756a241051
i hate discord 😭
319 lines
12 KiB
JavaScript
319 lines
12 KiB
JavaScript
'use strict';
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const EventEmitter = require('node:events');
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const fs = require('node:fs');
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const path = require('node:path');
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const process = require('node:process');
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const { setTimeout: sleep } = require('node:timers/promises');
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const { Collection } = require('@discordjs/collection');
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const Shard = require('./Shard');
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const { Error, TypeError, RangeError } = require('../errors');
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const Util = require('../util/Util');
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/**
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* This is a utility class that makes multi-process sharding of a bot an easy and painless experience.
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* It works by spawning a self-contained {@link ChildProcess} or {@link Worker} for each individual shard, each
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* containing its own instance of your bot's {@link Client}. They all have a line of communication with the master
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* process, and there are several useful methods that utilise it in order to simplify tasks that are normally difficult
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* with sharding. It can spawn a specific number of shards or the amount that Discord suggests for the bot, and takes a
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* path to your main bot script to launch for each one.
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* @extends {EventEmitter}
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*/
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class ShardingManager extends EventEmitter {
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/**
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* The mode to spawn shards with for a {@link ShardingManager}. Can be either one of:
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* * 'process' to use child processes
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* * 'worker' to use [Worker threads](https://nodejs.org/api/worker_threads.html)
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* @typedef {string} ShardingManagerMode
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*/
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/**
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* The options to spawn shards with for a {@link ShardingManager}.
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* @typedef {Object} ShardingManagerOptions
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* @property {string|number} [totalShards='auto'] Number of total shards of all shard managers or "auto"
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* @property {string|number[]} [shardList='auto'] List of shards to spawn or "auto"
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* @property {ShardingManagerMode} [mode='process'] Which mode to use for shards
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* @property {boolean} [respawn=true] Whether shards should automatically respawn upon exiting
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* @property {string[]} [shardArgs=[]] Arguments to pass to the shard script when spawning
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* (only available when mode is set to 'process')
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* @property {string[]} [execArgv=[]] Arguments to pass to the shard script executable when spawning
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* (only available when mode is set to 'process')
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* @property {string} [token] Token to use for automatic shard count and passing to shards
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*/
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/**
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* @param {string} file Path to your shard script file
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* @param {ShardingManagerOptions} [options] Options for the sharding manager
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*/
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constructor(file, options = {}) {
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super();
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options = Util.mergeDefault(
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{
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totalShards: 'auto',
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mode: 'process',
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respawn: true,
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shardArgs: [],
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execArgv: [],
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token: process.env.DISCORD_TOKEN,
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},
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options,
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);
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/**
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* Path to the shard script file
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* @type {string}
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*/
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this.file = file;
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if (!file) throw new Error('CLIENT_INVALID_OPTION', 'File', 'specified.');
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if (!path.isAbsolute(file)) this.file = path.resolve(process.cwd(), file);
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const stats = fs.statSync(this.file);
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if (!stats.isFile()) throw new Error('CLIENT_INVALID_OPTION', 'File', 'a file');
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/**
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* List of shards this sharding manager spawns
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* @type {string|number[]}
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*/
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this.shardList = options.shardList ?? 'auto';
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if (this.shardList !== 'auto') {
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if (!Array.isArray(this.shardList)) {
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throw new TypeError('CLIENT_INVALID_OPTION', 'shardList', 'an array.');
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}
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this.shardList = [...new Set(this.shardList)];
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if (this.shardList.length < 1) throw new RangeError('CLIENT_INVALID_OPTION', 'shardList', 'at least 1 id.');
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if (
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this.shardList.some(
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shardId => typeof shardId !== 'number' || isNaN(shardId) || !Number.isInteger(shardId) || shardId < 0,
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)
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) {
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throw new TypeError('CLIENT_INVALID_OPTION', 'shardList', 'an array of positive integers.');
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}
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}
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/**
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* Amount of shards that all sharding managers spawn in total
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* @type {number}
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*/
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this.totalShards = options.totalShards || 'auto';
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if (this.totalShards !== 'auto') {
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if (typeof this.totalShards !== 'number' || isNaN(this.totalShards)) {
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throw new TypeError('CLIENT_INVALID_OPTION', 'Amount of shards', 'a number.');
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}
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if (this.totalShards < 1) throw new RangeError('CLIENT_INVALID_OPTION', 'Amount of shards', 'at least 1.');
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if (!Number.isInteger(this.totalShards)) {
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throw new RangeError('CLIENT_INVALID_OPTION', 'Amount of shards', 'an integer.');
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}
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}
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/**
