[][src]Struct serenity::gateway::Shard

pub struct Shard {
    pub client: WsClient,
    pub started: Instant,
    pub token: String,
    // some fields omitted
}

A Shard is a higher-level handler for a websocket connection to Discord's gateway. The shard allows for sending and receiving messages over the websocket, such as setting the active activity, reconnecting, syncing guilds, and more.

Refer to the module-level documentation for information on effectively using multiple shards, if you need to.

Note that there are additional methods available if you are manually managing a shard yourself, although they are hidden from the documentation since there are few use cases for doing such.

Stand-alone shards

You may instantiate a shard yourself - decoupled from the Client - if you need to. For most use cases, you will not need to do this, and you can leave the client to do it.

This can be done by passing in the required parameters to new. You can then manually handle the shard yourself and receive events via receive.

Note: You really do not need to do this. Just call one of the appropriate methods on the Client.

Examples

See the documentation for new on how to use this.

Fields

client: WsClientstarted: Instant

Instant of when the shard was started.

token: String

Methods

impl Shard[src]

pub fn new(
    ws_url: Arc<Mutex<String>>,
    token: &str,
    shard_info: [u64; 2],
    guild_subscriptions: bool
) -> Result<Shard>
[src]

Instantiates a new instance of a Shard, bypassing the client.

Note: You should likely never need to do this yourself.

Examples

Instantiating a new Shard manually for a bot with no shards, and then listening for events:

use serenity::gateway::Shard;
use parking_lot::Mutex;
use std::{env, sync::Arc};
let token = env::var("DISCORD_BOT_TOKEN")?;
// retrieve the gateway response, which contains the URL to connect to
let gateway = Arc::new(Mutex::new(http.get_gateway()?.url));
let shard = Shard::new(gateway, &token, [0, 1], true)?;

// at this point, you can create a `loop`, and receive events and match
// their variants

pub fn current_presence(&self) -> &CurrentPresence[src]

Retrieves the current presence of the shard.

pub fn is_shutdown(&self) -> bool[src]

Whether the shard has permanently shutdown.

This should normally happen due to manual calling of shutdown or shutdown_clean.

pub fn heartbeat_instants(&self) -> &(Option<Instant>, Option<Instant>)[src]

Retrieves the heartbeat instants of the shard.

This is the time of when a heartbeat was sent and when an acknowledgement was last received.

pub fn last_heartbeat_sent(&self) -> Option<&Instant>[src]

Retrieves the value of when the last heartbeat was sent.

pub fn last_heartbeat_ack(&self) -> Option<&Instant>[src]

Retrieves the value of when the last heartbeat ack was received.

pub fn heartbeat(&mut self) -> Result<()>[src]

Sends a heartbeat to the gateway with the current sequence.

This sets the last heartbeat time to now, and last_heartbeat_acknowledged to false.

Errors

Returns GatewayError::HeartbeatFailed if there was an error sending a heartbeat.

pub fn heartbeat_interval(&self) -> Option<&u64>[src]

pub fn last_heartbeat_acknowledged(&self) -> bool[src]

pub fn seq(&self) -> u64[src]

pub fn session_id(&self) -> Option<&String>[src]

pub fn set_activity(&mut self, activity: Option<Activity>)[src]

use serenity::model::gateway::Activity;

shard.set_activity(Some(Activity::playing("Heroes of the Storm")));

pub fn set_presence(&mut self, status: OnlineStatus, activity: Option<Activity>)[src]

pub fn set_status(&mut self, status: OnlineStatus)[src]

pub fn shard_info(&self) -> [u64; 2][src]

Retrieves a copy of the current shard information.

The first element is the current shard - 0-indexed - while the second element is the total number of shards -- 1-indexed.

For example, if using 3 shards in total, and if this is shard 1, then it can be read as "the second of three shards".

Examples

Retrieving the shard info for the second shard, out of two shards total:

assert_eq!(shard.shard_info(), [1, 2]);

pub fn stage(&self) -> ConnectionStage[src]

Returns the current connection stage of the shard.

pub fn check_heartbeat(&mut self) -> bool[src]

Checks whether a heartbeat needs to be sent, as well as whether a heartbeat acknowledgement was received.

true is returned under one of the following conditions:

  • the heartbeat interval has not elapsed
  • a heartbeat was successfully sent
  • there is no known heartbeat interval yet

false is returned under one of the following conditions:

  • a heartbeat acknowledgement was not received in time
  • an error occurred while heartbeating

pub fn latency(&self) -> Option<StdDuration>[src]

Calculates the heartbeat latency between the shard and the gateway.

pub fn should_reconnect(&mut self) -> Option<ReconnectType>[src]

Performs a deterministic reconnect.

The type of reconnect is deterministic on whether a session_id.

If the session_id still exists, then a RESUME is sent. If not, then an IDENTIFY is sent.

Note that, if the shard is already in a stage of ConnectionStage::Connecting, then no action will be performed.

pub fn reconnection_type(&self) -> ReconnectType[src]

pub fn chunk_guilds<It>(
    &mut self,
    guild_ids: It,
    limit: Option<u16>,
    query: Option<&str>
) -> Result<()> where
    It: IntoIterator<Item = GuildId>, 
[src]

Requests that one or multiple Guilds be chunked.

This will ask the gateway to start sending member chunks for large guilds (250 members+). If a guild is over 250 members, then a full member list will not be downloaded, and must instead be requested to be sent in "chunks" containing members.

Member chunks are sent as the Event::GuildMembersChunk event. Each chunk only contains a partial amount of the total members.

If the cache feature is enabled, the cache will automatically be updated with member chunks.

Examples

Chunk a single guild by Id, limiting to 2000 Members, and not specifying a query parameter:

use serenity::model::id::GuildId;

let guild_ids = vec![GuildId(81384788765712384)];

shard.chunk_guilds(guild_ids, Some(2000), None);

Chunk a single guild by Id, limiting to 20 members, and specifying a query parameter of "do":

use serenity::model::id::GuildId;

let guild_ids = vec![GuildId(81384788765712384)];

shard.chunk_guilds(guild_ids, Some(20), Some("do"));

pub fn identify(&mut self) -> Result<()>[src]

pub fn initialize(&mut self) -> Result<WsClient>[src]

Initializes a new WebSocket client.

This will set the stage of the shard before and after instantiation of the client.

pub fn reset(&mut self)[src]

pub fn resume(&mut self) -> Result<()>[src]

pub fn reconnect(&mut self) -> Result<()>[src]

pub fn update_presence(&mut self) -> Result<()>[src]

Auto Trait Implementations

impl !RefUnwindSafe for Shard

impl Send for Shard

impl Sync for Shard

impl Unpin for Shard

impl !UnwindSafe for Shard

Blanket Implementations

impl<T> Any for T where
    T: 'static + ?Sized
[src]

impl<T> Borrow<T> for T where
    T: ?Sized
[src]

impl<T> BorrowMut<T> for T where
    T: ?Sized
[src]

impl<T> From<T> for T[src]

impl<T, U> Into<U> for T where
    U: From<T>, 
[src]

impl<T> Same<T> for T

type Output = T

Should always be Self

impl<T, U> TryFrom<U> for T where
    U: Into<T>, 
[src]

type Error = Infallible

The type returned in the event of a conversion error.

impl<T, U> TryInto<U> for T where
    U: TryFrom<T>, 
[src]

type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.

impl<T> UnsafeAny for T where
    T: Any

impl<V, T> VZip<V> for T where
    V: MultiLane<T>,