wsapi.go 17 KB

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  1. // Discordgo - Discord bindings for Go
  2. // Available at https://github.com/bwmarrin/discordgo
  3. // Copyright 2015-2016 Bruce Marriner <bruce@sqls.net>. All rights reserved.
  4. // Use of this source code is governed by a BSD-style
  5. // license that can be found in the LICENSE file.
  6. // This file contains low level functions for interacting with the Discord
  7. // data websocket interface.
  8. package discordgo
  9. import (
  10. "fmt"
  11. "runtime"
  12. "time"
  13. "github.com/gorilla/websocket"
  14. )
  15. // Open opens a websocket connection to Discord.
  16. func (s *Session) Open() (err error) {
  17. // Get the gateway to use for the Websocket connection
  18. g, err := s.Gateway()
  19. if err != nil {
  20. return
  21. }
  22. // TODO: See if there's a use for the http response.
  23. // conn, response, err := websocket.DefaultDialer.Dial(session.Gateway, nil)
  24. s.wsConn, _, err = websocket.DefaultDialer.Dial(g, nil)
  25. return
  26. }
  27. type handshakeProperties struct {
  28. OS string `json:"$os"`
  29. Browser string `json:"$browser"`
  30. Device string `json:"$device"`
  31. Referer string `json:"$referer"`
  32. ReferringDomain string `json:"$referring_domain"`
  33. }
  34. type handshakeData struct {
  35. Version int `json:"v"`
  36. Token string `json:"token"`
  37. Properties handshakeProperties `json:"properties"`
  38. }
  39. type handshakeOp struct {
  40. Op int `json:"op"`
  41. Data handshakeData `json:"d"`
  42. }
  43. // Handshake sends the client data to Discord during websocket initial connection.
  44. func (s *Session) Handshake() (err error) {
  45. // maybe this is SendOrigin? not sure the right name here
  46. data := handshakeOp{2, handshakeData{3, s.Token, handshakeProperties{runtime.GOOS, "Discordgo v" + VERSION, "", "", ""}}}
  47. err = s.wsConn.WriteJSON(data)
  48. return
  49. }
  50. type updateStatusGame struct {
  51. Name string `json:"name"`
  52. }
  53. type updateStatusData struct {
  54. IdleSince *int `json:"idle_since"`
  55. Game *updateStatusGame `json:"game"`
  56. }
  57. type updateStatusOp struct {
  58. Op int `json:"op"`
  59. Data updateStatusData `json:"d"`
  60. }
  61. // UpdateStatus is used to update the authenticated user's status.
  62. // If idle>0 then set status to idle. If game>0 then set game.
  63. // if otherwise, set status to active, and no game.
  64. func (s *Session) UpdateStatus(idle int, game string) (err error) {
  65. var usd updateStatusData
  66. if idle > 0 {
  67. usd.IdleSince = &idle
  68. }
  69. if game != "" {
  70. usd.Game = &updateStatusGame{game}
  71. }
  72. data := updateStatusOp{3, usd}
  73. err = s.wsConn.WriteJSON(data)
  74. return
  75. }
  76. // Listen starts listening to the websocket connection for events.
  77. func (s *Session) Listen() (err error) {
  78. // TODO: need a channel or something to communicate
  79. // to this so I can tell it to stop listening
  80. if s.wsConn == nil {
  81. fmt.Println("No websocket connection exists.")
  82. return // TODO need to return an error.
  83. }
  84. // Make sure Listen is not already running
  85. s.listenLock.Lock()
  86. if s.listenChan != nil {
  87. s.listenLock.Unlock()
  88. return
  89. }
  90. s.listenChan = make(chan struct{})
  91. s.listenLock.Unlock()
  92. // this is ugly.
  93. defer func() {
  94. if s.listenChan == nil {
  95. return
  96. }
  97. select {
  98. case <-s.listenChan:
  99. break
  100. default:
  101. close(s.listenChan)
  102. }
  103. s.listenChan = nil
  104. }()
  105. // this is ugly.
