// Discordgo - Discord bindings for Go // Available at https://github.com/bwmarrin/discordgo // Copyright 2015-2016 Bruce Marriner . All rights reserved. // Use of this source code is governed by a BSD-style // license that can be found in the LICENSE file. // This file contains low level functions for interacting with the Discord // data websocket interface. package discordgo import ( "bytes" "compress/zlib" "encoding/json" "errors" "fmt" "io" "net/http" "sync/atomic" "time" "github.com/gorilla/websocket" ) // ErrWSAlreadyOpen is thrown when you attempt to open // a websocket that already is open. var ErrWSAlreadyOpen = errors.New("web socket already opened") // ErrWSNotFound is thrown when you attempt to use a websocket // that doesn't exist var ErrWSNotFound = errors.New("no websocket connection exists") // ErrWSShardBounds is thrown when you try to use a shard ID that is // less than the total shard count var ErrWSShardBounds = errors.New("ShardID must be less than ShardCount") type resumePacket struct { Op int `json:"op"` Data struct { Token string `json:"token"` SessionID string `json:"session_id"` Sequence int64 `json:"seq"` } `json:"d"` } // Open creates a websocket connection to Discord. // See: https://discord.com/developers/docs/topics/gateway#connecting func (s *Session) Open() error { s.log(LogInformational, "called") var err error // Prevent Open or other major Session functions from // being called while Open is still running. s.Lock() defer s.Unlock() // If the websock is already open, bail out here. if s.wsConn != nil { return ErrWSAlreadyOpen } // Get the gateway to use for the Websocket connection if s.gateway == "" { s.gateway, err = s.Gateway() if err != nil { return err } // Add the version and encoding to the URL s.gateway = s.gateway + "?v=" + APIVersion + "&encoding=json" } // Connect to the Gateway s.log(LogInformational, "connecting to gateway %s", s.gateway) header := http.Header{} header.Add("accept-encoding", "zlib") s.wsConn, _, err = websocket.DefaultDialer.Dial(s.gateway, header) if err != nil { s.log(LogError, "error connecting to gateway %s, %s", s.gateway, err) s.gateway = "" // clear cached gateway s.wsConn = nil // Just to be safe. return err } s.wsConn.SetCloseHandler(func(code int, text string) error { return nil }) defer func() { // because of this, all code below must set err to the error // when exiting with an error :) Maybe someone has a better // way :) if err != nil { s.wsConn.Close() s.wsConn = nil } }() // The first response from Discord should be an Op 10 (Hello) Packet. // When processed by onEvent the heartbeat goroutine will be started. mt, m, err := s.wsConn.ReadMessage() if err != nil { return err } e, err := s.onEvent(mt, m) if err != nil { return err } if e.Operation != 10 { err = fmt.Errorf("expecting Op 10, got Op %d instead", e.Operation) return err } s.log(LogInformational, "Op 10 Hello Packet received from Discord") s.LastHeartbeatAck = time.Now().UTC() var h helloOp if err = json.Unmarshal(e.RawData, &h); err != nil { err = fmt.Errorf("error unmarshalling helloOp, %s", err) return err } // Now we send either an Op 2 Identity if this is a brand new // connection or Op 6 Resume if we are resuming an existing connection. sequence := atomic.LoadInt64(s.sequence) if s.sessionID == "" && sequence == 0 { // Send Op 2 Identity Packet err = s.identify() if err != nil { err = fmt.Errorf("error sending identify packet to gateway, %s, %s", s.gateway, err) return err } } else { // Send Op 6 Resume Packet p := resumePacket{} p.Op = 6 p.Data.Token = s.Token p.Data.SessionID = s.sessionID p.Data.Sequence = sequence s.log(LogInformational, "sending resume packet to gateway") s.wsMutex.Lock() err = s.wsConn.WriteJSON(p) s.wsMutex.Unlock() if err != nil { err = fmt.Errorf("error sending gateway resume packet, %s, %s", s.gateway, err) return err } } // A basic state is a hard requirement