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-rw-r--r--vendor/github.com/bwmarrin/discordgo/state.go1104
1 files changed, 1104 insertions, 0 deletions
diff --git a/vendor/github.com/bwmarrin/discordgo/state.go b/vendor/github.com/bwmarrin/discordgo/state.go
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+++ b/vendor/github.com/bwmarrin/discordgo/state.go
@@ -0,0 +1,1104 @@
+// Discordgo - Discord bindings for Go
+// Available at https://github.com/bwmarrin/discordgo
+
+// Copyright 2015-2016 Bruce Marriner <bruce@sqls.net>. All rights reserved.
+// Use of this source code is governed by a BSD-style
+// license that can be found in the LICENSE file.
+
+// This file contains code related to state tracking. If enabled, state
+// tracking will capture the initial READY packet and many other websocket
+// events and maintain an in-memory state of of guilds, channels, users, and
+// so forth. This information can be accessed through the Session.State struct.
+
+package discordgo
+
+import (
+ "errors"
+ "sort"
+ "sync"
+)
+
+// ErrNilState is returned when the state is nil.
+var ErrNilState = errors.New("state not instantiated, please use discordgo.New() or assign Session.State")
+
+// ErrStateNotFound is returned when the state cache
+// requested is not found
+var ErrStateNotFound = errors.New("state cache not found")
+
+// ErrMessageIncompletePermissions is returned when the message
+// requested for permissions does not contain enough data to
+// generate the permissions.
+var ErrMessageIncompletePermissions = errors.New("message incomplete, unable to determine permissions")
+
+// A State contains the current known state.
+// As discord sends this in a READY blob, it seems reasonable to simply
+// use that struct as the data store.
+type State struct {
+ sync.RWMutex
+ Ready
+
+ // MaxMessageCount represents how many messages per channel the state will store.
+ MaxMessageCount int
+ TrackChannels bool
+ TrackEmojis bool
+ TrackMembers bool
+ TrackRoles bool
+ TrackVoice bool
+ TrackPresences bool
+
+ guildMap map[string]*Guild
+ channelMap map[string]*Channel
+ memberMap map[string]map[string]*Member
+}
+
+// NewState creates an empty state.
+func NewState() *State {
+ return &State{
+ Ready: Ready{
+ PrivateChannels: []*Channel{},
+ Guilds: []*Guild{},
+ },
+ TrackChannels: true,
+ TrackEmojis: true,
+ TrackMembers: true,
+ TrackRoles: true,
+ TrackVoice: true,
+ TrackPresences: true,
+ guildMap: make(map[string]*Guild),
+ channelMap: make(map[string]*Channel),
+ memberMap: make(map[string]map[string]*Member),
+ }
+}
+
+func (s *State) createMemberMap(guild *Guild) {
+ members := make(map[string]*Member)
+ for _, m := range guild.Members {
+ members[m.User.ID] = m
+ }
+ s.memberMap[guild.ID] = members
+}
+
+// GuildAdd adds a guild to the current world state, or
+// updates it if it already exists.
+func (s *State) GuildAdd(guild *Guild) error {
+ if s == nil {
+ return ErrNilState
+ }
+
+ s.Lock()
+ defer s.Unlock()
+
+ // Update the channels to point to the right guild, adding them to the channelMap as we go
+ for _, c := range guild.Channels {
+ s.channelMap[c.ID] = c
+ }
+
+ // If this guild contains a new member slice, we must regenerate the member map so the pointers stay valid
+ if guild.Members != nil {
+ s.createMemberMap(guild)
+ } else if _, ok := s.memberMap[guild.ID]; !ok {
+ // Even if we have no new member slice, we still initialize the member map for this guild if it doesn't exist
+ s.memberMap[guild.ID] = make(map[string]*Member)
+ }
+
+ if g, ok := s.guildMap[guild.ID]; ok {
+ // We are about to replace `g` in the state with `guild`, but first we need to
+ // make sure we preserve any fields that the `guild` doesn't contain from `g`.