  106. defer func() {
  107. if s.heartbeatChan == nil {
  108. return
  109. }
  110. select {
  111. case <-s.heartbeatChan:
  112. break
  113. default:
  114. close(s.heartbeatChan)
  115. }
  116. s.listenChan = nil
  117. }()
  118. for {
  119. messageType, message, err := s.wsConn.ReadMessage()
  120. if err != nil {
  121. fmt.Println("Websocket Listen Error", err)
  122. // TODO Log error
  123. break
  124. }
  125. go s.event(messageType, message)
  126. // If our chan gets closed, exit out of this loop.
  127. // TODO: Can we make this smarter, using select
  128. // and some other trickery? http://www.goinggo.net/2013/10/my-channel-select-bug.html
  129. if s.listenChan == nil {
  130. return nil
  131. }
  132. }
  133. return
  134. }
  135. // Not sure how needed this is and where it would be best to call it.
  136. // somewhere.
  137. func unmarshalEvent(event *Event, i interface{}) (err error) {
  138. if err = unmarshal(event.RawData, i); err != nil {
  139. fmt.Println(event.Type, err)
  140. printJSON(event.RawData) // TODO: Better error loggingEvent.
  141. }
  142. return
  143. }
  144. // Front line handler for all Websocket Events. Determines the
  145. // event type and passes the message along to the next handler.
  146. // event is the front line handler for all events. This needs to be
  147. // broken up into smaller functions to be more idiomatic Go.
  148. // Events will be handled by any implemented handler in Session.
  149. // All unhandled events will then be handled by OnEvent.
  150. func (s *Session) event(messageType int, message []byte) (err error) {
  151. if s.Debug {
  152. printJSON(message)
  153. }
  154. var e *Event
  155. if err = unmarshal(message, &e); err != nil {
  156. fmt.Println(err)
  157. return
  158. }
  159. switch e.Type {
  160. case "READY":
  161. var st *Ready
  162. if err = unmarshalEvent(e, &st); err == nil {
  163. if s.StateEnabled {
  164. s.State.OnReady(st)
  165. }
  166. if s.OnReady != nil {
  167. s.OnReady(s, st)
  168. }
  169. go s.Heartbeat(st.HeartbeatInterval)
  170. }
  171. if s.OnReady != nil {
  172. return
  173. }
  174. case "VOICE_SERVER_UPDATE":
  175. // TEMP CODE FOR TESTING VOICE
  176. var st *VoiceServerUpdate
  177. if err = unmarshalEvent(e, &st); err == nil {
  178. s.onVoiceServerUpdate(st)
  179. }
  180. return
  181. case "VOICE_STATE_UPDATE":
  182. // TEMP CODE FOR TESTING VOICE
  183. var st *VoiceState
  184. if err = unmarshalEvent(e, &st); err == nil {
  185. s.onVoiceStateUpdate(st)
  186. }
  187. return
  188. case "USER_UPDATE":
  189. if s.OnUserUpdate != nil {
  190. var st *User
  191. if err = unmarshalEvent(e, &st); err == nil {
  192. s.OnUserUpdate(s, st)
  193. }
  194. return
  195. }
  196. case "PRESENCE_UPDATE":
  197. if s.OnPresenceUpdate != nil {
  198. var st *PresenceUpdate
  199. if err = unmarshalEvent(e, &st); err == nil {
  200. s.OnPresenceUpdate(s, st)
  201. }
  202. return
  203. }
  204. case "TYPING_START":
  205. if s.OnTypingStart != nil {
  206. var st *TypingStart
  207. if err = unmarshalEvent(e, &st); err == nil {
  208. s.OnTypingStart(s, st)
  209. }
  210. return
  211. }
  212. /* Never seen this come in but saw it in another Library.
