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authorsowgro <tpoke.ferrari@gmail.com>2023-09-02 19:12:47 -0400
committersowgro <tpoke.ferrari@gmail.com>2023-09-02 19:12:47 -0400
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treeb70826542223ecdf8a7a259f61b0a1abb8a217d8 /node_modules/discord.js/src/sharding/ShardingManager.js
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+'use strict';
+
+const EventEmitter = require('node:events');
+const fs = require('node:fs');
+const path = require('node:path');
+const process = require('node:process');
+const { setTimeout: sleep } = require('node:timers/promises');
+const { Collection } = require('@discordjs/collection');
+const Shard = require('./Shard');
+const { DiscordjsError, DiscordjsTypeError, DiscordjsRangeError, ErrorCodes } = require('../errors');
+const { mergeDefault, fetchRecommendedShardCount } = require('../util/Util');
+
+/**
+ * This is a utility class that makes multi-process sharding of a bot an easy and painless experience.
+ * It works by spawning a self-contained {@link ChildProcess} or {@link Worker} for each individual shard, each
+ * containing its own instance of your bot's {@link Client}. They all have a line of communication with the master
+ * process, and there are several useful methods that utilise it in order to simplify tasks that are normally difficult
+ * with sharding. It can spawn a specific number of shards or the amount that Discord suggests for the bot, and takes a
+ * path to your main bot script to launch for each one.
+ * @extends {EventEmitter}
+ */
+class ShardingManager extends EventEmitter {
+ /**
+ * The mode to spawn shards with for a {@link ShardingManager}. Can be either one of:
+ * * 'process' to use child processes
+ * * 'worker' to use [Worker threads](https://nodejs.org/api/worker_threads.html)
+ * @typedef {string} ShardingManagerMode
+ */
+
+ /**
+ * The options to spawn shards with for a {@link ShardingManager}.
+ * @typedef {Object} ShardingManagerOptions
+ * @property {string|number} [totalShards='auto'] Number of total shards of all shard managers or "auto"
+ * @property {string|number[]} [shardList='auto'] List of shards to spawn or "auto"
+ * @property {ShardingManagerMode} [mode='process'] Which mode to use for shards
+ * @property {boolean} [respawn=true] Whether shards should automatically respawn upon exiting
+ * @property {boolean} [silent=false] Whether to pass the silent flag to child process
+ * (only available when mode is set to 'process')
+ * @property {string[]} [shardArgs=[]] Arguments to pass to the shard script when spawning
+ * (only available when mode is set to 'process')
+ * @property {string[]} [execArgv=[]] Arguments to pass to the shard script executable when spawning
+ * (only available when mode is set to 'process')
+ * @property {string} [token] Token to use for automatic shard count and passing to shards
+ */
+
+ /**
+ * @param {string} file Path to your shard script file
+ * @param {ShardingManagerOptions} [options] Options for the sharding manager
+ */
+ constructor(file, options = {}) {
+ super();
+ options = mergeDefault(
+ {
+ totalShards: 'auto',
+ mode: 'process',
+ respawn: true,
+ silent: false,
+ shardArgs: [],
+ execArgv: [],
+ token: process.env.DISCORD_TOKEN,
+ },
+ options,
+ );
+
+ /**
+ * Path to the shard script file
+ * @type {string}
+ */
+ this.file = file;
+ if (!file) throw new DiscordjsError(ErrorCodes.ClientInvalidOption, 'File', 'specified.');
+ if (!path.isAbsolute(file)) this.file = path.resolve(process.cwd(), file);
+ const stats = fs.statSync(this.file);
+ if (!stats.isFile()) throw new DiscordjsError(ErrorCodes.ClientInvalidOption, 'File', 'a file');
+
+ /**
+ * List of shards this sharding manager spawns
+ * @type {string|number[]}
+ */
+ this.shardList = options.shardList ?? 'auto';
+ if (this.shardList !== 'auto') {
+ if (!Array.isArray(this.shardList)) {
+ throw new DiscordjsTypeError(ErrorCodes.ClientInvalidOption, 'shardList', 'an array.');
+ }
+ this.shardList = [...new Set(this.shardList)];
+ if (this.shardList.length < 1) {
+ throw new DiscordjsRangeError(ErrorCodes.ClientInvalidOption, 'shardList', 'at least 1 id.');
+ }
+ if (
+ this.shardList.some(
+ shardId => typeof shardId !== 'number' || isNaN(shardId) || !Number.isInteger(shardId) || shardId < 0,
+ )
+ ) {
+ throw new DiscordjsTypeError(ErrorCodes.ClientInvalidOption, 'shardList', 'an array of positive integers.');
+ }
+ }
+
+ /**
+ * Amount of shards that all sharding managers spawn in total
+ * @type {number}
+ */
+ this.totalShards = options.totalShards || 'auto';
+ if (this.totalShards !== 'auto') {
+ if (typeof this.totalShards !== 'number' || isNaN(this.totalShards)) {
