Hopefully fix shard info tracking (again)

This commit is contained in:
Ske 2020-05-01 20:27:51 +02:00
parent 91c2eb3992
commit 7488ca459b

View File

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