)
// Main struct for the client, contains all non-shared state.
+//
+// All ObjectByKey methods (AnimeByID, GroupByName, etc) first try to read
+// from the cache. If the sought object isn't cached, or if the cache is
+// stale, then the appropriate API is queried.
+//
+// Queries return their results using channels. Most queries only have one result,
+// but some have 0 or more. All result channels are closed after sending their data.
+//
+// Queries that depend on the UDP API can't be used without first authenticating
+// to the API server. This uses the credentials stored by SetCredentials, or
+// by a previous Auth() call.
type AniDB struct {
Timeout time.Duration // Timeout for the various calls (default: 45s)
udp: newUDPWrap(),
}
}
+
+func (adb *AniDB) User() *User {
+ if adb != nil && adb.udp != nil {
+ if adb.udp.user != nil {
+ return adb.udp.user
+ } else if adb.udp.credentials != nil {
+ // see if we can get it from the cache
+ adb.udp.user = UserByName(decrypt(adb.udp.credentials.username))
+ return adb.udp.user
+ }
+ }
+ return nil
+}