for Voice. // We create it here so the below READY/RESUMED packet can populate // the state :) // XXX: Move to New() func? if s.State == nil { state := NewState() state.TrackChannels = false state.TrackEmojis = false state.TrackMembers = false state.TrackRoles = false state.TrackVoice = false s.State = state } // Now Discord should send us a READY or RESUMED packet. mt, m, err = s.wsConn.ReadMessage() if err != nil { return err } e, err = s.onEvent(mt, m) if err != nil { return err } if e.Type != `READY` && e.Type != `RESUMED` { // This is not fatal, but it does not follow their API documentation. s.log(LogWarning, "Expected READY/RESUMED, instead got:\n%#v\n", e) } s.log(LogInformational, "First Packet:\n%#v\n", e) s.log(LogInformational, "We are now connected to Discord, emitting connect event") s.handleEvent(connectEventType, &Connect{}) // A VoiceConnections map is a hard requirement for Voice. // XXX: can this be moved to when opening a voice connection? if s.VoiceConnections == nil { s.log(LogInformational, "creating new VoiceConnections map") s.VoiceConnections = make(map[string]*VoiceConnection) } // Create listening chan outside of listen, as it needs to happen inside the // mutex lock and needs to exist before calling heartbeat and listen // go rountines. s.listening = make(chan interface{}) // Start sending heartbeats and reading messages from Discord. go s.heartbeat(s.wsConn, s.listening, h.HeartbeatInterval) go s.listen(s.wsConn, s.listening) s.log(LogInformational, "exiting") return nil } // listen polls the websocket connection for events, it will stop when the // listening channel is closed, or an error occurs. func (s *Session) listen(wsConn *websocket.Conn, listening <-chan interface{}) { s.log(LogInformational, "called") for { messageType, message, err := wsConn.ReadMessage() if err != nil { // Detect if we have been closed manually. If a Close() has already // happened, the websocket we are listening on will be different to // the current session. s.RLock() sameConnection := s.wsConn == wsConn s.RUnlock() if sameConnection { s.log(LogWarning, "error reading from gateway %s websocket, %s", s.gateway, err) // There has been an error reading, close the websocket so that // OnDisconnect event is emitted. err := s.Close() if err != nil { s.log(LogWarning, "error closing session connection, %s", err) } s.log(LogInformational, "calling reconnect() now") s.reconnect() } return } select { case <-listening: return default: s.onEvent(messageType, message) } } } type heartbeatOp struct { Op int `json:"op"` Data int64 `json:"d"` } type helloOp struct { HeartbeatInterval time.Duration `json:"heartbeat_interval"` } // FailedHeartbeatAcks is the Number of heartbeat intervals to wait until forcing a connection restart. const FailedHeartbeatAcks time.Duration = 5 * time.Millisecond // HeartbeatLatency returns the latency between heartbeat acknowledgement and heartbeat send. func (s *Session) HeartbeatLatency() time.Duration { return s.LastHeartbeatAck.Sub(s.LastHeartbeatSent) } // heartbeat sends regular heartbeats to Discord so it knows the client // is still connected. If you do not send these heartbeats Discord will // disconnect the websocket connection after a few seconds. func (s *Session) heartbeat(wsConn *websocket.Conn, listening <-chan interface{}, heartbeatIntervalMsec time.Duration) { s.log(LogInformational, "called") if listening == nil || wsConn == nil { return } var err error ticker := time.NewTicker(heartbeatIntervalMsec * time.Millisecond) defer ticker.Stop() for { s.RLock() last := s.LastHeartbeatAck s.RUnlock() sequence := atomic.LoadInt64(s.sequence) s.log(LogDebug, "sending gateway websocket heartbeat seq %d", sequence) s.wsMutex.Lock() s.LastHeartbeatSent = time.Now().UTC() err = wsConn.WriteJSON(heartbeatOp{1, sequence}) s.wsMutex.Unlock() if err != nil || time.Now().UTC().Sub(last) > (heartbeatIntervalMsec*FailedHeartbeatAcks) { if