mirror of https://gitlab.com/litecord/litecord.git
281 lines
8.8 KiB
Python
281 lines
8.8 KiB
Python
"""
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Litecord
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Copyright (C) 2018-2019 Luna Mendes
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, version 3 of the License.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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"""
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from typing import List, Dict, Any, Iterable
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from random import choice
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from logbook import Logger
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log = Logger(__name__)
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Presence = Dict[str, Any]
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def status_cmp(status: str, other_status: str) -> bool:
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"""Compare if `status` is better than the `other_status`
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in the status hierarchy.
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"""
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hierarchy = {"online": 3, "idle": 2, "dnd": 1, "offline": 0, None: -1}
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return hierarchy[status] > hierarchy[other_status]
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def _best_presence(shards):
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"""Find the 'best' presence given a list of GatewayState."""
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best = {"status": None, "game": None}
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for state in shards:
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presence = state.presence
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status = presence["status"]
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if not presence:
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continue
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# shards with a better status
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# in the hierarchy are treated as best
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if status_cmp(status, best["status"]):
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best["status"] = status
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# if we have any game, use it
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if presence["game"] is not None:
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best["game"] = presence["game"]
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# best['status'] is None when no
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# status was good enough.
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return None if not best["status"] else best
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def fill_presence(presence: dict, *, game=None) -> dict:
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"""Fill a given presence object with some specific fields."""
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presence["client_status"] = {}
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presence["mobile"] = False
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if "since" not in presence:
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presence["since"] = 0
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# fill game and activities array depending if game
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# is there or not
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game = game or presence.get("game")
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# casting to bool since a game of {} is still invalid
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if game:
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presence["game"] = game
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presence["activities"] = [game]
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else:
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presence["game"] = None
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presence["activities"] = []
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return presence
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async def _pres(storage, user_id: int, status_obj: dict) -> dict:
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"""Convert a given status into a presence, given the User ID and the
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:class:`Storage` instance."""
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ext = {
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"user": await storage.get_user(user_id),
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"activities": [],
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# NOTE: we are purposefully overwriting the fields, as there
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# isn't any push for us to actually implement mobile detection, or
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# web detection, etc.
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"client_status": {},
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"mobile": False,
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}
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return fill_presence({**status_obj, **ext})
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class PresenceManager:
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"""Presence management.
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Has common functions to deal with fetching or updating presences, including
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side-effects (events).
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"""
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def __init__(self, app):
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self.storage = app.storage
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self.user_storage = app.user_storage
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self.state_manager = app.state_manager
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self.dispatcher = app.dispatcher
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async def guild_presences(
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self, member_ids: List[int], guild_id: int
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) -> List[Dict[Any, str]]:
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"""Fetch all presences in a guild."""
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# this works via fetching all connected GatewayState on a guild
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# then fetching its respective member and merging that info with
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# the state's set presence.
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states = self.state_manager.guild_states(member_ids, guild_id)
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presences = []
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for state in states:
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member = await self.storage.get_member_data_one(guild_id, state.user_id)
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game = state.presence.get("game", None)
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# only use the data we need.
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presences.append(
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fill_presence(
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{
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"user": member["user"],
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"roles": member["roles"],
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"guild_id": str(guild_id),
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# if a state is connected to the guild
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# we assume its online.
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"status": state.presence.get("status", "online"),
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},
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game=game,
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)
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)
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return presences
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async def dispatch_guild_pres(self, guild_id: int, user_id: int, new_state: dict):
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"""Dispatch a Presence update to an entire guild."""
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state = dict(new_state)
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member = await self.storage.get_member_data_one(guild_id, user_id)
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game = state["game"]
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lazy_guild_store = self.dispatcher.backends["lazy_guild"]
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lists = lazy_guild_store.get_gml_guild(guild_id)
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# shards that are in lazy guilds with 'everyone'
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# enabled
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in_lazy: List[str] = []
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for member_list in lists:
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session_ids = await member_list.pres_update(
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int(member["user"]["id"]),
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{"roles": member["roles"], "status": state["status"], "game": game},
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)
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log.debug("Lazy Dispatch to {}", len(session_ids))
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# if we are on the 'everyone' member list, we don't
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# dispatch a PRESENCE_UPDATE for those shards.
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if member_list.channel_id == member_list.guild_id:
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in_lazy.extend(session_ids)
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pres_update_payload = fill_presence(
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{
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"guild_id": str(guild_id),
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"user": member["user"],
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"roles": member["roles"],
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"status": state["status"],
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},
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game=game,
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)
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# given a session id, return if the session id actually connects to
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# a given user, and if the state has not been dispatched via lazy guild.
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def _session_check(session_id):
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state = self.state_manager.fetch_raw(session_id)
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uid = int(member["user"]["id"])
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if not state:
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return False
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# we don't want to send a presence update
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# to the same user
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return state.user_id != uid and session_id not in in_lazy
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# everyone not in lazy guild mode
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# gets a PRESENCE_UPDATE
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await self.dispatcher.dispatch_filter(
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"guild", guild_id, _session_check, "PRESENCE_UPDATE", pres_update_payload
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)
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return in_lazy
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async def dispatch_pres(self, user_id: int, state: dict):
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"""Dispatch a new presence to all guilds the user is in.
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Also dispatches the presence to all the users' friends
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"""
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if state["status"] == "invisible":
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state["status"] = "offline"
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# TODO: shard-aware
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guild_ids = await self.user_storage.get_user_guilds(user_id)
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for guild_id in guild_ids:
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await self.dispatch_guild_pres(guild_id, user_id, state)
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# dispatch to all friends that are subscribed to them
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user = await self.storage.get_user(user_id)
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game = state["game"]
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await self.dispatcher.dispatch(
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"friend",
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user_id,
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"PRESENCE_UPDATE",
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fill_presence({"user": user, "status": state["status"]}, game=game),
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)
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async def friend_presences(self, friend_ids: Iterable[int]) -> List[Presence]:
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"""Fetch presences for a group of users.
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This assumes the users are friends and so
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only gets states that are single or have ID 0.
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"""
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storage = self.storage
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res = []
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for friend_id in friend_ids:
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friend_states = self.state_manager.user_states(friend_id)
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if not friend_states:
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# append offline
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res.append(
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await _pres(
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storage,
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friend_id,
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{"afk": False, "status": "offline", "game": None, "since": 0},
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)
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)
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continue
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# filter the best shards:
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# - all with id 0 (are the first shards in the collection) or
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# - all shards with count = 1 (single shards)
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good_shards = list(
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filter(
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lambda state: state.shard[0] == 0 or state.shard[1] == 1,
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friend_states,
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)
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)
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if good_shards:
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best_pres = _best_presence(good_shards)
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best_pres = await _pres(storage, friend_id, best_pres)
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res.append(best_pres)
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continue
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# if there aren't any shards with id 0
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# AND none that are single, just go with a random
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shard = choice(friend_states)
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res.append(await _pres(storage, friend_id, shard.presence))
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return res
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