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