feat: Internal sharding (#2902)

* internal sharding

* ready event

* the square deal

* the new deal

* the second new deal

* add actual documentation

* the new freedom

* the great society

* federal intervention

* some of requested changes

* i ran out of things to call these

* destroy this

* fix: Client#uptime went missing

* fix(Client): destroy the client on login failure

This may happen duo invalid sharding config / invalid token / user requested destroy

* fix(Client): reject login promise when the client is destroyed before ready

* fix(WebSocketManager): remove redundancy in destroy method (#2491)

* typo(ErrorMessages): duo -> duo to

* typo(ErrorMessages): duo -> due

* fix: docs and options

* docs(WebSocketManager): WebSockethard -> WebSocketShard (#2502)

* fix(ClientUser): lazily load to account for extended user structure (#2501)

* docs(WebSocketShard): document class to make it visible in documentation (#2504)

* fix: WebSocketShard#reconnect

* fix: presenceUpdate & userUpdate
* presenceUpdate wasn't really being handled at all
* userUpdate handled incorrectly because as of v7 in the Discord API, it comes inside presenceUpdate

* re-add raw event

* member is now part of message create payload

* feat: Add functionality to support multiple servers with different shards (#2395)

* Added functionallity to spawn multiple sharding managers due to adding start and end shards

* Small fixes and limiting shard amount to max recommended

* Forgot a check in spawn()

* Fixed indentation

* Removed optiosn object documentation for totalShards

* More fixes and a check that the startShard + amount doesnt go over the recommended shard amount

* fix getting max recommended

* Removed async from constructor (my fault)

* Changed start and end shard to a shardList or "auto" + fixed some brainfarts with isNaN

* Changed the loop and totalShard count calculation

* shards are actually 0 based

* Fixed a problem with the gateway and handled some range errors and type errors

* Changed Number.isNan to isNaN and changed a few Integer checks to use Number.isInteger

* Added check if shardList contains smth greater than totalShards; made spawn use totalShards again; shardList will be ignored and rebuild if totalShards is 'auto'; fixed docs

* ShardingManager#spawn now uses a for..of loop; fixed the if statement inside the new for..of loop to still work as intended; made the totalShards be set to a new amount if smth manual is put into ShardingManager#spawn just like before; Fixed some spelling

* internal sharding

* ready event

* the square deal

* the new deal

* the second new deal

* add actual documentation

* the new freedom

* the great society

* federal intervention

* some of requested changes

* i ran out of things to call these

* destroy this

* fix: Client#uptime went missing

* fix(Client): destroy the client on login failure

This may happen duo invalid sharding config / invalid token / user requested destroy

* fix(Client): reject login promise when the client is destroyed before ready

* fix(WebSocketManager): remove redundancy in destroy method (#2491)

* typo(ErrorMessages): duo -> duo to

* typo(ErrorMessages): duo -> due

* fix: docs and options

* docs(WebSocketManager): WebSockethard -> WebSocketShard (#2502)

* fix(ClientUser): lazily load to account for extended user structure (#2501)

* docs(WebSocketShard): document class to make it visible in documentation (#2504)

* fix: WebSocketShard#reconnect

* fix: presenceUpdate & userUpdate
* presenceUpdate wasn't really being handled at all
* userUpdate handled incorrectly because as of v7 in the Discord API, it comes inside presenceUpdate

* Internal Sharding adaptation

Adapted to internal sharding
Fixed a bug where non ready invalidated sessions wouldnt respawn

* Fixed shardCount not retrieving

* Fixing style

removed unnecessary parenthesis

* Fixing and rebasing

lets hope i didnt dun hecklered it

* Fixing my own retardation

* Thanks git rebase

* fix: assigning member in message create payload

* fix: resumes

* fix: IS wont give up reconnecting now

* docs: add missing docs mostly

* fix: found lost methods

* fix: WebSocketManager#broadcast check if shard exists

* fix: ShardClientUtil#id returning undefined

* feat: handle new session rate limits (#2796)

* feat: handle new session rate limits

* i have no idea what i was doing last night

* fix if statement weirdness

* fix: re-add presence parsing from ClientOptions (#2893)

* resolve conflicts

* typings: missing typings

* re-add missing linter rule

* fix: replacing ClientUser wrongly

* address unecessary performance waste

* docs: missing disconnect event

* fix(typings): Fix 2 issues with typings (#2909)

* (Typings) Update typings to reflect current ClientOptions

* fix(Typings) fixes a bug with Websockets and DOM Types

* fix travis

* feat: allow setting presence per shard

* add WebSocketManager#shardX events

* adjust typings, docs and performance issues

* readjust shard events, now provide shardId parameter instead

* fix: ready event should check shardCount, not actualShardCount

* fix: re-add replayed parameter of Client#resume

* fix(Sharding): fixes several things in Internal Sharding (#2914)

