forked from lug/matterbridge
		
	
		
			
				
	
	
		
			950 lines
		
	
	
		
			19 KiB
		
	
	
	
		
			Go
		
	
	
	
	
	
			
		
		
	
	
			950 lines
		
	
	
		
			19 KiB
		
	
	
	
		
			Go
		
	
	
	
	
	
| // Discordgo - Discord bindings for Go
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| // Available at https://github.com/bwmarrin/discordgo
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| 
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| // Copyright 2015-2016 Bruce Marriner <bruce@sqls.net>.  All rights reserved.
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| // Use of this source code is governed by a BSD-style
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| // license that can be found in the LICENSE file.
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| 
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| // This file contains code related to state tracking.  If enabled, state
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| // tracking will capture the initial READY packet and many other websocket
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| // events and maintain an in-memory state of of guilds, channels, users, and
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| // so forth.  This information can be accessed through the Session.State struct.
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| 
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| package discordgo
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| 
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| import (
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| 	"errors"
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| 	"sort"
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| 	"sync"
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| )
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| 
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| // ErrNilState is returned when the state is nil.
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| var ErrNilState = errors.New("state not instantiated, please use discordgo.New() or assign Session.State")
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| 
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| // ErrStateNotFound is returned when the state cache
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| // requested is not found
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| var ErrStateNotFound = errors.New("state cache not found")
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| 
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| // A State contains the current known state.
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| // As discord sends this in a READY blob, it seems reasonable to simply
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| // use that struct as the data store.
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| type State struct {
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| 	sync.RWMutex
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| 	Ready
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| 
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| 	MaxMessageCount int
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| 	TrackChannels   bool
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| 	TrackEmojis     bool
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| 	TrackMembers    bool
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| 	TrackRoles      bool
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| 	TrackVoice      bool
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| 	TrackPresences  bool
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| 
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| 	guildMap   map[string]*Guild
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| 	channelMap map[string]*Channel
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| }
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| 
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| // NewState creates an empty state.
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| func NewState() *State {
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| 	return &State{
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| 		Ready: Ready{
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| 			PrivateChannels: []*Channel{},
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| 			Guilds:          []*Guild{},
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| 		},
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| 		TrackChannels:  true,
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| 		TrackEmojis:    true,
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| 		TrackMembers:   true,
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| 		TrackRoles:     true,
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| 		TrackVoice:     true,
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| 		TrackPresences: true,
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| 		guildMap:       make(map[string]*Guild),
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| 		channelMap:     make(map[string]*Channel),
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| 	}
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| }
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| 
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| // GuildAdd adds a guild to the current world state, or
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| // updates it if it already exists.
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| func (s *State) GuildAdd(guild *Guild) error {
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| 	if s == nil {
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| 		return ErrNilState
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| 	}
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| 
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| 	s.Lock()
