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- // Discordgo - Discord bindings for Go
- // Available at https://github.com/bwmarrin/discordgo
- // Copyright 2015 Bruce Marriner <bruce@sqls.net>. 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 (
- "encoding/json"
- "fmt"
- "runtime"
- "time"
- "github.com/gorilla/websocket"
- )
- // Open opens a websocket connection to Discord.
- func (s *Session) Open() (err error) {
- // Get the gateway to use for the Websocket connection
- g, err := s.Gateway()
- // 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, nil)
- return
- }
- 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"`
- }
- type handshakeOp struct {
- Op int `json:"op"`
- Data handshakeData `json:"d"`
- }
- // Handshake sends the client data to Discord during websocket initial connection.
- func (s *Session) Handshake() (err error) {
- // maybe this is SendOrigin? not sure the right name here
- data := handshakeOp{2, handshakeData{3, s.Token, handshakeProperties{runtime.GOOS, "DiscordGo v" + VERSION, "", "", ""}}}
- err = s.wsConn.WriteJSON(data)
- 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) {
- var usd updateStatusData
- if idle > 0 {
- usd.IdleSince = &idle
- }
- if game != "" {
- usd.Game = &updateStatusGame{game}
- }
- data := updateStatusOp{3, usd}
- err = s.wsConn.WriteJSON(data)
- return
- }
- // Listen starts listening to the websocket connection for events.
- func (s *Session) Listen() (err error) {
- // TODO: need a channel or something to communicate
- // to this so I can tell it to stop listening
- if s.wsConn == nil {
- fmt.Println("No websocket connection exists.")
- return // TODO need to return an error.
- }
- // Make sure Listen is not already running
- s.listenLock.Lock()
- if s.listenChan != nil {
- s.listenLock.Unlock()
- return
- }
- s.listenChan = make(chan struct{})
- s.listenLock.Unlock()
- defer close(s.heartbeatChan)
- for {
- messageType, message, err := s.wsConn.ReadMessage()
- if err != nil {
- fmt.Println("Websocket Listen Error", err)
- // TODO Log error
- break
- }
- go s.event(messageType, message)
- // If our chan gets closed, exit out of this loop.
- // TODO: Can we make this smarter, using select
- // and some other trickery? http://www.goinggo.net/2013/10/my-channel-select-bug.html
- if s.listenChan == nil {
- return nil
- }
- }
- return
- }
- // Not sure how needed this is and where it would be best to call it.
- // somewhere.
- func unmarshalEvent(event Event, i interface{}) (err error) {
- if err = json.Unmarshal(event.RawData, i); err != nil {
- fmt.Println(event.Type, err)
- printJSON(event.RawData) // TODO: Better error loggingEvent.
- }
- 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.
- func (s *Session) event(messageType int, message []byte) (err error) {
- if s.Debug {
- printJSON(message)
- }
- var e Event
- if err = json.Unmarshal(message, &e); err != nil {
- fmt.Println(err)
- return
- }
- switch e.Type {
- case "READY":
- var st Ready
- if err = unmarshalEvent(e, &st); err == nil {
- if s.StateEnabled {
- s.State.OnReady(&st)
- }
- if s.OnReady != nil {
- s.OnReady(s, st)
- }
- go s.Heartbeat(st.HeartbeatInterval)
- }
- return
- case "VOICE_SERVER_UPDATE":
- // TEMP CODE FOR TESTING VOICE
- var st VoiceServerUpdate
- if err = unmarshalEvent(e, &st); err == nil {
- s.onVoiceServerUpdate(st)
- }
- return
- case "VOICE_STATE_UPDATE":
- // TEMP CODE FOR TESTING VOICE
- var st VoiceState
- if err = unmarshalEvent(e, &st); err == nil {
- s.onVoiceStateUpdate(st)
- }
- return
- case "USER_UPDATE":
- if s.OnUserUpdate != nil {
- var st User
- if err = unmarshalEvent(e, &st); err == nil {
- s.OnUserUpdate(s, st)
- }
- return
- }
- case "PRESENCE_UPDATE":
- if s.OnPresenceUpdate != nil {
- var st PresenceUpdate
- if err = unmarshalEvent(e, &st); err == nil {
- s.OnPresenceUpdate(s, st)
- }
- return
- }
- case "TYPING_START":
- if s.OnTypingStart != nil {
- var st TypingStart
- if err = unmarshalEvent(e, &st); err == nil {
- s.OnTypingStart(s, st)
- }
- return
- }
- /* Never seen this come in but saw it in another Library.
