wsapi.go 13 KB

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  1. // Discordgo - Discord bindings for Go
  2. // Available at https://github.com/bwmarrin/discordgo
  3. // Copyright 2015 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. // TODO: See if there's a use for the http response.
  21. // conn, response, err := websocket.DefaultDialer.Dial(session.Gateway, nil)
  22. s.wsConn, _, err = websocket.DefaultDialer.Dial(g, nil)
  23. return
  24. }
  25. type handshakeProperties struct {
  26. OS string `json:"$os"`
  27. Browser string `json:"$browser"`
  28. Device string `json:"$device"`
  29. Referer string `json:"$referer"`
  30. ReferringDomain string `json:"$referring_domain"`
  31. }
  32. type handshakeData struct {
  33. Version int `json:"v"`
  34. Token string `json:"token"`
  35. Properties handshakeProperties `json:"properties"`
  36. }
  37. type handshakeOp struct {
  38. Op int `json:"op"`
  39. Data handshakeData `json:"d"`
  40. }
  41. // Handshake sends the client data to Discord during websocket initial connection.
  42. func (s *Session) Handshake() (err error) {
  43. // maybe this is SendOrigin? not sure the right name here
  44. data := handshakeOp{2, handshakeData{3, s.Token, handshakeProperties{runtime.GOOS, "DiscordGo v" + VERSION, "", "", ""}}}
  45. err = s.wsConn.WriteJSON(data)
  46. return
  47. }
  48. type updateStatusGame struct {
  49. Name string `json:"name"`
  50. }
  51. type updateStatusData struct {
  52. IdleSince *int `json:"idle_since"`
  53. Game *updateStatusGame `json:"game"`
  54. }
  55. type updateStatusOp struct {
  56. Op int `json:"op"`
  57. Data updateStatusData `json:"d"`
  58. }
  59. // UpdateStatus is used to update the authenticated user's status.
  60. // If idle>0 then set status to idle. If game>0 then set game.
  61. // if otherwise, set status to active, and no game.
  62. func (s *Session) UpdateStatus(idle int, game string) (err error) {
  63. var usd updateStatusData
  64. if idle > 0 {
  65. usd.IdleSince = &idle
  66. }
  67. if game != "" {
  68. usd.Game = &updateStatusGame{game}
  69. }
  70. data := updateStatusOp{3, usd}
  71. err = s.wsConn.WriteJSON(data)
  72. return
  73. }
  74. // Listen starts listening to the websocket connection for events.
  75. func (s *Session) Listen() (err error) {
  76. // TODO: need a channel or something to communicate
  77. // to this so I can tell it to stop listening
  78. if s.wsConn == nil {
  79. fmt.Println("No websocket connection exists.")
  80. return // TODO need to return an error.
  81. }
  82. // Make sure Listen is not already running
  83. s.listenLock.Lock()
  84. if s.listenChan != nil {
  85. s.listenLock.Unlock()
  86. return
  87. }
  88. s.listenChan = make(chan struct{})
  89. s.listenLock.Unlock()
  90. defer close(s.heartbeatChan)
  91. for {
  92. messageType, message, err := s.wsConn.ReadMessage()
  93. if err != nil {
  94. fmt.Println("Websocket Listen Error", err)
  95. // TODO Log error
  96. break
  97. }
  98. go s.event(messageType, message)
  99. // If our chan gets closed, exit out of this loop.
  100. // TODO: Can we make this smarter, using select
  101. // and some other trickery? http://www.goinggo.net/2013/10/my-channel-select-bug.html
  102. if s.listenChan == nil {
  103. return nil
  104. }
  105. }
  106. return
  107. }
  108. // Not sure how needed this is and where it would be best to call it.
  109. // somewhere.
  110. func unmarshalEvent(event Event, i interface{}) (err error) {
  111. if err = json.Unmarshal(event.RawData, i); err != nil {
  112. fmt.Println(event.Type, err)
  113. printJSON(event.RawData) // TODO: Better error loggingEvent.
  114. }
  115. return
  116. }
  117. // Front line handler for all Websocket Events. Determines the
  118. // event type and passes the message along to the next handler.
  119. // event is the front line handler for all events. This needs to be
  120. // broken up into smaller functions to be more idiomatic Go.