+ throw new DiscordjsTypeError(ErrorCodes.ClientInvalidOption, 'Amount of shards', 'a number.');
+ }
+ if (this.totalShards < 1) {
+ throw new DiscordjsRangeError(ErrorCodes.ClientInvalidOption, 'Amount of shards', 'at least 1.');
+ }
+ if (!Number.isInteger(this.totalShards)) {
+ throw new DiscordjsRangeError(ErrorCodes.ClientInvalidOption, 'Amount of shards', 'an integer.');
+ }
+ }
+
+ /**
+ * Mode for shards to spawn with
+ * @type {ShardingManagerMode}
+ */
+ this.mode = options.mode;
+ if (this.mode !== 'process' && this.mode !== 'worker') {
+ throw new DiscordjsRangeError(ErrorCodes.ClientInvalidOption, 'Sharding mode', '"process" or "worker"');
+ }
+
+ /**
+ * Whether shards should automatically respawn upon exiting
+ * @type {boolean}
+ */
+ this.respawn = options.respawn;
+
+ /**
+ * Whether to pass the silent flag to child process (only when {@link ShardingManager#mode} is `process`)
+ * @type {boolean}
+ */
+ this.silent = options.silent;
+
+ /**
+ * An array of arguments to pass to shards (only when {@link ShardingManager#mode} is `process`)
+ * @type {string[]}
+ */
+ this.shardArgs = options.shardArgs;
+
+ /**
+ * An array of arguments to pass to the executable (only when {@link ShardingManager#mode} is `process`)
+ * @type {string[]}
+ */
+ this.execArgv = options.execArgv;
+
+ /**
+ * Token to use for obtaining the automatic shard count, and passing to shards
+ * @type {?string}
+ */
+ this.token = options.token?.replace(/^Bot\s*/i, '') ?? null;
+
+ /**
+ * A collection of shards that this manager has spawned
+ * @type {Collection<number, Shard>}
+ */
+ this.shards = new Collection();
+
+ process.env.SHARDING_MANAGER = true;
+ process.env.SHARDING_MANAGER_MODE = this.mode;
+ process.env.DISCORD_TOKEN = this.token;
+ }
+
+ /**
+ * Creates a single shard.
+ * <warn>Using this method is usually not necessary if you use the spawn method.</warn>
+ * @param {number} [id=this.shards.size] Id of the shard to create
+ * <info>This is usually not necessary to manually specify.</info>
+ * @returns {Shard} Note that the created shard needs to be explicitly spawned using its spawn method.
+ */
+ createShard(id = this.shards.size) {
+ const shard = new Shard(this, id);
+ this.shards.set(id, shard);
+ /**
+ * Emitted upon creating a shard.
+ * @event ShardingManager#shardCreate
+ * @param {Shard} shard Shard that was created
+ */
+ this.emit('shardCreate', shard);
+ return shard;
+ }
+
+ /**
+ * Options used to spawn multiple shards.
+ * @typedef {Object} MultipleShardSpawnOptions
+ * @property {number|string} [amount=this.totalShards] Number of shards to spawn
+ * @property {number} [delay=5500] How long to wait in between spawning each shard (in milliseconds)
+ * @property {number} [timeout=30000] The amount in milliseconds to wait until the {@link Client} has become ready
+ */
+
+ /**
+ * Spawns multiple shards.
+ * @param {MultipleShardSpawnOptions} [options] Options for spawning shards
+ * @returns {Promise<Collection<number, Shard>>}
+ */
+ async spawn({ amount = this.totalShards, delay = 5500, timeout = 30_000 } = {}) {
+ // Obtain/verify the number of shards to spawn
+ if (amount === 'auto') {
+ amount = await fetchRecommendedShardCount(this.token);
+ } else {
+ if (typeof amount !== 'number' || isNaN(amount)) {
+ throw new DiscordjsTypeError(ErrorCodes.ClientInvalidOption, 'Amount of shards', 'a number.');
+ }
+ if (amount < 1) throw new DiscordjsRangeError(ErrorCodes.ClientInvalidOption, 'Amount of shards', 'at least 1.');
+ if (!Number.isInteger(amount)) {
+ throw new DiscordjsTypeError(ErrorCodes.ClientInvalidOption, 'Amount of shards', 'an integer.');
+ }
+ }
+
+ // Make sure this many shards haven't already been spawned
+ if (this.shards.size >= amount) throw new DiscordjsError(ErrorCodes.ShardingAlreadySpawned, this.shards.size);
+ if (this.shardList === 'auto' || this.totalShards === 'auto' || this.totalShards !== amount) {
+ this.shardList = [...Array(amount).keys()];
+ }
+ if (this.totalShards === 'auto' || this.totalShards !== amount) {
+ this.totalShards = amount;
+ }
+
+ if (this.shardList.some(shardId => shardId >= amount)) {
+ throw new DiscordjsRangeError(
+ ErrorCodes.ClientInvalidOption,
+ 'Amount of shards',
+ 'bigger than the highest shardId in the shardList option.',
+ );
+ }
+
+ // Spawn the shards
+ for (const shardId of this.shardList) {
+ const promises = [];
+ const shard = this.createShard(shardId);
+ promises.push(shard.spawn(timeout));
+ if (delay > 0 && this.shards.size !== this.shardList.length) promises.push(sleep(delay));
+ await Promise.all(promises); // eslint-disable-line no-await-in-loop
+ }
+
+ return this.shards;
+ }
+
+ /**
+ * Sends a message to all shards.
