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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;