wsapi.go 12 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495
  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. for {
  83. messageType, message, err := s.wsConn.ReadMessage()
  84. if err != nil {
  85. fmt.Println("Websocket Listen Error", err)
  86. // TODO Log error
  87. break
  88. }
  89. go s.event(messageType, message)
  90. }
  91. return
  92. }
  93. // Not sure how needed this is and where it would be best to call it.
  94. // somewhere.
  95. // Close closes the connection to the websocket.
  96. func (s *Session) Close() {
  97. s.wsConn.Close()
  98. }
  99. func unmarshalEvent(event Event, i interface{}) (err error) {
  100. if err = json.Unmarshal(event.RawData, i); err != nil {
  101. fmt.Println(event.Type, err)
  102. printJSON(event.RawData) // TODO: Better error loggingEvent.
  103. }
  104. return
  105. }
  106. // Front line handler for all Websocket Events. Determines the
  107. // event type and passes the message along to the next handler.
  108. // event is the front line handler for all events. This needs to be
  109. // broken up into smaller functions to be more idiomatic Go.
  110. func (s *Session) event(messageType int, message []byte) (err error) {
  111. if s.Debug {
  112. printJSON(message)
  113. }
  114. var e Event
  115. if err = json.Unmarshal(message, &e); err != nil {
  116. fmt.Println(err)
  117. return
  118. }
  119. switch e.Type {
  120. case "READY":
  121. var st Ready
  122. if err = unmarshalEvent(e, &st); err == nil {
  123. if s.OnReady != nil {
  124. s.OnReady(s, st)
  125. }
  126. go s.Heartbeat(st.HeartbeatInterval)
  127. }
  128. return
  129. case "VOICE_SERVER_UPDATE":
  130. // TEMP CODE FOR TESTING VOICE
  131. var st VoiceServerUpdate
  132. if err = unmarshalEvent(e, &st); err == nil {
  133. s.onVoiceServerUpdate(st)
  134. }
  135. return
  136. case "VOICE_STATE_UPDATE":
  137. // TEMP CODE FOR TESTING VOICE
  138. var st VoiceState
  139. if err = unmarshalEvent(e, &st); err == nil {
  140. s.onVoiceStateUpdate(st)
  141. }
  142. return
  143. case "USER_UPDATE":
  144. if s.OnUserUpdate != nil {
  145. var st User
  146. if err = unmarshalEvent(e, &st); err == nil {
  147. s.OnUserUpdate(s, st)
  148. }
  149. return
  150. }
  151. case "PRESENCE_UPDATE":
  152. if s.OnPresenceUpdate != nil {
  153. var st PresenceUpdate
  154. if err = unmarshalEvent(e, &st); err == nil {
  155. s.OnPresenceUpdate(s, st)
  156. }
  157. return
  158. }
  159. case "TYPING_START":
  160. if s.OnTypingStart != nil {
  161. var st TypingStart
  162. if err = unmarshalEvent(e, &st); err == nil {
  163. s.OnTypingStart(s, st)
  164. }
  165. return
  166. }
  167. /* Never seen this come in but saw it in another Library.
  168. case "MESSAGE_ACK":
  169. if s.OnMessageAck != nil {
  170. }
  171. */
  172. case "MESSAGE_CREATE":
  173. if s.OnMessageCreate != nil {
  174. var st Message
  175. if err = unmarshalEvent(e, &st); err == nil {
  176. s.OnMessageCreate(s, st)
  177. }
  178. return
  179. }
  180. case "MESSAGE_UPDATE":
  181. if s.OnMessageUpdate != nil {
  182. var st Message
  183. if err = unmarshalEvent(e, &st); err == nil {
  184. s.OnMessageUpdate(s, st)
  185. }
  186. return
  187. }
  188. case "MESSAGE_DELETE":
  189. if s.OnMessageDelete != nil {
  190. var st MessageDelete
  191. if err = unmarshalEvent(e, &st); err == nil {
  192. s.OnMessageDelete(s, st)
  193. }
  194. return
  195. }
  196. case "MESSAGE_ACK":
  197. if s.OnMessageAck != nil {
  198. var st MessageAck
  199. if err = unmarshalEvent(e, &st); err == nil {
  200. s.OnMessageAck(s, st)
  201. }
  202. return
  203. }
  204. case "CHANNEL_CREATE":
  205. if s.OnChannelCreate != nil {
  206. var st Channel
