Documentation ¶
Index ¶
- Constants
- func ApplyChannelPermissions(perms int64, guildID int64, overwrites []discordgo.PermissionOverwrite, ...) int64
- func CalculateBasePermissions(guildID int64, ownerID int64, guildRoles []discordgo.Role, memberID int64, ...) (perms int64)
- func CalculatePermissions(g *GuildState, guildRoles []discordgo.Role, ...) (perms int64)
- func IsChannelNotFound(e error) (bool, int64)
- func IsGuildNotFound(e error) (bool, int64)
- func IsRoleAbove(a, b *discordgo.Role) bool
- type ChannelState
- type Channels
- type ErrChannelNotFound
- type ErrGuildNotFound
- type GuildSet
- func (gs *GuildSet) BannerURL(size string) string
- func (gs *GuildSet) GetChannel(id int64) *ChannelState
- func (gs *GuildSet) GetChannelOrThread(id int64) *ChannelState
- func (gs *GuildSet) GetEmoji(id int64) *discordgo.Emoji
- func (gs *GuildSet) GetMemberPermissions(channelID int64, memberID int64, roles []int64) (perms int64, err error)
- func (gs *GuildSet) GetRole(id int64) *discordgo.Role
- func (gs *GuildSet) GetThread(id int64) *ChannelState
- func (gs *GuildSet) GetVoiceState(userID int64) *discordgo.VoiceState
- func (gs *GuildSet) IconURL(size string) string
- type GuildState
- type LightGame
- type MemberFields
- type MemberState
- type MessageState
- type MessagesQuery
- type PresenceFields
- type PresenceStatus
- type Roles
- type StateTracker
Constants ¶
const AllPermissions int64 = discordgo.PermissionAll
const ChannelPermsMask = ^(discordgo.PermissionAdministrator | discordgo.PermissionManageServer | discordgo.PermissionChangeNickname | discordgo.PermissionManageServer | discordgo.PermissionManageRoles | discordgo.PermissionKickMembers | discordgo.PermissionBanMembers)
Apply this mask to channel permissions to filter them out discord performs no server side validation so this is needed as to not run into some really weird situations
Variables ¶
This section is empty.
Functions ¶
func ApplyChannelPermissions ¶
func ApplyChannelPermissions(perms int64, guildID int64, overwrites []discordgo.PermissionOverwrite, memberID int64, roles []int64) int64
ApplyChannelPermissions applies the channel permission overwrites to the input perms
func CalculateBasePermissions ¶
func CalculateBasePermissions(guildID int64, ownerID int64, guildRoles []discordgo.Role, memberID int64, roles []int64) (perms int64)
CalculateBasePermissions calculates the guild scope permissions, excluding channel overwrites
func CalculatePermissions ¶
func CalculatePermissions(g *GuildState, guildRoles []discordgo.Role, overwrites []discordgo.PermissionOverwrite, memberID int64, roles []int64) (perms int64)
CalculatePermissions calculates the full permissions of a user
func IsChannelNotFound ¶
IsChannelNotFound returns true if a ErrChannelNotFound, and also the ChannelID if it was
func IsGuildNotFound ¶
IsGuildNotFound returns true if a ErrGuildNotFound, and also the GuildID if it was
func IsRoleAbove ¶
Types ¶
type ChannelState ¶
type ChannelState struct { ID int64 `json:"id,string"` GuildID int64 `json:"guild_id,string"` Name string `json:"name"` Topic string `json:"topic"` Type discordgo.ChannelType `json:"type"` NSFW bool `json:"nsfw"` Icon string `json:"icon"` Position int `json:"position"` Bitrate int `json:"bitrate"` UserLimit int `json:"user_limit"` ParentID int64 `json:"parent_id,string"` RateLimitPerUser int `json:"rate_limit_per_user"` OwnerID int64 `json:"owner_id,string"` ThreadMetadata *discordgo.ThreadMetadata `json:"thread_metadata"` PermissionOverwrites []discordgo.PermissionOverwrite `json:"permission_overwrites"` }
func ChannelStateFromDgo ¶
func ChannelStateFromDgo(c *discordgo.Channel) ChannelState
func (*ChannelState) IsPrivate ¶
func (c *ChannelState) IsPrivate() bool
func (*ChannelState) Mention ¶ added in v2.10.0
func (c *ChannelState) Mention() (string, error)
type ErrChannelNotFound ¶
type ErrChannelNotFound struct {
ChannelID int64
}
func (*ErrChannelNotFound) Error ¶
func (e *ErrChannelNotFound) Error() string
type ErrGuildNotFound ¶
type ErrGuildNotFound struct {
GuildID int64
}
func (*ErrGuildNotFound) Error ¶
func (e *ErrGuildNotFound) Error() string
type GuildSet ¶
type GuildSet struct { GuildState Channels []ChannelState Threads []ChannelState Roles []discordgo.Role Emojis []discordgo.Emoji VoiceStates []discordgo.VoiceState }
Relatively cheap, less frequently updated things thinking: should we keep voice states in here? those are more frequently updated but ehhh should we?
