Ticket channel name with numbers - node.js

I have a support ticket system but I would like my channel to be named as: USERNAME-001.
Even if the old one is deleted, it's still USERNAME-002.
And at 300 it's 001.
I don't know if I was understood.
I would like to be a bit like the public discord bot: Tickety: http://prntscr.com/mwiqp5
Because right now it's like: USERNAME-USERNAMEDISCRIMINATOR : http://prntscr.com/mwit8q
Ask me if you want more details on a part of the code or the request...
My code that creates the current channel:
message.guild.createChannel(message.author.username + " - " + message.author.discriminator, "text").then((channel) => {
Sincerely.

const counter = 0; // This has to defined in previous code. If I were you, I would use a database for this.
As I wrote in the comment, I would use a database for this where you countup with every ticket which is created on a Discord server.
Then you can use the following code:
var reached300 = false;
if (reached300 === true && counter !== 0) {
counter -= 1;
} else {
counter += 1;
}
if (counter === 300) {
reached300 = true;
} else if (counter === 0) {
reached300 = false;
}
var counterName;
if (counter <= 10) {
counterName = `#000${counter}`
} else if (counter <= 100) {
counterName = `#00${counter}`
} else if (counter <= 1000) {
counterName = `#0${counter}`
} else {
counterName = `#${counter}`
}
message.guild.createChannel(`ticket-${counterName}`, "text").then((channel) => {
// CODE HERE
});

Related

Calculate the sum of a specific array data

After calling all the data from my database, I would like to try and calculate the individual values of my array. I have made 2 users state as "banned"
//get all banned status for all users
res.data.data.forEach((dataItem, index) => {
console.log(`Banned ${index}`, dataItem.banned);
I would like to try and get the sum of "banned" and "not banned" which in this case is "banned 2" and "NotBanned 2"
tried this but dint work
for (const dataItem of res.data.data) {
let NotBanned = 0;
if(dataItem.banned === false){
NotBanned++;
console.log("Not Banned", NotBanned);
}
}
for (const dataItem of res.data.data) {
var BannedUsers = 0;
if(dataItem.banned === true){
BannedUsers++;
console.log("Not Banned",BannedUsers);
}
}
let
bannedUsers = 0,
unBannedUsers = 0;
const response = res.data.data
for(let users = 0; users < response.length; users ++ ) {
if(!response.banned) {
unBannedUsers += users;
}
else {
bannedUsers += users;
}
}
console.log(`Banned Users : ${bannedUsers} , UnBanned Users : ${unBannedUsers}` )

Instagram Auto-Like JavaScript BOT

This code brings back an error of
Uncaught TypeError: Cannot read property 'innerHTML' of null
at doLike (<anonymous>:20:21)
at <anonymous>:35:1
doLike # VM1269:20
(anonymous) # VM1269:35
It has worked in the past, I got it from this website : https://blog.joeldare.com/simple-instagram-like-bot/
function getHeartElement() {
var knownHeartElementNames = ["coreSpriteHeartOpen", "coreSpriteLikeHeartOpen"];
var i = 0;
// Loop through the known heart elements until one works
for (i = 0; i < knownHeartElementNames.length; i++) {
var heartElement = document.querySelector("." + knownHeartElementNames[i]);
if (heartElement != undefined) {
break;
}
}
return heartElement;
}
function doLike() {
var likeMax = 100;
var likeElement = getHeartElement();
var nextElement = document.querySelector(".coreSpriteRightPaginationArrow");
likeCount++;
var nextTime = Math.random() * (14000 - 4000) + 4000;
if (likeElement.innerHTML.match("Unlike") == null) {
likeElement.click();
console.log(likeCount + " - liked");
} else {
console.log(likeCount + " - skipped");
}
setTimeout(function() {nextElement.click();}, 1000);
if (likeCount < likeMax) {
setTimeout(doLike, nextTime);
} else {
console.log("Nice! Time for a break.");
}
}
var likeCount = 0;
doLike();
You may want to use a tool such a Keygram - https://www.thekeygram.com
It works really well for me to gain followers

