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. if s.StateEnabled {
  124. s.State.OnReady(&st)
  125. }
  126. if s.OnReady != nil {
  127. s.OnReady(s, st)
  128. }
  129. go s.Heartbeat(st.HeartbeatInterval)
  130. }
  131. return
  132. case "VOICE_SERVER_UPDATE":
  133. // TEMP CODE FOR TESTING VOICE
  134. var st VoiceServerUpdate
  135. if err = unmarshalEvent(e, &st); err == nil {
  136. s.onVoiceServerUpdate(st)
  137. }
  138. return
  139. case "VOICE_STATE_UPDATE":
  140. // TEMP CODE FOR TESTING VOICE
  141. var st VoiceState
  142. if err = unmarshalEvent(e, &st); err == nil {
  143. s.onVoiceStateUpdate(st)
  144. }
  145. return
  146. case "USER_UPDATE":
  147. if s.OnUserUpdate != nil {
  148. var st User
  149. if err = unmarshalEvent(e, &st); err == nil {
  150. s.OnUserUpdate(s, st)
  151. }
  152. return
  153. }
  154. case "PRESENCE_UPDATE":
  155. if s.OnPresenceUpdate != nil {
  156. var st PresenceUpdate
  157. if err = unmarshalEvent(e, &st); err == nil {
  158. s.OnPresenceUpdate(s, st)
  159. }
  160. return
  161. }
  162. case "TYPING_START":
  163. if s.OnTypingStart != nil {
  164. var st TypingStart
  165. if err = unmarshalEvent(e, &st); err == nil {
  166. s.OnTypingStart(s, st)
  167. }
  168. return
  169. }
  170. /* Never seen this come in but saw it in another Library.
  171. case "MESSAGE_ACK":
  172. if s.OnMessageAck != nil {
  173. }
  174. */
  175. case "MESSAGE_CREATE":
  176. if s.OnMessageCreate != nil {
  177. var st Message
  178. if err = unmarshalEvent(e, &st); err == nil {
  179. s.OnMessageCreate(s, st)
  180. }
  181. return
  182. }
  183. case "MESSAGE_UPDATE":
  184. if s.OnMessageUpdate != nil {
  185. var st Message
  186. if err = unmarshalEvent(e, &st); err == nil {
  187. s.OnMessageUpdate(s, st)
  188. }
  189. return
  190. }
  191. case "MESSAGE_DELETE":
  192. if s.OnMessageDelete != nil {
  193. var st MessageDelete
  194. if err = unmarshalEvent(e, &st); err == nil {
  195. s.OnMessageDelete(s, st)
  196. }
  197. return
  198. }
  199. case "MESSAGE_ACK":
  200. if s.OnMessageAck != nil {
  201. var st MessageAck
  202. if err = unmarshalEvent(e, &st); err == nil {
  203. s.OnMessageAck(s, st)
  204. }
  205. return
  206. }
  207. case "CHANNEL_CREATE":
  208. var st Channel
  209. if err = unmarshalEvent(e, &st); err == nil {
  210. if s.StateEnabled {
  211. s.State.ChannelAdd(&st)
  212. }
  213. if s.OnChannelCreate != nil {
  214. s.OnChannelCreate(s, st)
  215. }
  216. }
  217. return
  218. case "CHANNEL_UPDATE":
  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.OnChannelUpdate != nil {
  225. s.OnChannelUpdate(s, st)
  226. }
  227. }
  228. return
  229. case "CHANNEL_DELETE":
  230. var st Channel
  231. if err = unmarshalEvent(e, &st); err == nil {
  232. if s.StateEnabled {
  233. s.State.ChannelRemove(&st)
  234. }
  235. if s.OnChannelDelete != nil {
  236. s.OnChannelDelete(s, st)
  237. }
  238. }
  239. return
  240. case "GUILD_CREATE":
  241. var st Guild
  242. if err = unmarshalEvent(e, &st); err == nil {
  243. if s.StateEnabled {
  244. s.State.GuildAdd(&st)
  245. }
  246. if s.OnGuildCreate != nil {
  247. s.OnGuildCreate(s, st)
  248. }
  249. }
  250. return
