137 lines
5.2 KiB
C#
137 lines
5.2 KiB
C#
using System.Collections.Generic;
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using System.Threading.Tasks;
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using DSharpPlus;
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using DSharpPlus.EventArgs;
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using NodaTime;
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using NodaTime.Extensions;
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using Serilog;
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namespace PluralKit.Bot
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{
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public class ShardInfoService
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{
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public class ShardInfo
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{
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public bool HasAttachedListeners;
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public Instant LastConnectionTime;
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public Instant LastHeartbeatTime;
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public int DisconnectionCount;
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public Duration ShardLatency;
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public bool Connected;
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}
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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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{
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_client = client;
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_logger = logger.ForContext<ShardInfoService>();
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}
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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
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// This means the client won't know the shard count, so we attach a listener every time a shard gets connected
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_client.SocketOpened += RefreshShardList;
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}
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private async Task RefreshShardList()
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{
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// This callback doesn't actually receive the shard that was opening, so we just try to check we have 'em all (so far)
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foreach (var (id, shard) in _client.ShardClients)
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{
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// Get or insert info in the client dict
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if (_shardInfo.TryGetValue(id, out var info))
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{
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// Skip adding listeners if we've seen this shard & already added listeners to it
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if (info.HasAttachedListeners) continue;
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} else _shardInfo[id] = info = new ShardInfo();
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// Call our own SocketOpened listener manually (and then attach the listener properly)
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await SocketOpened(shard);
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shard.SocketOpened += () => SocketOpened(shard);
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// Register listeners for new shards
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_logger.Information("Attaching listeners to new shard #{Shard}", shard.ShardId);
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shard.Resumed += Resumed;
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shard.Ready += Ready;
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shard.SocketClosed += SocketClosed;
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shard.Heartbeated += Heartbeated;
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// Register that we've seen it
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info.HasAttachedListeners = true;
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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 TryGetShard(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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// I don't think this will ever occur since the shard number is constant up-front and we handle those
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// in the RefreshShardList handler above but you never know, I guess~
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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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{
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_logger.Information("Shard #{Shard} resumed connection", e.Client.ShardId);
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var info = TryGetShard(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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}
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private Task Ready(ReadyEventArgs e)
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{
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_logger.Information("Shard #{Shard} sent Ready event", e.Client.ShardId);
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var info = TryGetShard(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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}
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private Task SocketClosed(SocketCloseEventArgs e)
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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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var info = TryGetShard(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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}
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private Task Heartbeated(HeartbeatEventArgs e)
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{
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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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var info = TryGetShard(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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}
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public ShardInfo GetShardInfo(DiscordClient shard) => _shardInfo[shard.ShardId];
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public ICollection<ShardInfo> Shards => _shardInfo.Values;
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}
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} |