values get undefined after then of promise nodejs

I'm facing a problem with my code... I make a query to my DB to check if a mac address of a array of macs is on the DB. If I have any result I return the count of macs in my DB and if is > 0 then I don't add nothing cause the mac already is listed, but if my result.count = 0 then I will add a new record.
My new record just have the mac address. For this I'm trying:
var countRepetidos = 0
var countPromises = []
if (obj.data.list != {} && obj.data.list.length > 0) {
var aux = obj.data["list"]
countRepetidos = 0
for (var i = 0; i < aux.length; i++) {
countPromises.push(Database.Probing.getMacAdress(aux[i]).then(function(data) {
console.log("probing countPromises aux[i] ", aux[i])
if (data.count > 0) {
countRepetidos += 1
} else {
Database.Probing.addMac(aux[i])
}
return Promise.resolve()
}))
}
Promise.all(countPromises).then(() => {
dataRepeated = [obj.data.stats.since, countRepetidos]
listaRepeated.push(dataRepeated)
console.log("probing listaRepeated --> ", listaRepeated)
if (listaRepeated != [] && (listaRepeated[0][0] != undefined && listaRepeated[0][1] != undefined)) {
Database.Probing.getLastTimestamp("probing_repeated", device.id).then(function(data) {
var lastTimestamp = data.date_part
console.log('probing lastTimestamp ', lastTimestamp * 1000)
if (lastTimestamp != listaRepeated[0][0] / 1000) {
Controllers.Agregate.agregateData("probing_repeated", 5 * 60, listaRepeated, dbHistConnectionString, device.id, device.network_id, device.organization_id, ["time", "clients"])
}
})
}
})
}
The problem is after the then of Database.Probing.getMacAddress my aux[i] gets undefined and I need this value to insert into my DB.
Anyone can help?
You need to preserve the value of i. You can do this way:
for (var i = 0; i < aux.length; i++) {
(function(i) {
countPromises.push(
Database.Probing.getMacAdress(aux[i]).then(function(data) {
console.log("probing countPromises aux[i] ", aux[i])
if (data.count > 0) {
countRepetidos += 1
} else {
Database.Probing.addMac(aux[i])
}
return Promise.resolve()
}))
})(i)
}
Edit 1: As suggested by #lain, use let over var
for (let i = 0; i < aux.length; i++) {}