  213. case "MESSAGE_ACK":
  214. if s.OnMessageAck != nil {
  215. }
  216. */
  217. case "MESSAGE_CREATE":
  218. if !s.StateEnabled && s.OnMessageCreate == nil {
  219. break
  220. }
  221. var st *Message
  222. if err = unmarshalEvent(e, &st); err == nil {
  223. if s.StateEnabled {
  224. fmt.Println(s.State.MessageAdd(st))
  225. }
  226. if s.OnMessageCreate != nil {
  227. s.OnMessageCreate(s, st)
  228. }
  229. }
  230. if s.OnMessageCreate != nil {
  231. return
  232. }
  233. case "MESSAGE_UPDATE":
  234. if !s.StateEnabled && s.OnMessageUpdate == nil {
  235. break
  236. }
  237. var st *Message
  238. if err = unmarshalEvent(e, &st); err == nil {
  239. if s.StateEnabled {
  240. s.State.MessageAdd(st)
  241. }
  242. if s.OnMessageUpdate != nil {
  243. s.OnMessageUpdate(s, st)
  244. }
  245. }
  246. return
  247. if s.OnMessageUpdate != nil {
  248. return
  249. }
  250. case "MESSAGE_DELETE":
  251. if !s.StateEnabled && s.OnMessageDelete == nil {
  252. break
  253. }
  254. var st *Message
  255. if err = unmarshalEvent(e, &st); err == nil {
  256. if s.StateEnabled {
  257. s.State.MessageRemove(st)
  258. }
  259. if s.OnMessageDelete != nil {
  260. s.OnMessageDelete(s, st)
  261. }
  262. }
  263. return
  264. if s.OnMessageDelete != nil {
  265. return
  266. }
  267. case "MESSAGE_ACK":
  268. if s.OnMessageAck != nil {
  269. var st *MessageAck
  270. if err = unmarshalEvent(e, &st); err == nil {
  271. s.OnMessageAck(s, st)
  272. }
  273. return
  274. }
  275. case "CHANNEL_CREATE":
  276. if !s.StateEnabled && s.OnChannelCreate == nil {
  277. break
  278. }
  279. var st *Channel
  280. if err = unmarshalEvent(e, &st); err == nil {
  281. if s.StateEnabled {
  282. s.State.ChannelAdd(st)
  283. }
  284. if s.OnChannelCreate != nil {
  285. s.OnChannelCreate(s, st)
  286. }
  287. }
  288. if s.OnChannelCreate != nil {
  289. return
  290. }
  291. case "CHANNEL_UPDATE":
  292. if !s.StateEnabled && s.OnChannelUpdate == nil {
  293. break
  294. }
  295. var st *Channel
  296. if err = unmarshalEvent(e, &st); err == nil {
  297. if s.StateEnabled {
  298. s.State.ChannelAdd(st)
  299. }
  300. if s.OnChannelUpdate != nil {
  301. s.OnChannelUpdate(s, st)
  302. }
  303. }
  304. if s.OnChannelUpdate != nil {
  305. return
  306. }
  307. case "CHANNEL_DELETE":
  308. if !s.StateEnabled && s.OnChannelDelete == nil {
  309. break
  310. }
  311. var st *Channel
  312. if err = unmarshalEvent(e, &st); err == nil {
  313. if s.StateEnabled {
  314. s.State.ChannelRemove(st)
  315. }
  316. if s.OnChannelDelete != nil {
  317. s.OnChannelDelete(s, st)
  318. }
  319. }
  320. if s.OnChannelDelete != nil {
  321. return
  322. }
  323. case "GUILD_CREATE":
  324. if !s.StateEnabled && s.OnGuildCreate == nil {
  325. break
  326. }
  327. var st *Guild
  328. if err = unmarshalEvent(e, &st); err == nil {
  329. if s.StateEnabled {
  330. s.State.GuildAdd(st)
  331. }
  332. if s.OnGuildCreate != nil {
  333. s.OnGuildCreate(s, st)
  334. }
  335. }
  336. if s.OnGuildCreate != nil {
  337. return
  338. }
  339. case "GUILD_UPDATE":
