PluralKit/PluralKit.Bot/Services/ShardInfoService.cs

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using System.Collections.Generic;
using System.Threading.Tasks;
using DSharpPlus;
using DSharpPlus.EventArgs;
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using NodaTime;
using NodaTime.Extensions;
using Serilog;
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namespace PluralKit.Bot
{
public class ShardInfoService
{
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public class ShardInfo
{
public Instant LastConnectionTime;
public Instant LastHeartbeatTime;
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public int DisconnectionCount;
public Duration ShardLatency;
public bool Connected;
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}
private ILogger _logger;
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private DiscordShardedClient _client;
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private Dictionary<int, ShardInfo> _shardInfo = new Dictionary<int, ShardInfo>();
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public ShardInfoService(ILogger logger, DiscordShardedClient client)
{
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_client = client;
_logger = logger.ForContext<ShardInfoService>();
}
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public void Init()
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{
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// We initialize this before any shards are actually created and connected
// This means the client won't know the shard count, so we attach a listener every time a shard gets connected
_client.SocketOpened += RefreshShardList;
}
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private async Task RefreshShardList()
{
// This callback doesn't actually receive the shard that was opening, so we just try to check we have 'em all (so far)
foreach (var (id, shard) in _client.ShardClients)
{
if (_shardInfo.ContainsKey(id)) continue;
// Call our own SocketOpened listener manually (and then attach the listener properly)
await SocketOpened(shard);
shard.SocketOpened += () => SocketOpened(shard);
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// Register listeners for new shards
_logger.Information("Attaching listeners to new shard #{Shard}", shard.ShardId);
shard.Resumed += Resumed;
shard.Ready += Ready;
shard.SocketClosed += SocketClosed;
shard.Heartbeated += Heartbeated;
}
}
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private Task SocketOpened(DiscordClient e)
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{
// We do nothing else here, since this kinda doesn't mean *much*? It's only really started once we get Ready/Resumed
// And it doesn't get fired first time around since we don't have time to add the event listener before it's fired'
_logger.Information("Shard #{Shard} opened socket", e.ShardId);
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return Task.CompletedTask;
}
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private ShardInfo TryGetShard(DiscordClient shard)
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{
// If we haven't seen this shard before, add it to the dict!
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// I don't think this will ever occur since the shard number is constant up-front and we handle those
// in the RefreshShardList handler above but you never know, I guess~
if (!_shardInfo.TryGetValue(shard.ShardId, out var info))
_shardInfo[shard.ShardId] = info = new ShardInfo();
return info;
}
private Task Resumed(ReadyEventArgs e)
{
_logger.Information("Shard #{Shard} resumed connection", e.Client.ShardId);
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var info = TryGetShard(e.Client);
// info.LastConnectionTime = SystemClock.Instance.GetCurrentInstant();
info.Connected = true;
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return Task.CompletedTask;
}
private Task Ready(ReadyEventArgs e)
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{
_logger.Information("Shard #{Shard} sent Ready event", e.Client.ShardId);
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var info = TryGetShard(e.Client);
info.LastConnectionTime = SystemClock.Instance.GetCurrentInstant();
info.Connected = true;
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return Task.CompletedTask;
}
private Task SocketClosed(SocketCloseEventArgs e)
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{
_logger.Warning("Shard #{Shard} disconnected ({CloseCode}: {CloseMessage})", e.Client.ShardId, e.CloseCode, e.CloseMessage);
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var info = TryGetShard(e.Client);
info.DisconnectionCount++;
info.Connected = false;
return Task.CompletedTask;
}
private Task Heartbeated(HeartbeatEventArgs e)
{
var latency = Duration.FromMilliseconds(e.Ping);
_logger.Information("Shard #{Shard} received heartbeat (latency: {Latency} ms)", e.Client.ShardId, latency.Milliseconds);
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var info = TryGetShard(e.Client);
info.LastHeartbeatTime = e.Timestamp.ToInstant();
info.Connected = true;
info.ShardLatency = latency;
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return Task.CompletedTask;
}
public ShardInfo GetShardInfo(DiscordClient shard) => _shardInfo[shard.ShardId];
public ICollection<ShardInfo> Shards => _shardInfo.Values;
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}
}