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- // Discordgo - Discord bindings for Go
- // Available at https://github.com/bwmarrin/discordgo
- // Copyright 2015-2016 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 (
- "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.Println(fmt.Sprintf("Unable to unmarshal event %s data: %s", 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,
- 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
- }
- }
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