  340. if !s.StateEnabled && s.OnGuildUpdate == nil {
  341. break
  342. }
  343. var st *Guild
  344. if err = unmarshalEvent(e, &st); err == nil {
  345. if s.StateEnabled {
  346. s.State.GuildAdd(st)
  347. }
  348. if s.OnGuildCreate != nil {
  349. s.OnGuildUpdate(s, st)
  350. }
  351. }
  352. if s.OnGuildUpdate != nil {
  353. return
  354. }
  355. case "GUILD_DELETE":
  356. if !s.StateEnabled && s.OnGuildDelete == nil {
  357. break
  358. }
  359. var st *Guild
  360. if err = unmarshalEvent(e, &st); err == nil {
  361. if s.StateEnabled {
  362. s.State.GuildRemove(st)
  363. }
  364. if s.OnGuildDelete != nil {
  365. s.OnGuildDelete(s, st)
  366. }
  367. }
  368. if s.OnGuildDelete != nil {
  369. return
  370. }
  371. case "GUILD_MEMBER_ADD":
  372. if !s.StateEnabled && s.OnGuildMemberAdd == nil {
  373. break
  374. }
  375. var st *Member
  376. if err = unmarshalEvent(e, &st); err == nil {
  377. if s.StateEnabled {
  378. s.State.MemberAdd(st)
  379. }
  380. if s.OnGuildMemberAdd != nil {
  381. s.OnGuildMemberAdd(s, st)
  382. }
  383. }
  384. if s.OnGuildMemberAdd != nil {
  385. return
  386. }
  387. case "GUILD_MEMBER_REMOVE":
  388. if !s.StateEnabled && s.OnGuildMemberRemove == nil {
  389. break
  390. }
  391. var st *Member
  392. if err = unmarshalEvent(e, &st); err == nil {
  393. if s.StateEnabled {
  394. s.State.MemberRemove(st)
  395. }
  396. if s.OnGuildMemberRemove != nil {
  397. s.OnGuildMemberRemove(s, st)
  398. }
  399. }
  400. if s.OnGuildMemberRemove != nil {
  401. return
  402. }
  403. case "GUILD_MEMBER_UPDATE":
  404. if !s.StateEnabled && s.OnGuildMemberUpdate == nil {
  405. break
  406. }
  407. var st *Member
  408. if err = unmarshalEvent(e, &st); err == nil {
  409. if s.StateEnabled {
  410. s.State.MemberAdd(st)
  411. }
  412. if s.OnGuildMemberUpdate != nil {
  413. s.OnGuildMemberUpdate(s, st)
  414. }
  415. }
  416. if s.OnGuildMemberUpdate != nil {
  417. return
  418. }
  419. case "GUILD_ROLE_CREATE":
  420. if s.OnGuildRoleCreate != nil {
  421. var st *GuildRole
  422. if err = unmarshalEvent(e, &st); err == nil {
  423. s.OnGuildRoleCreate(s, st)
  424. }
  425. return
  426. }
  427. case "GUILD_ROLE_UPDATE":
  428. if s.OnGuildRoleUpdate != nil {
  429. var st *GuildRole
  430. if err = unmarshalEvent(e, &st); err == nil {
  431. s.OnGuildRoleUpdate(s, st)
  432. }
  433. return
  434. }
  435. case "GUILD_ROLE_DELETE":
  436. if s.OnGuildRoleDelete != nil {
  437. var st *GuildRoleDelete
  438. if err = unmarshalEvent(e, &st); err == nil {
  439. s.OnGuildRoleDelete(s, st)
  440. }
  441. return
  442. }
  443. case "GUILD_INTEGRATIONS_UPDATE":
  444. if s.OnGuildIntegrationsUpdate != nil {
  445. var st *GuildIntegrationsUpdate
  446. if err = unmarshalEvent(e, &st); err == nil {
  447. s.OnGuildIntegrationsUpdate(s, st)
  448. }
  449. return
  450. }
  451. case "GUILD_BAN_ADD":
  452. if s.OnGuildBanAdd != nil {
  453. var st *GuildBan
  454. if err = unmarshalEvent(e, &st); err == nil {
  455. s.OnGuildBanAdd(s, st)
  456. }
  457. return
  458. }
  459. case "GUILD_BAN_REMOVE":
