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Fix a bug where guilds weren't being saved

During a refactor the guild.Upsert somehow got removed and I didn't notice it
because my test account was synced. So to avoid this in the future we output
the number of guilds the database knows, the number discord says we have and
then how many the database has after we purge guilds the user has left.

refs #8
Gary Kramlich 3 年之前
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当前提交
619dd9aef8
共有 1 个文件被更改,包括 9 次插入0 次删除
  1. 9 0
      bridge/user.go

+ 9 - 0
bridge/user.go

@@ -412,6 +412,9 @@ func (u *User) readyHandler(s *discordgo.Session, r *discordgo.Ready) {
 	// build a list of the current guilds we're in so we can prune the old ones
 	current := []string{}
 
+	u.log.Debugln("database guild count", len(u.guilds))
+	u.log.Debugln("discord guild count", len(r.Guilds))
+
 	for _, guild := range r.Guilds {
 		current = append(current, guild.ID)
 
@@ -425,6 +428,8 @@ func (u *User) readyHandler(s *discordgo.Session, r *discordgo.Ready) {
 			if !guild.Unavailable {
 				u.guilds[guild.ID].GuildName = guild.Name
 			}
+
+			val.Upsert()
 		} else {
 			g := u.bridge.db.Guild.New()
 			g.DiscordID = u.ID
@@ -434,6 +439,8 @@ func (u *User) readyHandler(s *discordgo.Session, r *discordgo.Ready) {
 			if !guild.Unavailable {
 				g.GuildName = guild.Name
 			}
+
+			g.Upsert()
 		}
 	}
 
@@ -444,6 +451,8 @@ func (u *User) readyHandler(s *discordgo.Session, r *discordgo.Ready) {
 	// anymore.
 	u.loadGuilds()
 
+	u.log.Debugln("updated database guild count", len(u.guilds))
+
 	u.Update()
 }