* fix(Sharding) fixes several things in Internal Sharding

* add default value for shards property

* better implement checking for shards array

* fix travis & some casing

* split shard count into 2 words

* update to latest Internal Sharding, fix requested changes

* make sure totalShardCount is a number

* fix comment

* fix small typo

* dynamically set totalShardCount if either shards or shardCount is provided

* consistency: rename shardID to shardId

* remove Client#shardIds

* fix: typo in GuildIntegrationsUpdate handler

* fix: incorrect packet data being passed in some events (#2919)

* fix: edgecase of ShardingManager and totalShardCount (#2918)

* fix: Client#userUpdate being passed wrong parameter
and fix a potential edgecase of returning null in ClientUser#edit from this event

* fix consistency and typings issues

* consistency: shardId instances renamed to shardID

* typings: fix typings regarding WebSocket

* style(.eslintrc): remove additional whitespace

* fix(Client): remove ondisconnect handler on timeout

* docs(BaseClient): fix typo of Immediate

* nitpick: typings, private fields and methods

* typo: improve grammar a bit

* fix: error assigning client in WebSocketManager

* typo: actually spell milliseconds properly
This commit is contained in:
Isabella
2018-11-03 13:21:23 -05:00
committed by GitHub
parent 18f065867c
commit f3cad81f53
95 changed files with 1145 additions and 1393 deletions