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| 	defer s.Unlock()
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| 
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| 	// Update the channels to point to the right guild, adding them to the channelMap as we go
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| 	for _, c := range guild.Channels {
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| 		s.channelMap[c.ID] = c
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| 	}
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| 
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| 	if g, ok := s.guildMap[guild.ID]; ok {
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| 		// We are about to replace `g` in the state with `guild`, but first we need to
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| 		// make sure we preserve any fields that the `guild` doesn't contain from `g`.
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| 		if guild.Roles == nil {
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| 			guild.Roles = g.Roles
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| 		}
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| 		if guild.Emojis == nil {
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| 			guild.Emojis = g.Emojis
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| 		}
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| 		if guild.Members == nil {
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| 			guild.Members = g.Members
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| 		}
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| 		if guild.Presences == nil {
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| 			guild.Presences = g.Presences
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| 		}
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| 		if guild.Channels == nil {
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| 			guild.Channels = g.Channels
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| 		}
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| 		if guild.VoiceStates == nil {
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| 			guild.VoiceStates = g.VoiceStates
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| 		}
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| 		*g = *guild
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| 		return nil
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| 	}
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| 
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| 	s.Guilds = append(s.Guilds, guild)
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| 	s.guildMap[guild.ID] = guild
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| 
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| 	return nil
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| }
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| 
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| // GuildRemove removes a guild from current world state.
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| func (s *State) GuildRemove(guild *Guild) error {
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| 	if s == nil {
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| 		return ErrNilState
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| 	}
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| 
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| 	_, err := s.Guild(guild.ID)
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| 	if err != nil {
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| 		return err
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| 	}
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| 
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| 	s.Lock()
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| 	defer s.Unlock()
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| 
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| 	delete(s.guildMap, guild.ID)
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| 
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| 	for i, g := range s.Guilds {
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| 		if g.ID == guild.ID {
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| 			s.Guilds = append(s.Guilds[:i], s.Guilds[i+1:]...)
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| 			return nil
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| 		}
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| 	}
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| 
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| 	return nil
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| }
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| 
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| // Guild gets a guild by ID.
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| // Useful for querying if @me is in a guild:
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| //     _, err := discordgo.Session.State.Guild(guildID)
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| //     isInGuild := err == nil
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| func (s *State) Guild(guildID string) (*Guild, error) {
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| 	if s == nil {
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| 		return nil, ErrNilState
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| 	}
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| 
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| 	s.RLock()
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| 	defer s.RUnlock()
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| 
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| 	if g, ok := s.guildMap[guildID]; ok {
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| 		return g, nil
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| 	}
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| 
