARDING_CHILD_CONNECTION: 'Failed to send message to shard\'s process.',
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SHARDING_PARENT_CONNECTION: 'Failed to send message to master process.',
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SHARDING_NO_SHARDS: 'No shards have been spawned',
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SHARDING_IN_PROCESS: 'Shards are still being spawned',
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SHARDING_ALREADY_SPAWNED: count => `Already spawned ${count} shards`,
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SHARDING_NO_SHARDS: 'No shards have been spawned.',
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SHARDING_IN_PROCESS: 'Shards are still being spawned.',
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SHARDING_ALREADY_SPAWNED: count => `Already spawned ${count} shards.`,
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SHARDING_PROCESS_EXISTS: id => `Shard ${id} already has an active process.`,
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SHARDING_READY_TIMEOUT: id => `Shard ${id}'s Client took too long to become ready.`,
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SHARDING_READY_DISCONNECTED: id => `Shard ${id}'s Client disconnected before becoming ready.`,
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SHARDING_READY_DIED: id => `Shard ${id}'s process exited before its Client became ready.`,
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COLOR_RANGE: 'Color must be within the range 0 - 16777215 (0xFFFFFF).',
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COLOR_CONVERT: 'Unable to convert color to a number.',
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@@ -5,7 +5,10 @@ const Util = require('../util/Util');
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const { Error } = require('../errors');
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/**
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* Represents a Shard spawned by the ShardingManager.
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* A self-contained shard created by the {@link ShardingManager}. Each one has a {@link ChildProcess} that contains
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* an instance of the bot and its {@link Client}. When its child process exits for any reason, the shard will spawn a
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* new one to replace it as necessary.
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* @extends EventEmitter
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*/
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class Shard extends EventEmitter {
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/**
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@@ -15,6 +18,7 @@ class Shard extends EventEmitter {
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*/
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constructor(manager, id, args = []) {
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super();
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/**
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* Manager that created the shard
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* @type {ShardingManager}
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@@ -27,6 +31,12 @@ class Shard extends EventEmitter {
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*/
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this.id = id;
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/**
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* Arguments for the shard's process
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* @type {string[]}
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*/
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this.args = args;
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/**
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* Environment variables for the shard's process
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* @type {Object}
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||||
@@ -37,20 +47,18 @@ class Shard extends EventEmitter {
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CLIENT_TOKEN: this.manager.token,
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});
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/**
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* Process of the shard
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* @type {ChildProcess}
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*/
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this.process = childProcess.fork(path.resolve(this.manager.file), args, {
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env: this.env,
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}).on('message', this._handleMessage.bind(this));
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/**
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* Whether the shard's {@link Client} is ready
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* @type {boolean}
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*/
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this.ready = false;
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/**
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* Process of the shard
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* @type {?ChildProcess}
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*/
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this.process = null;
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/**
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* Ongoing promises for calls to {@link Shard#eval}, mapped by the `script` they were called with
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* @type {Map<string, Promise>}
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@@ -65,11 +73,56 @@ class Shard extends EventEmitter {
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*/
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this._fetches = new Map();
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// Handle the death of the process
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this.process.once('exit', () => {
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this.ready = false;
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if (this.manager.respawn) this.manager.createShard(this.id).catch(err => { this.manager.emit('error', err); });
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/**
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* Listener function for the {@link ChildProcess}' `exit` event
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* @type {Function}
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||||
* @private
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||||
*/
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||||
this._exitListener = this._handleExit.bind(this, undefined);
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}
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||||
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/**
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* Forks a child process 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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||||
* @returns {Promise<ChildProcess>}
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||||
*/
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async spawn(waitForReady = true) {
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if (this.process) throw new Error('SHARDING_PROCESS_EXISTS', this.id);
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this.process = childProcess.fork(path.resolve(this.manager.file), this.args, { env: this.env })
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.on('message', this._handleMessage.bind(this))
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.on('exit', this._exitListener);
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||||
/**
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* Emitted upon the creation of the shard's child process.
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||||
* @event Shard#spawn
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* @param {ChildProcess} process Child process that was created
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||||
*/
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||||
this.emit('spawn', this.process);
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||||
|
||||
if (!waitForReady) return this.process;
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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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});
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return this.process;
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}
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||||
/**
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* Kills and restarts the shard's process.