View File

@@ -1,88 +1,281 @@
const EventEmitter = require('events');
const { Events, Status } = require('../../util/Constants');
const WebSocketConnection = require('./WebSocketConnection');
const WebSocketShard = require('./WebSocketShard');
const { Events, Status, WSEvents } = require('../../util/Constants');
const PacketHandlers = require('./handlers');
const BeforeReadyWhitelist = [
WSEvents.READY,
WSEvents.RESUMED,
WSEvents.GUILD_CREATE,
WSEvents.GUILD_DELETE,
WSEvents.GUILD_MEMBERS_CHUNK,
WSEvents.GUILD_MEMBER_ADD,
WSEvents.GUILD_MEMBER_REMOVE,
];
/**
* WebSocket Manager of the client.
* @private
*/
class WebSocketManager extends EventEmitter {
class WebSocketManager {
constructor(client) {
super();
/**
* The client that instantiated this WebSocketManager
* @type {Client}
* @readonly
*/
this.client = client;
Object.defineProperty(this, 'client', { value: client });
/**
* The WebSocket connection of this manager
* @type {?WebSocketConnection}
* The gateway this WebSocketManager uses.
* @type {?string}
*/
this.connection = null;
this.gateway = undefined;
/**
* An array of shards spawned by this WebSocketManager.
* @type {WebSocketShard[]}
*/
this.shards = [];
/**
* An array of queued shards to be spawned by this WebSocketManager.
* @type {Array<WebSocketShard|number|string>}
* @private
*/
this.spawnQueue = [];
/**
* Whether or not this WebSocketManager is currently spawning shards.
* @type {boolean}
* @private
*/
this.spawning = false;
/**
* An array of queued events before this WebSocketManager became ready.
* @type {object[]}
* @private
*/
this.packetQueue = [];
/**
* The current status of this WebSocketManager.
* @type {number}
*/
this.status = Status.IDLE;
/**
* The current session limit of the client.
* @type {?Object}
* @prop {number} total Total number of identifies available
* @prop {number} remaining Number of identifies remaining
* @prop {number} reset_after Number of milliseconds after which the limit resets
*/
this.sessionStartLimit = null;
}
/**
* Sends a heartbeat on the available connection.
* @returns {void}
* The average ping of all WebSocketShards
* @type {number}
* @readonly
*/
heartbeat() {
if (!this.connection) return this.debug('No connection to heartbeat');
return this.connection.heartbeat();
get ping() {
const sum = this.shards.reduce((a, b) => a + b.ping, 0);
return sum / this.shards.length;
}
/**
* Emits a debug event.
* @param {string} message Debug message
* @returns {void}
* @private
*/
debug(message) {
return this.client.emit(Events.DEBUG, `[ws] ${message}`);
this.client.emit(Events.DEBUG, `[connection] ${message}`);
}
/**
* Destroy the client.
* @returns {void} Whether or not destruction was successful
* Handles the session identify rate limit for a shard.
* @param {WebSocketShard} shard Shard to handle
* @private
*/
destroy() {
if (!this.connection) {
this.debug('Attempted to destroy WebSocket but no connection exists!');
async _handleSessionLimit(shard) {
this.sessionStartLimit = await this.client.api.gateway.bot.get().then(r => r.session_start_limit);
const { remaining, reset_after } = this.sessionStartLimit;
if (remaining !== 0) {
this.spawn();
} else {
shard.debug(`Exceeded identify threshold, setting a timeout for ${reset_after} ms`);
setTimeout(() => this.spawn(), this.sessionStartLimit.reset_after);
}
}
/**
* Used to spawn WebSocketShards.
* @param {?WebSocketShard|WebSocketShard[]|number|string} query The WebSocketShards to be spawned
* @returns {void}
* @private
*/
spawn(query) {
if (query !== undefined) {
if (Array.isArray(query)) {
for (const item of query) {
if (!this.spawnQueue.includes(item)) this.spawnQueue.push(item);
}
} else if (!this.spawnQueue.includes(query)) {
this.spawnQueue.push(query);
}
}
if (this.spawning || !this.spawnQueue.length) return;
this.spawning = true;
let item = this.spawnQueue.shift();
if (typeof item === 'string' && !isNaN(item)) item = Number(item);
if (typeof item === 'number') {
const shard = new WebSocketShard(this, item, this.shards[item]);
this.shards[item] = shard;
shard.once(Events.READY, () => {
this.spawning = false;
this.client.setTimeout(() => this._handleSessionLimit(shard), 5000);
});
shard.once(Events.INVALIDATED, () => {
this.spawning = false;
});
} else if (item instanceof WebSocketShard) {
item.reconnect();
}
}
/**
* Creates a connection to a gateway.
* @param {string} [gateway=this.gateway] The gateway to connect to
* @returns {void}
* @private
*/
connect(gateway = this.gateway) {
this.gateway = gateway;
if (typeof this.client.options.shards === 'number') {
this.debug('Spawning 1 shard');
this.spawn(this.client.options.shards);
} else if (Array.isArray(this.client.options.shards)) {
this.debug(`Spawning ${this.client.options.shards.length} shards`);
for (let i = 0; i < this.client.options.shards.length; i++) {
this.spawn(this.client.options.shards[i]);
}
} else {
this.debug(`Spawning ${this.client.options.shardCount} shards`);
for (let i = 0; i < this.client.options.shardCount; i++) {
this.spawn(i);
}
}
}
/**
* Processes a packet and queues it if this WebSocketManager is not ready.
* @param {Object} packet The packet to be handled
* @param {WebSocketShard} shard The shard that will handle this packet
* @returns {boolean}
* @private
*/
handlePacket(packet, shard) {
if (packet && this.status !== Status.READY) {
if (!BeforeReadyWhitelist.includes(packet.t)) {
this.packetQueue.push({ packet, shardID: shard.id });
return false;
}
}
if (this.packetQueue.length) {
const item = this.packetQueue.shift();
this.client.setImmediate(() => {
this.handlePacket(item.packet, this.shards[item.shardID]);
});
}
if (packet && PacketHandlers[packet.t]) {
PacketHandlers[packet.t](this.client, packet, shard);
}
return false;
}
/**
* Checks whether the client is ready to be marked as ready.
* @returns {boolean}
* @private
*/
checkReady() {
if (this.shards.filter(s => s).length !== this.client.options.shardCount ||
this.shards.some(s => s && s.status !== Status.READY)) {
return false;
}
return this.connection.destroy();
let unavailableGuilds = 0;
for (const guild of this.client.guilds.values()) {
if (!guild.available) unavailableGuilds++;
}
if (unavailableGuilds === 0) {
this.status = Status.NEARLY;
if (!this.client.options.fetchAllMembers) return this.triggerReady();
// Fetch all members before marking self as ready
const promises = this.client.guilds.map(g => g.members.fetch());
Promise.all(promises)
.then(() => this.triggerReady())
.catch(e => {
this.debug(`Failed to fetch all members before ready! ${e}`);
this.triggerReady();
});
}
return true;
}
/**
* Send a packet on the available WebSocket.
* @param {Object} packet Packet to send
* Causes the client to be marked as ready and emits the ready event.
* @returns {void}
* @private
*/
send(packet) {
if (!this.connection) {
this.debug('No connection to websocket');
triggerReady() {
if (this.status === Status.READY) {
this.debug('Tried to mark self as ready, but already ready');
return;
}
this.connection.send(packet);
this.status = Status.READY;
/**
* Emitted when the client becomes ready to start working.
* @event Client#ready
*/
this.client.emit(Events.READY);
this.handlePacket();
}
/**
* Connects the client to a gateway.
* @param {string} gateway The gateway to connect to
* @returns {boolean}
* Broadcasts a message to every shard in this WebSocketManager.
* @param {*} packet The packet to send
*/
connect(gateway) {
if (!this.connection) {
this.connection = new WebSocketConnection(this, gateway);
return true;
broadcast(packet) {
for (const shard of this.shards) {
if (!shard) continue;
shard.send(packet);
}
switch (this.connection.status) {
case Status.IDLE:
case Status.DISCONNECTED:
this.connection.connect(gateway, 5500);
return true;
default:
this.debug(`Couldn't connect to ${gateway} as the websocket is at state ${this.connection.status}`);
return false;
}
/**
* Destroys all shards.
* @returns {void}
* @private
*/
destroy() {
this.gateway = undefined;
// Lock calls to spawn
this.spawning = true;
for (const shard of this.shards) {
if (!shard) continue;
shard.destroy();
}
}
}