mirror of
https://github.com/discordjs/discord.js.git
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218 lines
7.7 KiB
JavaScript
218 lines
7.7 KiB
JavaScript
const path = require('path');
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const fs = require('fs');
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const EventEmitter = require('events').EventEmitter;
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const mergeDefault = require('../util/MergeDefault');
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const Shard = require('./Shard');
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const Collection = require('../util/Collection');
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const getRecommendedShards = require('../util/GetRecommendedShards');
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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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* from the other. The Shard Manager takes a path to a file and spawns it under the specified amount of shards safely.
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* If you do not select an amount of shards, the manager will automatically decide the best amount.
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* <warn>The Sharding Manager is still experimental</warn>
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* @extends {EventEmitter}
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*/
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class ShardingManager extends EventEmitter {
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/**
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* @param {string} file Path to your shard script file
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* @param {Object} [options] Options for the sharding manager
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* @param {number|string} [options.totalShards='auto'] Number of shards to spawn, or "auto"
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* @param {number} [options.autoShardInterval=600] How frequently to automatically spawn another shard if needed
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* (in seconds) - only applicable if `totalShards` is `auto`
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* @param {boolean} [options.respawn=true] Whether shards should automatically respawn upon exiting
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* @param {string[]} [options.shardArgs=[]] Arguments to pass to the shard script when spawning
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* @param {string} [options.token] Token to use for automatic shard count and passing to shards
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*/
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constructor(file, options = {}) {
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super();
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options = mergeDefault({
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totalShards: 'auto',
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autoShardInterval: 600,
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respawn: true,
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shardArgs: [],
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token: null,
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}, options);
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/**
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* Path to the shard script file
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* @type {string}
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*/
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this.file = file;
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if (!file) throw new Error('File must be specified.');
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if (!path.isAbsolute(file)) this.file = path.resolve(process.cwd(), file);
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const stats = fs.statSync(this.file);
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if (!stats.isFile()) throw new Error('File path does not point to a file.');
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/**
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* Amount of shards that this manager is going to spawn
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* @type {number|string}
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*/
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this.totalShards = options.totalShards;
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if (this.totalShards !== 'auto') {
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if (typeof this.totalShards !== 'number' || isNaN(this.totalShards)) {
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throw new TypeError('Amount of shards must be a number.');
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}
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if (this.totalShards < 1) throw new RangeError('Amount of shards must be at least 1.');
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if (this.totalShards !== Math.floor(this.totalShards)) {
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throw new RangeError('Amount of shards must be an integer.');
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}
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}
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/**
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* How frequently to check the recommend shard count and spawn a new shard if necessary (in seconds).
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* Only applicable when `totalShards` is `auto`.
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* @type {number}
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*/
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this.autoShardInterval = options.autoShardInterval;
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if (typeof this.autoShardInterval !== 'number' || isNaN(this.autoShardInterval)) {
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throw new TypeError('The autoShardInterval option must be a number.');
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}
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/**
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* Whether shards should automatically respawn upon exiting
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* @type {boolean}
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*/
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this.respawn = options.respawn;
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/**
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* An array of arguments to pass to shards.
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* @type {string[]}
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*/
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this.shardArgs = options.shardArgs;
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/**
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* Token to use for obtaining the automatic shard count, and passing to shards
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* @type {?string}
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*/
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this.token = options.token;
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/**
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* A collection of shards that this manager has spawned
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* @type {Collection<number, Shard>}
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*/
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this.shards = new Collection();
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// Set up automatic shard creation interval
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if (this.totalShards === 'auto' && this.autoShardInterval > 0) {
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setInterval(() => {
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getRecommendedShards(this.token).then(count => {
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if (this.shards.size < count) this.createShard();
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});
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}, this.autoShardInterval);
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}
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}
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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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*/
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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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* @event ShardingManager#launch
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* @param {Shard} shard Shard that was launched
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*/
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this.emit('launch', shard);
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return Promise.resolve(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=5500] How long to wait in between spawning each shard (in milliseconds)
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* @returns {Promise<Collection<number, Shard>>}
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*/
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spawn(amount = this.totalShards, delay = 5500) {
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return new Promise((resolve, reject) => {
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if (amount === 'auto') {
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getRecommendedShards(this.token).then(count => {
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resolve(this._spawn(count, delay));
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}).catch(reject);
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} else {
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if (typeof amount !== 'number' || isNaN(amount)) throw new TypeError('Amount of shards must be a number.');
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if (amount < 1) throw new RangeError('Amount of shards must be at least 1.');
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if (amount !== Math.floor(amount)) throw new TypeError('Amount of shards must be an integer.');
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resolve(this._spawn(amount, delay));
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}
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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(`Already spawned ${this.shards.size} shards.`);
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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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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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}
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/**
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* Send a message to all shards.
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* @param {*} message Message to be sent to the shards
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* @returns {Promise<Shard[]>}
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*/
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broadcast(message) {
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const promises = [];
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for (const shard of this.shards.values()) promises.push(shard.send(message));
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return Promise.all(promises);
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}
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/**
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* Evaluates a script on all shards, in the context of the Clients.
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* @param {string} script JavaScript to run on each shard
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* @returns {Promise<Array>} Results of the script execution
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*/
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broadcastEval(script) {
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const promises = [];
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for (const shard of this.shards.values()) promises.push(shard.eval(script));
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return Promise.all(promises);
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}
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/**
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* Fetches a Client property value of each shard.
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* @param {string} prop Name of the Client property to get, using periods for nesting
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* @returns {Promise<Array>}
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* @example
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* manager.fetchClientValues('guilds.size').then(results => {
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* console.log(`${results.reduce((prev, val) => prev + val, 0)} total guilds`);
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* }).catch(console.error);
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*/
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fetchClientValues(prop) {
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if (this.shards.size === 0) return Promise.reject(new Error('No shards have been spawned.'));
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if (this.shards.size !== this.totalShards) return Promise.reject(new Error('Still spawning shards.'));
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const promises = [];
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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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module.exports = ShardingManager;
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