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| 	return nil, ErrStateNotFound
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| }
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| 
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| // PresenceAdd adds a presence to the current world state, or
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| // updates it if it already exists.
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| func (s *State) PresenceAdd(guildID string, presence *Presence) error {
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| 	if s == nil {
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| 		return ErrNilState
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| 	}
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| 
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| 	guild, err := s.Guild(guildID)
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| 	if err != nil {
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| 		return err
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| 	}
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| 
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| 	s.Lock()
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| 	defer s.Unlock()
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| 
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| 	for i, p := range guild.Presences {
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| 		if p.User.ID == presence.User.ID {
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| 			//guild.Presences[i] = presence
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| 
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| 			//Update status
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| 			guild.Presences[i].Game = presence.Game
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| 			guild.Presences[i].Roles = presence.Roles
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| 			if presence.Status != "" {
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| 				guild.Presences[i].Status = presence.Status
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| 			}
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| 			if presence.Nick != "" {
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| 				guild.Presences[i].Nick = presence.Nick
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| 			}
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| 
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| 			//Update the optionally sent user information
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| 			//ID Is a mandatory field so you should not need to check if it is empty
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| 			guild.Presences[i].User.ID = presence.User.ID
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| 
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| 			if presence.User.Avatar != "" {
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| 				guild.Presences[i].User.Avatar = presence.User.Avatar
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| 			}
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| 			if presence.User.Discriminator != "" {
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| 				guild.Presences[i].User.Discriminator = presence.User.Discriminator
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| 			}
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| 			if presence.User.Email != "" {
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| 				guild.Presences[i].User.Email = presence.User.Email
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| 			}
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| 			if presence.User.Token != "" {
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| 				guild.Presences[i].User.Token = presence.User.Token
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| 			}
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| 			if presence.User.Username != "" {
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| 				guild.Presences[i].User.Username = presence.User.Username
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| 			}
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| 
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| 			return nil
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| 		}
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| 	}
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| 
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| 	guild.Presences = append(guild.Presences, presence)
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| 	return nil
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| }
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| 
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| // PresenceRemove removes a presence from the current world state.
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| func (s *State) PresenceRemove(guildID string, presence *Presence) error {
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| 	if s == nil {
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| 		return ErrNilState
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| 	}
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| 
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| 	guild, err := s.Guild(guildID)
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| 	if err != nil {
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| 		return err
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| 	}
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| 
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| 	s.Lock()
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| 	defer s.Unlock()
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| 
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| 	for i, p := range guild.Presences {
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| 		if p.User.ID == presence.User.ID {
