Hopefully fix shard info tracking (again)
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91c2eb3992
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@ -32,49 +32,61 @@ namespace PluralKit.Bot
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public void Init(DiscordShardedClient client)
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public void Init(DiscordShardedClient client)
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{
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{
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foreach (var i in client.ShardClients.Keys)
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foreach (var (shardId, shard) in client.ShardClients)
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{
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{
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_shardInfo[i] = new ShardInfo();
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_shardInfo[shardId] = new ShardInfo();
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var shard = client.ShardClients[i];
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shard.Heartbeated += Heartbeated;
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shard.Heartbeated += Heartbeated;
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shard.SocketClosed += SocketClosed;
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shard.SocketClosed += SocketClosed;
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shard.SocketOpened += () => SocketOpened(shard);
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shard.Ready += Ready;
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shard.Ready += Ready;
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shard.Resumed += Resumed;
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shard.Resumed += Resumed;
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shard.SocketOpened += () => SocketOpened(shard);
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}
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}
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}
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}
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private Task SocketOpened(DiscordClient e)
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{
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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
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// And it doesn't get fired first time around since we don't have time to add the event listener before it's fired'
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_logger.Information("Shard #{Shard} opened socket", e.ShardId);
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return Task.CompletedTask;
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}
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private ShardInfo UpdateShard(DiscordClient shard)
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{
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// If we haven't seen this shard before, add it to the dict!
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if (!_shardInfo.TryGetValue(shard.ShardId, out var info))
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_shardInfo[shard.ShardId] = info = new ShardInfo();
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return info;
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}
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private Task Resumed(ReadyEventArgs e)
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private Task Resumed(ReadyEventArgs e)
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{
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{
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_logger.Information("Shard #{Shard} resumed connection", e.Client.ShardId);
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_logger.Information("Shard #{Shard} resumed connection", e.Client.ShardId);
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_shardInfo[e.Client.ShardId].LastConnectionTime = SystemClock.Instance.GetCurrentInstant();
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_shardInfo[e.Client.ShardId].Connected = true;
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var info = UpdateShard(e.Client);
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// info.LastConnectionTime = SystemClock.Instance.GetCurrentInstant();
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info.Connected = true;
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return Task.CompletedTask;
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return Task.CompletedTask;
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}
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}
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private Task Ready(ReadyEventArgs e)
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private Task Ready(ReadyEventArgs e)
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{
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{
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_logger.Information("Shard #{Shard} sent Ready event", e.Client.ShardId);
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_logger.Information("Shard #{Shard} sent Ready event", e.Client.ShardId);
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_shardInfo[e.Client.ShardId].LastConnectionTime = SystemClock.Instance.GetCurrentInstant();
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_shardInfo[e.Client.ShardId].Connected = true;
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return Task.CompletedTask;
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}
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private Task SocketOpened(DiscordClient shard)
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var info = UpdateShard(e.Client);
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{
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info.LastConnectionTime = SystemClock.Instance.GetCurrentInstant();
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// TODO: do we need this at all? vs. Ready/Resumed
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info.Connected = true;
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_logger.Information("Shard #{Shard} connected", shard.ShardId);
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_shardInfo[shard.ShardId].LastConnectionTime = SystemClock.Instance.GetCurrentInstant();
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_shardInfo[shard.ShardId].Connected = true;
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return Task.CompletedTask;
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return Task.CompletedTask;
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}
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}
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private Task SocketClosed(SocketCloseEventArgs e)
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private Task SocketClosed(SocketCloseEventArgs e)
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{
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{
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_logger.Warning("Shard #{Shard} disconnected ({CloseCode}: {CloseMessage})", e.Client.ShardId, e.CloseCode, e.CloseMessage);
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_logger.Warning("Shard #{Shard} disconnected ({CloseCode}: {CloseMessage})", e.Client.ShardId, e.CloseCode, e.CloseMessage);
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_shardInfo[e.Client.ShardId].DisconnectionCount++;
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_shardInfo[e.Client.ShardId].Connected = false;
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var info = UpdateShard(e.Client);
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info.DisconnectionCount++;
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info.Connected = false;
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return Task.CompletedTask;
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return Task.CompletedTask;
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}
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}
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@ -82,8 +94,11 @@ namespace PluralKit.Bot
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{
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{
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var latency = Duration.FromMilliseconds(e.Ping);
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var latency = Duration.FromMilliseconds(e.Ping);
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_logger.Information("Shard #{Shard} received heartbeat (latency: {Latency} ms)", e.Client.ShardId, latency.Milliseconds);
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_logger.Information("Shard #{Shard} received heartbeat (latency: {Latency} ms)", e.Client.ShardId, latency.Milliseconds);
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_shardInfo[e.Client.ShardId].LastHeartbeatTime = e.Timestamp.ToInstant();
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_shardInfo[e.Client.ShardId].ShardLatency = latency;
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var info = UpdateShard(e.Client);
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info.LastHeartbeatTime = e.Timestamp.ToInstant();
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info.Connected = true;
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info.ShardLatency = latency;
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return Task.CompletedTask;
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return Task.CompletedTask;
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}
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}
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