wsapi.go 16 KB

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  1. // Discordgo - Discord bindings for Go
  2. // Available at https://github.com/bwmarrin/discordgo
  3. // Copyright 2015-2016 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. "fmt"
  11. "runtime"
  12. "time"
  13. "github.com/gorilla/websocket"
  14. )
  15. // Open opens a websocket connection to Discord.
  16. func (s *Session) Open() (err error) {
  17. // Get the gateway to use for the Websocket connection
  18. g, err := s.Gateway()
  19. if err != nil {
  20. return
  21. }
  22. // TODO: See if there's a use for the http response.
  23. // conn, response, err := websocket.DefaultDialer.Dial(session.Gateway, nil)
  24. s.wsConn, _, err = websocket.DefaultDialer.Dial(g, nil)
  25. return
  26. }
  27. type handshakeProperties struct {
  28. OS string `json:"$os"`
  29. Browser string `json:"$browser"`
  30. Device string `json:"$device"`
  31. Referer string `json:"$referer"`
  32. ReferringDomain string `json:"$referring_domain"`
  33. }
  34. type handshakeData struct {
  35. Version int `json:"v"`
  36. Token string `json:"token"`
  37. Properties handshakeProperties `json:"properties"`
  38. }
  39. type handshakeOp struct {
  40. Op int `json:"op"`
  41. Data handshakeData `json:"d"`
  42. }
  43. // Handshake sends the client data to Discord during websocket initial connection.
  44. func (s *Session) Handshake() (err error) {
  45. // maybe this is SendOrigin? not sure the right name here
  46. data := handshakeOp{2, handshakeData{3, s.Token, handshakeProperties{runtime.GOOS, "Discordgo v" + VERSION, "", "", ""}}}
  47. err = s.wsConn.WriteJSON(data)
  48. return
  49. }
  50. type updateStatusGame struct {
  51. Name string `json:"name"`
  52. }
  53. type updateStatusData struct {
  54. IdleSince *int `json:"idle_since"`
  55. Game *updateStatusGame `json:"game"`
  56. }
  57. type updateStatusOp struct {
  58. Op int `json:"op"`
  59. Data updateStatusData `json:"d"`
  60. }
  61. // UpdateStatus is used to update the authenticated user's status.
  62. // If idle>0 then set status to idle. If game>0 then set game.
  63. // if otherwise, set status to active, and no game.
  64. func (s *Session) UpdateStatus(idle int, game string) (err error) {
  65. var usd updateStatusData
  66. if idle > 0 {
  67. usd.IdleSince = &idle
  68. }
  69. if game != "" {
  70. usd.Game = &updateStatusGame{game}
  71. }
  72. data := updateStatusOp{3, usd}
  73. err = s.wsConn.WriteJSON(data)
  74. return
  75. }
  76. // Listen starts listening to the websocket connection for events.
  77. func (s *Session) Listen() (err error) {
  78. // TODO: need a channel or something to communicate
  79. // to this so I can tell it to stop listening
  80. if s.wsConn == nil {
  81. fmt.Println("No websocket connection exists.")
  82. return // TODO need to return an error.
  83. }
  84. // Make sure Listen is not already running
  85. s.listenLock.Lock()
  86. if s.listenChan != nil {
  87. s.listenLock.Unlock()
  88. return
  89. }
  90. s.listenChan = make(chan struct{})
  91. s.listenLock.Unlock()
  92. // this is ugly.
  93. defer func() {
  94. if s.listenChan == nil {
  95. return
  96. }
  97. select {
  98. case <-s.listenChan:
  99. break
  100. default:
  101. close(s.listenChan)
  102. }
  103. s.listenChan = nil
  104. }()
  105. // this is ugly.
  106. defer func() {
  107. if s.heartbeatChan == nil {
  108. return
  109. }
  110. select {
  111. case <-s.heartbeatChan:
  112. break
  113. default:
  114. close(s.heartbeatChan)
  115. }
  116. s.listenChan = nil
  117. }()
  118. for {
  119. messageType, message, err := s.wsConn.ReadMessage()
  120. if err != nil {
  121. fmt.Println("Websocket Listen Error", err)
  122. // TODO Log error
  123. break
  124. }
  125. go s.event(messageType, message)
  126. // If our chan gets closed, exit out of this loop.
  127. // TODO: Can we make this smarter, using select
  128. // and some other trickery? http://www.goinggo.net/2013/10/my-channel-select-bug.html
  129. if s.listenChan == nil {
  130. return nil
  131. }
  132. }
  133. return
  134. }
  135. // Not sure how needed this is and where it would be best to call it.
