selfbot-discord
Version:
Module discord.js v11 modifié
221 lines (202 loc) • 8.01 kB
JavaScript
const path = require('path');
const fs = require('fs');
const EventEmitter = require('events').EventEmitter;
const Shard = require('./Shard');
const Collection = require('../util/Collection');
const Util = require('../util/Util');
/**
* This is a utility class that can be used to help you spawn shards of your client. Each shard is completely separate
* from the other. The Shard Manager takes a path to a file and spawns it under the specified amount of shards safely.
* If you do not select an amount of shards, the manager will automatically decide the best amount.
* @extends {EventEmitter}
*/
class ShardingManager extends EventEmitter {
/**
* @param {string} file Path to your shard script file
* @param {Object} [options] Options for the sharding manager
* @param {number|string} [options.totalShards='auto'] Number of shards to spawn, or "auto"
* @param {boolean} [options.respawn=true] Whether shards should automatically respawn upon exiting
* @param {string[]} [options.shardArgs=[]] Arguments to pass to the shard script when spawning
* @param {string} [options.token] Token to use for automatic shard count and passing to shards
*/
constructor(file, options = {}) {
super();
options = Util.mergeDefault({
totalShards: 'auto',
respawn: true,
shardArgs: [],
token: null,
}, options);
/**
* Path to the shard script file
* @type {string}
*/
this.file = file;
if (!file) throw new Error('File must be specified.');
if (!path.isAbsolute(file)) this.file = path.resolve(process.cwd(), file);
const stats = fs.statSync(this.file);
if (!stats.isFile()) throw new Error('File path does not point to a file.');
/**
* Amount of shards that this manager is going to spawn
* @type {number|string}
*/
this.totalShards = options.totalShards;
if (this.totalShards !== 'auto') {
if (typeof this.totalShards !== 'number' || isNaN(this.totalShards)) {
throw new TypeError('Amount of shards must be a number.');
}
if (this.totalShards < 1) throw new RangeError('Amount of shards must be at least 1.');
if (this.totalShards !== Math.floor(this.totalShards)) {
throw new RangeError('Amount of shards must be an integer.');
}
}
/**
* Whether shards should automatically respawn upon exiting
* @type {boolean}
*/
this.respawn = options.respawn;
/**
* An array of arguments to pass to shards
* @type {string[]}
*/
this.shardArgs = options.shardArgs;
/**
* Arguments for the shard's process executable
* @type {?string[]}
*/
this.execArgv = options.execArgv;
/**
* Token to use for obtaining the automatic shard count, and passing to shards
* @type {?string}
*/
this.token = options.token ? options.token.replace(/^Bot\s*/i, '') : null;
/**
* A collection of shards that this manager has spawned
* @type {Collection<number, Shard>}
*/
this.shards = new Collection();
}
/**
* Spawns a single shard.
* @param {number} id The ID of the shard to spawn. **This is usually not necessary**
* @returns {Promise<Shard>}
*/
createShard(id = this.shards.size) {
const shard = new Shard(this, id, this.shardArgs);
this.shards.set(id, shard);
/**
* Emitted upon launching a shard.
* @event ShardingManager#launch
* @param {Shard} shard Shard that was launched
*/
this.emit('launch', shard);
return Promise.resolve(shard);
}
/**
* Spawns multiple shards.
* @param {number} [amount=this.totalShards] Number of shards to spawn
* @param {number} [delay=7500] How long to wait in between spawning each shard (in milliseconds)
* @returns {Promise<Collection<number, Shard>>}
*/
spawn(amount = this.totalShards, delay = 7500) {
if (amount === 'auto') {
return Util.fetchRecommendedShards(this.token).then(count => {
this.totalShards = count;
return this._spawn(count, delay);
});
} else {
if (typeof amount !== 'number' || isNaN(amount)) throw new TypeError('Amount of shards must be a number.');
if (amount < 1) throw new RangeError('Amount of shards must be at least 1.');
if (amount !== Math.floor(amount)) throw new TypeError('Amount of shards must be an integer.');
return this._spawn(amount, delay);
}
}
/**
* Actually spawns shards, unlike that poser above >:(
* @param {number} amount Number of shards to spawn
* @param {number} delay How long to wait in between spawning each shard (in milliseconds)
* @returns {Promise<Collection<number, Shard>>}
* @private
*/
_spawn(amount, delay) {
return new Promise(resolve => {
if (this.shards.size >= amount) throw new Error(`Already spawned ${this.shards.size} shards.`);
this.totalShards = amount;
this.createShard();
if (this.shards.size >= this.totalShards) {
resolve(this.shards);
return;
}
if (delay <= 0) {
while (this.shards.size < this.totalShards) this.createShard();
resolve(this.shards);
} else {
const interval = setInterval(() => {
this.createShard();
if (this.shards.size >= this.totalShards) {
clearInterval(interval);
resolve(this.shards);
}
}, delay);
}
});
}
/**
* Send a message to all shards.
* @param {*} message Message to be sent to the shards
* @returns {Promise<Shard[]>}
*/
broadcast(message) {
const promises = [];
for (const shard of this.shards.values()) promises.push(shard.send(message));
return Promise.all(promises);
}
/**
* Evaluates a script on all shards, in the context of the Clients.
* @param {string} script JavaScript to run on each shard
* @returns {Promise<Array>} Results of the script execution
*/
broadcastEval(script) {
const promises = [];
for (const shard of this.shards.values()) promises.push(shard.eval(script));
return Promise.all(promises);
}
/**
* Fetches a client property value of each shard.
* @param {string} prop Name of the client property to get, using periods for nesting
* @returns {Promise<Array>}
* @example
* manager.fetchClientValues('guilds.size')
* .then(results => {
* console.log(`${results.reduce((prev, val) => prev + val, 0)} total guilds`);
* })
* .catch(console.error);
*/
fetchClientValues(prop) {
if (this.shards.size === 0) return Promise.reject(new Error('No shards have been spawned.'));
if (this.shards.size !== this.totalShards) return Promise.reject(new Error('Still spawning shards.'));
const promises = [];
for (const shard of this.shards.values()) promises.push(shard.fetchClientValue(prop));
return Promise.all(promises);
}
/**
* Kills all running shards and respawns them.
* @param {number} [shardDelay=5000] How long to wait between shards (in milliseconds)
* @param {number} [respawnDelay=500] How long to wait between killing a shard's process and restarting it
* (in milliseconds)
* @param {boolean} [waitForReady=true] Whether to wait for a shard to become ready before continuing to another
* @param {number} [currentShardIndex=0] The shard index to start respawning at
* @returns {Promise<Collection<number, Shard>>}
*/
respawnAll(shardDelay = 5000, respawnDelay = 500, waitForReady = true, currentShardIndex = 0) {
let s = 0;
const shard = this.shards.get(currentShardIndex);
const promises = [shard.respawn(respawnDelay, waitForReady)];
if (++s < this.shards.size && shardDelay > 0) promises.push(Util.delayFor(shardDelay));
return Promise.all(promises).then(() => {
if (++currentShardIndex === this.shards.size) return this.shards;
return this.respawnAll(shardDelay, respawnDelay, waitForReady, currentShardIndex);
});
}
}
module.exports = ShardingManager;