+ if guild.MemberCount == 0 {
+ guild.MemberCount = g.MemberCount
+ }
+ if guild.Roles == nil {
+ guild.Roles = g.Roles
+ }
+ if guild.Emojis == nil {
+ guild.Emojis = g.Emojis
+ }
+ if guild.Members == nil {
+ guild.Members = g.Members
+ }
+ if guild.Presences == nil {
+ guild.Presences = g.Presences
+ }
+ if guild.Channels == nil {
+ guild.Channels = g.Channels
+ }
+ if guild.VoiceStates == nil {
+ guild.VoiceStates = g.VoiceStates
+ }
+ *g = *guild
+ return nil
+ }
+
+ s.Guilds = append(s.Guilds, guild)
+ s.guildMap[guild.ID] = guild
+
+ return nil
+}
+
+// GuildRemove removes a guild from current world state.
+func (s *State) GuildRemove(guild *Guild) error {
+ if s == nil {
+ return ErrNilState
+ }
+
+ _, err := s.Guild(guild.ID)
+ if err != nil {
+ return err
+ }
+
+ s.Lock()
+ defer s.Unlock()
+
+ delete(s.guildMap, guild.ID)
+
+ for i, g := range s.Guilds {
+ if g.ID == guild.ID {
+ s.Guilds = append(s.Guilds[:i], s.Guilds[i+1:]...)
+ return nil
+ }
+ }
+
+ return nil
+}
+
+// Guild gets a guild by ID.
+// Useful for querying if @me is in a guild:
+// _, err := discordgo.Session.State.Guild(guildID)
+// isInGuild := err == nil
+func (s *State) Guild(guildID string) (*Guild, error) {
+ if s == nil {
+ return nil, ErrNilState
+ }
+
+ s.RLock()
+ defer s.RUnlock()
+
+ if g, ok := s.guildMap[guildID]; ok {
+ return g, nil
+ }
+
+ return nil, ErrStateNotFound
+}
+
+// PresenceAdd adds a presence to the current world state, or
+// updates it if it already exists.
+func (s *State) PresenceAdd(guildID string, presence *Presence) error {
+ if s == nil {
+ return ErrNilState
+ }
+
+ guild, err := s.Guild(guildID)
+ if err != nil {
+ return err
+ }
+
+ s.Lock()
+ defer s.Unlock()
+
+ for i, p := range guild.Presences {
+ if p.User.ID == presence.User.ID {
+ //guild.Presences[i] = presence
+
+ //Update status
+ guild.Presences[i].Activities = presence.Activities
+ if presence.Status != "" {
+ guild.Presences[i].Status = presence.Status
+ }
+
+ //Update the optionally sent user information
+ //ID Is a mandatory field so you should not need to check if it is empty
+ guild.Presences[i].User.ID = presence.User.ID
+
+ if presence.User.Avatar != "" {
+ guild.Presences[i].User.Avatar = presence.User.Avatar
+ }
+ if presence.User.Discriminator != "" {
+ guild.Presences[i].User.Discriminator = presence.User.Discriminator
+ }
+ if presence.User.Email != "" {
+ guild.Presences[i].User.Email = presence.User.Email
+ }
+ if presence.User.Token != "" {
+ guild.Presences[i].User.Token = presence.User.Token
+ }
+ if presence.User.Username != "" {
+ guild.Presences[i].User.Username = presence.User.Username
+ }
+
+ return nil
+ }
+ }
+
+ guild.Presences = append(guild.Presences, presence)
+ return nil
+}
+
+// PresenceRemove removes a presence from the current world state.
+func (s *State) PresenceRemove(guildID string, presence *Presence) error {
+ if s == nil {
+ return ErrNilState
+ }
+
+ guild, err := s.Guild(guildID)
+ if err != nil {
+ return err
+ }
+
+ s.Lock()
+ defer s.Unlock()
+
+ for i, p := range guild.Presences {
+ if p.User.ID == presence.User.ID {
+ guild.Presences = append(guild.Presences[:i], guild.Presences[i+1:]...)
+ return nil
+ }
+ }
+
+ return ErrStateNotFound
+}
+
+// Presence gets a presence by ID from a guild.
+func (s *State) Presence(guildID, userID string) (*Presence, error) {
+ if s == nil {
+ return nil, ErrNilState
+ }
+
+ guild, err := s.Guild(guildID)
+ if err != nil {
+ return nil, err
+ }
+
+ for _, p := range guild.Presences {
+ if p.User.ID == userID {
+ return p, nil
+ }
+ }
+
+ return nil, ErrStateNotFound
+}
+
+// TODO: Consider moving Guild state update methods onto *Guild.
+
+// MemberAdd adds a member to the current world state, or
+// updates it if it already exists.
