using System.Collections.Generic; using System.Threading.Tasks; using DSharpPlus; using DSharpPlus.EventArgs; using NodaTime; using NodaTime.Extensions; using Serilog; namespace PluralKit.Bot { public class ShardInfoService { public class ShardInfo { public Instant LastConnectionTime; public Instant LastHeartbeatTime; public int DisconnectionCount; public Duration ShardLatency; public bool Connected; } private ILogger _logger; private DiscordShardedClient _client; private Dictionary _shardInfo = new Dictionary(); public ShardInfoService(ILogger logger, DiscordShardedClient client) { _client = client; _logger = logger.ForContext(); } public void Init() { // 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; } 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); // 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; } } 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 TryGetShard(DiscordClient shard) { // If we haven't seen this shard before, add it to the dict! // 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); var info = TryGetShard(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); var info = TryGetShard(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); 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); var info = TryGetShard(e.Client); info.LastHeartbeatTime = e.Timestamp.ToInstant(); info.Connected = true; info.ShardLatency = latency; return Task.CompletedTask; } public ShardInfo GetShardInfo(DiscordClient shard) => _shardInfo[shard.ShardId]; public ICollection Shards => _shardInfo.Values; } }