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* @param {number} [delay=500] How long to wait between killing the process and restarting it (in milliseconds)
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* @param {boolean} [waitForReady=true] Whether to wait the {@link Client} has become ready before resolving
|
||||
* @returns {Promise<ChildProcess>}
|
||||
*/
|
||||
async respawn(delay = 500, waitForReady = true) {
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this.process.removeListener('exit', this._exitListener);
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this.process.kill();
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||||
this._handleExit(false);
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||||
if (delay > 0) await Util.delayFor(delay);
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||||
return this.spawn(waitForReady);
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||||
}
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||||
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||||
/**
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||||
@@ -121,7 +174,7 @@ class Shard extends EventEmitter {
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||||
}
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||||
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||||
/**
|
||||
* Evaluates a script on the shard, in the context of the client.
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||||
* Evaluates a script on the shard, in the context of the {@link Client}.
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||||
* @param {string} script JavaScript to run on the shard
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||||
* @returns {Promise<*>} Result of the script execution
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||||
*/
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||||
@@ -205,15 +258,44 @@ class Shard extends EventEmitter {
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||||
);
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||||
return;
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||||
}
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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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||||
// Do nothing
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||||
});
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||||
return;
|
||||
}
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||||
}
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||||
|
||||
/**
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||||
* Emitted upon recieving a message from a shard.
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* @event ShardingManager#message
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||||
* @param {Shard} shard Shard that sent the message
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||||
* Emitted upon recieving a message from the child process.
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* @event Shard#message
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||||
* @param {*} message Message that was received
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||||
*/
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||||
this.manager.emit('message', this, message);
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||||
this.emit('message', message);
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||||
}
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||||
|
||||
/**
|
||||
* Handles the shard's process exiting.
|
||||
* @param {boolean} [respawn=this.manager.respawn] Whether to spawn the shard again
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||||
* @private
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||||
*/
|
||||
_handleExit(respawn = this.manager.respawn) {
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||||
/**
|
||||
* Emitted upon the shard's child process exiting.
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||||
* @event Shard#death
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||||
* @param {ChildProcess} process Child process that exited
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||||
*/
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||||
this.emit('death', this.process);
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||||
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||||
this.ready = false;
|
||||
this.process = null;
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||||
this._evals.clear();
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||||
this._fetches.clear();
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||||
|
||||
if (respawn) this.spawn().catch(err => this.emit('error', err));
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||||
}
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||||
}
|
||||
|
||||
|
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@@ -3,7 +3,8 @@ const { Events } = require('../util/Constants');
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const { Error } = require('../errors');
|
||||
|
||||
/**
|
||||
* Helper class for sharded clients spawned as a child process, such as from a ShardingManager.
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||||
* Helper class for sharded clients spawned as a child process, such as from a {@link ShardingManager}.
|
||||
* Utilises IPC to send and receive data to/from the master process and other shards.
|
||||
*/
|
||||
class ShardClientUtil {
|
||||
/**
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@@ -59,6 +60,7 @@ class ShardClientUtil {
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||||
* console.log(`${results.reduce((prev, val) => prev + val, 0)} total guilds`);
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* })
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* .catch(console.error);
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* @see {@link ShardingManager#fetchClientValues}
|
||||
*/
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fetchClientValues(prop) {
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return new Promise((resolve, reject) => {
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||||
@@ -77,9 +79,10 @@ class ShardClientUtil {
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||||
}
|
||||
|
||||
/**
|
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* Evaluates a script on all shards, in the context of the Clients.
|
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* Evaluates a script on all shards, in the context of the {@link Clients}.
|
||||
* @param {string} script JavaScript to run on each shard
|
||||
* @returns {Promise<Array<*>>} Results of the script execution
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||||
* @see {@link ShardingManager#broadcastEval}
|
||||
*/
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broadcastEval(script) {
|
||||
return new Promise((resolve, reject) => {
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||||
@@ -97,6 +100,19 @@ class ShardClientUtil {
|
||||
});
|
||||
}
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|
||||
/**
|
||||
* Requests a respawn of all shards.
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||||
* @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
|
||||
* @returns {Promise<void>} Resolves upon the message being sent
|
||||
* @see {@link ShardingManager#respawnAll}
|
||||
*/
|
||||
respawnAll(shardDelay = 5000, respawnDelay = 500, waitForReady = true) {
|
||||
return this.send({ _sRespawnAll: { shardDelay, respawnDelay, waitForReady } });
|
||||
}
|
||||
|
||||
/**
|
||||
* Handles an IPC message.
|
||||
* @param {*} message Message received
|
||||
|
||||
@@ -7,9 +7,12 @@ const Util = require('../util/Util');
|
||||
const { Error, TypeError, RangeError } = require('../errors');
|
||||
|
||||
/**
|
||||
* 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.