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| 			guild.Presences = append(guild.Presences[:i], guild.Presences[i+1:]...)
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| 			return nil
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| 		}
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| 	}
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| 
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| 	return ErrStateNotFound
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| }
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| 
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| // Presence gets a presence by ID from a guild.
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| func (s *State) Presence(guildID, userID string) (*Presence, error) {
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| 	if s == nil {
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| 		return nil, ErrNilState
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| 	}
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| 
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| 	guild, err := s.Guild(guildID)
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| 	if err != nil {
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| 		return nil, err
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| 	}
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| 
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| 	for _, p := range guild.Presences {
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| 		if p.User.ID == userID {
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| 			return p, nil
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| 		}
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| 	}
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| 
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| 	return nil, ErrStateNotFound
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| }
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| 
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| // TODO: Consider moving Guild state update methods onto *Guild.
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| 
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| // MemberAdd adds a member to the current world state, or
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| // updates it if it already exists.
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| func (s *State) MemberAdd(member *Member) error {
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| 	if s == nil {
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| 		return ErrNilState
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| 	}
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| 
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| 	guild, err := s.Guild(member.GuildID)
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| 	if err != nil {
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| 		return err
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| 	}
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| 
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| 	s.Lock()
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| 	defer s.Unlock()
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| 
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| 	for i, m := range guild.Members {
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| 		if m.User.ID == member.User.ID {
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| 			guild.Members[i] = member
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| 			return nil
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| 		}
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| 	}
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| 
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| 	guild.Members = append(guild.Members, member)
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| 	return nil
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| }
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| 
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| // MemberRemove removes a member from current world state.
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| func (s *State) MemberRemove(member *Member) error {
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| 	if s == nil {
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| 		return ErrNilState
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| 	}
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| 
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| 	guild, err := s.Guild(member.GuildID)
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| 	if err != nil {
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| 		return err
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| 	}
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| 
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| 	s.Lock()
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| 	defer s.Unlock()
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| 
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| 	for i, m := range guild.Members {
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| 		if m.User.ID == member.User.ID {
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| 			guild.Members = append(guild.Members[:i], guild.Members[i+1:]...)
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| 			return nil
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| 		}
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| 	}
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| 
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| 	return ErrStateNotFound
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| }
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| 
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| // Member gets a member by ID from a guild.