+func (s *State) MemberAdd(member *Member) error {
+ if s == nil {
+ return ErrNilState
+ }
+
+ guild, err := s.Guild(member.GuildID)
+ if err != nil {
+ return err
+ }
+
+ s.Lock()
+ defer s.Unlock()
+
+ members, ok := s.memberMap[member.GuildID]
+ if !ok {
+ return ErrStateNotFound
+ }
+
+ m, ok := members[member.User.ID]
+ if !ok {
+ members[member.User.ID] = member
+ guild.Members = append(guild.Members, member)
+ } else {
+ // We are about to replace `m` in the state with `member`, but first we need to
+ // make sure we preserve any fields that the `member` doesn't contain from `m`.
+ if member.JoinedAt == "" {
+ member.JoinedAt = m.JoinedAt
+ }
+ *m = *member
+ }
+
+ return nil
+}
+
+// MemberRemove removes a member from current world state.
+func (s *State) MemberRemove(member *Member) error {
+ if s == nil {
+ return ErrNilState
+ }
+
+ guild, err := s.Guild(member.GuildID)
+ if err != nil {
+ return err
+ }
+
+ s.Lock()
+ defer s.Unlock()
+
+ members, ok := s.memberMap[member.GuildID]
+ if !ok {
+ return ErrStateNotFound
+ }
+
+ _, ok = members[member.User.ID]
+ if !ok {
+ return ErrStateNotFound
+ }
+ delete(members, member.User.ID)
+
+ for i, m := range guild.Members {
+ if m.User.ID == member.User.ID {
+ guild.Members = append(guild.Members[:i], guild.Members[i+1:]...)
+ return nil
+ }
+ }
+
+ return ErrStateNotFound
+}
+
+// Member gets a member by ID from a guild.
+func (s *State) Member(guildID, userID string) (*Member, error) {
+ if s == nil {
+ return nil, ErrNilState
+ }
+
+ s.RLock()
+ defer s.RUnlock()
+
+ members, ok := s.memberMap[guildID]
+ if !ok {
+ return nil, ErrStateNotFound
+ }
+
+ m, ok := members[userID]
+ if ok {
+ return m, nil
+ }
+
+ return nil, ErrStateNotFound
+}
+
+// RoleAdd adds a role to the current world state, or
+// updates it if it already exists.
+func (s *State) RoleAdd(guildID string, role *Role) error {
+ if s == nil {
+ return ErrNilState
+ }
+
+ guild, err := s.Guild(guildID)
+ if err != nil {
+ return err
+ }
+
+ s.Lock()
+ defer s.Unlock()
+
+ for i, r := range guild.Roles {
+ if r.ID == role.ID {
+ guild.Roles[i] = role
+ return nil
+ }
+ }
+
+ guild.Roles = append(guild.Roles, role)
+ return nil
+}
+
+// RoleRemove removes a role from current world state by ID.
+func (s *State) RoleRemove(guildID, roleID string) error {
+ if s == nil {
+ return ErrNilState
+ }
+
+ guild, err := s.Guild(guildID)
+ if err != nil {
+ return err
+ }
+
+ s.Lock()
+ defer s.Unlock()
+
+ for i, r := range guild.Roles {
+ if r.ID == roleID {
+ guild.Roles = append(guild.Roles[:i], guild.Roles[i+1:]...)
+ return nil
+ }
+ }
+
+ return ErrStateNotFound
+}
+
+// Role gets a role by ID from a guild.
+func (s *State) Role(guildID, roleID string) (*Role, error) {
+ if s == nil {
+ return nil, ErrNilState
+ }
+
+ guild, err := s.Guild(guildID)
+ if err != nil {
+ return nil, err
+ }
+
+ s.RLock()
+ defer s.RUnlock()
+
+ for _, r := range guild.Roles {
+ if r.ID == roleID {
+ return r, nil
+ }
+ }
+
+ return nil, ErrStateNotFound
+}
+
+// ChannelAdd adds a channel to the current world state, or
+// updates it if it already exists.
+// Channels may exist either as PrivateChannels or inside
+// a guild.