func GuildSetFromGuild ¶
func (*GuildSet) GetChannel ¶
func (gs *GuildSet) GetChannel(id int64) *ChannelState
func (*GuildSet) GetChannelOrThread ¶
func (gs *GuildSet) GetChannelOrThread(id int64) *ChannelState
func (*GuildSet) GetMemberPermissions ¶
func (*GuildSet) GetThread ¶
func (gs *GuildSet) GetThread(id int64) *ChannelState
func (*GuildSet) GetVoiceState ¶
func (gs *GuildSet) GetVoiceState(userID int64) *discordgo.VoiceState
type GuildState ¶
type GuildState struct { ID int64 `json:"id,string"` Available bool `json:"available"` MemberCount int64 `json:"member_count"` OwnerID int64 `json:"owner_id,string"` Region string `json:"region"` Name string `json:"name"` Icon string `json:"icon"` Banner string `json:"banner"` Description string `json:"description"` PreferredLocale string `json:"preferred_locale"` // The ID of the AFK voice channel. AfkChannelID int64 `json:"afk_channel_id,string"` // The hash of the guild's splash. Splash string `json:"splash"` // The timeout, in seconds, before a user is considered AFK in voice. AfkTimeout int `json:"afk_timeout"` // The verification level required for the guild. VerificationLevel discordgo.VerificationLevel `json:"verification_level"` // Whether the guild is considered large. This is // determined by a member threshold in the identify packet, // and is currently hard-coded at 250 members in the library. Large bool `json:"large"` // The default message notification setting for the guild. // 0 == all messages, 1 == mentions only. DefaultMessageNotifications int `json:"default_message_notifications"` MaxPresences int `json:"max_presences"` MaxMembers int `json:"max_members"` // This field is only present in GUILD_CREATE events and websocket // update events, and thus is only present in state-cached guilds. Unavailable bool `json:"unavailable"` // The explicit content filter level ExplicitContentFilter discordgo.ExplicitContentFilterLevel `json:"explicit_content_filter"` // The list of enabled guild features Features []string `json:"features"` // Required MFA level for the guild MfaLevel discordgo.MfaLevel `json:"mfa_level"` // Whether or not the Server Widget is enabled WidgetEnabled bool `json:"widget_enabled"` // The Channel ID for the Server Widget WidgetChannelID string `json:"widget_channel_id"` // The Channel ID to which system messages are sent (eg join and leave messages) SystemChannelID string `json:"system_channel_id"` // Contains the vanity url of a guild VanityURLCode string `json:"vanity_url_code"` }
func GuildStateFromDgo ¶
func GuildStateFromDgo(guild *discordgo.Guild) *GuildState
type MemberFields ¶
type MemberState ¶
type MemberState struct { // All the sparse fields are always available User discordgo.User GuildID int64 // These are not always available and all usages should be checked Member *MemberFields Presence *PresenceFields }
A fully cached member
func MemberStateFromMember ¶
func MemberStateFromMember(member *discordgo.Member) *MemberState
func MemberStateFromPresence ¶
func MemberStateFromPresence(p *discordgo.PresenceUpdate) *MemberState
func (*MemberState) DgoMember ¶
func (ms *MemberState) DgoMember() *discordgo.Member
Converts a member state into a discordgo.Member this will return nil if member is not available
type MessageState ¶
type MessageState struct { ID int64 GuildID int64 ChannelID int64 Author discordgo.User Member *discordgo.Member Content string Embeds []discordgo.MessageEmbed Mentions []discordgo.User MentionRoles []int64 Attachments []discordgo.MessageAttachment ParsedCreatedAt time.Time ParsedEditedAt time.Time Deleted bool }
func MessageStateFromDgo ¶
func MessageStateFromDgo(m *discordgo.Message) *MessageState
func (*MessageState) ContentWithMentionsReplaced ¶
func (m *MessageState) ContentWithMentionsReplaced() string
type MessagesQuery ¶
type MessagesQuery struct { Buf []*MessageState // Get messages made before this ID (message_id < before) Before int64 // Get messages made after this ID (message_id > after) After int64 Limit int IncludeDeleted bool }
type PresenceFields ¶
type PresenceFields struct { // Acitvity here Game *LightGame Status PresenceStatus }
type PresenceStatus ¶
type PresenceStatus int32
const ( StatusNotSet PresenceStatus = 0 StatusOnline PresenceStatus = 1 StatusIdle PresenceStatus = 2 StatusDoNotDisturb PresenceStatus = 3 StatusInvisible PresenceStatus = 4 StatusOffline PresenceStatus = 5 )
type StateTracker ¶
type StateTracker interface { // GetGuild returns a guild set for the provided guildID, or nil if not found GetGuild(guildID int64) *GuildSet // GetShardGuilds returns all the guild sets on the shard // this will panic if shardID is below 0 or >= total shards GetShardGuilds(shardID int64) []*GuildSet // GetMember returns a member from state // Note that MemberState.Member is nil if only presence data is present, and likewise for MemberState.Presence // // returns nil if member is not found in the guild's state // which does not mean they're not a member, simply that they're not cached GetMember(guildID int64, memberID int64) *MemberState // GetMessages returns the messages of the channel, up to limit, you may pass in a pre-allocated buffer to save allocations. // If cap(buf) is less than the needed then a new one will be created and returned // if len(buf) is greater than needed, it will be sliced to the proper length GetMessages(guildID int64, channelID int64, query *MessagesQuery) []*MessageState // Calls f on all members, return true to continue or false to stop // // This is a blocking, non-concurrent operation that returns when f has either returned false or f has been called on all members // it should be safe to modify local caller variables within f without needing any syncronization on the caller side // as syncronization is done by the implmentation to ensure f is never called concurrently // // It's up to the implementation to decide how to chunk the results, it may even just be 1 chunk // The reason it can be chunked is in the cases where state is remote // // Note that f may not be called if there were no results IterateMembers(guildID int64, f func(chunk []*MemberState) bool) }
The state system for yags You are safe to read everything returned You are NOT safe to modify anything returned, as that can cause race conditions