  136. // somewhere.
  137. func unmarshalEvent(event *Event, i interface{}) (err error) {
  138. if err = unmarshal(event.RawData, i); err != nil {
  139. fmt.Println(event.Type, err)
  140. printJSON(event.RawData) // TODO: Better error loggingEvent.
  141. }
  142. return
  143. }
  144. // Front line handler for all Websocket Events. Determines the
  145. // event type and passes the message along to the next handler.
  146. // event is the front line handler for all events. This needs to be
  147. // broken up into smaller functions to be more idiomatic Go.
  148. // Events will be handled by any implemented handler in Session.
  149. // All unhandled events will then be handled by OnEvent.
  150. func (s *Session) event(messageType int, message []byte) (err error) {
  151. if s.Debug {
  152. printJSON(message)
  153. }
  154. var e *Event
  155. if err = unmarshal(message, &e); err != nil {
  156. fmt.Println(err)
  157. return
  158. }
  159. switch e.Type {
  160. case "READY":
  161. var st *Ready
  162. if err = unmarshalEvent(e, &st); err == nil {
  163. if s.StateEnabled {
  164. s.State.OnReady(st)
  165. }
  166. if s.OnReady != nil {
  167. s.OnReady(s, st)
  168. }
  169. go s.Heartbeat(st.HeartbeatInterval)
  170. }
  171. if s.OnReady != nil {
  172. return
  173. }
  174. case "VOICE_SERVER_UPDATE":
  175. // TEMP CODE FOR TESTING VOICE
  176. var st *VoiceServerUpdate
  177. if err = unmarshalEvent(e, &st); err == nil {
  178. s.onVoiceServerUpdate(st)
  179. }
  180. return
  181. case "VOICE_STATE_UPDATE":
  182. // TEMP CODE FOR TESTING VOICE
  183. var st *VoiceState
  184. if err = unmarshalEvent(e, &st); err == nil {
  185. s.onVoiceStateUpdate(st)
  186. }
  187. return
  188. case "USER_UPDATE":
  189. if s.OnUserUpdate != nil {
  190. var st *User
  191. if err = unmarshalEvent(e, &st); err == nil {
  192. s.OnUserUpdate(s, st)
  193. }
  194. return
  195. }
  196. case "PRESENCE_UPDATE":
  197. if s.OnPresenceUpdate != nil {
  198. var st *PresenceUpdate
  199. if err = unmarshalEvent(e, &st); err == nil {
  200. s.OnPresenceUpdate(s, st)
  201. }
  202. return
  203. }
  204. case "TYPING_START":
  205. if s.OnTypingStart != nil {
  206. var st *TypingStart
  207. if err = unmarshalEvent(e, &st); err == nil {
  208. s.OnTypingStart(s, st)
  209. }
  210. return
  211. }
  212. /* Never seen this come in but saw it in another Library.
  213. case "MESSAGE_ACK":
  214. if s.OnMessageAck != nil {
  215. }
  216. */
  217. case "MESSAGE_CREATE":
  218. if s.OnMessageCreate != nil {
  219. var st *Message
  220. if err = unmarshalEvent(e, &st); err == nil {
  221. s.OnMessageCreate(s, st)
  222. }
  223. return
  224. }
  225. case "MESSAGE_UPDATE":
  226. if s.OnMessageUpdate != nil {
  227. var st *Message
  228. if err = unmarshalEvent(e, &st); err == nil {
  229. s.OnMessageUpdate(s, st)
  230. }
  231. return
  232. }
  233. case "MESSAGE_DELETE":
  234. if s.OnMessageDelete != nil {
  235. var st *MessageDelete
  236. if err = unmarshalEvent(e, &st); err == nil {
  237. s.OnMessageDelete(s, st)
  238. }
  239. return
  240. }
  241. case "MESSAGE_ACK":
  242. if s.OnMessageAck != nil {
  243. var st *MessageAck
  244. if err = unmarshalEvent(e, &st); err == nil {
  245. s.OnMessageAck(s, st)
  246. }
  247. return
  248. }
  249. case "CHANNEL_CREATE":
  250. if !s.StateEnabled && s.OnChannelCreate == nil {
  251. break
  252. }
  253. var st *Channel
  254. if err = unmarshalEvent(e, &st); err == nil {