|
||||
* 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} 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 {
|
||||
@@ -82,33 +85,33 @@ class ShardingManager extends EventEmitter {
|
||||
|
||||
/**
|
||||
* Spawns a single shard.
|
||||
* @param {number} id The ID of the shard to spawn. **This is usually not necessary**
|
||||
* @returns {Promise<Shard>}
|
||||
* @param {number} [id=this.shards.size] ID of the shard to spawn -
|
||||
* **This is usually not necessary to manually specify.**
|
||||
* @returns {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
|
||||
* Emitted upon creating a shard.
|
||||
* @event ShardingManager#shardCreate
|
||||
* @param {Shard} shard Shard that was created
|
||||
*/
|
||||
this.emit('launch', shard);
|
||||
return Promise.resolve(shard);
|
||||
this.emit('shardCreate', shard);
|
||||
return 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)
|
||||
* @param {number} [delay=5500] How long to wait in between spawning each shard (in milliseconds)
|
||||
* @param {boolean} [waitForReady=true] Whether to wait for a shard to become ready before continuing to another
|
||||
* @returns {Promise<Collection<number, Shard>>}
|
||||
*/
|
||||
spawn(amount = this.totalShards, delay = 7500) {
|
||||
async spawn(amount = this.totalShards, delay = 5500, waitForReady = true) {
|
||||
// Obtain/verify the number of shards to spawn
|
||||
if (amount === 'auto') {
|
||||
return Util.fetchRecommendedShards(this.token).then(count => {
|
||||
this.totalShards = count;
|
||||
return this._spawn(count, delay);
|
||||
});
|
||||
amount = await Util.fetchRecommendedShards(this.token);
|
||||
} else {
|
||||
if (typeof amount !== 'number' || isNaN(amount)) {
|
||||
throw new TypeError('CLIENT_INVALID_OPTION', 'Amount of shards', 'a number.');
|
||||
@@ -117,41 +120,22 @@ class ShardingManager extends EventEmitter {
|
||||
if (amount !== Math.floor(amount)) {
|
||||
throw new TypeError('CLIENT_INVALID_OPTION', 'Amount of shards', '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('SHARDING_ALREADY_SPAWNED', this.shards.size);
|
||||
this.totalShards = amount;
|
||||
// Make sure this many shards haven't already been spawned
|
||||
if (this.shards.size >= amount) throw new Error('SHARDING_ALREADY_SPAWNED', this.shards.size);
|
||||
this.totalShards = amount;
|
||||
|
||||
this.createShard();
|
||||
if (this.shards.size >= this.totalShards) {
|
||||
resolve(this.shards);
|
||||
return;
|
||||
}
|
||||
// Spawn the shards
|
||||
for (let s = 1; s <= amount; s++) {
|
||||
const promises = [];
|
||||
const shard = this.createShard();
|
||||
promises.push(shard.spawn(waitForReady));
|
||||
if (delay > 0 && s !== amount) promises.push(Util.delayFor(delay));
|
||||
await Promise.all(promises); // eslint-disable-line no-await-in-loop
|
||||
}
|
||||
|
||||
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);
|
||||
}
|
||||
});
|
||||
return this.shards;
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -166,7 +150,7 @@ class ShardingManager extends EventEmitter {
|
||||
}
|
||||
|
||||
/**
|
||||
* Evaluates a script on all shards, in the context of the Clients.
|
||||
* 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
|
||||
*/
|
||||
@@ -194,6 +178,24 @@ class ShardingManager extends EventEmitter {
|
||||
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
|
||||
* @returns {Promise<Collection<string, Shard>>}
|
||||
*/
|
||||
async respawnAll(shardDelay = 5000, respawnDelay = 500, waitForReady = true) {
|
||||
let s = 0;
|
||||
for (const shard of this.shards) {
|
||||
const promises = [shard.respawn(respawnDelay, waitForReady)];
|
||||
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;
|
||||
|
||||
@@ -366,6 +366,18 @@ class Util {
|
||||
|
||||
return dec;
|
||||
}
|
||||
|
||||
/**
|
||||
* Creates a Promise that resolves after a specified duration.
|
||||
* @param {number} ms How long to wait before resolving (in milliseconds)
|
||||
* @returns {Promise<void>}
|
||||
* @private
|
||||
*/
|
||||
static delayFor(ms) {
|
||||
return new Promise(resolve => {
|
||||
setTimeout(resolve, ms);
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
module.exports = Util;
|
||||
|
||||
Reference in New Issue
Block a user