err != nil { s.log(LogError, "error sending heartbeat to gateway %s, %s", s.gateway, err) } else { s.log(LogError, "haven't gotten a heartbeat ACK in %v, triggering a reconnection", time.Now().UTC().Sub(last)) } s.Close() s.reconnect() return } s.Lock() s.DataReady = true s.Unlock() select { case <-ticker.C: // continue loop and send heartbeat case <-listening: return } } } // UpdateStatusData ia provided to UpdateStatusComplex() type UpdateStatusData struct { IdleSince *int `json:"since"` Game *Game `json:"game"` AFK bool `json:"afk"` Status string `json:"status"` } type updateStatusOp struct { Op int `json:"op"` Data UpdateStatusData `json:"d"` } func newUpdateStatusData(idle int, gameType GameType, game, url string) *UpdateStatusData { usd := &UpdateStatusData{ Status: "online", } if idle > 0 { usd.IdleSince = &idle } if game != "" { usd.Game = &Game{ Name: game, Type: gameType, URL: url, } } return usd } // UpdateStatus is used to update the user's status. // If idle>0 then set status to idle. // If game!="" then set game. // if otherwise, set status to active, and no game. func (s *Session) UpdateStatus(idle int, game string) (err error) { return s.UpdateStatusComplex(*newUpdateStatusData(idle, GameTypeGame, game, "")) } // UpdateStreamingStatus is used to update the user's streaming status. // If idle>0 then set status to idle. // If game!="" then set game. // If game!="" and url!="" then set the status type to streaming with the URL set. // if otherwise, set status to active, and no game. func (s *Session) UpdateStreamingStatus(idle int, game string, url string) (err error) { gameType := GameTypeGame if url != "" { gameType = GameTypeStreaming } return s.UpdateStatusComplex(*newUpdateStatusData(idle, gameType, game, url)) } // UpdateListeningStatus is used to set the user to "Listening to..." // If game!="" then set to what user is listening to // Else, set user to active and no game. func (s *Session) UpdateListeningStatus(game string) (err error) { return s.UpdateStatusComplex(*newUpdateStatusData(0, GameTypeListening, game, "")) } // UpdateStatusComplex allows for sending the raw status update data untouched by discordgo. func (s *Session) UpdateStatusComplex(usd UpdateStatusData) (err error) { s.RLock() defer s.RUnlock() if s.wsConn == nil { return ErrWSNotFound } s.wsMutex.Lock() err = s.wsConn.WriteJSON(updateStatusOp{3, usd}) s.wsMutex.Unlock() return } type requestGuildMembersData struct { GuildIDs []string `json:"guild_id"` Query string `json:"query"` Limit int `json:"limit"` Presences bool `json:"presences"` } type requestGuildMembersOp struct { Op int `json:"op"` Data requestGuildMembersData `json:"d"` } // RequestGuildMembers requests guild members from the gateway // The gateway responds with GuildMembersChunk events // guildID : Single Guild ID to request members of // query : String that username starts with, leave empty to return all members // limit : Max number of items to return, or 0 to request all members matched // presences : Whether to request presences of guild members func (s *Session) RequestGuildMembers(guildID string, query string, limit int, presences bool) (err error) { data := requestGuildMembersData{ GuildIDs: []string{guildID}, Query: query, Limit: limit, Presences: presences, } err = s.requestGuildMembers(data) return } // RequestGuildMembersBatch requests guild members from the gateway // The gateway responds with GuildMembersChunk events // guildID : Slice of guild IDs to request members of // query : String that username starts with, leave empty to return all members // limit : Max number of items to return, or 0 to request all members matched // presences : Whether to request presences of guild members func (s *Session) RequestGuildMembersBatch(guildIDs []string, query string, limit int, presences bool) (err error) { data := requestGuildMembersData{ GuildIDs: guildIDs, Query: query, Limit: limit, Presences: presences, } err = s.requestGuildMembers(data) return } func (s *Session) requestGuildMembers(data requestGuildMembersData) (err error) { s.log(LogInformational, "called") s.RLock() defer s.RUnlock() if s.wsConn == nil { return ErrWSNotFound } s.wsMutex.Lock() err = s.wsConn.WriteJSON(requestGuildMembersOp{8, data}) s.wsMutex.Unlock() return } // onEvent is the "event handler" for all messages received on the // Discord Gateway API websocket connection. // // If you use the AddHandler() function to register a handler for a // specific event this function will pass the event along to that handler. // // If you use the AddHandler() function to register a handler for the // "OnEvent" event then all events will be passed to that handler. func (s *Session) onEvent(messageType int, message []byte) (*Event, error) { var err error var reader io.Reader reader = bytes.NewBuffer(message) // If this is a compressed message, uncompress it. if messageType == websocket.BinaryMessage { z, err2 := zlib.NewReader(reader) if err2 != nil { s.log(LogError, "error uncompressing websocket message, %s", err) return nil, err2 } defer func() { err3 := z.Close() if err3 != nil { s.log(LogWarning, "error closing zlib, %s", err) } }() reader = z } // Decode the event into an Event struct. var e *Event decoder := json.NewDecoder(reader) if err = decoder.Decode(&e); err != nil { s.log(LogError, "error decoding websocket message, %s", err) return e, err } s.log(LogDebug, "Op: %d, Seq: %d, Type: %s, Data: %s\n\n", e.Operation, e.Sequence, e.Type, string(e.RawData)) // Ping request. // Must respond with a heartbeat packet within 5 seconds if e.Operation == 1 { s.log(LogInformational, "sending heartbeat in response to Op1") s.wsMutex.Lock() err = s.wsConn.WriteJSON(heartbeatOp{1, atomic.LoadInt64(s.sequence)}) s.wsMutex.Unlock() if err != nil { s.log(LogError, "error sending heartbeat in response to Op1") return e, err } return e, nil } // Reconnect // Must immediately disconnect from gateway and reconnect to new gateway. if e.Operation == 7 { s.log(LogInformational, "Closing and reconnecting in response to Op7") s.CloseWithCode(websocket.CloseServiceRestart) s.reconnect() return e, nil } // Invalid Session // Must respond with a Identify packet. if e.Operation == 9 { s.log(LogInformational, "sending identify packet to gateway in response to Op9") err = s.identify() if err != nil { s.log(LogWarning, "error sending gateway identify packet, %s, %s", s.gateway, err) return e, err } return e, nil } if e.Operation == 10 { // Op10 is handled by Open() return e, nil } if e.Operation == 11 { s.Lock() s.LastHeartbeatAck = time.Now().UTC() s.Unlock() s.log(LogDebug, "got heartbeat ACK") return e, nil } // Do not try to Dispatch a non-Dispatch Message if e.Operation != 0 { // But we probably should be doing something with them. // TEMP s.log(LogWarning, "unknown Op: %d, Seq: %d, Type: %s, Data: %s, message: %s", e.Operation, e.Sequence, e.Type, string(e.RawData), string(message)) return e, nil } // Store the message sequence atomic.StoreInt64(s.sequence, e.Sequence) // Map event to registered event handlers and pass it along to any registered handlers. if eh, ok := registeredInterfaceProviders[e.Type]; ok { e.Struct = eh.New() // Attempt to unmarshal our event. if err = json.Unmarshal(e.RawData, e.Struct); err != nil { s.log(LogError, "error unmarshalling %s event, %s", e.Type, err) } // Send event to any registered event handlers for it's type. // Because the above doesn't cancel this, in case of an error // the struct could be partially populated or at default values. // However, most errors are due to a single field and I feel // it's better to pass along what we received than nothing at all. // TODO: Think about that decision :) // Either way, READY events must fire, even with errors. s.handleEvent(e.Type, e.Struct) } else { s.log(LogWarning, "unknown event: Op: %d, Seq: %d, Type: %s, Data: %s", e.Operation, e.Sequence, e.Type, string(e.RawData)) } // For legacy reasons, we send the raw event also, this could be useful for handling unknown events. s.handleEvent(eventEventType, e) return e, nil } // ------------------------------------------------------------------------------------------------ // Code related to voice connections that initiate over the data websocket // ------------------------------------------------------------------------------------------------ type voiceChannelJoinData struct { GuildID *string `json:"guild_id"` ChannelID *string `json:"channel_id"` SelfMute bool `json:"self_mute"` SelfDeaf bool `json:"self_deaf"` } type voiceChannelJoinOp struct { Op int `json:"op"` Data voiceChannelJoinData `json:"d"` } // ChannelVoiceJoin joins the session user to a voice channel. // // gID : Guild ID of the channel to join. // cID : Channel ID of the channel to join. // mute : If true, you will be set to muted upon joining. // deaf : If true, you will be set to deafened upon joining. func (s *Session) ChannelVoiceJoin(gID, cID string, mute, deaf bool) (voice *VoiceConnection, err error) { s.log(LogInformational, "called") s.RLock() voice, _ = s.VoiceConnections[gID] s.RUnlock() if voice == nil { voice = &VoiceConnection{} s.Lock() s.VoiceConnections[gID] = voice s.Unlock() } voice.Lock() voice.GuildID = gID voice.ChannelID = cID voice.deaf = deaf voice.mute = mute voice.session = s voice.Unlock() err = s.ChannelVoiceJoinManual(gID, cID, mute, deaf) if err != nil { return } // doesn't exactly work perfect yet.. TODO err = voice.waitUntilConnected() if err != nil { s.log(LogWarning, "error waiting for voice to connect, %s", err) voice.Close() return } return } // ChannelVoiceJoinManual initiates a voice session to a voice channel, but does not complete it. // // This should only be used when the VoiceServerUpdate will be intercepted and used elsewhere. // // gID : Guild ID of the channel to join. // cID : Channel ID of the channel to join, leave empty to disconnect. // mute : If true, you will be set to muted upon joining. // deaf : If true, you will be set to deafened upon joining. func (s *Session) ChannelVoiceJoinManual(gID, cID string, mute, deaf bool) (err error) { s.log(LogInformational, "called") var channelID *string if cID == "" { channelID = nil } else { channelID = &cID } // Send the request to Discord that we want to join the voice channel data := voiceChannelJoinOp{4, voiceChannelJoinData{&gID, channelID, mute, deaf}} s.wsMutex.Lock() err = s.wsConn.WriteJSON(data) s.wsMutex.Unlock() return } // onVoiceStateUpdate handles Voice State Update events on the data websocket. func (s *Session) onVoiceStateUpdate(st *VoiceStateUpdate) { // If we don't have a connection for the channel, don't bother if st.ChannelID == "" { return } // Check if we have a voice connection to update s.RLock() voice, exists := s.VoiceConnections[st.GuildID] s.RUnlock() if !exists { return } // We only care about events that are about us. if s.State.User.ID != st.UserID { return } // Store the SessionID for later use. voice.Lock() voice.UserID = st.UserID voice.sessionID = st.SessionID voice.ChannelID = st.ChannelID voice.Unlock() } // onVoiceServerUpdate handles the Voice Server Update data websocket event. // // This is also fired if the Guild's voice region changes while connected // to a voice channel. In that case, need to re-establish connection to // the new region endpoint. func (s *Session) onVoiceServerUpdate(st *VoiceServerUpdate) { s.log(LogInformational, "called") s.RLock() voice, exists := s.VoiceConnections[st.GuildID] s.RUnlock() // If no VoiceConnection exists, just skip this if !exists { return } // If currently connected to voice ws/udp, then disconnect. // Has no effect if not connected. voice.Close() // Store values for