Optimising A* pathfinding, runs very slow. Possible bugs(?) visual c++

Hi I'm having a few problems with my A* pathfinding algorithm. The algorithm does successfully execute, however in a debug environment it executes in about 10 seconds, in release it will still take 2-3 seconds. This speed is way too slow. I suspect this is either due to a bug in the code, or the fact it isn't well optimised.
The map that pathfinding is being used on is a 30*30 grid, with each square being 10 unites away from one another.
I have noticed when running the algorithm, that when the open and closed list are searched to see if a node already exists, the node already stored in one of the lists always has a lower cost, so there is no updating of nodes. Not sure if this is normal or not. Also, I am not sure if quicksort is a good sort to be using in this situation.
Here is the code:
The coords struture used as a node:
struct coords
{
int x;
int z;
coords* parent;
int cost;
int score;
};
The sort compare function:
bool decompare(coords* o1, coords* o2)
{
return (o1->score < o2->score);
}
The main pathfind loop:
while (!goalFound) //While goal has not been found
{
current = openList.front(); //Retrieve current state from the open list
openList.pop_front();
for (int count = 1; count < 5; count++)
{
if (!goalFound)
{
coords* possibleState = new (coords); //Allocate new possible state
found = false;
if (count == 1)
{
possibleState->x = current->x;
possibleState->z = current->z + 10; //North
}
else if (count == 2)
{
possibleState->x = current->x + 10; //East
possibleState->z = current->z;
}
else if (count == 3)
{
possibleState->x = current->x; //South
possibleState->z = current->z - 10;
}
else if (count == 4)
{
possibleState->x = current->x - 10; //West
possibleState->z = current->z;
}
if (possibleState->x >-1 && possibleState->x <291 && possibleState->z >-1 && possibleState->z < 291) //If possible state is in game boundary
{
possibleState->cost = current->cost + 10; //Add 10 to current state to get cost of new possible state
int a = (possibleState->x / 10) + (30 * (possibleState->z / 10)); //get index of map
if (map[a] != wallTest) //Test possible state is not inside a wall
{
p = openList.begin();
while (p != openList.end() && !found) //Search open list to see if possible state already exists
{
if (possibleState->x == (*p)->x && possibleState->z == (*p)->z) //Already exists
{
found = true;
if (!possibleState->cost >= (*p)->cost) //Test possible state has lower cost
{
(*p)->parent = current; //Update existing with attributes of possible state
a = abs((*p)->x - goalState->x);
b = abs((*p)->z - goalState->z);
(*p)->cost = possibleState->cost;
(*p)->score = (possibleState->cost) + ((a)+(b));
}
}
else
{
found = false; //Set not found
}
p++;
}
q = closedList.begin();
while (q != closedList.end())
{
if (possibleState->x == (*q)->x && possibleState->z == (*q)->z)
{
found = true;
int a = (*q)->cost;
if (possibleState->cost < a) //Test if on closed list
{
(*q)->parent = current;
a = abs((*q)->x - goalState->x);
b = abs((*q)->z - goalState->z);
(*q)->cost = possibleState->cost;
(*q)->score = (possibleState->cost) + ((a)+(b)); //If cost lower push onto open list
coords* newcoord;
newcoord->x = (*q)->x;
newcoord->z = (*q)->z;
newcoord->score = (*q)->score;
newcoord->cost = (*q)->cost;
openList.push_back(newcoord);
closedList.erase(q);
}
}
q++;
}
if (!found) //If not found on either list
{
possibleState->parent = current; //Push onto open list
a = abs((possibleState)->x / 10 - goalState->x / 10);
b = abs((possibleState)->z / 10 - goalState->z / 10);
(possibleState)->score = (possibleState->cost) + ((a)+(b));
openList.push_back(possibleState);
}
sort(openList.begin(), openList.end(), decompare); // Sort the open list by score
}
if (possibleState->x == goalState->x && possibleState->z == goalState->z) //if goal found
{
openList.push_back(possibleState);
node = possibleState;
goalFound = true;
while (node != 0)
{
wayPoints.push_back(*node);
node = node->parent;
wayCount = wayPoints.size() - 1;
}
}
}
}
}
closedList.push_back(current);
}
player->setWayPoints(wayPoints);
wayPoints.clear();
player->setMoved(2);
player->setPath(1);
openList.clear();
closedList.clear();
goalFound = false;
player->setNewPath(1);
return true;
}
else {
return false;
}
}
Are there any bugs that need to be sorted in this code that anyone can see? Or is it just important optimizations that need making? Thanks

