# Additional information

TIP

This page is a follow-up and bases its code on the previous page.

Here are some extra topics covered about sharding that might have raised concerns.

# Legend

  • manager is an instance of ShardingManager, e.g. const manager = new ShardingManager(file, options);
  • client.shard refers to the current shard.

# Shard messages

For shards to communicate, they have to send messages to one another, as they each have another process. You can listen for these messages by adding the following listener in your index.js file:

manager.on('message', (shard, message) => {
	console.log(`Shard[${shard.id}] : ${message._eval} : ${message._result}`);
});

For shards to communicate, they have to send messages to one another, as they each have another process. You must wait for each shard to finish spawning before you can listen to their events, otherwise ShardingManager#shards will be an empty Collection. You can listen for these messages on the individual shards by adding the following lines in your index.js file:

manager.spawn()
	.then(shards => {
		shards.forEach(shard => {
			shard.on('message', message => {
				console.log(`Shard[${shard.id}] : ${message._eval} : ${message._result}`);
			});
		});
	})
	.catch(console.error);

As the property names imply, the _eval property is what the shard is attempting to evaluate, and the _result property is the output of said evaluation. However, these properties are only guaranteed if a shard is sending a message. There will also be an _error property, should the evaluation have thrown an error.

You can also send messages via process.send('hello'), which would not contain the same information. This is why the .message property's type is declared as * in the discord.js documentation (opens new window).

# Specific shards

There might be times where you want to target a specific shard. An example would be to kill a specific shard that isn't working as intended. You can achieve this by taking the following snippet (in a command, preferably):

client.shard.broadcastEval('if (this.shard.id === 0) process.exit();');

TIP

In discord.js v12, client.shard (opens new window) can hold multiple ids. If you use the default sharding manager, the .ids array will only have one entry.

client.shard.broadcastEval('if (this.shard.ids.includes(0)) process.exit();');

If you're using something like PM2 (opens new window) or Forever (opens new window), this is an easy way to restart a specific shard. Remember, Shard#broadcastEval (opens new window) sends a message to all shards, so you have to check if it's on the shard you want.

# ShardingManager#shardArgs and ShardingManager#execArgv

Consider the following example of creating a new ShardingManager instance:

const manager = new ShardingManager('./bot.js', {
	execArgv: ['--trace-warnings'],
	shardArgs: ['--ansi', '--color'],
	token: 'your-token-goes-here',
});

The execArgv property is what you would usually pass to Node without sharding, e.g.:

node --trace-warnings bot.js

You can find a list of command-line options for Node here (opens new window).

The shardArgs property is what you would usually pass to your bot without sharding, e.g.:

node bot.js --ansi --color

You can access them later as usual via process.argv, which contains an array of executables, your main file, and the command-line arguments used to execute the script.

# Eval arguments

There may come the point where you will want to pass functions or arguments from the outer scope into a .broadcastEval() call.

client.shard.broadcastEval(`(${funcName})('${arg}')`);

In this small snippet, an entire function is passed to the eval. It needs to be encased in parenthesis; it will throw errors on its way there otherwise. Another set of parenthesis is required so that the function gets called. Finally, the passing of the argument itself, which slightly varies, depending on the type of argument you are passing. If it's a string, you must wrap it in quotes, or it will be interpreted as is and will throw a syntax error because it won't be a string by the time it gets there.

Now, what if you wanted to call a function from within the client context? That is to say, you are not passing a function. It would look something like this:

client.shard.broadcastEval(`this.${funcName}(${args});`);

This would become client.funcName(args) once it gets through. This is handy if you, for example, have extended your client object with your class and wish to call some of its methods manually.

# Asynchronous functions

There may be a time when you want to have your shard process an asynchronous function. Here's how you can do that!

client.shard.broadcastEval(`
	let channel = this.channels.get('id');
	let msg;
	if (channel) {
		msg = channel.fetchMessage('id').then(m => m.id);
	}
	msg;
`);
client.shard.broadcastEval(`
	let channel = this.channels.cache.get('id');
	let msg;
	if (channel) {
		msg = channel.messages.fetch('id').then(m => m.id);
	}
	msg;
`);

This snippet allows you to return fetched messages outside of the broadcastEval, letting you know whether or not you were able to retrieve a message, for example. Remember, you aren't able to return entire objects outside. Now, what if we wanted to use async/await syntax inside?

client.shard.broadcastEval(`
	(async () => {
		let channel = this.channels.get('id');
		let msg;
		if (channel) {
			msg = await channel.fetchMessage('id').then(m => m.id);
		}
		return msg;
	})();
`);
client.shard.broadcastEval(`
	(async () => {
		let channel = this.channels.cache.get('id');
		let msg;
		if (channel) {
			msg = await channel.messages.fetch('id').then(m => m.id);
		}
		return msg;
	})();
`);

This example will work the same, but you can produce cleaner code with async/await. Additionally, what this does is declare an asynchronous function and then immediately call it. As it is also the last declared line, it is effectively being returned. Remember that you need to return an item inside a function one way or another.

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