wsapi.go 12 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. 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. s.State.OnReady(&st)
  124. if s.OnReady != nil {
  125. s.OnReady(s, st)
  126. }
  127. go s.Heartbeat(st.HeartbeatInterval)
  128. }
  129. return
  130. case "VOICE_SERVER_UPDATE":
  131. // TEMP CODE FOR TESTING VOICE
  132. var st VoiceServerUpdate
  133. if err = unmarshalEvent(e, &st); err == nil {
  134. s.onVoiceServerUpdate(st)
  135. }
  136. return
  137. case "VOICE_STATE_UPDATE":
  138. // TEMP CODE FOR TESTING VOICE
  139. var st VoiceState
  140. if err = unmarshalEvent(e, &st); err == nil {
  141. s.onVoiceStateUpdate(st)
  142. }
  143. return
  144. case "USER_UPDATE":
  145. if s.OnUserUpdate != nil {
  146. var st User
  147. if err = unmarshalEvent(e, &st); err == nil {
  148. s.OnUserUpdate(s, st)
  149. }
  150. return
  151. }
  152. case "PRESENCE_UPDATE":
  153. if s.OnPresenceUpdate != nil {
  154. var st PresenceUpdate
  155. if err = unmarshalEvent(e, &st); err == nil {
  156. s.OnPresenceUpdate(s, st)
  157. }
  158. return
  159. }
  160. case "TYPING_START":
  161. if s.OnTypingStart != nil {
  162. var st TypingStart
  163. if err = unmarshalEvent(e, &st); err == nil {
  164. s.OnTypingStart(s, st)
  165. }
  166. return
  167. }
  168. /* Never seen this come in but saw it in another Library.
  169. case "MESSAGE_ACK":
  170. if s.OnMessageAck != nil {
  171. }
  172. */
  173. case "MESSAGE_CREATE":
  174. if s.OnMessageCreate != nil {
  175. var st Message
  176. if err = unmarshalEvent(e, &st); err == nil {
  177. s.OnMessageCreate(s, st)
  178. }
  179. return
  180. }
  181. case "MESSAGE_UPDATE":
  182. if s.OnMessageUpdate != nil {
  183. var st Message
  184. if err = unmarshalEvent(e, &st); err == nil {
  185. s.OnMessageUpdate(s, st)
  186. }
  187. return
  188. }
  189. case "MESSAGE_DELETE":
  190. if s.OnMessageDelete != nil {
  191. var st MessageDelete
  192. if err = unmarshalEvent(e, &st); err == nil {
  193. s.OnMessageDelete(s, st)
  194. }
  195. return
  196. }
  197. case "MESSAGE_ACK":
  198. if s.OnMessageAck != nil {
  199. var st MessageAck
  200. if err = unmarshalEvent(e, &st); err == nil {
  201. s.OnMessageAck(s, st)
  202. }
  203. return
  204. }
  205. case "CHANNEL_CREATE":
  206. var st Channel
  207. if err = unmarshalEvent(e, &st); err == nil {
  208. fmt.Println("channel create", st)
  209. s.State.AddChannel(&st)
  210. if s.OnChannelCreate != nil {
  211. s.OnChannelCreate(s, st)
  212. }
  213. }
  214. return
  215. case "CHANNEL_UPDATE":
  216. var st Channel
  217. if err = unmarshalEvent(e, &st); err == nil {
  218. s.State.AddChannel(&st)
  219. if s.OnChannelUpdate != nil {
  220. s.OnChannelUpdate(s, st)
  221. }
  222. }
  223. return
  224. case "CHANNEL_DELETE":
  225. var st Channel
  226. if err = unmarshalEvent(e, &st); err == nil {
  227. s.State.RemoveChannel(&st)
  228. if s.OnChannelDelete != nil {
  229. s.OnChannelDelete(s, st)
  230. }
  231. }
  232. return
  233. case "GUILD_CREATE":
  234. var st Guild
  235. if err = unmarshalEvent(e, &st); err == nil {
  236. s.State.AddGuild(&st)
  237. if s.OnGuildCreate != nil {
  238. s.OnGuildCreate(s, st)
