// 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" "log" "net/http" "reflect" "runtime" "time" "github.com/gorilla/websocket" ) type handshakeProperties struct { OS string `json:"$os"` Browser string `json:"$browser"` Device string `json:"$device"` Referer string `json:"$referer"` ReferringDomain string `json:"$referring_domain"` } type handshakeData struct { Version int `json:"v"` Token string `json:"token"` Properties handshakeProperties `json:"properties"` LargeThreshold int `json:"large_threshold"` Compress bool `json:"compress"` } type handshakeOp struct { Op int `json:"op"` Data handshakeData `json:"d"` } // Open opens a websocket connection to Discord. func (s *Session) Open() (err error) { s.Lock() defer func() { if err != nil { s.Unlock() } }() s.VoiceConnections = make(map[string]*VoiceConnection) if s.wsConn != nil { err = errors.New("Web socket already opened.") return } // Get the gateway to use for the Websocket connection g, err := s.Gateway() if err != nil { return } header := http.Header{} header.Add("accept-encoding", "zlib") // TODO: See if there's a use for the http response. // conn, response, err := websocket.DefaultDialer.Dial(session.Gateway, nil) s.wsConn, _, err = websocket.DefaultDialer.Dial(g, header) if err != nil { return } err = s.wsConn.WriteJSON(handshakeOp{2, handshakeData{3, s.Token, handshakeProperties{runtime.GOOS, "Discordgo v" + VERSION, "", "", ""}, 250, s.Compress}}) if err != nil { return } // Create listening outside of listen, as it needs to happen inside the mutex // lock. s.listening = make(chan interface{}) go s.listen(s.wsConn, s.listening) s.Unlock() s.initialize() s.handle(&Connect{}) return } // Close closes a websocket and stops all listening/heartbeat goroutines. // TODO: Add support for Voice WS/UDP connections func (s *Session) Close() (err error) { s.Lock() s.DataReady = false if s.listening != nil { close(s.listening) s.listening = nil } if s.wsConn != nil { err = s.wsConn.Close() s.wsConn = nil } s.Unlock() s.handle(&Disconnect{}) return } // 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{}) { 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 { // There has been an error reading, Close() the websocket so that // OnDisconnect is fired. err := s.Close() if err != nil { log.Println("error closing session connection: ", err) } // Attempt to reconnect, with expenonential backoff up to 10 minutes. if s.ShouldReconnectOnError { wait := time.Duration(1) for { if s.Open() == nil { return } <-time.After(wait * time.Second) wait *= 2 if wait > 600 { wait = 600 } } } } return } select { case <-listening: return default: go s.event(messageType, message) } } } type heartbeatOp struct { Op int `json:"op"` Data int `json:"d"` } // 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{}, i time.Duration) { if listening == nil || wsConn == nil { return } s.Lock() s.DataReady = true s.Unlock() var err error ticker := time.NewTicker(i * time.Millisecond) for { err = wsConn.WriteJSON(heartbeatOp{1, int(time.Now().Unix())}) if err != nil { log.Println("Error sending heartbeat:", err) return } select { case <-ticker.C: // continue loop and send heartbeat case <-listening: return } } } type updateStatusGame struct { Name string `json:"name"` } type updateStatusData struct { IdleSince *int `json:"idle_since"` Game *updateStatusGame `json:"game"` } type updateStatusOp struct { Op int `json:"op"` Data updateStatusData `json:"d"` } // UpdateStatus is used to update the authenticated user's status. // If idle>0 then set status to idle. If game>0 then set game. // if otherwise, set status to active, and no game. func (s *Session) UpdateStatus(idle int, game string) (err error) { s.RLock() defer s.RUnlock() if s.wsConn == nil { return errors.New("No websocket connection exists.") } var usd updateStatusData if idle > 0 { usd.IdleSince = &idle } if game != "" { usd.Game = &updateStatusGame{game} } err = s.wsConn.WriteJSON(updateStatusOp{3, usd}) return } // Front line handler for all Websocket Events. Determines the // event type and passes the message along to the next handler. // event is the front line handler for all events. This needs to be // broken up into smaller functions to be more idiomatic Go. // Events will be handled by any implemented handler in Session. // All unhandled events will then be handled by OnEvent. func (s *Session) event(messageType int, message []byte) { var err error var reader io.Reader reader = bytes.NewBuffer(message) if messageType == 2 { z, err1 := zlib.NewReader(reader) if err1 != nil { log.Println(fmt.Sprintf("Error uncompressing message type %d: %s", messageType, err1)) return } defer func() { err := z.Close() if err != nil { log.Println("error closing zlib:", err) } }() reader = z } var e *Event decoder := json.NewDecoder(reader) if err = decoder.Decode(&e); err != nil { log.Println(fmt.Sprintf("Error decoding message type %d: %s", messageType, err)) return } if s.Debug { printEvent(e) } i := eventToInterface[e.Type] if i != nil { // Create a new instance of the event type. i = reflect.New(reflect.TypeOf(i)).Interface() // Attempt to unmarshal our event. // If there is an error we should handle the event itself. if err = json.Unmarshal(e.RawData, i); err != nil { log.Printf("error unmarshalling %s event, %s\n", e.Type, err) // Ready events must fire, even if they are empty. if e.Type != "READY" { i = nil } } } else { log.Println("Unknown event.") i = nil } if i != nil { s.handle(i) } e.Struct = i s.handle(e) return } // ------------------------------------------------------------------------------------------------ // Code related to voice connections that initiate over the data websocket // ------------------------------------------------------------------------------------------------ // A VoiceServerUpdate stores the data received during the Voice Server Update // data websocket event. This data is used during the initial Voice Channel // join handshaking. type VoiceServerUpdate struct { Token string `json:"token"` GuildID string `json:"guild_id"` Endpoint string `json:"endpoint"` } 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) { // If a voice connection already exists for this guild then // return that connection. If the channel differs, also change channels. var ok bool if voice, ok = s.VoiceConnections[gID]; ok && voice.GuildID != "" { //TODO: consider a better variable than GuildID in the above check // to verify if this connection is valid or not. if voice.ChannelID != cID { err = voice.ChangeChannel(cID, mute, deaf) } return } // Create a new voice session // TODO review what all these things are for.... voice = &VoiceConnection{ GuildID: gID, ChannelID: cID, deaf: deaf, mute: mute, session: s, connected: make(chan bool), sessionRecv: make(chan string), } // Store voice in VoiceConnections map for this GuildID s.VoiceConnections[gID] = voice // Send the request to Discord that we want to join the voice channel data := voiceChannelJoinOp{4, voiceChannelJoinData{&gID, &cID, mute, deaf}} err = s.wsConn.WriteJSON(data) if err != nil { delete(s.VoiceConnections, gID) return } // doesn't exactly work perfect yet.. TODO err = voice.waitUntilConnected() if err != nil { voice.Close() delete(s.VoiceConnections, gID) return } return } // onVoiceStateUpdate handles Voice State Update events on the data websocket. func (s *Session) onVoiceStateUpdate(se *Session, 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 voice, exists := s.VoiceConnections[st.GuildID] if !exists { return } // Need to have this happen at login and store it in the Session // TODO : This should be done upon connecting to Discord, or // be moved to a small helper function self, err := s.User("@me") // TODO: move to Login/New if err != nil { log.Println(err) return } // We only care about events that are about us if st.UserID != self.ID { return } // Store the SessionID for later use. voice.UserID = self.ID // TODO: Review voice.sessionID = st.SessionID // TODO: Consider this... // voice.sessionRecv <- st.SessionID } // 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(se *Session, st *VoiceServerUpdate) { voice, exists := s.VoiceConnections[st.GuildID] // If no VoiceConnection exists, just skip this if !exists { return } // Store values for later use voice.token = st.Token voice.endpoint = st.Endpoint voice.GuildID = st.GuildID // If currently connected to voice ws/udp, then disconnect. // Has no effect if not connected. // voice.Close() // Wait for the sessionID from onVoiceStateUpdate // voice.sessionID = <-voice.sessionRecv // TODO review above // wouldn't this cause a huge problem, if it's just a guild server // update.. ? // I could add a timeout loop of some sort and also check if the // sessionID doesn't or does exist already... // something.. a bit smarter. // We now have enough information to open a voice websocket conenction // so, that's what the next call does. err := voice.open() if err != nil { log.Println("onVoiceServerUpdate Voice.Open error: ", err) // TODO better logging } }