Files
discord.js/src/sharding/ShardingManager.js
2018-07-10 21:39:58 -05:00

207 lines
7.8 KiB
JavaScript

const path = require('path');
const fs = require('fs');
const EventEmitter = require('events');
const Shard = require('./Shard');
const Collection = require('../util/Collection');
const Util = require('../util/Util');
const { Error, TypeError, RangeError } = require('../errors');
/**
* This is a utility class that makes multi-process sharding of a bot an easy and painless experience.
* It works by spawning a self-contained {@link ChildProcess} for each individual shard, each containing its own
* instance of your bot's {@link Client}. They all have a line of communication with the master process, and there are
* several useful methods that utilise it in order to simplify tasks that are normally difficult with sharding. It can
* spawn a specific number of shards or the amount that Discord suggests for the bot, and takes a path to your main bot
* script to launch for each one.
* @extends {EventEmitter}
*/
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 {boolean} [options.respawn=true] Whether shards should automatically respawn upon exiting
* @param {string[]} [options.shardArgs=[]] Arguments to pass to the shard script when spawning
* @param {string[]} [options.execArgv=[]] Arguments to pass to the shard script executable when spawning
* @param {string} [options.token] Token to use for automatic shard count and passing to shards
*/
constructor(file, options = {}) {
super();
options = Util.mergeDefault({
totalShards: 'auto',
respawn: true,
shardArgs: [],
token: null,
}, options);
/**
* Path to the shard script file
* @type {string}
*/
this.file = file;
if (!file) throw new Error('CLIENT_INVALID_OPTION', 'File', 'specified.');
if (!path.isAbsolute(file)) this.file = path.resolve(process.cwd(), file);
const stats = fs.statSync(this.file);
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}
*/
this.totalShards = options.totalShards;
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)) {
throw new RangeError('CLIENT_INVALID_OPTION', 'Amount of shards', 'an integer.');
}
}
/**
* Whether shards should automatically respawn upon exiting
* @type {boolean}
*/
this.respawn = options.respawn;
/**
* An array of arguments to pass to shards
* @type {string[]}
*/
this.shardArgs = options.shardArgs;
/**
* An array of arguments to pass to the executable
* @type {string[]}
*/
this.execArgv = options.execArgv;
/**
* Token to use for obtaining the automatic shard count, and passing to shards
* @type {?string}
*/
this.token = options.token ? options.token.replace(/^Bot\s*/i, '') : null;
/**
* A collection of shards that this manager has spawned
* @type {Collection<number, Shard>}
*/
this.shards = new Collection();
}
/**
* Spawns a single shard.
* @param {number} [id=this.shards.size] ID of the shard to spawn -
* **This is usually not necessary to manually specify.**
* @returns {Shard}
*/
createShard(id = this.shards.size) {
const shard = new Shard(this, id);
this.shards.set(id, shard);
/**
* Emitted upon creating a shard.
* @event ShardingManager#shardCreate
* @param {Shard} shard Shard that was created
*/
this.emit('shardCreate', shard);
return 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)
* @param {boolean} [waitForReady=true] Whether to wait for a shard to become ready before continuing to another
* @returns {Promise<Collection<number, Shard>>}
*/
async spawn(amount = this.totalShards, delay = 5500, waitForReady = true) {
// Obtain/verify the number of shards to spawn
if (amount === 'auto') {
amount = await Util.fetchRecommendedShards(this.token);
} else {
if (typeof amount !== 'number' || isNaN(amount)) {
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)) {
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;
// Spawn the shards
for (let s = 1; s <= amount; s++) {
const promises = [];
const shard = this.createShard();
promises.push(shard.spawn(waitForReady));
if (delay > 0 && s !== amount) promises.push(Util.delayFor(delay));
await Promise.all(promises); // eslint-disable-line no-await-in-loop
}
return this.shards;
}
/**
* Sends a message to all shards.
* @param {*} message Message to be sent to the shards
* @returns {Promise<Shard[]>}
*/
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 {@link Client}s.
* @param {string} script JavaScript to run on each shard
* @returns {Promise<Array<*>>} Results of the script execution
*/
broadcastEval(script) {
const promises = [];
for (const shard of this.shards.values()) promises.push(shard.eval(script));
return Promise.all(promises);
}
/**
* Fetches a client property value of each shard.
* @param {string} prop Name of the client property to get, using periods for nesting
* @returns {Promise<Array<*>>}
* @example
* manager.fetchClientValues('guilds.size')
* .then(results => console.log(`${results.reduce((prev, val) => prev + val, 0)} total guilds`))
* .catch(console.error);
*/
fetchClientValues(prop) {
if (this.shards.size === 0) return Promise.reject(new Error('SHARDING_NO_SHARDS'));
if (this.shards.size !== this.totalShards) return Promise.reject(new Error('SHARDING_IN_PROCESS'));
const promises = [];
for (const shard of this.shards.values()) promises.push(shard.fetchClientValue(prop));
return Promise.all(promises);
}
/**
* Kills all running shards and respawns them.
* @param {number} [shardDelay=5000] How long to wait between shards (in milliseconds)
* @param {number} [respawnDelay=500] How long to wait between killing a shard's process and restarting it
* (in milliseconds)
* @param {boolean} [waitForReady=true] Whether to wait for a shard to become ready before continuing to another
* @returns {Promise<Collection<string, Shard>>}
*/
async respawnAll(shardDelay = 5000, respawnDelay = 500, waitForReady = true) {
let s = 0;
for (const shard of this.shards.values()) {
const promises = [shard.respawn(respawnDelay, waitForReady)];
if (++s < this.shards.size && shardDelay > 0) promises.push(Util.delayFor(shardDelay));
await Promise.all(promises); // eslint-disable-line no-await-in-loop
}
return this.shards;
}
}
module.exports = ShardingManager;