forked from lug/matterbridge
Update vendor (bwmarrin/discordgo)
This commit is contained in:
277
vendor/github.com/bwmarrin/discordgo/state.go
generated
vendored
277
vendor/github.com/bwmarrin/discordgo/state.go
generated
vendored
@@ -14,11 +14,16 @@ package discordgo
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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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// 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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var ErrNilState = errors.New("state not instantiated, please use discordgo.New() or assign Session.State")
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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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// 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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@@ -33,6 +38,7 @@ type State struct {
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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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guildMap map[string]*Guild
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channelMap map[string]*Channel
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@@ -45,13 +51,14 @@ func NewState() *State {
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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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guildMap: make(map[string]*Guild),
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channelMap: make(map[string]*Channel),
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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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@@ -143,7 +150,108 @@ func (s *State) Guild(guildID string) (*Guild, error) {
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return g, nil
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}
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return nil, errors.New("Guild not found.")
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return nil, ErrStateNotFound
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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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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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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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//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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//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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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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return nil
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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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// 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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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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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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return ErrStateNotFound
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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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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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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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return nil, ErrStateNotFound
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}
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// TODO: Consider moving Guild state update methods onto *Guild.
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@@ -195,7 +303,7 @@ func (s *State) MemberRemove(member *Member) error {
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}
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}
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return errors.New("Member not found.")
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return ErrStateNotFound
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}
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// Member gets a member by ID from a guild.
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@@ -218,7 +326,7 @@ func (s *State) Member(guildID, userID string) (*Member, error) {
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}
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}
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return nil, errors.New("Member not found.")
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return nil, ErrStateNotFound
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}
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// RoleAdd adds a role to the current world state, or
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@@ -268,7 +376,7 @@ func (s *State) RoleRemove(guildID, roleID string) error {
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}
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}
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return errors.New("Role not found.")
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return ErrStateNotFound
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}
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// Role gets a role by ID from a guild.
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@@ -291,10 +399,10 @@ func (s *State) Role(guildID, roleID string) (*Role, error) {
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}
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}
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return nil, errors.New("Role not found.")
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return nil, ErrStateNotFound
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}
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// ChannelAdd adds a guild to the current world state, or
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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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@@ -324,7 +432,7 @@ func (s *State) ChannelAdd(channel *Channel) error {
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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 errors.New("Guild for channel not found.")
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return ErrStateNotFound
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}
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guild.Channels = append(guild.Channels, channel)
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@@ -403,7 +511,7 @@ func (s *State) Channel(channelID string) (*Channel, error) {
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return c, nil
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}
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return nil, errors.New("Channel not found.")
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return nil, ErrStateNotFound
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}
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// Emoji returns an emoji for a guild and emoji id.
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@@ -426,7 +534,7 @@ func (s *State) Emoji(guildID, emojiID string) (*Emoji, error) {
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}
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}
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return nil, errors.New("Emoji not found.")
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return nil, ErrStateNotFound
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}
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// EmojiAdd adds an emoji to the current world state.
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@@ -523,7 +631,12 @@ func (s *State) MessageRemove(message *Message) error {
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return ErrNilState
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}
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c, err := s.Channel(message.ChannelID)
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return s.messageRemoveByID(message.ChannelID, message.ID)
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}
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// messageRemoveByID removes a message by channelID and messageID from the world state.
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func (s *State) messageRemoveByID(channelID, messageID string) error {
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c, err := s.Channel(channelID)
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if err != nil {
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return err
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}
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@@ -532,13 +645,13 @@ func (s *State) MessageRemove(message *Message) error {
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defer s.Unlock()
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for i, m := range c.Messages {
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if m.ID == message.ID {
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if m.ID == messageID {
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c.Messages = append(c.Messages[:i], c.Messages[i+1:]...)
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return nil
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}
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}
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return errors.New("Message not found.")
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return ErrStateNotFound
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}
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func (s *State) voiceStateUpdate(update *VoiceStateUpdate) error {
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@@ -592,7 +705,7 @@ func (s *State) Message(channelID, messageID string) (*Message, error) {
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}
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}
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return nil, errors.New("Message not found.")
