const path = require('path'); const fs = require('fs'); const EventEmitter = require('events').EventEmitter; const Shard = require('./Shard'); const Collection = require('../util/Collection'); /** * 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. * The Sharding Manager is still experimental * @extends {EventEmitter} */ class ShardingManager extends EventEmitter { /** * @param {string} file Path to your shard script file * @param {number} [totalShards=1] Number of shards to default to spawning * @param {boolean} [respawn=true] Respawn a shard when it dies */ constructor(file, totalShards, respawn = true) { super(); /** * Path to the shard script file * @type {string} */ this.file = file; if (!file) throw new Error('File must be specified.'); if (!path.isAbsolute(file)) this.file = path.resolve(process.cwd(), file); const stats = fs.statSync(this.file); if (!stats.isFile()) throw new Error('File path does not point to a file.'); /** * Amount of shards that this manager is going to spawn * @type {number} */ this.totalShards = typeof totalShards !== 'undefined' ? totalShards : 1; if (typeof this.totalShards !== 'number' || isNaN(this.totalShards)) { throw new TypeError('Amount of shards must be a number.'); } if (this.totalShards < 1) throw new RangeError('Amount of shards must be at least 1.'); if (this.totalShards !== Math.floor(this.totalShards)) throw new RangeError('Amount of shards must be an integer.'); this.respawn = respawn; /** * A collection of shards that this manager has spawned * @type {Collection} */ this.shards = new Collection(); } /** * Spawns a single shard. * @param {number} id The ID of the shard to spawn. THIS IS NOT NEEDED IN ANY NORMAL CASE! * @returns {Promise} */ createShard(id = this.shards.size) { const shard = new Shard(this, id); this.shards.set(id, shard); /** * Emitted upon launching a shard * @event ShardingManager#launch * @param {Shard} shard Shard that was launched */ this.emit('launch', shard); return Promise.resolve(shard); } /** * Spawns multiple shards. * @param {number} [amount=this.totalShards] Number of shards to spawn * @param {number} [delay=5500] How long to wait in between spawning each shard (in milliseconds) * @returns {Promise>} */ spawn(amount = this.totalShards, delay = 5500) { if (typeof amount !== 'number' || isNaN(amount)) throw new TypeError('Amount of shards must be a number.'); if (amount < 1) throw new RangeError('Amount of shards must be at least 1.'); if (amount !== Math.floor(amount)) throw new RangeError('Amount of shards must be an integer.'); return new Promise(resolve => { if (this.shards.size >= amount) throw new Error(`Already spawned ${this.shards.size} shards.`); this.totalShards = amount; this.createShard(); if (this.shards.size >= this.totalShards) { resolve(this.shards); return; } 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); } }); } /** * Send a message to all shards. * @param {*} message Message to be sent to the shards * @returns {Promise} */ broadcast(message) { const promises = []; for (const shard of this.shards.values()) promises.push(shard.send(message)); return Promise.all(promises); } /** * Evaluates a script on all shards, in the context of the Clients. * @param {string} script JavaScript to run on each shard * @returns {Promise} Results of the script */ broadcastEval(script) { const promises = []; for (const shard of this.shards.values()) promises.push(shard.eval(script)); return Promise.all(promises); } /** * Obtains the total guild count across all shards. * @param {number} [timeout=3000] Time to automatically fail after (in milliseconds) * @returns {Promise} */ fetchGuildCount(timeout = 3000) { if (this.shards.size === 0) return Promise.reject(new Error('No shards have been spawned.')); if (this.shards.size !== this.totalShards) return Promise.reject(new Error('Still spawning shards.')); if (this._guildCountPromise) return this._guildCountPromise; this._guildCountPromise = new Promise((resolve, reject) => { this._guildCount = 0; this._guildCountReplies = 0; const listener = message => { if (typeof message !== 'object' || !message._guildCount) return; this._guildCountReplies++; this._guildCount += message._guildCount; if (this._guildCountReplies >= this.shards.size) { clearTimeout(this._guildCountTimeout); process.removeListener('message', listener); this._guildCountTimeout = null; this._guildCountPromise = null; resolve(this._guildCount); } }; process.on('message', listener); this._guildCountTimeout = setTimeout(() => { process.removeListener('message', listener); this._guildCountPromise = null; reject(new Error('Took too long to fetch the guild count.')); }, timeout); this.broadcast('_guildCount').catch(err => { process.removeListener('message', listener); this._guildCountPromise = null; reject(err); }); }); return this._guildCountPromise; } } module.exports = ShardingManager;