  251. case "GUILD_UPDATE":
  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.OnGuildUpdate(s, st)
  259. }
  260. }
  261. return
  262. case "GUILD_DELETE":
  263. var st Guild
  264. if err = unmarshalEvent(e, &st); err == nil {
  265. if s.StateEnabled {
  266. s.State.GuildRemove(&st)
  267. }
  268. if s.OnGuildDelete != nil {
  269. s.OnGuildDelete(s, st)
  270. }
  271. }
  272. return
  273. case "GUILD_MEMBER_ADD":
  274. var st Member
  275. if err = unmarshalEvent(e, &st); err == nil {
  276. if s.StateEnabled {
  277. s.State.MemberAdd(&st)
  278. }
  279. if s.OnGuildMemberAdd != nil {
  280. s.OnGuildMemberAdd(s, st)
  281. }
  282. }
  283. return
  284. case "GUILD_MEMBER_REMOVE":
  285. var st Member
  286. if err = unmarshalEvent(e, &st); err == nil {
  287. if s.StateEnabled {
  288. s.State.MemberRemove(&st)
  289. }
  290. if s.OnGuildMemberRemove != nil {
  291. s.OnGuildMemberRemove(s, st)
  292. }
  293. }
  294. return
  295. case "GUILD_MEMBER_UPDATE":
  296. var st Member
  297. if err = unmarshalEvent(e, &st); err == nil {
  298. if s.StateEnabled {
  299. s.State.MemberAdd(&st)
  300. }
  301. if s.OnGuildMemberUpdate != nil {
  302. s.OnGuildMemberUpdate(s, st)
  303. }
  304. }
  305. return
  306. case "GUILD_ROLE_CREATE":
  307. if s.OnGuildRoleCreate != nil {
  308. var st GuildRole
  309. if err = unmarshalEvent(e, &st); err == nil {
  310. s.OnGuildRoleCreate(s, st)
  311. }
  312. return
  313. }
  314. case "GUILD_ROLE_UPDATE":
  315. if s.OnGuildRoleUpdate != nil {
  316. var st GuildRole
  317. if err = unmarshalEvent(e, &st); err == nil {
  318. s.OnGuildRoleUpdate(s, st)
  319. }
  320. return
  321. }
  322. case "GUILD_ROLE_DELETE":
  323. if s.OnGuildRoleDelete != nil {
  324. var st GuildRoleDelete
  325. if err = unmarshalEvent(e, &st); err == nil {
  326. s.OnGuildRoleDelete(s, st)
  327. }
  328. return
  329. }
  330. case "GUILD_INTEGRATIONS_UPDATE":
  331. if s.OnGuildIntegrationsUpdate != nil {
  332. var st GuildIntegrationsUpdate
  333. if err = unmarshalEvent(e, &st); err == nil {
  334. s.OnGuildIntegrationsUpdate(s, st)
  335. }
  336. return
  337. }
  338. case "GUILD_BAN_ADD":
  339. if s.OnGuildBanAdd != nil {
  340. var st GuildBan
  341. if err = unmarshalEvent(e, &st); err == nil {
  342. s.OnGuildBanAdd(s, st)
  343. }
  344. return
  345. }
  346. case "GUILD_BAN_REMOVE":
  347. if s.OnGuildBanRemove != nil {
  348. var st GuildBan
  349. if err = unmarshalEvent(e, &st); err == nil {
  350. s.OnGuildBanRemove(s, st)
  351. }
  352. return
  353. }
  354. case "USER_SETTINGS_UPDATE":
  355. if s.OnUserSettingsUpdate != nil {
  356. var st map[string]interface{}
  357. if err = unmarshalEvent(e, &st); err == nil {
  358. s.OnUserSettingsUpdate(s, st)
  359. }
  360. return
  361. }
  362. default:
  363. fmt.Println("UNKNOWN EVENT: ", e.Type)
  364. // TODO learn the log package
  365. // log.print type and JSON data
  366. }
  367. // if still here, send to generic OnEvent
  368. if s.OnEvent != nil {
  369. s.OnEvent(s, e)
  370. return
  371. }
  372. return
  373. }
  374. // This heartbeat is sent to keep the Websocket conenction
  375. // to Discord alive. If not sent, Discord will close the
  376. // connection.