+func (s *State) ChannelAdd(channel *Channel) error {
+ if s == nil {
+ return ErrNilState
+ }
+
+ s.Lock()
+ defer s.Unlock()
+
+ // If the channel exists, replace it
+ if c, ok := s.channelMap[channel.ID]; ok {
+ if channel.Messages == nil {
+ channel.Messages = c.Messages
+ }
+ if channel.PermissionOverwrites == nil {
+ channel.PermissionOverwrites = c.PermissionOverwrites
+ }
+
+ *c = *channel
+ return nil
+ }
+
+ if channel.Type == ChannelTypeDM || channel.Type == ChannelTypeGroupDM {
+ s.PrivateChannels = append(s.PrivateChannels, channel)
+ } else {
+ guild, ok := s.guildMap[channel.GuildID]
+ if !ok {
+ return ErrStateNotFound
+ }
+
+ guild.Channels = append(guild.Channels, channel)
+ }
+
+ s.channelMap[channel.ID] = channel
+
+ return nil
+}
+
+// ChannelRemove removes a channel from current world state.
+func (s *State) ChannelRemove(channel *Channel) error {
+ if s == nil {
+ return ErrNilState
+ }
+
+ _, err := s.Channel(channel.ID)
+ if err != nil {
+ return err
+ }
+
+ if channel.Type == ChannelTypeDM || channel.Type == ChannelTypeGroupDM {
+ s.Lock()
+ defer s.Unlock()
+
+ for i, c := range s.PrivateChannels {
+ if c.ID == channel.ID {
+ s.PrivateChannels = append(s.PrivateChannels[:i], s.PrivateChannels[i+1:]...)
+ break
+ }
+ }
+ } else {
+ guild, err := s.Guild(channel.GuildID)
+ if err != nil {
+ return err
+ }
+
+ s.Lock()
+ defer s.Unlock()
+
+ for i, c := range guild.Channels {
+ if c.ID == channel.ID {
+ guild.Channels = append(guild.Channels[:i], guild.Channels[i+1:]...)
+ break
+ }
+ }
+ }
+
+ delete(s.channelMap, channel.ID)
+
+ return nil
+}
+
+// GuildChannel gets a channel by ID from a guild.
+// This method is Deprecated, use Channel(channelID)
+func (s *State) GuildChannel(guildID, channelID string) (*Channel, error) {
+ return s.Channel(channelID)
+}
+
+// PrivateChannel gets a private channel by ID.
+// This method is Deprecated, use Channel(channelID)
+func (s *State) PrivateChannel(channelID string) (*Channel, error) {
+ return s.Channel(channelID)
+}
+
+// Channel gets a channel by ID, it will look in all guilds and private channels.
+func (s *State) Channel(channelID string) (*Channel, error) {
+ if s == nil {
+ return nil, ErrNilState
+ }
+
+ s.RLock()
+ defer s.RUnlock()
+
+ if c, ok := s.channelMap[channelID]; ok {
+ return c, nil
+ }
+
+ return nil, ErrStateNotFound
+}
+
+// Emoji returns an emoji for a guild and emoji id.
+func (s *State) Emoji(guildID, emojiID string) (*Emoji, error) {
+ if s == nil {
+ return nil, ErrNilState
+ }
+
+ guild, err := s.Guild(guildID)
+ if err != nil {
+ return nil, err
+ }
+
+ s.RLock()
+ defer s.RUnlock()
+
+ for _, e := range guild.Emojis {
+ if e.ID == emojiID {
+ return e, nil
+ }
+ }
+
+ return nil, ErrStateNotFound
+}
+
+// EmojiAdd adds an emoji to the current world state.
+func (s *State) EmojiAdd(guildID string, emoji *Emoji) error {
+ if s == nil {
+ return ErrNilState
+ }
+
+ guild, err := s.Guild(guildID)
+ if err != nil {
+ return err
+ }
+
+ s.Lock()
+ defer s.Unlock()
+
+ for i, e := range guild.Emojis {
+ if e.ID == emoji.ID {
+ guild.Emojis[i] = emoji
+ return nil
+ }
+ }
+
+ guild.Emojis = append(guild.Emojis, emoji)
+ return nil
+}
+
+// EmojisAdd adds multiple emojis to the world state.
+func (s *State) EmojisAdd(guildID string, emojis []*Emoji) error {
+ for _, e := range emojis {
+ if err := s.EmojiAdd(guildID, e); err != nil {
+ return err
+ }
+ }
+ return nil
+}
+
+// MessageAdd adds a message to the current world state, or updates it if it exists.
+// If the channel cannot be found, the message is discarded.
+// Messages are kept in state up to s.MaxMessageCount per channel.