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| func (s *State) Member(guildID, userID string) (*Member, error) {
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| 	if s == nil {
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| 		return nil, ErrNilState
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| 	}
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| 
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| 	guild, err := s.Guild(guildID)
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| 	if err != nil {
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| 		return nil, err
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| 	}
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| 
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| 	s.RLock()
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| 	defer s.RUnlock()
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| 
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| 	for _, m := range guild.Members {
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| 		if m.User.ID == userID {
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| 			return m, nil
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| 		}
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| 	}
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| 
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| 	return nil, ErrStateNotFound
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| }
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| 
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| // RoleAdd adds a role to the current world state, or
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| // updates it if it already exists.
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| func (s *State) RoleAdd(guildID string, role *Role) error {
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| 	if s == nil {
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| 		return ErrNilState
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| 	}
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| 
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| 	guild, err := s.Guild(guildID)
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| 	if err != nil {
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| 		return err
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| 	}
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| 
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| 	s.Lock()
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| 	defer s.Unlock()
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| 
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| 	for i, r := range guild.Roles {
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| 		if r.ID == role.ID {
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| 			guild.Roles[i] = role
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| 			return nil
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| 		}
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| 	}
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| 
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| 	guild.Roles = append(guild.Roles, role)
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| 	return nil
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| }
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| 
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| // RoleRemove removes a role from current world state by ID.
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| func (s *State) RoleRemove(guildID, roleID string) error {
 | |
| 	if s == nil {
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| 		return ErrNilState
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| 	}
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| 
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| 	guild, err := s.Guild(guildID)
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| 	if err != nil {
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| 		return err
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| 	}
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| 
 | |
| 	s.Lock()
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| 	defer s.Unlock()
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| 
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| 	for i, r := range guild.Roles {
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| 		if r.ID == roleID {
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| 			guild.Roles = append(guild.Roles[:i], guild.Roles[i+1:]...)
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| 			return nil
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| 		}
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| 	}
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| 
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| 	return ErrStateNotFound
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| }
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| 
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| // Role gets a role by ID from a guild.
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| func (s *State) Role(guildID, roleID string) (*Role, error) {
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| 	if s == nil {
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| 		return nil, ErrNilState
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| 	}
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| 
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| 	guild, err := s.Guild(guildID)
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| 	if err != nil {
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| 		return nil, err
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| 	}
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| 
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| 	s.RLock()
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| 	defer s.RUnlock()
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| 