  121. func (s *Session) event(messageType int, message []byte) (err error) {
  122. if s.Debug {
  123. printJSON(message)
  124. }
  125. var e Event
  126. if err = json.Unmarshal(message, &e); err != nil {
  127. fmt.Println(err)
  128. return
  129. }
  130. switch e.Type {
  131. case "READY":
  132. var st Ready
  133. if err = unmarshalEvent(e, &st); err == nil {
  134. if s.StateEnabled {
  135. s.State.OnReady(&st)
  136. }
  137. if s.OnReady != nil {
  138. s.OnReady(s, st)
  139. }
  140. go s.Heartbeat(st.HeartbeatInterval)
  141. }
  142. return
  143. case "VOICE_SERVER_UPDATE":
  144. // TEMP CODE FOR TESTING VOICE
  145. var st VoiceServerUpdate
  146. if err = unmarshalEvent(e, &st); err == nil {
  147. s.onVoiceServerUpdate(st)
  148. }
  149. return
  150. case "VOICE_STATE_UPDATE":
  151. // TEMP CODE FOR TESTING VOICE
  152. var st VoiceState
  153. if err = unmarshalEvent(e, &st); err == nil {
  154. s.onVoiceStateUpdate(st)
  155. }
  156. return
  157. case "USER_UPDATE":
  158. if s.OnUserUpdate != nil {
  159. var st User
  160. if err = unmarshalEvent(e, &st); err == nil {
  161. s.OnUserUpdate(s, st)
  162. }
  163. return
  164. }
  165. case "PRESENCE_UPDATE":
  166. if s.OnPresenceUpdate != nil {
  167. var st PresenceUpdate
  168. if err = unmarshalEvent(e, &st); err == nil {
  169. s.OnPresenceUpdate(s, st)
  170. }
  171. return
  172. }
  173. case "TYPING_START":
  174. if s.OnTypingStart != nil {
  175. var st TypingStart
  176. if err = unmarshalEvent(e, &st); err == nil {
  177. s.OnTypingStart(s, st)
  178. }
  179. return
  180. }
  181. /* Never seen this come in but saw it in another Library.
  182. case "MESSAGE_ACK":
  183. if s.OnMessageAck != nil {
  184. }
  185. */
  186. case "MESSAGE_CREATE":
  187. if s.OnMessageCreate != nil {
  188. var st Message
  189. if err = unmarshalEvent(e, &st); err == nil {
  190. s.OnMessageCreate(s, st)
  191. }
  192. return
  193. }
  194. case "MESSAGE_UPDATE":
  195. if s.OnMessageUpdate != nil {
  196. var st Message
  197. if err = unmarshalEvent(e, &st); err == nil {
  198. s.OnMessageUpdate(s, st)
  199. }
  200. return
  201. }
  202. case "MESSAGE_DELETE":
  203. if s.OnMessageDelete != nil {
  204. var st MessageDelete
  205. if err = unmarshalEvent(e, &st); err == nil {
  206. s.OnMessageDelete(s, st)
  207. }
  208. return
  209. }
  210. case "MESSAGE_ACK":
  211. if s.OnMessageAck != nil {
  212. var st MessageAck
  213. if err = unmarshalEvent(e, &st); err == nil {
  214. s.OnMessageAck(s, st)
  215. }
  216. return
  217. }
  218. case "CHANNEL_CREATE":
  219. var st Channel
  220. if err = unmarshalEvent(e, &st); err == nil {
  221. if s.StateEnabled {
  222. s.State.ChannelAdd(&st)
  223. }
  224. if s.OnChannelCreate != nil {
  225. s.OnChannelCreate(s, st)
  226. }
  227. }
  228. return
  229. case "CHANNEL_UPDATE":
  230. var st Channel
  231. if err = unmarshalEvent(e, &st); err == nil {
  232. if s.StateEnabled {
  233. s.State.ChannelAdd(&st)
  234. }
  235. if s.OnChannelUpdate != nil {
  236. s.OnChannelUpdate(s, st)
  237. }
  238. }
  239. return
  240. case "CHANNEL_DELETE":
  241. var st Channel
  242. if err = unmarshalEvent(e, &st); err == nil {
  243. if s.StateEnabled {
  244. s.State.ChannelRemove(&st)
  245. }
  246. if s.OnChannelDelete != nil {
  247. s.OnChannelDelete(s, st)
  248. }
  249. }
  250. return
  251. case "GUILD_CREATE":
  252. var st Guild
  253. if err = unmarshalEvent(e, &st); err == nil {
  254. if s.StateEnabled {
  255. s.State.GuildAdd(&st)