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return nil, ErrStateNotFound
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}
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// OnReady takes a Ready event and updates all internal state.
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@@ -608,10 +721,9 @@ func (s *State) onReady(se *Session, r *Ready) (err error) {
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// if state is disabled, store the bare essentials.
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if !se.StateEnabled {
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ready := Ready{
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Version: r.Version,
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SessionID: r.SessionID,
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HeartbeatInterval: r.HeartbeatInterval,
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User: r.User,
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Version: r.Version,
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SessionID: r.SessionID,
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User: r.User,
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}
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s.Ready = ready
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@@ -710,10 +822,55 @@ func (s *State) onInterface(se *Session, i interface{}) (err error) {
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if s.MaxMessageCount != 0 {
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err = s.MessageRemove(t.Message)
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}
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case *MessageDeleteBulk:
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if s.MaxMessageCount != 0 {
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for _, mID := range t.Messages {
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s.messageRemoveByID(t.ChannelID, mID)
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}
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}
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case *VoiceStateUpdate:
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if s.TrackVoice {
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err = s.voiceStateUpdate(t)
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}
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case *PresenceUpdate:
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if s.TrackPresences {
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s.PresenceAdd(t.GuildID, &t.Presence)
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}
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if s.TrackMembers {
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if t.Status == StatusOffline {
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return
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}
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var m *Member
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m, err = s.Member(t.GuildID, t.User.ID)
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if err != nil {
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// Member not found; this is a user coming online
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m = &Member{
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GuildID: t.GuildID,
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Nick: t.Nick,
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User: t.User,
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Roles: t.Roles,
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}
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} else {
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if t.Nick != "" {
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m.Nick = t.Nick
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}
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if t.User.Username != "" {
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m.User.Username = t.User.Username
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}
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// PresenceUpdates always contain a list of roles, so there's no need to check for an empty list here
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m.Roles = t.Roles
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}
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err = s.MemberAdd(m)
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}
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}
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return
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@@ -747,48 +904,46 @@ func (s *State) UserChannelPermissions(userID, channelID string) (apermissions i
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return
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}
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for _, role := range guild.Roles {
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if role.ID == guild.ID {
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apermissions |= role.Permissions
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break
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}
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return memberPermissions(guild, channel, member), nil
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}
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// UserColor returns the color of a user in a channel.
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// While colors are defined at a Guild level, determining for a channel is more useful in message handlers.
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// 0 is returned in cases of error, which is the color of @everyone.
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// userID : The ID of the user to calculate the color for.
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// channelID : The ID of the channel to calculate the color for.
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func (s *State) UserColor(userID, channelID string) int {
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if s == nil {
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return 0
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}
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for _, role := range guild.Roles {
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channel, err := s.Channel(channelID)
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if err != nil {
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return 0
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}
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guild, err := s.Guild(channel.GuildID)
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if err != nil {
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return 0
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}
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member, err := s.Member(guild.ID, userID)
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if err != nil {
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return 0
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}
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roles := Roles(guild.Roles)
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sort.Sort(roles)
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for _, role := range roles {
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for _, roleID := range member.Roles {
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if role.ID == roleID {
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apermissions |= role.Permissions
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break
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if role.Color != 0 {
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return role.Color
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}
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}
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}
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}
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if apermissions&PermissionAdministrator > 0 {
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apermissions |= PermissionAll
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}
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// Member overwrites can override role overrides, so do two passes
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for _, overwrite := range channel.PermissionOverwrites {
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for _, roleID := range member.Roles {
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if overwrite.Type == "role" && roleID == overwrite.ID {
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apermissions &= ^overwrite.Deny
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apermissions |= overwrite.Allow
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break
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}
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}
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}
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for _, overwrite := range channel.PermissionOverwrites {
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if overwrite.Type == "member" && overwrite.ID == userID {
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apermissions &= ^overwrite.Deny
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apermissions |= overwrite.Allow
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break
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}
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}
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if apermissions&PermissionAdministrator > 0 {
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apermissions |= PermissionAllChannel
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}
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return
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return 0
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}
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Block a user