+func (s *State) MessageAdd(message *Message) error {
+ if s == nil {
+ return ErrNilState
+ }
+
+ c, err := s.Channel(message.ChannelID)
+ if err != nil {
+ return err
+ }
+
+ s.Lock()
+ defer s.Unlock()
+
+ // If the message exists, merge in the new message contents.
+ for _, m := range c.Messages {
+ if m.ID == message.ID {
+ if message.Content != "" {
+ m.Content = message.Content
+ }
+ if message.EditedTimestamp != "" {
+ m.EditedTimestamp = message.EditedTimestamp
+ }
+ if message.Mentions != nil {
+ m.Mentions = message.Mentions
+ }
+ if message.Embeds != nil {
+ m.Embeds = message.Embeds
+ }
+ if message.Attachments != nil {
+ m.Attachments = message.Attachments
+ }
+ if message.Timestamp != "" {
+ m.Timestamp = message.Timestamp
+ }
+ if message.Author != nil {
+ m.Author = message.Author
+ }
+
+ return nil
+ }
+ }
+
+ c.Messages = append(c.Messages, message)
+
+ if len(c.Messages) > s.MaxMessageCount {
+ c.Messages = c.Messages[len(c.Messages)-s.MaxMessageCount:]
+ }
+ return nil
+}
+
+// MessageRemove removes a message from the world state.
+func (s *State) MessageRemove(message *Message) error {
+ if s == nil {
+ return ErrNilState
+ }
+
+ return s.messageRemoveByID(message.ChannelID, message.ID)
+}
+
+// messageRemoveByID removes a message by channelID and messageID from the world state.
+func (s *State) messageRemoveByID(channelID, messageID string) error {
+ c, err := s.Channel(channelID)
+ if err != nil {
+ return err
+ }
+
+ s.Lock()
+ defer s.Unlock()
+
+ for i, m := range c.Messages {
+ if m.ID == messageID {
+ c.Messages = append(c.Messages[:i], c.Messages[i+1:]...)
+ return nil
+ }
+ }
+
+ return ErrStateNotFound
+}
+
+func (s *State) voiceStateUpdate(update *VoiceStateUpdate) error {
+ guild, err := s.Guild(update.GuildID)
+ if err != nil {
+ return err
+ }
+
+ s.Lock()
+ defer s.Unlock()
+
+ // Handle Leaving Channel
+ if update.ChannelID == "" {
+ for i, state := range guild.VoiceStates {
+ if state.UserID == update.UserID {
+ guild.VoiceStates = append(guild.VoiceStates[:i], guild.VoiceStates[i+1:]...)
+ return nil
+ }
+ }
+ } else {
+ for i, state := range guild.VoiceStates {
+ if state.UserID == update.UserID {
+ guild.VoiceStates[i] = update.VoiceState
+ return nil
+ }
+ }
+
+ guild.VoiceStates = append(guild.VoiceStates, update.VoiceState)
+ }
+
+ return nil
+}
+
+// VoiceState gets a VoiceState by guild and user ID.
+func (s *State) VoiceState(guildID, userID string) (*VoiceState, error) {
+ if s == nil {
+ return nil, ErrNilState
+ }
+
+ guild, err := s.Guild(guildID)
+ if err != nil {
+ return nil, err
+ }
+
+ for _, state := range guild.VoiceStates {
+ if state.UserID == userID {
+ return state, nil
+ }
+ }
+
+ return nil, ErrStateNotFound
+}
+
+// Message gets a message by channel and message ID.
+func (s *State) Message(channelID, messageID string) (*Message, error) {
+ if s == nil {
+ return nil, ErrNilState
+ }
+
+ c, err := s.Channel(channelID)
+ if err != nil {
+ return nil, err
+ }
+
+ s.RLock()
+ defer s.RUnlock()
+
+ for _, m := range c.Messages {
+ if m.ID == messageID {
+ return m, nil
+ }
+ }
+
+ return nil, ErrStateNotFound
+}
+
+// OnReady takes a Ready event and updates all internal state.
+func (s *State) onReady(se *Session, r *Ready) (err error) {
+ if s == nil {
+ return ErrNilState
+ }
+
+ s.Lock()
+ defer s.Unlock()
+
+ // We must track at least the current user for Voice, even
+ // if state is disabled, store the bare essentials.