  460. if s.OnGuildBanRemove != nil {
  461. var st *GuildBan
  462. if err = unmarshalEvent(e, &st); err == nil {
  463. s.OnGuildBanRemove(s, st)
  464. }
  465. return
  466. }
  467. case "GUILD_EMOJIS_UPDATE":
  468. if !s.StateEnabled && s.OnGuildEmojisUpdate == nil {
  469. break
  470. }
  471. var st *GuildEmojisUpdate
  472. if err = unmarshalEvent(e, &st); err == nil {
  473. if s.StateEnabled {
  474. s.State.EmojisAdd(st.GuildID, st.Emojis)
  475. }
  476. if s.OnGuildEmojisUpdate != nil {
  477. s.OnGuildEmojisUpdate(s, st)
  478. }
  479. }
  480. if s.OnGuildEmojisUpdate != nil {
  481. return
  482. }
  483. case "USER_SETTINGS_UPDATE":
  484. if s.OnUserSettingsUpdate != nil {
  485. var st map[string]interface{}
  486. if err = unmarshalEvent(e, &st); err == nil {
  487. s.OnUserSettingsUpdate(s, st)
  488. }
  489. return
  490. }
  491. default:
  492. fmt.Println("UNKNOWN EVENT: ", e.Type)
  493. printJSON(message)
  494. }
  495. // if still here, send to generic OnEvent
  496. if s.OnEvent != nil {
  497. s.OnEvent(s, e)
  498. return
  499. }
  500. return
  501. }
  502. // Heartbeat sends regular heartbeats to Discord so it knows the client
  503. // is still connected. If you do not send these heartbeats Discord will
  504. // disconnect the websocket connection after a few seconds.
  505. func (s *Session) Heartbeat(i time.Duration) {
  506. if s.wsConn == nil {
  507. fmt.Println("No websocket connection exists.")
  508. return // TODO need to return/log an error.
  509. }
  510. // Make sure Heartbeat is not already running
  511. s.heartbeatLock.Lock()
  512. if s.heartbeatChan != nil {
  513. s.heartbeatLock.Unlock()
  514. return
  515. }
  516. s.heartbeatChan = make(chan struct{})
  517. s.heartbeatLock.Unlock()
  518. // this is ugly.
  519. defer func() {
  520. if s.heartbeatChan == nil {
  521. return
  522. }
  523. select {
  524. case <-s.heartbeatChan:
  525. break
  526. default:
  527. close(s.heartbeatChan)
  528. }
  529. s.listenChan = nil
  530. }()
  531. // send first heartbeat immediately because lag could put the
  532. // first heartbeat outside the required heartbeat interval window
  533. ticker := time.NewTicker(i * time.Millisecond)
  534. for {
  535. err := s.wsConn.WriteJSON(map[string]int{
  536. "op": 1,
  537. "d": int(time.Now().Unix()),
  538. })
  539. if err != nil {
  540. fmt.Println("error sending data heartbeat:", err)
  541. s.DataReady = false
  542. return // TODO log error?
  543. }
  544. s.DataReady = true
  545. select {
  546. case <-ticker.C:
  547. case <-s.heartbeatChan:
  548. return
  549. }
  550. }
  551. }
  552. // ------------------------------------------------------------------------------------------------
  553. // Code related to voice connections that initiate over the data websocket
  554. // ------------------------------------------------------------------------------------------------
  555. // A VoiceServerUpdate stores the data received during the Voice Server Update
  556. // data websocket event. This data is used during the initial Voice Channel
  557. // join handshaking.