+ * @param {*} message Message to be sent to the shards
+ * @returns {Promise<Shard[]>}
+ */
+ broadcast(message) {
+ const promises = [];
+ for (const shard of this.shards.values()) promises.push(shard.send(message));
+ return Promise.all(promises);
+ }
+
+ /**
+ * Options for {@link ShardingManager#broadcastEval} and {@link ShardClientUtil#broadcastEval}.
+ * @typedef {Object} BroadcastEvalOptions
+ * @property {number} [shard] Shard to run script on, all if undefined
+ * @property {*} [context] The JSON-serializable values to call the script with
+ */
+
+ /**
+ * Evaluates a script on all shards, or a given shard, in the context of the {@link Client}s.
+ * @param {Function} script JavaScript to run on each shard
+ * @param {BroadcastEvalOptions} [options={}] The options for the broadcast
+ * @returns {Promise<*|Array<*>>} Results of the script execution
+ */
+ broadcastEval(script, options = {}) {
+ if (typeof script !== 'function') {
+ return Promise.reject(new DiscordjsTypeError(ErrorCodes.ShardingInvalidEvalBroadcast));
+ }
+ return this._performOnShards('eval', [`(${script})(this, ${JSON.stringify(options.context)})`], options.shard);
+ }
+
+ /**
+ * Fetches a client property value of each shard, or a given shard.
+ * @param {string} prop Name of the client property to get, using periods for nesting
+ * @param {number} [shard] Shard to fetch property from, all if undefined
+ * @returns {Promise<*|Array<*>>}
+ * @example
+ * manager.fetchClientValues('guilds.cache.size')
+ * .then(results => console.log(`${results.reduce((prev, val) => prev + val, 0)} total guilds`))
+ * .catch(console.error);
+ */
+ fetchClientValues(prop, shard) {
+ return this._performOnShards('fetchClientValue', [prop], shard);
+ }
+
+ /**
+ * Runs a method with given arguments on all shards, or a given shard.
+ * @param {string} method Method name to run on each shard
+ * @param {Array<*>} args Arguments to pass through to the method call
+ * @param {number} [shard] Shard to run on, all if undefined
+ * @returns {Promise<*|Array<*>>} Results of the method execution
+ * @private
+ */
+ _performOnShards(method, args, shard) {
+ if (this.shards.size === 0) return Promise.reject(new DiscordjsError(ErrorCodes.ShardingNoShards));
+
+ if (typeof shard === 'number') {
+ if (this.shards.has(shard)) return this.shards.get(shard)[method](...args);
+ return Promise.reject(new DiscordjsError(ErrorCodes.ShardingShardNotFound, shard));
+ }
+
+ if (this.shards.size !== this.shardList.length) {
+ return Promise.reject(new DiscordjsError(ErrorCodes.ShardingInProcess));
+ }
+
+ const promises = [];
+ for (const sh of this.shards.values()) promises.push(sh[method](...args));
+ return Promise.all(promises);
+ }
+
+ /**
+ * Options used to respawn all shards.
+ * @typedef {Object} MultipleShardRespawnOptions
+ * @property {number} [shardDelay=5000] How long to wait between shards (in milliseconds)
+ * @property {number} [respawnDelay=500] How long to wait between killing a shard's process and restarting it
+ * (in milliseconds)
+ * @property {number} [timeout=30000] The amount in milliseconds to wait for a shard to become ready before
+ * continuing to another (`-1` or `Infinity` for no wait)
+ */
+
+ /**
+ * Kills all running shards and respawns them.
+ * @param {MultipleShardRespawnOptions} [options] Options for respawning shards
+ * @returns {Promise<Collection<number, Shard>>}
+ */
+ async respawnAll({ shardDelay = 5_000, respawnDelay = 500, timeout = 30_000 } = {}) {
+ let s = 0;
+ for (const shard of this.shards.values()) {
+ const promises = [shard.respawn({ delay: respawnDelay, timeout })];
+ if (++s < this.shards.size && shardDelay > 0) promises.push(sleep(shardDelay));
+ await Promise.all(promises); // eslint-disable-line no-await-in-loop
+ }
+ return this.shards;
+ }
+}
+
+module.exports = ShardingManager;