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

@@ -27,7 +27,8 @@ class ShardingManager extends EventEmitter {
/**
* @param {string} file Path to your shard script file
* @param {Object} [options] Options for the sharding manager
* @param {number|string} [options.totalShards='auto'] Number of shards to spawn, or "auto"
* @param {string|number[]} [options.totalShards='auto'] Number of total shards of all shard managers or "auto"
* @param {string|number[]} [options.shardList='auto'] List of shards to spawn or "auto"
* @param {ShardingManagerMode} [options.mode='process'] Which mode to use for shards
* @param {boolean} [options.respawn=true] Whether shards should automatically respawn upon exiting
* @param {string[]} [options.shardArgs=[]] Arguments to pass to the shard script when spawning
@@ -58,16 +59,33 @@ class ShardingManager extends EventEmitter {
if (!stats.isFile()) throw new Error('CLIENT_INVALID_OPTION', 'File', 'a file');
/**
* Amount of shards that this manager is going to spawn
* @type {number|string}
* List of shards this sharding manager spawns
* @type {string|number[]}
*/
this.totalShards = options.totalShards;
this.shardList = options.shardList || 'auto';
if (this.shardList !== 'auto') {
if (!Array.isArray(this.shardList)) {
throw new TypeError('CLIENT_INVALID_OPTION', 'shardList', 'an array.');
}
this.shardList = [...new Set(this.shardList)];
if (this.shardList.length < 1) throw new RangeError('CLIENT_INVALID_OPTION', 'shardList', 'at least 1 ID.');
if (this.shardList.some(shardID => typeof shardID !== 'number' || isNaN(shardID) ||
!Number.isInteger(shardID) || shardID < 0)) {
throw new TypeError('CLIENT_INVALID_OPTION', 'shardList', 'an array of postive integers.');
}
}
/**
* Amount of shards that all sharding managers spawn in total
* @type {number}
*/
this.totalShards = options.totalShards || 'auto';
if (this.totalShards !== 'auto') {
if (typeof this.totalShards !== 'number' || isNaN(this.totalShards)) {
throw new TypeError('CLIENT_INVALID_OPTION', 'Amount of shards', 'a number.');
}
if (this.totalShards < 1) throw new RangeError('CLIENT_INVALID_OPTION', 'Amount of shards', 'at least 1.');
if (this.totalShards !== Math.floor(this.totalShards)) {
if (!Number.isInteger(this.totalShards)) {
throw new RangeError('CLIENT_INVALID_OPTION', 'Amount of shards', 'an integer.');
}
}
@@ -150,21 +168,31 @@ class ShardingManager extends EventEmitter {
throw new TypeError('CLIENT_INVALID_OPTION', 'Amount of shards', 'a number.');
}
if (amount < 1) throw new RangeError('CLIENT_INVALID_OPTION', 'Amount of shards', 'at least 1.');
if (amount !== Math.floor(amount)) {
if (!Number.isInteger(amount)) {
throw new TypeError('CLIENT_INVALID_OPTION', 'Amount of shards', 'an integer.');
}
}
// 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;
if (this.shardList === 'auto' || this.totalShards === 'auto' || this.totalShards !== amount) {
this.shardList = [...Array(amount).keys()];
}
if (this.totalShards === 'auto' || this.totalShards !== amount) {
this.totalShards = amount;
}
if (this.shardList.some(shardID => shardID >= amount)) {
throw new RangeError('CLIENT_INVALID_OPTION', 'Amount of shards',
'bigger than the highest shardID in the shardList option.');
}
// Spawn the shards
for (let s = 1; s <= amount; s++) {
for (const shardID of this.shardList) {
const promises = [];
const shard = this.createShard();
const shard = this.createShard(shardID);
promises.push(shard.spawn(waitForReady));
if (delay > 0 && s !== amount) promises.push(Util.delayFor(delay));
if (delay > 0 && this.shards.size !== this.shardList.length - 1) promises.push(Util.delayFor(delay));
await Promise.all(promises); // eslint-disable-line no-await-in-loop
}