mirror of
https://github.com/discordjs/discord.js.git
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175 lines
5.9 KiB
JavaScript
175 lines
5.9 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 Shard = require('./Shard');
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const Collection = require('../util/Collection');
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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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* <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 {number} [totalShards=1] Number of shards to default to spawning
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* @param {boolean} [respawn=true] Respawn a shard when it dies
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*/
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constructor(file, totalShards, respawn = true) {
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super();
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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}
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*/
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this.totalShards = typeof totalShards !== 'undefined' ? totalShards : 1;
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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)) throw new RangeError('Amount of shards must be an integer.');
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this.respawn = respawn;
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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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}
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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 NOT NEEDED IN ANY NORMAL CASE!
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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);
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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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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 RangeError('Amount of shards must be an integer.');
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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
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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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* Obtains the total guild count across all shards.
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* @param {number} [timeout=3000] Time to automatically fail after (in milliseconds)
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* @returns {Promise<number>}
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*/
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fetchGuildCount(timeout = 3000) {
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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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if (this._guildCountPromise) return this._guildCountPromise;
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this._guildCountPromise = new Promise((resolve, reject) => {
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this._guildCount = 0;
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this._guildCountReplies = 0;
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const listener = message => {
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if (typeof message !== 'object' || !message._guildCount) return;
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this._guildCountReplies++;
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this._guildCount += message._guildCount;
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if (this._guildCountReplies >= this.shards.size) {
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clearTimeout(this._guildCountTimeout);
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process.removeListener('message', listener);
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this._guildCountTimeout = null;
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this._guildCountPromise = null;
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resolve(this._guildCount);
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}
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};
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process.on('message', listener);
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this._guildCountTimeout = setTimeout(() => {
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process.removeListener('message', listener);
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this._guildCountPromise = null;
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reject(new Error('Took too long to fetch the guild count.'));
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}, timeout);
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this.broadcast('_guildCount').catch(err => {
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process.removeListener('message', listener);
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this._guildCountPromise = null;
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reject(err);
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});
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});
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return this._guildCountPromise;
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}
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}
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module.exports = ShardingManager;
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