later use voice.Lock() voice.token = st.Token voice.endpoint = st.Endpoint voice.GuildID = st.GuildID voice.Unlock() // Open a connection to the voice server err := voice.open() if err != nil { s.log(LogError, "onVoiceServerUpdate voice.open, %s", err) } } type identifyOp struct { Op int `json:"op"` Data Identify `json:"d"` } // identify sends the identify packet to the gateway func (s *Session) identify() error { s.log(LogDebug, "called") // TODO: This is a temporary block of code to help // maintain backwards compatability if s.Compress == false { s.Identify.Compress = false } // TODO: This is a temporary block of code to help // maintain backwards compatability if s.Token != "" && s.Identify.Token == "" { s.Identify.Token = s.Token } // TODO: Below block should be refactored so ShardID and ShardCount // can be deprecated and their usage moved to the Session.Identify // struct if s.ShardCount > 1 { if s.ShardID >= s.ShardCount { return ErrWSShardBounds } s.Identify.Shard = &[2]int{s.ShardID, s.ShardCount} } // Send Identify packet to Discord op := identifyOp{2, s.Identify} s.log(LogDebug, "Identify Packet: \n%#v", op) s.wsMutex.Lock() err := s.wsConn.WriteJSON(op) s.wsMutex.Unlock() return err } func (s *Session) reconnect() { s.log(LogInformational, "called") var err error if s.ShouldReconnectOnError { wait := time.Duration(1) for { s.log(LogInformational, "trying to reconnect to gateway") err = s.Open() if err == nil { s.log(LogInformational, "successfully reconnected to gateway") // I'm not sure if this is actually needed. // if the gw reconnect works properly, voice should stay alive // However, there seems to be cases where something "weird" // happens. So we're doing this for now just to improve // stability in those edge cases. s.RLock() defer s.RUnlock() for _, v := range s.VoiceConnections { s.log(LogInformational, "reconnecting voice connection to guild %s", v.GuildID) go v.reconnect() // This is here just to prevent violently spamming the // voice reconnects time.Sleep(1 * time.Second) } return } // Certain race conditions can call reconnect() twice. If this happens, we // just break out of the reconnect loop if err == ErrWSAlreadyOpen { s.log(LogInformational, "Websocket already exists, no need to reconnect") return } s.log(LogError, "error reconnecting to gateway, %s", err) <-time.After(wait * time.Second) wait *= 2 if wait > 600 { wait = 600 } } } } // Close closes a websocket and stops all listening/heartbeat goroutines. // TODO: Add support for Voice WS/UDP func (s *Session) Close() error { return s.CloseWithCode(websocket.CloseNormalClosure) } // CloseWithCode closes a websocket using the provided closeCode and stops all // listening/heartbeat goroutines. // TODO: Add support for Voice WS/UDP connections func (s *Session) CloseWithCode(closeCode int) (err error) { s.log(LogInformational, "called") s.Lock() s.DataReady = false if s.listening != nil { s.log(LogInformational, "closing listening channel") close(s.listening) s.listening = nil } // TODO: Close all active Voice Connections too // this should force stop any reconnecting voice channels too if s.wsConn != nil { s.log(LogInformational, "sending close frame") // To cleanly close a connection, a client should send a close // frame and wait for the server to close the connection. s.wsMutex.Lock() err := s.wsConn.WriteMessage(websocket.CloseMessage, websocket.FormatCloseMessage(closeCode, "")) s.wsMutex.Unlock() if err != nil { s.log(LogInformational, "error closing websocket, %s", err) } // TODO: Wait for Discord to actually close the connection. time.Sleep(1 * time.Second) s.log(LogInformational, "closing gateway websocket") err = s.wsConn.Close() if err != nil { s.log(LogInformational, "error closing websocket, %s", err) } s.wsConn = nil } s.Unlock() s.log(LogInformational, "emit disconnect event") s.handleEvent(disconnectEventType, &Disconnect{}) return }