- case "MESSAGE_ACK":
- if s.OnMessageAck != nil {
- }
- */
- case "MESSAGE_CREATE":
- if s.OnMessageCreate != nil {
- var st Message
- if err = unmarshalEvent(e, &st); err == nil {
- s.OnMessageCreate(s, st)
- }
- return
- }
- case "MESSAGE_UPDATE":
- if s.OnMessageUpdate != nil {
- var st Message
- if err = unmarshalEvent(e, &st); err == nil {
- s.OnMessageUpdate(s, st)
- }
- return
- }
- case "MESSAGE_DELETE":
- if s.OnMessageDelete != nil {
- var st MessageDelete
- if err = unmarshalEvent(e, &st); err == nil {
- s.OnMessageDelete(s, st)
- }
- return
- }
- case "MESSAGE_ACK":
- if s.OnMessageAck != nil {
- var st MessageAck
- if err = unmarshalEvent(e, &st); err == nil {
- s.OnMessageAck(s, st)
- }
- return
- }
- case "CHANNEL_CREATE":
- var st Channel
- if err = unmarshalEvent(e, &st); err == nil {
- if s.StateEnabled {
- s.State.ChannelAdd(&st)
- }
- if s.OnChannelCreate != nil {
- s.OnChannelCreate(s, st)
- }
- }
- return
- case "CHANNEL_UPDATE":
- var st Channel
- if err = unmarshalEvent(e, &st); err == nil {
- if s.StateEnabled {
- s.State.ChannelAdd(&st)
- }
- if s.OnChannelUpdate != nil {
- s.OnChannelUpdate(s, st)
- }
- }
- return
- case "CHANNEL_DELETE":
- var st Channel
- if err = unmarshalEvent(e, &st); err == nil {
- if s.StateEnabled {
- s.State.ChannelRemove(&st)
- }
- if s.OnChannelDelete != nil {
- s.OnChannelDelete(s, st)
- }
- }
- return
- case "GUILD_CREATE":
- var st Guild
- if err = unmarshalEvent(e, &st); err == nil {
- if s.StateEnabled {
- s.State.GuildAdd(&st)
- }
- if s.OnGuildCreate != nil {
- s.OnGuildCreate(s, st)
- }
- }
- return
- case "GUILD_UPDATE":
- var st Guild
- if err = unmarshalEvent(e, &st); err == nil {
- if s.StateEnabled {
- s.State.GuildAdd(&st)
- }
- if s.OnGuildCreate != nil {
- s.OnGuildUpdate(s, st)
- }
- }
- return
- case "GUILD_DELETE":
- var st Guild
- if err = unmarshalEvent(e, &st); err == nil {
- if s.StateEnabled {
- s.State.GuildRemove(&st)
- }
- if s.OnGuildDelete != nil {
- s.OnGuildDelete(s, st)
- }
- }
- return
- case "GUILD_MEMBER_ADD":
- var st Member
- if err = unmarshalEvent(e, &st); err == nil {
- if s.StateEnabled {
- s.State.MemberAdd(&st)
- }
- if s.OnGuildMemberAdd != nil {
- s.OnGuildMemberAdd(s, st)
- }
- }
- return
- case "GUILD_MEMBER_REMOVE":
- var st Member
- if err = unmarshalEvent(e, &st); err == nil {
- if s.StateEnabled {
- s.State.MemberRemove(&st)
- }
- if s.OnGuildMemberRemove != nil {
- s.OnGuildMemberRemove(s, st)
- }
- }
- return
- case "GUILD_MEMBER_UPDATE":
- var st Member
- if err = unmarshalEvent(e, &st); err == nil {
- if s.StateEnabled {
- s.State.MemberAdd(&st)
- }
- if s.OnGuildMemberUpdate != nil {
- s.OnGuildMemberUpdate(s, st)
- }
- }
- return
- case "GUILD_ROLE_CREATE":
- if s.OnGuildRoleCreate != nil {
- var st GuildRole
- if err = unmarshalEvent(e, &st); err == nil {
- s.OnGuildRoleCreate(s, st)
- }
- return
- }
- case "GUILD_ROLE_UPDATE":
- if s.OnGuildRoleUpdate != nil {
- var st GuildRole
- if err = unmarshalEvent(e, &st); err == nil {
- s.OnGuildRoleUpdate(s, st)
- }
- return
- }
- case "GUILD_ROLE_DELETE":
- if s.OnGuildRoleDelete != nil {
- var st GuildRoleDelete
- if err = unmarshalEvent(e, &st); err == nil {
- s.OnGuildRoleDelete(s, st)
- }
- return
- }
- case "GUILD_INTEGRATIONS_UPDATE":
- if s.OnGuildIntegrationsUpdate != nil {
- var st GuildIntegrationsUpdate
- if err = unmarshalEvent(e, &st); err == nil {
- s.OnGuildIntegrationsUpdate(s, st)
- }
- return
- }
- case "GUILD_BAN_ADD":
- if s.OnGuildBanAdd != nil {
- var st GuildBan
- if err = unmarshalEvent(e, &st); err == nil {
- s.OnGuildBanAdd(s, st)