 | |
| 	for _, r := range guild.Roles {
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| 		if r.ID == roleID {
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| 			return r, nil
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| 		}
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| 	}
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| 
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| 	return nil, ErrStateNotFound
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| }
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| 
 | |
| // ChannelAdd adds a channel to the current world state, or
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| // updates it if it already exists.
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| // Channels may exist either as PrivateChannels or inside
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| // a guild.
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| func (s *State) ChannelAdd(channel *Channel) error {
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| 	if s == nil {
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| 		return ErrNilState
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| 	}
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| 
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| 	s.Lock()
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| 	defer s.Unlock()
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| 
 | |
| 	// If the channel exists, replace it
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| 	if c, ok := s.channelMap[channel.ID]; ok {
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| 		if channel.Messages == nil {
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| 			channel.Messages = c.Messages
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| 		}
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| 		if channel.PermissionOverwrites == nil {
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| 			channel.PermissionOverwrites = c.PermissionOverwrites
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| 		}
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| 
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| 		*c = *channel
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| 		return nil
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| 	}
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| 
 | |
| 	if channel.IsPrivate {
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| 		s.PrivateChannels = append(s.PrivateChannels, channel)
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| 	} else {
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| 		guild, ok := s.guildMap[channel.GuildID]
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| 		if !ok {
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| 			return ErrStateNotFound
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| 		}
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| 
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| 		guild.Channels = append(guild.Channels, channel)
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| 	}
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| 
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| 	s.channelMap[channel.ID] = channel
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| 
 | |
| 	return nil
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| }
 | |
| 
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| // ChannelRemove removes a channel from current world state.
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| func (s *State) ChannelRemove(channel *Channel) error {
 | |
| 	if s == nil {
 | |
| 		return ErrNilState
 | |
| 	}
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| 
 | |
| 	_, err := s.Channel(channel.ID)
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| 	if err != nil {
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| 		return err
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| 	}
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| 
 | |
| 	if channel.IsPrivate {
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| 		s.Lock()
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| 		defer s.Unlock()
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| 
 | |
| 		for i, c := range s.PrivateChannels {
 | |
| 			if c.ID == channel.ID {
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| 				s.PrivateChannels = append(s.PrivateChannels[:i], s.PrivateChannels[i+1:]...)
 | |
| 				break
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| 			}
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| 		}
 | |
| 	} else {
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| 		guild, err := s.Guild(channel.GuildID)
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| 		if err != nil {
 | |
| 			return err
 | |
| 		}
 | |
| 
 | |
| 		s.Lock()
 | |
| 		defer s.Unlock()
 | |
| 
 | |
| 		for i, c := range guild.Channels {
 | |
| 			if c.ID == channel.ID {
 | |
| 				guild.Channels = append(guild.Channels[:i], guild.Channels[i+1:]...)
 | |
| 				break
 | |
| 			}
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	delete(s.channelMap, channel.ID)
 | |
| 
 | |
| 	return nil
 | |
| }
 | |
| 
 | |
| // GuildChannel gets a channel by ID from a guild.
 | |
| // This method is Deprecated, use Channel(channelID)
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| func (s *State) GuildChannel(guildID, channelID string) (*Channel, error) {
 | |
| 	return s.Channel(channelID)
 | |
| }
 | |
| 
 | |
| // PrivateChannel gets a private channel by ID.
 | |
| // This method is Deprecated, use Channel(channelID)
 | |
| func (s *State) PrivateChannel(channelID string) (*Channel, error) {
 | |
| 	return s.Channel(channelID)
 | |
| }
 | |
| 
 | |
| // Channel gets a channel by ID, it will look in all guilds an private channels.
 | |
| func (s *State) Channel(channelID string) (*Channel, error) {
 | |
| 	if s == nil {
 | |
| 		return nil, ErrNilState
 | |
| 	}
 | |