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* Mode for shards to spawn with
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* @type {ShardingManagerMode}
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*/
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this.mode = options.mode;
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if (this.mode !== 'process' && this.mode !== 'worker') {
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throw new RangeError('CLIENT_INVALID_OPTION', 'Sharding mode', '"process" or "worker"');
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}
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/**
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* Whether shards should automatically respawn upon exiting
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* @type {boolean}
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*/
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this.respawn = options.respawn;
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/**
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* An array of arguments to pass to shards (only when {@link ShardingManager#mode} is `process`)
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* @type {string[]}
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*/
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this.shardArgs = options.shardArgs;
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/**
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* An array of arguments to pass to the executable (only when {@link ShardingManager#mode} is `process`)
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* @type {string[]}
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*/
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this.execArgv = options.execArgv;
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/**
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* Token to use for obtaining the automatic shard count, and passing to shards
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* @type {?string}
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*/
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this.token = options.token?.replace(/^Bot\s*/i, '') ?? null;
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/**
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* A collection of shards that this manager has spawned
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* @type {Collection<number, Shard>}
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*/
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this.shards = new Collection();
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process.env.SHARDING_MANAGER = true;
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process.env.SHARDING_MANAGER_MODE = this.mode;
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process.env.DISCORD_TOKEN = this.token;
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}
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/**
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* Creates a single shard.
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* <warn>Using this method is usually not necessary if you use the spawn method.</warn>
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* @param {number} [id=this.shards.size] Id of the shard to create
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* <info>This is usually not necessary to manually specify.</info>
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* @returns {Shard} Note that the created shard needs to be explicitly spawned using its spawn method.
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*/
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createShard(id = this.shards.size) {
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const shard = new Shard(this, id);
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this.shards.set(id, shard);
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/**
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* Emitted upon creating a shard.
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* @event ShardingManager#shardCreate
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* @param {Shard} shard Shard that was created
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*/
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this.emit('shardCreate', shard);
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return shard;
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}
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/**
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* Options used to spawn multiple shards.
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* @typedef {Object} MultipleShardSpawnOptions
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* @property {number|string} [amount=this.totalShards] Number of shards to spawn
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* @property {number} [delay=5500] How long to wait in between spawning each shard (in milliseconds)
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* @property {number} [timeout=30000] The amount in milliseconds to wait until the {@link Client} has become ready
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*/
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/**
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* Spawns multiple shards.
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* @param {MultipleShardSpawnOptions} [options] Options for spawning shards
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* @returns {Promise<Collection<number, Shard>>}
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*/
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async spawn({ amount = this.totalShards, delay = 5500, timeout = 30_000 } = {}) {
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// Obtain/verify the number of shards to spawn
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if (amount === 'auto') {
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amount = 1;
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} else {
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if (typeof amount !== 'number' || isNaN(amount)) {
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throw new TypeError('CLIENT_INVALID_OPTION', 'Amount of shards', 'a number.');
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}
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if (amount < 1) throw new RangeError('CLIENT_INVALID_OPTION', 'Amount of shards', 'at least 1.');
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if (!Number.isInteger(amount)) {
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throw new TypeError('CLIENT_INVALID_OPTION', 'Amount of shards', 'an integer.');
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}
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}
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// Make sure this many shards haven't already been spawned
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if (this.shards.size >= amount) throw new Error('SHARDING_ALREADY_SPAWNED', this.shards.size);
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if (this.shardList === 'auto' || this.totalShards === 'auto' || this.totalShards !== amount) {
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this.shardList = [...Array(amount).keys()];
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}
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if (this.totalShards === 'auto' || this.totalShards !== amount) {
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this.totalShards = amount;
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}
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if (this.shardList.some(shardId => shardId >= amount)) {
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throw new RangeError(
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'CLIENT_INVALID_OPTION',
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'Amount of shards',
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'bigger than the highest shardId in the shardList option.',
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);
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}
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// Spawn the shards
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for (const shardId of this.shardList) {
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const promises = [];
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const shard = this.createShard(shardId);
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promises.push(shard.spawn(timeout));
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if (delay > 0 && this.shards.size !== this.shardList.length) promises.push(sleep(delay));
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await Promise.all(promises); // eslint-disable-line no-await-in-loop
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}
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return this.shards;
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}
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/**
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* Sends a message to all shards.