  207. if err = unmarshalEvent(e, &st); err == nil {
  208. s.OnChannelCreate(s, st)
  209. }
  210. return
  211. }
  212. case "CHANNEL_UPDATE":
  213. if s.OnChannelUpdate != nil {
  214. var st Channel
  215. if err = unmarshalEvent(e, &st); err == nil {
  216. s.OnChannelUpdate(s, st)
  217. }
  218. return
  219. }
  220. case "CHANNEL_DELETE":
  221. if s.OnChannelDelete != nil {
  222. var st Channel
  223. if err = unmarshalEvent(e, &st); err == nil {
  224. s.OnChannelDelete(s, st)
  225. }
  226. return
  227. }
  228. case "GUILD_CREATE":
  229. if s.OnGuildCreate != nil {
  230. var st Guild
  231. if err = unmarshalEvent(e, &st); err == nil {
  232. s.OnGuildCreate(s, st)
  233. }
  234. return
  235. }
  236. case "GUILD_UPDATE":
  237. if s.OnGuildCreate != nil {
  238. var st Guild
  239. if err = unmarshalEvent(e, &st); err == nil {
  240. s.OnGuildUpdate(s, st)
  241. }
  242. return
  243. }
  244. case "GUILD_DELETE":
  245. if s.OnGuildDelete != nil {
  246. var st Guild
  247. if err = unmarshalEvent(e, &st); err == nil {
  248. s.OnGuildDelete(s, st)
  249. }
  250. return
  251. }
  252. case "GUILD_MEMBER_ADD":
  253. if s.OnGuildMemberAdd != nil {
  254. var st Member
  255. if err = unmarshalEvent(e, &st); err == nil {
  256. s.OnGuildMemberAdd(s, st)
  257. }
  258. return
  259. }
  260. case "GUILD_MEMBER_REMOVE":
  261. if s.OnGuildMemberRemove != nil {
  262. var st Member
  263. if err = unmarshalEvent(e, &st); err == nil {
  264. s.OnGuildMemberRemove(s, st)
  265. }
  266. return
  267. }
  268. case "GUILD_MEMBER_UPDATE":
  269. if s.OnGuildMemberUpdate != nil {
  270. var st Member
  271. if err = unmarshalEvent(e, &st); err == nil {
  272. s.OnGuildMemberUpdate(s, st)
  273. }
  274. return
  275. }
  276. case "GUILD_ROLE_CREATE":
  277. if s.OnGuildRoleCreate != nil {
  278. var st GuildRole
  279. if err = unmarshalEvent(e, &st); err == nil {
  280. s.OnGuildRoleCreate(s, st)
  281. }
  282. return
  283. }
  284. case "GUILD_ROLE_UPDATE":
  285. if s.OnGuildRoleUpdate != nil {
  286. var st GuildRole
  287. if err = unmarshalEvent(e, &st); err == nil {
  288. s.OnGuildRoleUpdate(s, st)
  289. }
  290. return
  291. }
  292. case "GUILD_ROLE_DELETE":
  293. if s.OnGuildRoleDelete != nil {
  294. var st GuildRoleDelete
  295. if err = unmarshalEvent(e, &st); err == nil {
  296. s.OnGuildRoleDelete(s, st)
  297. }
  298. return
  299. }
  300. case "GUILD_INTEGRATIONS_UPDATE":
  301. if s.OnGuildIntegrationsUpdate != nil {
  302. var st GuildIntegrationsUpdate
  303. if err = unmarshalEvent(e, &st); err == nil {
  304. s.OnGuildIntegrationsUpdate(s, st)
  305. }
  306. return
  307. }
  308. case "GUILD_BAN_ADD":
  309. if s.OnGuildBanAdd != nil {
  310. var st GuildBan
  311. if err = unmarshalEvent(e, &st); err == nil {
  312. s.OnGuildBanAdd(s, st)
  313. }
  314. return
  315. }
  316. case "GUILD_BAN_REMOVE":
  317. if s.OnGuildBanRemove != nil {
  318. var st GuildBan
  319. if err = unmarshalEvent(e, &st); err == nil {
  320. s.OnGuildBanRemove(s, st)
  321. }
  322. return
  323. }
  324. case "USER_SETTINGS_UPDATE":
  325. if s.OnUserSettingsUpdate != nil {
  326. var st map[string]interface{}
  327. if err = unmarshalEvent(e, &st); err == nil {
  328. s.OnUserSettingsUpdate(s, st)
  329. }
  330. return
  331. }
  332. default:
  333. fmt.Println("UNKNOWN EVENT: ", e.Type)
  334. // TODO learn the log package
  335. // log.print type and JSON data
  336. }
  337. // if still here, send to generic OnEvent
  338. if s.OnEvent != nil {
  339. s.OnEvent(s, e)
  340. return
  341. }
  342. return
  343. }
  344. // This heartbeat is sent to keep the Websocket conenction
  345. // to Discord alive. If not sent, Discord will close the
  346. // connection.