| 
 | |
| 	s.RLock()
 | |
| 	defer s.RUnlock()
 | |
| 
 | |
| 	if c, ok := s.channelMap[channelID]; ok {
 | |
| 		return c, nil
 | |
| 	}
 | |
| 
 | |
| 	return nil, ErrStateNotFound
 | |
| }
 | |
| 
 | |
| // Emoji returns an emoji for a guild and emoji id.
 | |
| func (s *State) Emoji(guildID, emojiID string) (*Emoji, error) {
 | |
| 	if s == nil {
 | |
| 		return nil, ErrNilState
 | |
| 	}
 | |
| 
 | |
| 	guild, err := s.Guild(guildID)
 | |
| 	if err != nil {
 | |
| 		return nil, err
 | |
| 	}
 | |
| 
 | |
| 	s.RLock()
 | |
| 	defer s.RUnlock()
 | |
| 
 | |
| 	for _, e := range guild.Emojis {
 | |
| 		if e.ID == emojiID {
 | |
| 			return e, nil
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	return nil, ErrStateNotFound
 | |
| }
 | |
| 
 | |
| // EmojiAdd adds an emoji to the current world state.
 | |
| func (s *State) EmojiAdd(guildID string, emoji *Emoji) error {
 | |
| 	if s == nil {
 | |
| 		return ErrNilState
 | |
| 	}
 | |
| 
 | |
| 	guild, err := s.Guild(guildID)
 | |
| 	if err != nil {
 | |
| 		return err
 | |
| 	}
 | |
| 
 | |
| 	s.Lock()
 | |
| 	defer s.Unlock()
 | |
| 
 | |
| 	for i, e := range guild.Emojis {
 | |
| 		if e.ID == emoji.ID {
 | |
| 			guild.Emojis[i] = emoji
 | |
| 			return nil
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	guild.Emojis = append(guild.Emojis, emoji)
 | |
| 	return nil
 | |
| }
 | |
| 
 | |
| // EmojisAdd adds multiple emojis to the world state.
 | |
| func (s *State) EmojisAdd(guildID string, emojis []*Emoji) error {
 | |
| 	for _, e := range emojis {
 | |
| 		if err := s.EmojiAdd(guildID, e); err != nil {
 | |
| 			return err
 | |
| 		}
 | |
| 	}
 | |
| 	return nil
 | |
| }
 | |
| 
 | |
| // MessageAdd adds a message to the current world state, or updates it if it exists.
 | |
| // If the channel cannot be found, the message is discarded.
 | |
| // Messages are kept in state up to s.MaxMessageCount
 | |
| func (s *State) MessageAdd(message *Message) error {
 | |
| 	if s == nil {
 | |
| 		return ErrNilState
 | |
| 	}
 | |
| 
 | |
| 	c, err := s.Channel(message.ChannelID)
 | |
| 	if err != nil {
 | |
| 		return err
 | |
| 	}
 | |
| 
 | |
| 	s.Lock()
 | |
| 	defer s.Unlock()
 | |
| 
 | |
| 	// If the message exists, merge in the new message contents.
 | |
| 	for _, m := range c.Messages {
 | |
| 		if m.ID == message.ID {
 | |
| 			if message.Content != "" {
 | |
| 				m.Content = message.Content
 | |
| 			}
 | |
| 			if message.EditedTimestamp != "" {
 | |
| 				m.EditedTimestamp = message.EditedTimestamp
 | |
| 			}
 | |
| 			if message.Mentions != nil {
 | |
| 				m.Mentions = message.Mentions
 | |
| 			}
 | |
| 			if message.Embeds != nil {
 | |
| 				m.Embeds = message.Embeds
 | |
| 			}
 | |
| 			if message.Attachments != nil {
 | |
| 				m.Attachments = message.Attachments
 | |
| 			}
 | |
| 			if message.Timestamp != "" {
 | |
| 				m.Timestamp = message.Timestamp
 | |
| 			}
 | |
| 			if message.Author != nil {
 | |
| 				m.Author = message.Author
 | |
| 			}
 | |
| 
 | |
| 			return nil
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	c.Messages = append(c.Messages, message)
 | |
| 
 | |
| 	if len(c.Messages) > s.MaxMessageCount {
 | |
| 		c.Messages = c.Messages[len(c.Messages)-s.MaxMessageCount:]
 | |
| 	}
 | |
| 	return nil
 | |
| }
 | |
| 
 | |
| // MessageRemove removes a message from the world state.
 | |
| func (s *State) MessageRemove(message *Message) error {
 | |
| 	if s == nil {
 | |
| 		return ErrNilState
 | |
| 	}
 | |
| 
 | |
| 	return s.messageRemoveByID(message.ChannelID, message.ID)
 | |
| }
 | |
| 
 | |
| // messageRemoveByID removes a message by channelID and messageID from the world state.
 | |
| func (s *State) messageRemoveByID(channelID, messageID string) error {
 | |
| 	c, err := s.Channel(channelID)
 | |
| 	if err != nil {
 | |
| 		return err
 | |
| 	}
 | |
| 
 | |
| 	s.Lock()
 | |
| 	defer s.Unlock()
 | |
| 
 | |
| 	for i, m := range c.Messages {
 | |
| 		if m.ID == messageID {
 | |
| 			c.Messages = append(c.Messages[:i], c.Messages[i+1:]...)
 | |
| 			return nil
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	return ErrStateNotFound
 | |
| }
 | |
| 
 | |
| func (s *State) voiceStateUpdate(update *VoiceStateUpdate) error {
 | |
| 	guild, err := s.Guild(update.GuildID)
 | |
| 	if err != nil {
 | |
| 		return err
 | |
| 	}
 | |
| 
 | |
| 	s.Lock()
 | |
| 	defer s.Unlock()
 | |
| 
 | |
| 	// Handle Leaving Channel
 | |
| 	if update.ChannelID == "" {
 | |
| 		for i, state := range guild.VoiceStates {
 | |
| 			if state.UserID == update.UserID {
 | |
| 				guild.VoiceStates = append(guild.VoiceStates[:i], guild.VoiceStates[i+1:]...)
 | |
| 				return nil
 | |
| 			}
 | |
| 		}
 | |
| 	} else {
 | |
| 		for i, state := range guild.VoiceStates {
 | |
| 			if state.UserID == update.UserID {
 | |
| 				guild.VoiceStates[i] = update.VoiceState
 | |
| 				return nil
 | |
| 			}
 | |
| 		}
 | |
| 
 | |
| 		guild.VoiceStates = append(guild.VoiceStates, update.VoiceState)
 | |
| 	}
 | |
| 
 | |
| 	return nil
 | |
| }
 | |
| 
 | |
| // Message gets a message by channel and message ID.
 | |
| func (s *State) Message(channelID, messageID string) (*Message, error) {
 | |
| 	if s == nil {
 | |
| 		return nil, ErrNilState
 | |
| 	}
 | |
| 
 | |
| 	c, err := s.Channel(channelID)
 | |
| 	if err != nil {
 | |
| 		return nil, err
 | |
| 	}
 | |
| 
 | |
| 	s.RLock()
 | |
| 	defer s.RUnlock()
 | |
| 
 | |
| 	for _, m := range c.Messages {
 | |
| 		if m.ID == messageID {
 | |
| 			return m, nil
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	return nil, ErrStateNotFound
 | |
| }
 | |
| 
 | |
| // OnReady takes a Ready event and updates all internal state.
 | |
| func (s *State) onReady(se *Session, r *Ready) (err error) {
 | |
| 	if s == nil {
 | |
| 		return ErrNilState
 | |
| 	}
 | |
| 
 | |
| 	s.Lock()
 | |
| 	defer s.Unlock()
 | |
| 
 | |
| 	// We must track at least the current user for Voice, even
 | |
| 	// if state is disabled, store the bare essentials.
 | |
| 	if !se.StateEnabled {
 | |
| 		ready := Ready{
 | |
