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fix: Incomplete Ready, DownloadUsersAsync, and optimize AlwaysDownloadUsers (#1548)

* Fix Ready and AlwaysDownloadUsers

Ready could fire before downloading all guild data and downloading guild users one guild per time without gateway intents is a waste of a gateway request that can support up to 1000.

* Reduce batchSize and fix count

* Fix typo

* Split xml docs line

Co-authored-by: Christopher Felegy <cfelegy@riseup.net>
tags/2.3.0
Paulo GitHub 4 years ago
parent
commit
dc8c95931e
No known key found for this signature in database GPG Key ID: 4AEE18F83AFDEB23
3 changed files with 39 additions and 5 deletions
  1. +7
    -1
      src/Discord.Net.WebSocket/DiscordSocketClient.Events.cs
  2. +7
    -4
      src/Discord.Net.WebSocket/DiscordSocketClient.cs
  3. +25
    -0
      src/Discord.Net.WebSocket/DiscordSocketConfig.cs

+ 7
- 1
src/Discord.Net.WebSocket/DiscordSocketClient.Events.cs View File

@@ -21,7 +21,13 @@ namespace Discord.WebSocket
remove { _disconnectedEvent.Remove(value); }
}
private readonly AsyncEvent<Func<Exception, Task>> _disconnectedEvent = new AsyncEvent<Func<Exception, Task>>();
/// <summary> Fired when guild data has finished downloading. </summary>
/// <summary>
/// Fired when guild data has finished downloading.
/// </summary>
/// <remarks>
/// It is possible that some guilds might be unsynced if <see cref="DiscordSocketConfig.MaxWaitBetweenGuildAvailablesBeforeReady" />
/// was not long enough to receive all GUILD_AVAILABLEs before READY.
/// </remarks>
public event Func<Task> Ready
{
add { _readyEvent.Add(value); }


+ 7
- 4
src/Discord.Net.WebSocket/DiscordSocketClient.cs View File

@@ -169,7 +169,7 @@ namespace Discord.WebSocket

GuildAvailable += g =>
{
if (ConnectionState == ConnectionState.Connected && AlwaysDownloadUsers && !g.HasAllMembers)
if (_guildDownloadTask?.IsCompleted == true && ConnectionState == ConnectionState.Connected && AlwaysDownloadUsers && !g.HasAllMembers)
{
var _ = g.DownloadUsersAsync();
}
@@ -370,7 +370,7 @@ namespace Discord.WebSocket
{
var cachedGuilds = guilds.ToImmutableArray();

const short batchSize = 50;
const short batchSize = 100; //TODO: Gateway Intents will limit to a maximum of 1 guild_id
ulong[] batchIds = new ulong[Math.Min(batchSize, cachedGuilds.Length)];
Task[] batchTasks = new Task[batchIds.Length];
int batchCount = (cachedGuilds.Length + (batchSize - 1)) / batchSize;
@@ -378,7 +378,7 @@ namespace Discord.WebSocket
for (int i = 0, k = 0; i < batchCount; i++)
{
bool isLast = i == batchCount - 1;
int count = isLast ? (batchIds.Length - (batchCount - 1) * batchSize) : batchSize;
int count = isLast ? (cachedGuilds.Length - (batchCount - 1) * batchSize) : batchSize;

for (int j = 0; j < count; j++, k++)
{
@@ -578,6 +578,9 @@ namespace Discord.WebSocket
}
else if (_connection.CancelToken.IsCancellationRequested)
return;
if (BaseConfig.AlwaysDownloadUsers)
_ = DownloadUsersAsync(Guilds.Where(x => x.IsAvailable && !x.HasAllMembers));

await TimedInvokeAsync(_readyEvent, nameof(Ready)).ConfigureAwait(false);
await _gatewayLogger.InfoAsync("Ready").ConfigureAwait(false);
@@ -1772,7 +1775,7 @@ namespace Discord.WebSocket
try
{
await logger.DebugAsync("GuildDownloader Started").ConfigureAwait(false);
while ((_unavailableGuildCount != 0) && (Environment.TickCount - _lastGuildAvailableTime < 2000))
while ((_unavailableGuildCount != 0) && (Environment.TickCount - _lastGuildAvailableTime < BaseConfig.MaxWaitBetweenGuildAvailablesBeforeReady))
await Task.Delay(500, cancelToken).ConfigureAwait(false);
await logger.DebugAsync("GuildDownloader Stopped").ConfigureAwait(false);
}


+ 25
- 0
src/Discord.Net.WebSocket/DiscordSocketConfig.cs View File

@@ -126,6 +126,31 @@ namespace Discord.WebSocket
public bool GuildSubscriptions { get; set; } = true;

/// <summary>
/// Gets or sets the maximum wait time in milliseconds between GUILD_AVAILABLE events before firing READY.
///
/// If zero, READY will fire as soon as it is received and all guilds will be unavailable.
/// </summary>
/// <remarks>
/// <para>This property is measured in milliseconds, negative values will throw an exception.</para>
/// <para>If a guild is not received before READY, it will be unavailable.</para>
/// </remarks>
/// <returns>
/// The maximum wait time in milliseconds between GUILD_AVAILABLE events before firing READY.
/// </returns>
/// <exception cref="System.ArgumentException">Value must be at least 0.</exception>
public int MaxWaitBetweenGuildAvailablesBeforeReady {
get
{
return _maxWaitForGuildAvailable;
}
set
{
Preconditions.AtLeast(value, 0, nameof(MaxWaitBetweenGuildAvailablesBeforeReady));
_maxWaitForGuildAvailable = value;
}
}
private int _maxWaitForGuildAvailable = 10000;
/// Gets or sets gateway intents to limit what events are sent from Discord. Allows for more granular control than the <see cref="GuildSubscriptions"/> property.
/// </summary>
/// <remarks>


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