  347. // Heartbeat sends regular heartbeats to Discord so it knows the client
  348. // is still connected. If you do not send these heartbeats Discord will
  349. // disconnect the websocket connection after a few seconds.
  350. func (s *Session) Heartbeat(i time.Duration) {
  351. if s.wsConn == nil {
  352. fmt.Println("No websocket connection exists.")
  353. return // TODO need to return an error.
  354. }
  355. // send first heartbeat immediately because lag could put the
  356. // first heartbeat outside the required heartbeat interval window
  357. ticker := time.NewTicker(i * time.Millisecond)
  358. for {
  359. timestamp := int(time.Now().Unix())
  360. err := s.wsConn.WriteJSON(map[string]int{
  361. "op": 1,
  362. "d": timestamp,
  363. })
  364. if err != nil {
  365. fmt.Println("error sending data heartbeat:", err)
  366. s.DataReady = false
  367. return // TODO log error?
  368. }
  369. s.DataReady = true
  370. <-ticker.C
  371. }
  372. }
  373. // Everything below is experimental Voice support code
  374. // all of it will get changed and moved around.
  375. // A VoiceServerUpdate stores the data received during the Voice Server Update
  376. // data websocket event. This data is used during the initial Voice Channel
  377. // join handshaking.
  378. type VoiceServerUpdate struct {
  379. Token string `json:"token"`
  380. GuildID string `json:"guild_id"`
  381. Endpoint string `json:"endpoint"`
  382. }
  383. type voiceChannelJoinData struct {
  384. GuildID string `json:"guild_id"`
  385. ChannelID string `json:"channel_id"`
  386. SelfMute bool `json:"self_mute"`
  387. SelfDeaf bool `json:"self_deaf"`
  388. }
  389. type voiceChannelJoinOp struct {
  390. Op int `json:"op"`
  391. Data voiceChannelJoinData `json:"d"`
  392. }
  393. // VoiceChannelJoin joins the authenticated session user to
  394. // a voice channel. All the voice magic starts with this.
  395. func (s *Session) VoiceChannelJoin(guildID, channelID string) (err error) {
  396. if s.wsConn == nil {
  397. fmt.Println("error: no websocket connection exists.")
  398. return // TODO return error
  399. }
  400. data := voiceChannelJoinOp{4, voiceChannelJoinData{guildID, channelID, false, false}}
  401. err = s.wsConn.WriteJSON(data)
  402. if err != nil {
  403. return
  404. }
  405. // Probably will be removed later.
  406. s.VGuildID = guildID
  407. s.VChannelID = channelID
  408. return
  409. }
  410. // onVoiceStateUpdate handles Voice State Update events on the data
  411. // websocket. This comes immediately after the call to VoiceChannelJoin
  412. // for the authenticated session user. This block is experimental
  413. // code and will be chaned in the future.
  414. func (s *Session) onVoiceStateUpdate(st VoiceState) {
  415. // Need to have this happen at login and store it in the Session
  416. self, err := s.User("@me") // TODO: move to Login/New
  417. if err != nil {
  418. fmt.Println(err)
  419. return
  420. }
  421. // This event comes for all users, if it's not for the session
  422. // user just ignore it.
  423. if st.UserID != self.ID {
  424. return
  425. }
  426. // Store the SessionID. Used later.
  427. s.VSessionID = st.SessionID
  428. }
  429. // onVoiceServerUpdate handles the Voice Server Update data websocket event.
  430. // This will later be exposed but is only for experimental use now.
  431. func (s *Session) onVoiceServerUpdate(st VoiceServerUpdate) {
  432. // Store all the values. They are used later.
  433. // GuildID is probably not needed and may be dropped.
  434. s.VToken = st.Token
  435. s.VEndpoint = st.Endpoint
  436. s.VGuildID = st.GuildID
  437. // We now have enough information to open a voice websocket conenction
  438. // so, that's what the next call does.
  439. s.VoiceOpenWS()
  440. }