  558. type VoiceServerUpdate struct {
  559. Token string `json:"token"`
  560. GuildID string `json:"guild_id"`
  561. Endpoint string `json:"endpoint"`
  562. }
  563. type voiceChannelJoinData struct {
  564. GuildID string `json:"guild_id"`
  565. ChannelID string `json:"channel_id"`
  566. SelfMute bool `json:"self_mute"`
  567. SelfDeaf bool `json:"self_deaf"`
  568. }
  569. type voiceChannelJoinOp struct {
  570. Op int `json:"op"`
  571. Data voiceChannelJoinData `json:"d"`
  572. }
  573. // ChannelVoiceJoin joins the session user to a voice channel. After calling
  574. // this func please monitor the Session.Voice.Ready bool to determine when
  575. // it is ready and able to send/receive audio, that should happen quickly.
  576. //
  577. // gID : Guild ID of the channel to join.
  578. // cID : Channel ID of the channel to join.
  579. // mute : If true, you will be set to muted upon joining.
  580. // deaf : If true, you will be set to deafened upon joining.
  581. func (s *Session) ChannelVoiceJoin(gID, cID string, mute, deaf bool) (err error) {
  582. if s.wsConn == nil {
  583. return fmt.Errorf("no websocket connection exists.")
  584. }
  585. // Create new voice{} struct if one does not exist.
  586. // If you create this prior to calling this func then you can manually
  587. // set some variables if needed, such as to enable debugging.
  588. if s.Voice == nil {
  589. s.Voice = &Voice{}
  590. }
  591. // TODO : Determine how to properly change channels and change guild
  592. // and channel when you are already connected to an existing channel.
  593. // Send the request to Discord that we want to join the voice channel
  594. data := voiceChannelJoinOp{4, voiceChannelJoinData{gID, cID, mute, deaf}}
  595. err = s.wsConn.WriteJSON(data)
  596. if err != nil {
  597. return
  598. }
  599. // Store gID and cID for later use
  600. s.Voice.guildID = gID
  601. s.Voice.channelID = cID
  602. return
  603. }
  604. // onVoiceStateUpdate handles Voice State Update events on the data
  605. // websocket. This comes immediately after the call to VoiceChannelJoin
  606. // for the session user.
  607. func (s *Session) onVoiceStateUpdate(st *VoiceState) {
  608. // If s.Voice is nil, we must not have even requested to join
  609. // a voice channel yet, so this shouldn't be processed.
  610. if s.Voice == nil {
  611. return
  612. }
  613. // Need to have this happen at login and store it in the Session
  614. // TODO : This should be done upon connecting to Discord, or
  615. // be moved to a small helper function
  616. self, err := s.User("@me") // TODO: move to Login/New
  617. if err != nil {
  618. fmt.Println(err)
  619. return
  620. }
  621. // This event comes for all users, if it's not for the session
  622. // user just ignore it.
  623. // TODO Move this IF to the event() func
  624. if st.UserID != self.ID {
  625. return
  626. }
  627. // Store the SessionID for later use.
  628. s.Voice.userID = self.ID // TODO: Review
  629. s.Voice.sessionID = st.SessionID
  630. }
  631. // onVoiceServerUpdate handles the Voice Server Update data websocket event.
  632. // This event tells us the information needed to open a voice websocket
  633. // connection and should happen after the VOICE_STATE event.
  634. func (s *Session) onVoiceServerUpdate(st *VoiceServerUpdate) {
  635. // This shouldn't ever be the case, I don't think.
  636. if s.Voice == nil {
  637. return
  638. }
  639. // Store values for later use
  640. s.Voice.token = st.Token
  641. s.Voice.endpoint = st.Endpoint
  642. s.Voice.guildID = st.GuildID
  643. // We now have enough information to open a voice websocket conenction
  644. // so, that's what the next call does.
  645. err := s.Voice.Open()
  646. if err != nil {
  647. fmt.Println("onVoiceServerUpdate Voice.Open error: ", err)
  648. // TODO better logging
  649. }
  650. }