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* @param {*} message Message to be sent to the shards
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* @returns {Promise<Shard[]>}
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*/
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broadcast(message) {
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const promises = [];
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for (const shard of this.shards.values()) promises.push(shard.send(message));
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return Promise.all(promises);
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}
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/**
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* Options for {@link ShardingManager#broadcastEval} and {@link ShardClientUtil#broadcastEval}.
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* @typedef {Object} BroadcastEvalOptions
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* @property {number} [shard] Shard to run script on, all if undefined
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* @property {*} [context] The JSON-serializable values to call the script with
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*/
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/**
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* Evaluates a script on all shards, or a given shard, in the context of the {@link Client}s.
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* @param {Function} script JavaScript to run on each shard
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* @param {BroadcastEvalOptions} [options={}] The options for the broadcast
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* @returns {Promise<*|Array<*>>} Results of the script execution
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*/
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broadcastEval(script, options = {}) {
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if (typeof script !== 'function') return Promise.reject(new TypeError('SHARDING_INVALID_EVAL_BROADCAST'));
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return this._performOnShards('eval', [`(${script})(this, ${JSON.stringify(options.context)})`], options.shard);
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}
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/**
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* Fetches a client property value of each shard, or a given shard.
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* @param {string} prop Name of the client property to get, using periods for nesting
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* @param {number} [shard] Shard to fetch property from, all if undefined
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* @returns {Promise<*|Array<*>>}
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* @example
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* manager.fetchClientValues('guilds.cache.size')
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* .then(results => console.log(`${results.reduce((prev, val) => prev + val, 0)} total guilds`))
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* .catch(console.error);
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*/
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fetchClientValues(prop, shard) {
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return this._performOnShards('fetchClientValue', [prop], shard);
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}
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/**
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* Runs a method with given arguments on all shards, or a given shard.
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* @param {string} method Method name to run on each shard
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* @param {Array<*>} args Arguments to pass through to the method call
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* @param {number} [shard] Shard to run on, all if undefined
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* @returns {Promise<*|Array<*>>} Results of the method execution
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* @private
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*/
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_performOnShards(method, args, shard) {
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if (this.shards.size === 0) return Promise.reject(new Error('SHARDING_NO_SHARDS'));
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if (typeof shard === 'number') {
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if (this.shards.has(shard)) return this.shards.get(shard)[method](...args);
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return Promise.reject(new Error('SHARDING_SHARD_NOT_FOUND', shard));
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}
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if (this.shards.size !== this.shardList.length) return Promise.reject(new Error('SHARDING_IN_PROCESS'));
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const promises = [];
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for (const sh of this.shards.values()) promises.push(sh[method](...args));
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return Promise.all(promises);
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}
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/**
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* Options used to respawn all shards.
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* @typedef {Object} MultipleShardRespawnOptions
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* @property {number} [shardDelay=5000] How long to wait between shards (in milliseconds)
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* @property {number} [respawnDelay=500] How long to wait between killing a shard's process and restarting it
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* (in milliseconds)
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* @property {number} [timeout=30000] The amount in milliseconds to wait for a shard to become ready before
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* continuing to another (`-1` or `Infinity` for no wait)
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*/
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/**
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* Kills all running shards and respawns them.
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* @param {MultipleShardRespawnOptions} [options] Options for respawning shards
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* @returns {Promise<Collection<number, Shard>>}
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*/
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async respawnAll({ shardDelay = 5_000, respawnDelay = 500, timeout = 30_000 } = {}) {
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let s = 0;
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for (const shard of this.shards.values()) {
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const promises = [shard.respawn({ delay: respawnDelay, timeout })];
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if (++s < this.shards.size && shardDelay > 0) promises.push(sleep(shardDelay));
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await Promise.all(promises); // eslint-disable-line no-await-in-loop
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}
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return this.shards;
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}
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}
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module.exports = ShardingManager;
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