  256. }
  257. if s.OnGuildCreate != nil {
  258. s.OnGuildCreate(s, st)
  259. }
  260. }
  261. return
  262. case "GUILD_UPDATE":
  263. var st Guild
  264. if err = unmarshalEvent(e, &st); err == nil {
  265. if s.StateEnabled {
  266. s.State.GuildAdd(&st)
  267. }
  268. if s.OnGuildCreate != nil {
  269. s.OnGuildUpdate(s, st)
  270. }
  271. }
  272. return
  273. case "GUILD_DELETE":
  274. var st Guild
  275. if err = unmarshalEvent(e, &st); err == nil {
  276. if s.StateEnabled {
  277. s.State.GuildRemove(&st)
  278. }
  279. if s.OnGuildDelete != nil {
  280. s.OnGuildDelete(s, st)
  281. }
  282. }
  283. return
  284. case "GUILD_MEMBER_ADD":
  285. var st Member
  286. if err = unmarshalEvent(e, &st); err == nil {
  287. if s.StateEnabled {
  288. s.State.MemberAdd(&st)
  289. }
  290. if s.OnGuildMemberAdd != nil {
  291. s.OnGuildMemberAdd(s, st)
  292. }
  293. }
  294. return
  295. case "GUILD_MEMBER_REMOVE":
  296. var st Member
  297. if err = unmarshalEvent(e, &st); err == nil {
  298. if s.StateEnabled {
  299. s.State.MemberRemove(&st)
  300. }
  301. if s.OnGuildMemberRemove != nil {
  302. s.OnGuildMemberRemove(s, st)
  303. }
  304. }
  305. return
  306. case "GUILD_MEMBER_UPDATE":
  307. var st Member
  308. if err = unmarshalEvent(e, &st); err == nil {
  309. if s.StateEnabled {
  310. s.State.MemberAdd(&st)
  311. }
  312. if s.OnGuildMemberUpdate != nil {
  313. s.OnGuildMemberUpdate(s, st)
  314. }
  315. }
  316. return
  317. case "GUILD_ROLE_CREATE":
  318. if s.OnGuildRoleCreate != nil {
  319. var st GuildRole
  320. if err = unmarshalEvent(e, &st); err == nil {
  321. s.OnGuildRoleCreate(s, st)
  322. }
  323. return
  324. }
  325. case "GUILD_ROLE_UPDATE":
  326. if s.OnGuildRoleUpdate != nil {
  327. var st GuildRole
  328. if err = unmarshalEvent(e, &st); err == nil {
  329. s.OnGuildRoleUpdate(s, st)
  330. }
  331. return
  332. }
  333. case "GUILD_ROLE_DELETE":
  334. if s.OnGuildRoleDelete != nil {
  335. var st GuildRoleDelete
  336. if err = unmarshalEvent(e, &st); err == nil {
  337. s.OnGuildRoleDelete(s, st)
  338. }
  339. return
  340. }
  341. case "GUILD_INTEGRATIONS_UPDATE":
  342. if s.OnGuildIntegrationsUpdate != nil {
  343. var st GuildIntegrationsUpdate
  344. if err = unmarshalEvent(e, &st); err == nil {
  345. s.OnGuildIntegrationsUpdate(s, st)
  346. }
  347. return
  348. }
  349. case "GUILD_BAN_ADD":
  350. if s.OnGuildBanAdd != nil {
  351. var st GuildBan
  352. if err = unmarshalEvent(e, &st); err == nil {
  353. s.OnGuildBanAdd(s, st)
  354. }
  355. return
  356. }
  357. case "GUILD_BAN_REMOVE":
  358. if s.OnGuildBanRemove != nil {
  359. var st GuildBan
  360. if err = unmarshalEvent(e, &st); err == nil {
  361. s.OnGuildBanRemove(s, st)
  362. }
  363. return
  364. }
  365. case "USER_SETTINGS_UPDATE":
  366. if s.OnUserSettingsUpdate != nil {
  367. var st map[string]interface{}
  368. if err = unmarshalEvent(e, &st); err == nil {
  369. s.OnUserSettingsUpdate(s, st)
  370. }
  371. return
  372. }
  373. default:
  374. fmt.Println("UNKNOWN EVENT: ", e.Type)
  375. // TODO learn the log package
  376. // log.print type and JSON data
  377. }
  378. // if still here, send to generic OnEvent
  379. if s.OnEvent != nil {
  380. s.OnEvent(s, e)
  381. return
  382. }
  383. return
  384. }
  385. // Heartbeat sends regular heartbeats to Discord so it knows the client
  386. // is still connected. If you do not send these heartbeats Discord will
  387. // disconnect the websocket connection after a few seconds.