+ if !se.StateEnabled {
+ ready := Ready{
+ Version: r.Version,
+ SessionID: r.SessionID,
+ User: r.User,
+ }
+
+ s.Ready = ready
+
+ return nil
+ }
+
+ s.Ready = *r
+
+ for _, g := range s.Guilds {
+ s.guildMap[g.ID] = g
+ s.createMemberMap(g)
+
+ for _, c := range g.Channels {
+ s.channelMap[c.ID] = c
+ }
+ }
+
+ for _, c := range s.PrivateChannels {
+ s.channelMap[c.ID] = c
+ }
+
+ return nil
+}
+
+// OnInterface handles all events related to states.
+func (s *State) OnInterface(se *Session, i interface{}) (err error) {
+ if s == nil {
+ return ErrNilState
+ }
+
+ r, ok := i.(*Ready)
+ if ok {
+ return s.onReady(se, r)
+ }
+
+ if !se.StateEnabled {
+ return nil
+ }
+
+ switch t := i.(type) {
+ case *GuildCreate:
+ err = s.GuildAdd(t.Guild)
+ case *GuildUpdate:
+ err = s.GuildAdd(t.Guild)
+ case *GuildDelete:
+ err = s.GuildRemove(t.Guild)
+ case *GuildMemberAdd:
+ // Updates the MemberCount of the guild.
+ guild, err := s.Guild(t.Member.GuildID)
+ if err != nil {
+ return err
+ }
+ guild.MemberCount++
+
+ // Caches member if tracking is enabled.
+ if s.TrackMembers {
+ err = s.MemberAdd(t.Member)
+ }
+ case *GuildMemberUpdate:
+ if s.TrackMembers {
+ err = s.MemberAdd(t.Member)
+ }
+ case *GuildMemberRemove:
+ // Updates the MemberCount of the guild.
+ guild, err := s.Guild(t.Member.GuildID)
+ if err != nil {
+ return err
+ }
+ guild.MemberCount--
+
+ // Removes member from the cache if tracking is enabled.
+ if s.TrackMembers {
+ err = s.MemberRemove(t.Member)
+ }
+ case *GuildMembersChunk:
+ if s.TrackMembers {
+ for i := range t.Members {
+ t.Members[i].GuildID = t.GuildID
+ err = s.MemberAdd(t.Members[i])
+ }
+ }
+
+ if s.TrackPresences {
+ for _, p := range t.Presences {
+ err = s.PresenceAdd(t.GuildID, p)
+ }
+ }
+ case *GuildRoleCreate:
+ if s.TrackRoles {
+ err = s.RoleAdd(t.GuildID, t.Role)
+ }
+ case *GuildRoleUpdate:
+ if s.TrackRoles {
+ err = s.RoleAdd(t.GuildID, t.Role)
+ }
+ case *GuildRoleDelete:
+ if s.TrackRoles {
+ err = s.RoleRemove(t.GuildID, t.RoleID)
+ }
+ case *GuildEmojisUpdate:
+ if s.TrackEmojis {
+ err = s.EmojisAdd(t.GuildID, t.Emojis)
+ }
+ case *ChannelCreate:
+ if s.TrackChannels {
+ err = s.ChannelAdd(t.Channel)
+ }
+ case *ChannelUpdate:
+ if s.TrackChannels {
+ err = s.ChannelAdd(t.Channel)
+ }
+ case *ChannelDelete:
+ if s.TrackChannels {
+ err = s.ChannelRemove(t.Channel)
+ }
+ case *MessageCreate:
+ if s.MaxMessageCount != 0 {
+ err = s.MessageAdd(t.Message)
+ }
+ case *MessageUpdate:
+ if s.MaxMessageCount != 0 {
+ var old *Message
+ old, err = s.Message(t.ChannelID, t.ID)
+ if err == nil {
+ oldCopy := *old
+ t.BeforeUpdate = &oldCopy
+ }
+
+ err = s.MessageAdd(t.Message)
+ }
+ case *MessageDelete:
+ if s.MaxMessageCount != 0 {
+ var old *Message
+ old, err = s.Message(t.ChannelID, t.ID)
+ if err == nil {
+ oldCopy := *old
+ t.BeforeDelete = &oldCopy
+ }
+
+ err = s.MessageRemove(t.Message)
+ }
+ case *MessageDeleteBulk:
+ if s.MaxMessageCount != 0 {
+ for _, mID := range t.Messages {
+ s.messageRemoveByID(t.ChannelID, mID)
+ }
+ }
+ case *VoiceStateUpdate:
+ if s.TrackVoice {
+ var old *VoiceState
+ old, err = s.VoiceState(t.GuildID, t.UserID)
+ if err == nil {
+ oldCopy := *old
+ t.BeforeUpdate = &oldCopy
+ }
+
+ err = s.voiceStateUpdate(t)
+ }
+ case *PresenceUpdate:
+ if s.TrackPresences {
+ s.PresenceAdd(t.GuildID, &t.Presence)
+ }
+ if s.TrackMembers {
+ if t.Status == StatusOffline {
+ return
+ }
+
+ var m *Member
+ m, err = s.Member(t.GuildID, t.User.ID)
+
+ if err != nil {
+ // Member not found; this is a user coming online
+ m = &Member{
+ GuildID: t.GuildID,
+ User: t.User,
+ }
+ } else {
+ if t.User.Username != "" {
+ m.User.Username = t.User.Username
+ }
+ }
+
+ err = s.MemberAdd(m)
+ }
+
+ }
+
+ return
+}
+
+// UserChannelPermissions returns the permission of a user in a channel.
