fix(GuildEmojiManager): throw an error if image resolving fails (#3934)

* fix(GuildEmojiManager): throw an error if image resolving fails

* refactor(GuildEmojiManager): remove redundant if branch
This commit is contained in:
SpaceEEC
2020-03-14 11:44:08 +01:00
committed by GitHub
parent 5b8f02243c
commit ca75eb509a

View File

@@ -50,8 +50,10 @@ class GuildEmojiManager extends BaseManager {
* .then(emoji => console.log(`Created new emoji with name ${emoji.name}!`)) * .then(emoji => console.log(`Created new emoji with name ${emoji.name}!`))
* .catch(console.error); * .catch(console.error);
*/ */
create(attachment, name, { roles, reason } = {}) { async create(attachment, name, { roles, reason } = {}) {
if (typeof attachment === 'string' && attachment.startsWith('data:')) { attachment = await DataResolver.resolveImage(attachment);
if (!attachment) throw new TypeError('REQ_RESOURCE_TYPE');
const data = { image: attachment, name }; const data = { image: attachment, name };
if (roles) { if (roles) {
data.roles = []; data.roles = [];
@@ -72,9 +74,6 @@ class GuildEmojiManager extends BaseManager {
.then(emoji => this.client.actions.GuildEmojiCreate.handle(this.guild, emoji).emoji); .then(emoji => this.client.actions.GuildEmojiCreate.handle(this.guild, emoji).emoji);
} }
return DataResolver.resolveImage(attachment).then(image => this.create(image, name, { roles, reason }));
}
/** /**
* Data that can be resolved into an GuildEmoji object. This can be: * Data that can be resolved into an GuildEmoji object. This can be:
* * A custom emoji ID * * A custom emoji ID