- }
- return
- }
- case "GUILD_BAN_REMOVE":
- if s.OnGuildBanRemove != nil {
- var st GuildBan
- if err = unmarshalEvent(e, &st); err == nil {
- s.OnGuildBanRemove(s, st)
- }
- return
- }
- case "USER_SETTINGS_UPDATE":
- if s.OnUserSettingsUpdate != nil {
- var st map[string]interface{}
- if err = unmarshalEvent(e, &st); err == nil {
- s.OnUserSettingsUpdate(s, st)
- }
- return
- }
- default:
- fmt.Println("UNKNOWN EVENT: ", e.Type)
- // TODO learn the log package
- // log.print type and JSON data
- }
- // if still here, send to generic OnEvent
- if s.OnEvent != nil {
- s.OnEvent(s, e)
- return
- }
- return
- }
- // 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(i time.Duration) {
- if s.wsConn == nil {
- fmt.Println("No websocket connection exists.")
- return // TODO need to return/log an error.
- }
- // Make sure Heartbeat is not already running
- s.heartbeatLock.Lock()
- if s.heartbeatChan != nil {
- s.heartbeatLock.Unlock()
- return
- }
- s.heartbeatChan = make(chan struct{})
- s.heartbeatLock.Unlock()
- defer close(s.heartbeatChan)
- // send first heartbeat immediately because lag could put the
- // first heartbeat outside the required heartbeat interval window
- ticker := time.NewTicker(i * time.Millisecond)
- for {
- err := s.wsConn.WriteJSON(map[string]int{
- "op": 1,
- "d": int(time.Now().Unix()),
- })
- if err != nil {
- fmt.Println("error sending data heartbeat:", err)
- s.DataReady = false
- return // TODO log error?
- }
- s.DataReady = true
- select {
- case <-ticker.C:
- case <-s.heartbeatChan:
- return
- }
- }
- }
- // Everything below is experimental Voice support code
- // all of it will get changed and moved around.
- // 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"`
- }
- // VoiceChannelJoin joins the authenticated session user to
- // a voice channel. All the voice magic starts with this.
- func (s *Session) VoiceChannelJoin(guildID, channelID string) (err error) {
- if s.wsConn == nil {
- fmt.Println("error: no websocket connection exists.")
- return // TODO return error
- }
- data := voiceChannelJoinOp{4, voiceChannelJoinData{guildID, channelID, false, false}}
- err = s.wsConn.WriteJSON(data)
- if err != nil {
- return
- }
- // Probably will be removed later.
- s.VGuildID = guildID
- s.VChannelID = channelID
- return
- }
- // onVoiceStateUpdate handles Voice State Update events on the data
- // websocket. This comes immediately after the call to VoiceChannelJoin
- // for the authenticated session user. This block is experimental
- // code and will be chaned in the future.
- func (s *Session) onVoiceStateUpdate(st VoiceState) {
- // Need to have this happen at login and store it in the Session
- self, err := s.User("@me") // TODO: move to Login/New
- if err != nil {
- fmt.Println(err)
- return
- }
- // This event comes for all users, if it's not for the session
- // user just ignore it.
- if st.UserID != self.ID {
- return
- }
- // Store the SessionID. Used later.
- s.VSessionID = st.SessionID
- }
- // onVoiceServerUpdate handles the Voice Server Update data websocket event.
- // This will later be exposed but is only for experimental use now.
- func (s *Session) onVoiceServerUpdate(st VoiceServerUpdate) {
- // Store all the values. They are used later.
- // GuildID is probably not needed and may be dropped.
- s.VToken = st.Token
- s.VEndpoint = st.Endpoint
- s.VGuildID = st.GuildID
- // We now have enough information to open a voice websocket conenction
- // so, that's what the next call does.
- s.VoiceOpenWS()
- }
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