mirror of https://gitlab.com/litecord/litecord.git
288 lines
9.1 KiB
Python
288 lines
9.1 KiB
Python
"""
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Litecord
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Copyright (C) 2018-2021 Luna Mendes and Litecord Contributors
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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, Optional
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from random import choice
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from dataclasses import dataclass
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from quart import current_app as app
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from logbook import Logger
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log = Logger(__name__)
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@dataclass
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class BasePresence:
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status: str
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game: Optional[dict] = None
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@property
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def activities(self) -> list:
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return [self.game] if self.game else []
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@property
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def partial_dict(self) -> dict:
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return {
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"status": self.status,
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"game": self.game,
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"since": 0,
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# hardcode all presences as coming from web
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"client_status": {"web": self.status},
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"mobile": False,
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"activities": self.activities,
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}
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def update_from_incoming_dict(self, given_presence: dict) -> None:
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given_status, given_game = (
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given_presence.get("status"),
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given_presence.get("game"),
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)
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if given_status is not None:
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assert isinstance(given_status, str)
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self.status = given_status
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if given_game is not None:
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assert isinstance(given_game, dict)
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self.game = given_game
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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 _merge_state_presences(shards: list) -> BasePresence:
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"""create a 'best' presence given a list of states."""
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best = BasePresence(status="offline")
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for state in shards:
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if state.presence is None:
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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(state.presence.status, best.status):
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best.status = state.presence.status
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# if we have any game, use it
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if state.presence.game:
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best.game = state.presence.game
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return best
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async def _pres(user_id: int, presence: BasePresence) -> dict:
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"""Take a given base presence and convert it to a full friend presence."""
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return {**presence.partial_dict, **{"user": await app.storage.get_user(user_id)}}
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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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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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presences.append(
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{
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**(state.presence or BasePresence(status="offline")).partial_dict,
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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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},
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}
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)
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return presences
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async def dispatch_guild_pres(
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self, guild_id: int, user_id: int, presence: BasePresence
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):
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"""Dispatch a Presence update to an entire guild."""
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member = await self.storage.get_member_data_one(guild_id, user_id)
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lists = app.lazy_guild.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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{
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"roles": member["roles"],
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"status": presence.status,
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"game": presence.game,
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"activities": presence.activities,
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},
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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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event_payload = {
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**presence.partial_dict,
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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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},
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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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try:
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state = self.state_manager.fetch_raw(session_id)
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except KeyError:
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return False
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uid = int(member["user"]["id"])
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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 app.dispatcher.guild.dispatch_filter(
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guild_id, _session_check, ("PRESENCE_UPDATE", event_payload)
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)
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return in_lazy
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async def dispatch_friends_pres(self, user_id: int, presence: BasePresence) -> None:
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"""
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Dispatch a new presence to all the user' friend
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"""
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user = await self.storage.get_user(user_id)
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await app.dispatcher.friend.dispatch(
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user_id,
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("PRESENCE_UPDATE", {**presence.partial_dict, **{"user": user}}),
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)
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async def dispatch_friends_pres_filter(
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self, user: dict, filter_function, presence: BasePresence
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) -> None:
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"""
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Same as dispatch_friends_pres but passes a filter function
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Takes in a whole public user object instead of a user id
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"""
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return await app.dispatcher.friend.dispatch_filter(
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int(user["id"]),
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filter_function,
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("PRESENCE_UPDATE", {**presence.partial_dict, **{"user": user}}),
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)
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async def dispatch_pres(self, user_id: int, presence: BasePresence) -> None:
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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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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, presence)
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await self.dispatch_friends_pres(user_id, presence)
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def fetch_self_presence(self, user_id: int) -> BasePresence:
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"""Fetch a presence for a specifc user.
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This is basically the same as the friend function, so let's just call that
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"""
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return self.fetch_friend_presence(user_id)
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def fetch_friend_presence(self, friend_id: int) -> BasePresence:
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"""Fetch a presence for a friend.
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This is a different algorithm than guild presence.
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"""
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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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return BasePresence(status="offline")
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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.current_shard == 0 or state.shard_count == 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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return _merge_state_presences(good_shards)
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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 one.
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shard = choice([s for s in friend_states if s.presence])
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assert shard.presence is not None
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return shard.presence
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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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res = []
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for friend_id in friend_ids:
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presence = self.fetch_friend_presence(friend_id)
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res.append(await _pres(friend_id, presence))
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return res
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