mirror of
https://github.com/discordjs/discord.js.git
synced 2026-03-09 16:13:31 +01:00
Overhaul sharding
This commit is contained in:
@@ -127,7 +127,11 @@
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"semi-spacing": "error",
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"semi": "error",
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"space-before-blocks": "error",
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"space-before-function-paren": ["error", "never"],
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"space-before-function-paren": ["error", {
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"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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@@ -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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@@ -3,6 +3,7 @@ const EventEmitter = require('events');
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const path = require('path');
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const Util = require('../util/Util');
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const { Error } = require('../errors');
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const delayFor = require('util').promisify(setTimeout);
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/**
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* Represents a Shard spawned by the ShardingManager.
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@@ -15,6 +16,7 @@ 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 +29,12 @@ 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 +45,18 @@ 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 +71,55 @@ 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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*/
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this._exitListener = this._handleExit.bind(this);
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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
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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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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 delayFor(delay);
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return this.spawn(waitForReady);
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}
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/**
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@@ -215,6 +265,23 @@ class Shard extends EventEmitter {
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*/
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this.manager.emit('message', this, message);
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}
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/**
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* Handles the shard's process exiting.
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* @param {boolean} [respawn=this.manager.respawn] Whether to spawn the shard again
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* @private
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*/
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_handleExit(respawn = this.manager.respawn) {
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/**
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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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this.ready = false;
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this.process = null;
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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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module.exports = Shard;
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@@ -5,6 +5,7 @@ const Shard = require('./Shard');
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const Collection = require('../util/Collection');
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const Util = require('../util/Util');
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const { Error, TypeError, RangeError } = require('../errors');
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const delayFor = require('util').promisify(setTimeout);
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/**
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* This is a utility class that can be used to help you spawn shards of your client. Each shard is completely separate
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@@ -82,33 +83,32 @@ class ShardingManager extends EventEmitter {
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/**
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* Spawns a single shard.
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* @param {number} id The ID of the shard to spawn. **This is usually not necessary**
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* @returns {Promise<Shard>}
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* @param {number} id ID of the shard to spawn. **This is usually not necessary**
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* @returns {Shard}
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*/
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createShard(id = this.shards.size) {
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const shard = new Shard(this, id, this.shardArgs);
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this.shards.set(id, shard);
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/**
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* Emitted upon launching a shard.
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* Emitted upon creating a shard.
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* @event ShardingManager#launch
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* @param {Shard} shard Shard that was launched
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* @param {Shard} shard Shard that was created
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*/
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this.emit('launch', shard);
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return Promise.resolve(shard);
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return shard;
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}
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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} [delay=7500] How long to wait in between spawning each shard (in milliseconds)
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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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* @returns {Promise<Collection<number, Shard>>}
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*/
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spawn(amount = this.totalShards, delay = 7500) {
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async spawn(amount = this.totalShards, delay = 5500, waitForReady = true) {
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// Obtain/verify the number of shards to spawn
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if (amount === 'auto') {
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return Util.fetchRecommendedShards(this.token).then(count => {
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this.totalShards = count;
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return this._spawn(count, delay);
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});
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amount = await Util.fetchRecommendedShards(this.token);
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} else {
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if (typeof amount !== 'number' || isNaN(amount)) {
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throw new TypeError('CLIENT_INVALID_OPTION', 'Amount of shards', 'a number.');
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@@ -117,41 +117,22 @@ class ShardingManager extends EventEmitter {
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if (amount !== Math.floor(amount)) {
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throw new TypeError('CLIENT_INVALID_OPTION', 'Amount of shards', 'an integer.');
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}
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return this._spawn(amount, delay);
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}
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}
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/**
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* Actually spawns shards, unlike that poser above >:(
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* @param {number} amount Number of shards to spawn
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* @param {number} delay How long to wait in between spawning each shard (in milliseconds)
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* @returns {Promise<Collection<number, Shard>>}
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* @private
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*/
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_spawn(amount, delay) {
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return new Promise(resolve => {
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if (this.shards.size >= amount) throw new Error('SHARDING_ALREADY_SPAWNED', this.shards.size);
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this.totalShards = amount;
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// Make sure this many shards haven't already been spawned
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if (this.shards.size >= amount) throw new Error('SHARDING_ALREADY_SPAWNED', this.shards.size);
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this.totalShards = amount;
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this.createShard();
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if (this.shards.size >= this.totalShards) {
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resolve(this.shards);
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return;
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}
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// Spawn the shards
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for (let s = 1; s <= amount; s++) {
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const promises = [];
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const shard = this.createShard();
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promises.push(shard.spawn(waitForReady));
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if (delay > 0 && s !== amount) promises.push(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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if (delay <= 0) {
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while (this.shards.size < this.totalShards) this.createShard();
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resolve(this.shards);
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} else {
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const interval = setInterval(() => {
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this.createShard();
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if (this.shards.size >= this.totalShards) {
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clearInterval(interval);
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resolve(this.shards);
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}
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}, delay);
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}
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});
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return this.shards;
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}
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/**
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@@ -194,6 +175,24 @@ class ShardingManager extends EventEmitter {
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for (const shard of this.shards.values()) promises.push(shard.fetchClientValue(prop));
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return Promise.all(promises);
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}
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/**
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* Kills all running shards and respawns them.
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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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* @returns {Promise<Collection<string, Shard>>}
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*/
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async respawn(shardDelay = 5000, respawnDelay = 500, waitForReady = true) {
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let s = 0;
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for (const shard of this.shards) {
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const promises = [shard.respawn(respawnDelay, waitForReady)];
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if (++s < this.shards.size && shardDelay > 0) promises.push(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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return this.shards;
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}
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}
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module.exports = ShardingManager;
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