  239. }
  240. }
  241. return
  242. case "GUILD_UPDATE":
  243. var st Guild
  244. if err = unmarshalEvent(e, &st); err == nil {
  245. s.State.AddGuild(&st)
  246. if s.OnGuildCreate != nil {
  247. s.OnGuildUpdate(s, st)
  248. }
  249. }
  250. return
  251. case "GUILD_DELETE":
  252. var st Guild
  253. if err = unmarshalEvent(e, &st); err == nil {
  254. s.State.RemoveGuild(&st)
  255. if s.OnGuildDelete != nil {
  256. s.OnGuildDelete(s, st)
  257. }
  258. }
  259. return
  260. case "GUILD_MEMBER_ADD":
  261. var st Member
  262. if err = unmarshalEvent(e, &st); err == nil {
  263. s.State.AddMember(&st)
  264. if s.OnGuildMemberAdd != nil {
  265. s.OnGuildMemberAdd(s, st)
  266. }
  267. }
  268. return
  269. case "GUILD_MEMBER_REMOVE":
  270. var st Member
  271. if err = unmarshalEvent(e, &st); err == nil {
  272. s.State.RemoveMember(&st)
  273. if s.OnGuildMemberRemove != nil {
  274. s.OnGuildMemberRemove(s, st)
  275. }
  276. }
  277. return
  278. case "GUILD_MEMBER_UPDATE":
  279. var st Member
  280. if err = unmarshalEvent(e, &st); err == nil {
  281. s.State.AddMember(&st)
  282. if s.OnGuildMemberUpdate != nil {
  283. s.OnGuildMemberUpdate(s, st)
  284. }
  285. }
  286. return
  287. case "GUILD_ROLE_CREATE":
  288. if s.OnGuildRoleCreate != nil {
  289. var st GuildRole
  290. if err = unmarshalEvent(e, &st); err == nil {
  291. s.OnGuildRoleCreate(s, st)
  292. }
  293. return
  294. }
  295. case "GUILD_ROLE_UPDATE":
  296. if s.OnGuildRoleUpdate != nil {
  297. var st GuildRole
  298. if err = unmarshalEvent(e, &st); err == nil {
  299. s.OnGuildRoleUpdate(s, st)
  300. }
  301. return
  302. }
  303. case "GUILD_ROLE_DELETE":
  304. if s.OnGuildRoleDelete != nil {
  305. var st GuildRoleDelete
  306. if err = unmarshalEvent(e, &st); err == nil {
  307. s.OnGuildRoleDelete(s, st)
  308. }
  309. return
  310. }
  311. case "GUILD_INTEGRATIONS_UPDATE":
  312. if s.OnGuildIntegrationsUpdate != nil {
  313. var st GuildIntegrationsUpdate
  314. if err = unmarshalEvent(e, &st); err == nil {
  315. s.OnGuildIntegrationsUpdate(s, st)
  316. }
  317. return
  318. }
  319. case "GUILD_BAN_ADD":
  320. if s.OnGuildBanAdd != nil {
  321. var st GuildBan
  322. if err = unmarshalEvent(e, &st); err == nil {
  323. s.OnGuildBanAdd(s, st)
  324. }
  325. return
  326. }
  327. case "GUILD_BAN_REMOVE":
  328. if s.OnGuildBanRemove != nil {
  329. var st GuildBan
  330. if err = unmarshalEvent(e, &st); err == nil {
  331. s.OnGuildBanRemove(s, st)
  332. }
  333. return
  334. }
  335. case "USER_SETTINGS_UPDATE":
  336. if s.OnUserSettingsUpdate != nil {
  337. var st map[string]interface{}
  338. if err = unmarshalEvent(e, &st); err == nil {
  339. s.OnUserSettingsUpdate(s, st)
  340. }
  341. return
  342. }
  343. default:
  344. fmt.Println("UNKNOWN EVENT: ", e.Type)
  345. // TODO learn the log package
  346. // log.print type and JSON data
  347. }
  348. // if still here, send to generic OnEvent
  349. if s.OnEvent != nil {
  350. s.OnEvent(s, e)
  351. return
  352. }
  353. return
  354. }
  355. // This heartbeat is sent to keep the Websocket conenction
  356. // to Discord alive. If not sent, Discord will close the
  357. // connection.