  377. // Heartbeat sends regular heartbeats to Discord so it knows the client
  378. // is still connected. If you do not send these heartbeats Discord will
  379. // disconnect the websocket connection after a few seconds.
  380. func (s *Session) Heartbeat(i time.Duration) {
  381. if s.wsConn == nil {
  382. fmt.Println("No websocket connection exists.")
  383. return // TODO need to return an error.
  384. }
  385. // send first heartbeat immediately because lag could put the
  386. // first heartbeat outside the required heartbeat interval window
  387. ticker := time.NewTicker(i * time.Millisecond)
  388. for {
  389. timestamp := int(time.Now().Unix())
  390. err := s.wsConn.WriteJSON(map[string]int{
  391. "op": 1,
  392. "d": timestamp,
  393. })
  394. if err != nil {
  395. fmt.Println("error sending data heartbeat:", err)
  396. s.DataReady = false
  397. return // TODO log error?
  398. }
  399. s.DataReady = true
  400. <-ticker.C
  401. }
  402. }
  403. // Everything below is experimental Voice support code
  404. // all of it will get changed and moved around.
  405. // A VoiceServerUpdate stores the data received during the Voice Server Update
  406. // data websocket event. This data is used during the initial Voice Channel
  407. // join handshaking.
  408. type VoiceServerUpdate struct {
  409. Token string `json:"token"`
  410. GuildID string `json:"guild_id"`
  411. Endpoint string `json:"endpoint"`
  412. }
  413. type voiceChannelJoinData struct {
  414. GuildID string `json:"guild_id"`
  415. ChannelID string `json:"channel_id"`
  416. SelfMute bool `json:"self_mute"`
  417. SelfDeaf bool `json:"self_deaf"`
  418. }
  419. type voiceChannelJoinOp struct {
  420. Op int `json:"op"`
  421. Data voiceChannelJoinData `json:"d"`
  422. }
  423. // VoiceChannelJoin joins the authenticated session user to
  424. // a voice channel. All the voice magic starts with this.
  425. func (s *Session) VoiceChannelJoin(guildID, channelID string) (err error) {
  426. if s.wsConn == nil {
  427. fmt.Println("error: no websocket connection exists.")
  428. return // TODO return error
  429. }
  430. data := voiceChannelJoinOp{4, voiceChannelJoinData{guildID, channelID, false, false}}
  431. err = s.wsConn.WriteJSON(data)
  432. if err != nil {
  433. return
  434. }
  435. // Probably will be removed later.
  436. s.VGuildID = guildID
  437. s.VChannelID = channelID
  438. return
  439. }
  440. // onVoiceStateUpdate handles Voice State Update events on the data
  441. // websocket. This comes immediately after the call to VoiceChannelJoin
  442. // for the authenticated session user. This block is experimental
  443. // code and will be chaned in the future.
  444. func (s *Session) onVoiceStateUpdate(st VoiceState) {
  445. // Need to have this happen at login and store it in the Session
  446. self, err := s.User("@me") // TODO: move to Login/New
  447. if err != nil {
  448. fmt.Println(err)
  449. return
  450. }
  451. // This event comes for all users, if it's not for the session
  452. // user just ignore it.
  453. if st.UserID != self.ID {
  454. return
  455. }
  456. // Store the SessionID. Used later.
  457. s.VSessionID = st.SessionID
  458. }
  459. // onVoiceServerUpdate handles the Voice Server Update data websocket event.
  460. // This will later be exposed but is only for experimental use now.
  461. func (s *Session) onVoiceServerUpdate(st VoiceServerUpdate) {
  462. // Store all the values. They are used later.
  463. // GuildID is probably not needed and may be dropped.
  464. s.VToken = st.Token
  465. s.VEndpoint = st.Endpoint
  466. s.VGuildID = st.GuildID
  467. // We now have enough information to open a voice websocket conenction
  468. // so, that's what the next call does.
  469. s.VoiceOpenWS()
  470. }