| 			Version:   r.Version,
 | |
| 			SessionID: r.SessionID,
 | |
| 			User:      r.User,
 | |
| 		}
 | |
| 
 | |
| 		s.Ready = ready
 | |
| 
 | |
| 		return nil
 | |
| 	}
 | |
| 
 | |
| 	s.Ready = *r
 | |
| 
 | |
| 	for _, g := range s.Guilds {
 | |
| 		s.guildMap[g.ID] = g
 | |
| 
 | |
| 		for _, c := range g.Channels {
 | |
| 			s.channelMap[c.ID] = c
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	for _, c := range s.PrivateChannels {
 | |
| 		s.channelMap[c.ID] = c
 | |
| 	}
 | |
| 
 | |
| 	return nil
 | |
| }
 | |
| 
 | |
| // onInterface handles all events related to states.
 | |
| func (s *State) onInterface(se *Session, i interface{}) (err error) {
 | |
| 	if s == nil {
 | |
| 		return ErrNilState
 | |
| 	}
 | |
| 
 | |
| 	r, ok := i.(*Ready)
 | |
| 	if ok {
 | |
| 		return s.onReady(se, r)
 | |
| 	}
 | |
| 
 | |
| 	if !se.StateEnabled {
 | |
| 		return nil
 | |
| 	}
 | |
| 
 | |
| 	switch t := i.(type) {
 | |
| 	case *GuildCreate:
 | |
| 		err = s.GuildAdd(t.Guild)
 | |
| 	case *GuildUpdate:
 | |
| 		err = s.GuildAdd(t.Guild)
 | |
| 	case *GuildDelete:
 | |
| 		err = s.GuildRemove(t.Guild)
 | |
| 	case *GuildMemberAdd:
 | |
| 		if s.TrackMembers {
 | |
| 			err = s.MemberAdd(t.Member)
 | |
| 		}
 | |
| 	case *GuildMemberUpdate:
 | |
| 		if s.TrackMembers {
 | |
| 			err = s.MemberAdd(t.Member)
 | |
| 		}
 | |
| 	case *GuildMemberRemove:
 | |
| 		if s.TrackMembers {
 | |
| 			err = s.MemberRemove(t.Member)
 | |
| 		}
 | |
| 	case *GuildRoleCreate:
 | |
| 		if s.TrackRoles {
 | |
| 			err = s.RoleAdd(t.GuildID, t.Role)
 | |
| 		}
 | |
| 	case *GuildRoleUpdate:
 | |
| 		if s.TrackRoles {
 | |
| 			err = s.RoleAdd(t.GuildID, t.Role)
 | |
| 		}
 | |
| 	case *GuildRoleDelete:
 | |
| 		if s.TrackRoles {
 | |
| 			err = s.RoleRemove(t.GuildID, t.RoleID)
 | |
| 		}
 | |
| 	case *GuildEmojisUpdate:
 | |
| 		if s.TrackEmojis {
 | |
| 			err = s.EmojisAdd(t.GuildID, t.Emojis)
 | |
| 		}
 | |
| 	case *ChannelCreate:
 | |
| 		if s.TrackChannels {
 | |
| 			err = s.ChannelAdd(t.Channel)
 | |
| 		}
 | |
| 	case *ChannelUpdate:
 | |
| 		if s.TrackChannels {
 | |
| 			err = s.ChannelAdd(t.Channel)
 | |
| 		}
 | |
| 	case *ChannelDelete:
 | |
| 		if s.TrackChannels {
 | |
| 			err = s.ChannelRemove(t.Channel)
 | |
| 		}
 | |
| 	case *MessageCreate:
 | |
| 		if s.MaxMessageCount != 0 {
 | |
| 			err = s.MessageAdd(t.Message)
 | |
| 		}
 | |
| 	case *MessageUpdate:
 | |
| 		if s.MaxMessageCount != 0 {
 | |
| 			err = s.MessageAdd(t.Message)
 | |
| 		}
 | |
| 	case *MessageDelete:
 | |
| 		if s.MaxMessageCount != 0 {
 | |
| 			err = s.MessageRemove(t.Message)
 | |
| 		}
 | |
| 	case *MessageDeleteBulk:
 | |
| 		if s.MaxMessageCount != 0 {
 | |
| 			for _, mID := range t.Messages {
 | |
| 				s.messageRemoveByID(t.ChannelID, mID)
 | |
| 			}
 | |
| 		}
 | |
| 	case *VoiceStateUpdate:
 | |
| 		if s.TrackVoice {
 | |
| 			err = s.voiceStateUpdate(t)
 | |
| 		}
 | |
| 	case *PresenceUpdate:
 | |
| 		if s.TrackPresences {
 | |
| 			s.PresenceAdd(t.GuildID, &t.Presence)
 | |
| 		}
 | |
| 		if s.TrackMembers {
 | |
| 			if t.Status == StatusOffline {
 | |
| 				return
 | |
| 			}
 | |
| 
 | |
| 			var m *Member
 | |
| 			m, err = s.Member(t.GuildID, t.User.ID)
 | |
| 
 | |
| 			if err != nil {
 | |
| 				// Member not found; this is a user coming online
 | |
| 				m = &Member{
 | |
| 					GuildID: t.GuildID,
 | |
| 					Nick:    t.Nick,
 | |
| 					User:    t.User,
 | |
| 					Roles:   t.Roles,
 | |
| 				}
 | |
| 
 | |
| 			} else {
 | |
| 
 | |
| 				if t.Nick != "" {
 | |
| 					m.Nick = t.Nick
 | |
| 				}
 | |
| 
 | |
| 				if t.User.Username != "" {
 | |
| 					m.User.Username = t.User.Username
 | |
| 				}
 | |
| 
 | |
| 				// PresenceUpdates always contain a list of roles, so there's no need to check for an empty list here
 | |
| 				m.Roles = t.Roles
 | |
| 
 | |
| 			}
 | |
| 
 | |
| 			err = s.MemberAdd(m)
 | |
| 		}
 | |
| 
 | |
| 	}
 | |
| 
 | |
| 	return
 | |
| }
 | |
| 
 | |
| // UserChannelPermissions returns the permission of a user in a channel.
 | |
| // userID    : The ID of the user to calculate permissions for.
 | |
| // channelID : The ID of the channel to calculate permission for.
 | |
| func (s *State) UserChannelPermissions(userID, channelID string) (apermissions int, err error) {
 | |
| 	if s == nil {
 | |
| 		return 0, ErrNilState
 | |
| 	}
 | |
| 
 | |
| 	channel, err := s.Channel(channelID)
 | |
| 	if err != nil {
 | |
| 		return
 | |
| 	}
 | |
| 
 | |
| 	guild, err := s.Guild(channel.GuildID)
 | |
| 	if err != nil {
 | |
| 		return
 | |
| 	}
 | |
| 
 | |
| 	if userID == guild.OwnerID {
 | |
| 		apermissions = PermissionAll
 | |
| 		return
 | |
| 	}
 | |
| 
 | |
| 	member, err := s.Member(guild.ID, userID)
 | |
| 	if err != nil {
 | |
| 		return
 | |
| 	}
 | |
| 
 | |
| 	return memberPermissions(guild, channel, member), nil
 | |
| }
 | |
| 
 | |
| // UserColor returns the color of a user in a channel.
 | |
| // While colors are defined at a Guild level, determining for a channel is more useful in message handlers.
 | |
| // 0 is returned in cases of error, which is the color of @everyone.
 | |
| // userID    : The ID of the user to calculate the color for.
 | |
| // channelID   : The ID of the channel to calculate the color for.
 | |
| func (s *State) UserColor(userID, channelID string) int {
 | |
| 	if s == nil {
 | |
| 		return 0
 | |
| 	}
 | |
| 
 | |
| 	channel, err := s.Channel(channelID)
 | |
| 	if err != nil {
 | |
| 		return 0
 | |
| 	}
 | |
| 
 | |
| 	guild, err := s.Guild(channel.GuildID)
 | |
| 	if err != nil {
 | |
| 		return 0
 | |
| 	}
 | |
| 
 | |
| 	member, err := s.Member(guild.ID, userID)
 | |
| 	if err != nil {
 | |
| 		return 0
 | |
| 	}
 | |
| 
 | |
| 	roles := Roles(guild.Roles)
 | |
| 	sort.Sort(roles)
 | |
| 
 | |
| 	for _, role := range roles {
 | |
| 		for _, roleID := range member.Roles {
 | |
| 			if role.ID == roleID {
 | |
| 				if role.Color != 0 {
 | |
| 					return role.Color
 | |
| 				}
 | |
| 			}
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	return 0
 | |
| }
 | 