  255. if s.StateEnabled {
  256. s.State.ChannelAdd(st)
  257. }
  258. if s.OnChannelCreate != nil {
  259. s.OnChannelCreate(s, st)
  260. }
  261. }
  262. if s.OnChannelCreate != nil {
  263. return
  264. }
  265. case "CHANNEL_UPDATE":
  266. if !s.StateEnabled && s.OnChannelUpdate == nil {
  267. break
  268. }
  269. var st *Channel
  270. if err = unmarshalEvent(e, &st); err == nil {
  271. if s.StateEnabled {
  272. s.State.ChannelAdd(st)
  273. }
  274. if s.OnChannelUpdate != nil {
  275. s.OnChannelUpdate(s, st)
  276. }
  277. }
  278. if s.OnChannelUpdate != nil {
  279. return
  280. }
  281. case "CHANNEL_DELETE":
  282. if !s.StateEnabled && s.OnChannelDelete == nil {
  283. break
  284. }
  285. var st *Channel
  286. if err = unmarshalEvent(e, &st); err == nil {
  287. if s.StateEnabled {
  288. s.State.ChannelRemove(st)
  289. }
  290. if s.OnChannelDelete != nil {
  291. s.OnChannelDelete(s, st)
  292. }
  293. }
  294. if s.OnChannelDelete != nil {
  295. return
  296. }
  297. case "GUILD_CREATE":
  298. if !s.StateEnabled && s.OnGuildCreate == nil {
  299. break
  300. }
  301. var st *Guild
  302. if err = unmarshalEvent(e, &st); err == nil {
  303. if s.StateEnabled {
  304. s.State.GuildAdd(st)
  305. }
  306. if s.OnGuildCreate != nil {
  307. s.OnGuildCreate(s, st)
  308. }
  309. }
  310. if s.OnGuildCreate != nil {
  311. return
  312. }
  313. case "GUILD_UPDATE":
  314. if !s.StateEnabled && s.OnGuildUpdate == nil {
  315. break
  316. }
  317. var st *Guild
  318. if err = unmarshalEvent(e, &st); err == nil {
  319. if s.StateEnabled {
  320. s.State.GuildAdd(st)
  321. }
  322. if s.OnGuildCreate != nil {
  323. s.OnGuildUpdate(s, st)
  324. }
  325. }
  326. if s.OnGuildUpdate != nil {
  327. return
  328. }
  329. case "GUILD_DELETE":
  330. if !s.StateEnabled && s.OnGuildDelete == nil {
  331. break
  332. }
  333. var st *Guild
  334. if err = unmarshalEvent(e, &st); err == nil {
  335. if s.StateEnabled {
  336. s.State.GuildRemove(st)
  337. }
  338. if s.OnGuildDelete != nil {
  339. s.OnGuildDelete(s, st)
  340. }
  341. }
  342. if s.OnGuildDelete != nil {
  343. return
  344. }
  345. case "GUILD_MEMBER_ADD":
  346. if !s.StateEnabled && s.OnGuildMemberAdd == nil {
  347. break
  348. }
  349. var st *Member
  350. if err = unmarshalEvent(e, &st); err == nil {
  351. if s.StateEnabled {
  352. s.State.MemberAdd(st)
  353. }
  354. if s.OnGuildMemberAdd != nil {
  355. s.OnGuildMemberAdd(s, st)
  356. }
  357. }
  358. if s.OnGuildMemberAdd != nil {
  359. return
  360. }
  361. case "GUILD_MEMBER_REMOVE":
  362. if !s.StateEnabled && s.OnGuildMemberRemove == nil {
  363. break
  364. }
  365. var st *Member
  366. if err = unmarshalEvent(e, &st); err == nil {
  367. if s.StateEnabled {
  368. s.State.MemberRemove(st)
  369. }
  370. if s.OnGuildMemberRemove != nil {
  371. s.OnGuildMemberRemove(s, st)
  372. }
  373. }
  374. if s.OnGuildMemberRemove != nil {
  375. return
  376. }
  377. case "GUILD_MEMBER_UPDATE":
  378. if !s.StateEnabled && s.OnGuildMemberUpdate == nil {
  379. break
  380. }
  381. var st *Member
  382. if err = unmarshalEvent(e, &st); err == nil {
  383. if s.StateEnabled {
  384. s.State.MemberAdd(st)
  385. }
  386. if s.OnGuildMemberUpdate != nil {
  387. s.OnGuildMemberUpdate(s, st)
  388. }
  389. }
  390. if s.OnGuildMemberUpdate != nil {
  391. return
  392. }
  393. case "GUILD_ROLE_CREATE":
  394. if s.OnGuildRoleCreate != nil {
  395. var st *GuildRole
  396. if err = unmarshalEvent(e, &st); err == nil {