Why is parallel.Invoke not working in this case

I have an array of files like this..
string[] unZippedFiles;
the idea is that I want to parse these files in paralle. As they are parsed a record gets placed on a concurrentbag. As record is getting placed I want to kick of the update function.
Here is what I am doing in my Main():
foreach(var file in unZippedFiles)
{ Parallel.Invoke
(
() => ImportFiles(file),
() => UpdateTest()
);
}
this is what the code of Update loooks like.
static void UpdateTest( )
{
Console.WriteLine("Updating/Inserting merchant information.");
while (!merchCollection.IsEmpty || producingRecords )
{
merchant x;
if (merchCollection.TryTake(out x))
{
UPDATE_MERCHANT(x.m_id, x.mInfo, x.month, x.year);
}
}
}
This is what the import code looks like. It's pretty much a giant string parser.
System.IO.StreamReader SR = new System.IO.StreamReader(fileName);
long COUNTER = 0;
StringBuilder contents = new StringBuilder( );
string M_ID = "";
string BOF_DELIMITER = "%%MS_SKEY_0000_000_PDF:";
string EOF_DELIMITER = "%%EOF";
try
{
record_count = 0;
producingRecords = true;
for (COUNTER = 0; COUNTER <= SR.BaseStream.Length - 1; COUNTER++)
{
if (SR.EndOfStream)
{
break;
}
contents.AppendLine(Strings.Trim(SR.ReadLine()));
contents.AppendLine(System.Environment.NewLine);
//contents += Strings.Trim(SR.ReadLine());
//contents += Strings.Chr(10);
if (contents.ToString().IndexOf((EOF_DELIMITER)) > -1)
{
if (contents.ToString().StartsWith(BOF_DELIMITER) & contents.ToString().IndexOf(EOF_DELIMITER) > -1)
{
string data = contents.ToString();
M_ID = data.Substring(data.IndexOf("_M") + 2, data.Substring(data.IndexOf("_M") + 2).IndexOf("_"));
Console.WriteLine("Merchant: " + M_ID);
merchant newmerch;
newmerch.m_id = M_ID;
newmerch.mInfo = data.Substring(0, (data.IndexOf(EOF_DELIMITER) + 5));
newmerch.month = DateTime.Now.AddMonths(-1).Month;
newmerch.year = DateTime.Now.AddMonths(-1).Year;
//Update(newmerch);
merchCollection.Add(newmerch);
}
contents.Clear();
//GC.Collect();
}
}
SR.Close();
// UpdateTest();
}
catch (Exception ex)
{
producingRecords = false;
}
finally
{
producingRecords = false;
}
}
the problem i am having is that the Update runs once and then the importfile function just takes over and does not yield to the update function. Any ideas on what am I doing wrong would be of great help.
Here's my stab at fixing your thread synchronisation. Note that I haven't changed any of the code from the functional standpoint (with the exception of taking out the catch - it's generally a bad idea; exceptions need to be propagated).
Forgive if something doesn't compile - I'm writing this based on incomplete snippets.
Main
foreach(var file in unZippedFiles)
{
using (var merchCollection = new BlockingCollection<merchant>())
{
Parallel.Invoke
(
() => ImportFiles(file, merchCollection),
() => UpdateTest(merchCollection)
);
}
}
Update
private void UpdateTest(BlockingCollection<merchant> merchCollection)
{
Console.WriteLine("Updating/Inserting merchant information.");
foreach (merchant x in merchCollection.GetConsumingEnumerable())
{
UPDATE_MERCHANT(x.m_id, x.mInfo, x.month, x.year);
}
}
Import
Don't forget to pass in merchCollection as a parameter - it should not be static.
System.IO.StreamReader SR = new System.IO.StreamReader(fileName);
long COUNTER = 0;
StringBuilder contents = new StringBuilder( );
string M_ID = "";
string BOF_DELIMITER = "%%MS_SKEY_0000_000_PDF:";
string EOF_DELIMITER = "%%EOF";
try
{
record_count = 0;
for (COUNTER = 0; COUNTER <= SR.BaseStream.Length - 1; COUNTER++)
{
if (SR.EndOfStream)
{
break;
}
contents.AppendLine(Strings.Trim(SR.ReadLine()));
contents.AppendLine(System.Environment.NewLine);
//contents += Strings.Trim(SR.ReadLine());
//contents += Strings.Chr(10);
if (contents.ToString().IndexOf((EOF_DELIMITER)) > -1)
{
if (contents.ToString().StartsWith(BOF_DELIMITER) & contents.ToString().IndexOf(EOF_DELIMITER) > -1)
{
string data = contents.ToString();
M_ID = data.Substring(data.IndexOf("_M") + 2, data.Substring(data.IndexOf("_M") + 2).IndexOf("_"));
Console.WriteLine("Merchant: " + M_ID);
merchant newmerch;
newmerch.m_id = M_ID;
newmerch.mInfo = data.Substring(0, (data.IndexOf(EOF_DELIMITER) + 5));
newmerch.month = DateTime.Now.AddMonths(-1).Month;
newmerch.year = DateTime.Now.AddMonths(-1).Year;
//Update(newmerch);
merchCollection.Add(newmerch);
}
contents.Clear();
//GC.Collect();
}
}
SR.Close();
// UpdateTest();
}
finally
{
merchCollection.CompleteAdding();
}
}

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