  388. func (s *Session) Heartbeat(i time.Duration) {
  389. if s.wsConn == nil {
  390. fmt.Println("No websocket connection exists.")
  391. return // TODO need to return/log an error.
  392. }
  393. // Make sure Heartbeat is not already running
  394. s.heartbeatLock.Lock()
  395. if s.heartbeatChan != nil {
  396. s.heartbeatLock.Unlock()
  397. return
  398. }
  399. s.heartbeatChan = make(chan struct{})
  400. s.heartbeatLock.Unlock()
  401. defer close(s.heartbeatChan)
  402. // send first heartbeat immediately because lag could put the
  403. // first heartbeat outside the required heartbeat interval window
  404. ticker := time.NewTicker(i * time.Millisecond)
  405. for {
  406. err := s.wsConn.WriteJSON(map[string]int{
  407. "op": 1,
  408. "d": int(time.Now().Unix()),
  409. })
  410. if err != nil {
  411. fmt.Println("error sending data heartbeat:", err)
  412. s.DataReady = false
  413. return // TODO log error?
  414. }
  415. s.DataReady = true
  416. select {
  417. case <-ticker.C:
  418. case <-s.heartbeatChan:
  419. return
  420. }
  421. }
  422. }
  423. // Everything below is experimental Voice support code
  424. // all of it will get changed and moved around.
  425. // A VoiceServerUpdate stores the data received during the Voice Server Update
  426. // data websocket event. This data is used during the initial Voice Channel
  427. // join handshaking.
  428. type VoiceServerUpdate struct {
  429. Token string `json:"token"`
  430. GuildID string `json:"guild_id"`
  431. Endpoint string `json:"endpoint"`
  432. }
  433. type voiceChannelJoinData struct {
  434. GuildID string `json:"guild_id"`
  435. ChannelID string `json:"channel_id"`
  436. SelfMute bool `json:"self_mute"`
  437. SelfDeaf bool `json:"self_deaf"`
  438. }
  439. type voiceChannelJoinOp struct {
  440. Op int `json:"op"`
  441. Data voiceChannelJoinData `json:"d"`
  442. }
  443. // VoiceChannelJoin joins the authenticated session user to
  444. // a voice channel. All the voice magic starts with this.
  445. func (s *Session) VoiceChannelJoin(guildID, channelID string) (err error) {
  446. if s.wsConn == nil {
  447. fmt.Println("error: no websocket connection exists.")
  448. return // TODO return error
  449. }
  450. data := voiceChannelJoinOp{4, voiceChannelJoinData{guildID, channelID, false, false}}
  451. err = s.wsConn.WriteJSON(data)
  452. if err != nil {
  453. return
  454. }
  455. // Probably will be removed later.
  456. s.VGuildID = guildID
  457. s.VChannelID = channelID
  458. return
  459. }
  460. // onVoiceStateUpdate handles Voice State Update events on the data
  461. // websocket. This comes immediately after the call to VoiceChannelJoin
  462. // for the authenticated session user. This block is experimental
  463. // code and will be chaned in the future.
  464. func (s *Session) onVoiceStateUpdate(st VoiceState) {
  465. // Need to have this happen at login and store it in the Session
  466. self, err := s.User("@me") // TODO: move to Login/New
  467. if err != nil {
  468. fmt.Println(err)
  469. return
  470. }
  471. // This event comes for all users, if it's not for the session
  472. // user just ignore it.
  473. if st.UserID != self.ID {
  474. return
  475. }
  476. // Store the SessionID. Used later.
  477. s.VSessionID = st.SessionID
  478. }
  479. // onVoiceServerUpdate handles the Voice Server Update data websocket event.
  480. // This will later be exposed but is only for experimental use now.
  481. func (s *Session) onVoiceServerUpdate(st VoiceServerUpdate) {
  482. // Store all the values. They are used later.
  483. // GuildID is probably not needed and may be dropped.
  484. s.VToken = st.Token
  485. s.VEndpoint = st.Endpoint
  486. s.VGuildID = st.GuildID
  487. // We now have enough information to open a voice websocket conenction
  488. // so, that's what the next call does.
  489. s.VoiceOpenWS()
  490. }