mirror of
https://github.com/discordjs/discord.js.git
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207 lines
7.8 KiB
JavaScript
207 lines
7.8 KiB
JavaScript
const path = require('path');
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const fs = require('fs');
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const EventEmitter = require('events');
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const Shard = require('./Shard');
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const Collection = require('../util/Collection');
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const Util = require('../util/Util');
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const { Error, TypeError, RangeError } = require('../errors');
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/**
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* This is a utility class that makes multi-process sharding of a bot an easy and painless experience.
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* It works by spawning a self-contained {@link ChildProcess} for each individual shard, each containing its own
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* instance of your bot's {@link Client}. They all have a line of communication with the master process, and there are
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* several useful methods that utilise it in order to simplify tasks that are normally difficult with sharding. It can
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* spawn a specific number of shards or the amount that Discord suggests for the bot, and takes a path to your main bot
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* script to launch for each one.
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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 {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.execArgv=[]] Arguments to pass to the shard script executable 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 = Util.mergeDefault({
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totalShards: 'auto',
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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('CLIENT_INVALID_OPTION', 'File', '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('CLIENT_INVALID_OPTION', 'File', '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('CLIENT_INVALID_OPTION', 'Amount of shards', 'a number.');
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}
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if (this.totalShards < 1) throw new RangeError('CLIENT_INVALID_OPTION', 'Amount of shards', 'at least 1.');
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if (this.totalShards !== Math.floor(this.totalShards)) {
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throw new RangeError('CLIENT_INVALID_OPTION', 'Amount of shards', 'an integer.');
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}
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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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* An array of arguments to pass to the executable
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* @type {string[]}
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*/
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this.execArgv = options.execArgv;
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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 ? options.token.replace(/^Bot\s*/i, '') : null;
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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=this.shards.size] ID of the shard to spawn -
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* **This is usually not necessary to manually specify.**
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* @returns {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 creating a shard.
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* @event ShardingManager#shardCreate
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* @param {Shard} shard Shard that was created
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*/
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this.emit('shardCreate', shard);
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return 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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* @param {boolean} [waitForReady=true] Whether to wait for a shard to become ready before continuing to another
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* @returns {Promise<Collection<number, Shard>>}
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*/
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async spawn(amount = this.totalShards, delay = 5500, waitForReady = true) {
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// Obtain/verify the number of shards to spawn
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if (amount === 'auto') {
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amount = await Util.fetchRecommendedShards(this.token);
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} else {
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if (typeof amount !== 'number' || isNaN(amount)) {
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throw new TypeError('CLIENT_INVALID_OPTION', 'Amount of shards', 'a number.');
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}
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if (amount < 1) throw new RangeError('CLIENT_INVALID_OPTION', 'Amount of shards', 'at least 1.');
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if (amount !== Math.floor(amount)) {
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throw new TypeError('CLIENT_INVALID_OPTION', 'Amount of shards', 'an integer.');
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}
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}
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// Make sure this many shards haven't already been spawned
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if (this.shards.size >= amount) throw new Error('SHARDING_ALREADY_SPAWNED', this.shards.size);
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this.totalShards = amount;
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// Spawn the shards
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for (let s = 1; s <= amount; s++) {
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const promises = [];
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const shard = this.createShard();
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promises.push(shard.spawn(waitForReady));
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if (delay > 0 && s !== amount) promises.push(Util.delayFor(delay));
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await Promise.all(promises); // eslint-disable-line no-await-in-loop
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}
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return this.shards;
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}
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/**
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* Sends 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 {@link Client}s.
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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')
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* .then(results => 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('SHARDING_NO_SHARDS'));
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if (this.shards.size !== this.totalShards) return Promise.reject(new Error('SHARDING_IN_PROCESS'));
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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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* Kills all running shards and respawns them.
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* @param {number} [shardDelay=5000] How long to wait between shards (in milliseconds)
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* @param {number} [respawnDelay=500] How long to wait between killing a shard's process and restarting it
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* (in milliseconds)
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* @param {boolean} [waitForReady=true] Whether to wait for a shard to become ready before continuing to another
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* @returns {Promise<Collection<string, Shard>>}
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*/
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async respawnAll(shardDelay = 5000, respawnDelay = 500, waitForReady = true) {
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let s = 0;
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for (const shard of this.shards.values()) {
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const promises = [shard.respawn(respawnDelay, waitForReady)];
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if (++s < this.shards.size && shardDelay > 0) promises.push(Util.delayFor(shardDelay));
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await Promise.all(promises); // eslint-disable-line no-await-in-loop
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}
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return this.shards;
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}
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}
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module.exports = ShardingManager;
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