  397. s.OnGuildRoleCreate(s, st)
  398. }
  399. return
  400. }
  401. case "GUILD_ROLE_UPDATE":
  402. if s.OnGuildRoleUpdate != nil {
  403. var st *GuildRole
  404. if err = unmarshalEvent(e, &st); err == nil {
  405. s.OnGuildRoleUpdate(s, st)
  406. }
  407. return
  408. }
  409. case "GUILD_ROLE_DELETE":
  410. if s.OnGuildRoleDelete != nil {
  411. var st *GuildRoleDelete
  412. if err = unmarshalEvent(e, &st); err == nil {
  413. s.OnGuildRoleDelete(s, st)
  414. }
  415. return
  416. }
  417. case "GUILD_INTEGRATIONS_UPDATE":
  418. if s.OnGuildIntegrationsUpdate != nil {
  419. var st *GuildIntegrationsUpdate
  420. if err = unmarshalEvent(e, &st); err == nil {
  421. s.OnGuildIntegrationsUpdate(s, st)
  422. }
  423. return
  424. }
  425. case "GUILD_BAN_ADD":
  426. if s.OnGuildBanAdd != nil {
  427. var st *GuildBan
  428. if err = unmarshalEvent(e, &st); err == nil {
  429. s.OnGuildBanAdd(s, st)
  430. }
  431. return
  432. }
  433. case "GUILD_BAN_REMOVE":
  434. if s.OnGuildBanRemove != nil {
  435. var st *GuildBan
  436. if err = unmarshalEvent(e, &st); err == nil {
  437. s.OnGuildBanRemove(s, st)
  438. }
  439. return
  440. }
  441. case "GUILD_EMOJIS_UPDATE":
  442. if !s.StateEnabled && s.OnGuildEmojisUpdate == nil {
  443. break
  444. }
  445. var st *GuildEmojisUpdate
  446. if err = unmarshalEvent(e, &st); err == nil {
  447. if s.StateEnabled {
  448. s.State.EmojisAdd(st.GuildID, st.Emojis)
  449. }
  450. if s.OnGuildEmojisUpdate != nil {
  451. s.OnGuildEmojisUpdate(s, st)
  452. }
  453. }
  454. if s.OnGuildEmojisUpdate != nil {
  455. return
  456. }
  457. case "USER_SETTINGS_UPDATE":
  458. if s.OnUserSettingsUpdate != nil {
  459. var st map[string]interface{}
  460. if err = unmarshalEvent(e, &st); err == nil {
  461. s.OnUserSettingsUpdate(s, st)
  462. }
  463. return
  464. }
  465. default:
  466. fmt.Println("UNKNOWN EVENT: ", e.Type)
  467. printJSON(message)
  468. }
  469. // if still here, send to generic OnEvent
  470. if s.OnEvent != nil {
  471. s.OnEvent(s, e)
  472. return
  473. }
  474. return
  475. }
  476. // Heartbeat sends regular heartbeats to Discord so it knows the client
  477. // is still connected. If you do not send these heartbeats Discord will
  478. // disconnect the websocket connection after a few seconds.
  479. func (s *Session) Heartbeat(i time.Duration) {
  480. if s.wsConn == nil {
  481. fmt.Println("No websocket connection exists.")
  482. return // TODO need to return/log an error.
  483. }
  484. // Make sure Heartbeat is not already running
  485. s.heartbeatLock.Lock()
  486. if s.heartbeatChan != nil {
  487. s.heartbeatLock.Unlock()
  488. return
  489. }
  490. s.heartbeatChan = make(chan struct{})
  491. s.heartbeatLock.Unlock()
  492. // this is ugly.
  493. defer func() {
  494. if s.heartbeatChan == nil {
  495. return
  496. }
  497. select {
  498. case <-s.heartbeatChan:
  499. break
  500. default:
  501. close(s.heartbeatChan)
  502. }
  503. s.listenChan = nil
  504. }()
  505. // send first heartbeat immediately because lag could put the
  506. // first heartbeat outside the required heartbeat interval window
  507. ticker := time.NewTicker(i * time.Millisecond)
  508. for {
  509. err := s.wsConn.WriteJSON(map[string]int{
  510. "op": 1,
  511. "d": int(time.Now().Unix()),
  512. })
  513. if err != nil {
  514. fmt.Println("error sending data heartbeat:", err)
  515. s.DataReady = false
  516. return // TODO log error?