  358. // Heartbeat sends regular heartbeats to Discord so it knows the client
  359. // is still connected. If you do not send these heartbeats Discord will
  360. // disconnect the websocket connection after a few seconds.
  361. func (s *Session) Heartbeat(i time.Duration) {
  362. if s.wsConn == nil {
  363. fmt.Println("No websocket connection exists.")
  364. return // TODO need to return an error.
  365. }
  366. // send first heartbeat immediately because lag could put the
  367. // first heartbeat outside the required heartbeat interval window
  368. ticker := time.NewTicker(i * time.Millisecond)
  369. for {
  370. timestamp := int(time.Now().Unix())
  371. err := s.wsConn.WriteJSON(map[string]int{
  372. "op": 1,
  373. "d": timestamp,
  374. })
  375. if err != nil {
  376. fmt.Println("error sending data heartbeat:", err)
  377. s.DataReady = false
  378. return // TODO log error?
  379. }
  380. s.DataReady = true
  381. <-ticker.C
  382. }
  383. }
  384. // Everything below is experimental Voice support code
  385. // all of it will get changed and moved around.
  386. // A VoiceServerUpdate stores the data received during the Voice Server Update
  387. // data websocket event. This data is used during the initial Voice Channel
  388. // join handshaking.
  389. type VoiceServerUpdate struct {
  390. Token string `json:"token"`
  391. GuildID string `json:"guild_id"`
  392. Endpoint string `json:"endpoint"`
  393. }
  394. type voiceChannelJoinData struct {
  395. GuildID string `json:"guild_id"`
  396. ChannelID string `json:"channel_id"`
  397. SelfMute bool `json:"self_mute"`
  398. SelfDeaf bool `json:"self_deaf"`
  399. }
  400. type voiceChannelJoinOp struct {
  401. Op int `json:"op"`
  402. Data voiceChannelJoinData `json:"d"`
  403. }
  404. // VoiceChannelJoin joins the authenticated session user to
  405. // a voice channel. All the voice magic starts with this.
  406. func (s *Session) VoiceChannelJoin(guildID, channelID string) (err error) {
  407. if s.wsConn == nil {
  408. fmt.Println("error: no websocket connection exists.")
  409. return // TODO return error
  410. }
  411. data := voiceChannelJoinOp{4, voiceChannelJoinData{guildID, channelID, false, false}}
  412. err = s.wsConn.WriteJSON(data)
  413. if err != nil {
  414. return
  415. }
  416. // Probably will be removed later.
  417. s.VGuildID = guildID
  418. s.VChannelID = channelID
  419. return
  420. }
  421. // onVoiceStateUpdate handles Voice State Update events on the data
  422. // websocket. This comes immediately after the call to VoiceChannelJoin
  423. // for the authenticated session user. This block is experimental
  424. // code and will be chaned in the future.
  425. func (s *Session) onVoiceStateUpdate(st VoiceState) {
  426. // Need to have this happen at login and store it in the Session
  427. self, err := s.User("@me") // TODO: move to Login/New
  428. if err != nil {
  429. fmt.Println(err)
  430. return
  431. }
  432. // This event comes for all users, if it's not for the session
  433. // user just ignore it.
  434. if st.UserID != self.ID {
  435. return
  436. }
  437. // Store the SessionID. Used later.
  438. s.VSessionID = st.SessionID
  439. }
  440. // onVoiceServerUpdate handles the Voice Server Update data websocket event.
  441. // This will later be exposed but is only for experimental use now.
  442. func (s *Session) onVoiceServerUpdate(st VoiceServerUpdate) {
  443. // Store all the values. They are used later.
  444. // GuildID is probably not needed and may be dropped.
  445. s.VToken = st.Token
  446. s.VEndpoint = st.Endpoint
  447. s.VGuildID = st.GuildID
  448. // We now have enough information to open a voice websocket conenction
  449. // so, that's what the next call does.
  450. s.VoiceOpenWS()
  451. }