+// userID : The ID of the user to calculate permissions for.
+// channelID : The ID of the channel to calculate permission for.
+func (s *State) UserChannelPermissions(userID, channelID string) (apermissions int64, err error) {
+ if s == nil {
+ return 0, ErrNilState
+ }
+
+ channel, err := s.Channel(channelID)
+ if err != nil {
+ return
+ }
+
+ guild, err := s.Guild(channel.GuildID)
+ if err != nil {
+ return
+ }
+
+ member, err := s.Member(guild.ID, userID)
+ if err != nil {
+ return
+ }
+
+ return memberPermissions(guild, channel, userID, member.Roles), nil
+}
+
+// MessagePermissions returns the permissions of the author of the message
+// in the channel in which it was sent.
+func (s *State) MessagePermissions(message *Message) (apermissions int64, err error) {
+ if s == nil {
+ return 0, ErrNilState
+ }
+
+ if message.Author == nil || message.Member == nil {
+ return 0, ErrMessageIncompletePermissions
+ }
+
+ channel, err := s.Channel(message.ChannelID)
+ if err != nil {
+ return
+ }
+
+ guild, err := s.Guild(channel.GuildID)
+ if err != nil {
+ return
+ }
+
+ return memberPermissions(guild, channel, message.Author.ID, message.Member.Roles), nil
+}
+
+// UserColor returns the color of a user in a channel.
+// While colors are defined at a Guild level, determining for a channel is more useful in message handlers.
+// 0 is returned in cases of error, which is the color of @everyone.
+// userID : The ID of the user to calculate the color for.
+// channelID : The ID of the channel to calculate the color for.
+func (s *State) UserColor(userID, channelID string) int {
+ if s == nil {
+ return 0
+ }
+
+ channel, err := s.Channel(channelID)
+ if err != nil {
+ return 0
+ }
+
+ guild, err := s.Guild(channel.GuildID)
+ if err != nil {
+ return 0
+ }
+
+ member, err := s.Member(guild.ID, userID)
+ if err != nil {
+ return 0
+ }
+
+ return firstRoleColorColor(guild, member.Roles)
+}
+
+// MessageColor returns the color of the author's name as displayed
+// in the client associated with this message.
+func (s *State) MessageColor(message *Message) int {
+ if s == nil {
+ return 0
+ }
+
+ if message.Member == nil || message.Member.Roles == nil {
+ return 0
+ }
+
+ channel, err := s.Channel(message.ChannelID)
+ if err != nil {
+ return 0
+ }
+
+ guild, err := s.Guild(channel.GuildID)
+ if err != nil {
+ return 0
+ }
+
+ return firstRoleColorColor(guild, message.Member.Roles)
+}
+
+func firstRoleColorColor(guild *Guild, memberRoles []string) int {
+ roles := Roles(guild.Roles)
+ sort.Sort(roles)
+
+ for _, role := range roles {
+ for _, roleID := range memberRoles {
+ if role.ID == roleID {
+ if role.Color != 0 {
+ return role.Color
+ }
+ }
+ }
+ }
+
+ for _, role := range roles {
+ if role.ID == guild.ID {
+ return role.Color
+ }
+ }
+
+ return 0
+}