  517. }
  518. s.DataReady = true
  519. select {
  520. case <-ticker.C:
  521. case <-s.heartbeatChan:
  522. return
  523. }
  524. }
  525. }
  526. // ------------------------------------------------------------------------------------------------
  527. // Code related to voice connections that initiate over the data websocket
  528. // ------------------------------------------------------------------------------------------------
  529. // A VoiceServerUpdate stores the data received during the Voice Server Update
  530. // data websocket event. This data is used during the initial Voice Channel
  531. // join handshaking.
  532. type VoiceServerUpdate struct {
  533. Token string `json:"token"`
  534. GuildID string `json:"guild_id"`
  535. Endpoint string `json:"endpoint"`
  536. }
  537. type voiceChannelJoinData struct {
  538. GuildID string `json:"guild_id"`
  539. ChannelID string `json:"channel_id"`
  540. SelfMute bool `json:"self_mute"`
  541. SelfDeaf bool `json:"self_deaf"`
  542. }
  543. type voiceChannelJoinOp struct {
  544. Op int `json:"op"`
  545. Data voiceChannelJoinData `json:"d"`
  546. }
  547. // ChannelVoiceJoin joins the session user to a voice channel. After calling
  548. // this func please monitor the Session.Voice.Ready bool to determine when
  549. // it is ready and able to send/receive audio, that should happen quickly.
  550. //
  551. // gID : Guild ID of the channel to join.
  552. // cID : Channel ID of the channel to join.
  553. // mute : If true, you will be set to muted upon joining.
  554. // deaf : If true, you will be set to deafened upon joining.
  555. func (s *Session) ChannelVoiceJoin(gID, cID string, mute, deaf bool) (err error) {
  556. if s.wsConn == nil {
  557. return fmt.Errorf("no websocket connection exists.")
  558. }
  559. // Create new voice{} struct if one does not exist.
  560. // If you create this prior to calling this func then you can manually
  561. // set some variables if needed, such as to enable debugging.
  562. if s.Voice == nil {
  563. s.Voice = &Voice{}
  564. }
  565. // TODO : Determine how to properly change channels and change guild
  566. // and channel when you are already connected to an existing channel.
  567. // Send the request to Discord that we want to join the voice channel
  568. data := voiceChannelJoinOp{4, voiceChannelJoinData{gID, cID, mute, deaf}}
  569. err = s.wsConn.WriteJSON(data)
  570. if err != nil {
  571. return
  572. }
  573. // Store gID and cID for later use
  574. s.Voice.guildID = gID
  575. s.Voice.channelID = cID
  576. return
  577. }
  578. // onVoiceStateUpdate handles Voice State Update events on the data
  579. // websocket. This comes immediately after the call to VoiceChannelJoin
  580. // for the session user.
  581. func (s *Session) onVoiceStateUpdate(st *VoiceState) {
  582. // If s.Voice is nil, we must not have even requested to join
  583. // a voice channel yet, so this shouldn't be processed.
  584. if s.Voice == nil {
  585. return
  586. }
  587. // Need to have this happen at login and store it in the Session
  588. // TODO : This should be done upon connecting to Discord, or
  589. // be moved to a small helper function
  590. self, err := s.User("@me") // TODO: move to Login/New
  591. if err != nil {
  592. fmt.Println(err)
  593. return
  594. }
  595. // This event comes for all users, if it's not for the session
  596. // user just ignore it.
  597. // TODO Move this IF to the event() func
  598. if st.UserID != self.ID {
  599. return
  600. }
  601. // Store the SessionID for later use.
  602. s.Voice.userID = self.ID // TODO: Review
  603. s.Voice.sessionID = st.SessionID
  604. }
  605. // onVoiceServerUpdate handles the Voice Server Update data websocket event.
  606. // This event tells us the information needed to open a voice websocket
  607. // connection and should happen after the VOICE_STATE event.
  608. func (s *Session) onVoiceServerUpdate(st *VoiceServerUpdate) {
  609. // This shouldn't ever be the case, I don't think.
  610. if s.Voice == nil {
  611. return
  612. }
  613. // Store values for later use
  614. s.Voice.token = st.Token
  615. s.Voice.endpoint = st.Endpoint
  616. s.Voice.guildID = st.GuildID
  617. // We now have enough information to open a voice websocket conenction
  618. // so, that's what the next call does.
  619. err := s.Voice.Open()
  620. if err != nil {
  621. fmt.Println("onVoiceServerUpdate Voice.Open error: ", err)
  622. // TODO better logging
  623. }
  624. }