wsapi.go 17 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. stateEnabled := s.StateEnabled && s.State.MaxMessageCount > 0
  219. if !stateEnabled && s.OnMessageCreate == nil {
  220. break
  221. }
  222. var st *Message
  223. if err = unmarshalEvent(e, &st); err == nil {
  224. if stateEnabled {
  225. s.State.MessageAdd(st)
  226. }
  227. if s.OnMessageCreate != nil {
  228. s.OnMessageCreate(s, st)
  229. }
  230. }
  231. if s.OnMessageCreate != nil {
  232. return
  233. }
  234. case "MESSAGE_UPDATE":
  235. stateEnabled := s.StateEnabled && s.State.MaxMessageCount > 0
  236. if !stateEnabled && s.OnMessageUpdate == nil {
  237. break
  238. }
  239. var st *Message
  240. if err = unmarshalEvent(e, &st); err == nil {
  241. if stateEnabled {
  242. s.State.MessageAdd(st)
  243. }
  244. if s.OnMessageUpdate != nil {
  245. s.OnMessageUpdate(s, st)
  246. }
  247. }
  248. return
  249. if s.OnMessageUpdate != nil {
  250. return
  251. }
  252. case "MESSAGE_DELETE":
  253. stateEnabled := s.StateEnabled && s.State.MaxMessageCount > 0
  254. if !stateEnabled && s.OnMessageDelete == nil {
  255. break
  256. }
  257. var st *Message
  258. if err = unmarshalEvent(e, &st); err == nil {
  259. if stateEnabled {
  260. s.State.MessageRemove(st)
  261. }
  262. if s.OnMessageDelete != nil {
  263. s.OnMessageDelete(s, st)
  264. }
  265. }
  266. return
  267. if s.OnMessageDelete != nil {
  268. return
  269. }
  270. case "MESSAGE_ACK":
  271. if s.OnMessageAck != nil {
  272. var st *MessageAck
  273. if err = unmarshalEvent(e, &st); err == nil {
  274. s.OnMessageAck(s, st)
  275. }
  276. return
  277. }
  278. case "CHANNEL_CREATE":
  279. if !s.StateEnabled && s.OnChannelCreate == nil {
  280. break
  281. }
  282. var st *Channel
  283. if err = unmarshalEvent(e, &st); err == nil {
  284. if s.StateEnabled {
  285. s.State.ChannelAdd(st)
  286. }
  287. if s.OnChannelCreate != nil {
  288. s.OnChannelCreate(s, st)
  289. }
  290. }
  291. if s.OnChannelCreate != nil {
  292. return
  293. }
  294. case "CHANNEL_UPDATE":
  295. if !s.StateEnabled && s.OnChannelUpdate == nil {
  296. break
  297. }
  298. var st *Channel
  299. if err = unmarshalEvent(e, &st); err == nil {
  300. if s.StateEnabled {
  301. s.State.ChannelAdd(st)
  302. }
  303. if s.OnChannelUpdate != nil {
  304. s.OnChannelUpdate(s, st)
  305. }
  306. }
  307. if s.OnChannelUpdate != nil {
  308. return
  309. }
  310. case "CHANNEL_DELETE":
  311. if !s.StateEnabled && s.OnChannelDelete == nil {
  312. break
  313. }
  314. var st *Channel
  315. if err = unmarshalEvent(e, &st); err == nil {
  316. if s.StateEnabled {
  317. s.State.ChannelRemove(st)
  318. }
  319. if s.OnChannelDelete != nil {
  320. s.OnChannelDelete(s, st)
  321. }
  322. }
  323. if s.OnChannelDelete != nil {
  324. return
  325. }
  326. case "GUILD_CREATE":
  327. if !s.StateEnabled && s.OnGuildCreate == nil {
  328. break
  329. }
  330. var st *Guild
  331. if err = unmarshalEvent(e, &st); err == nil {
  332. if s.StateEnabled {
  333. s.State.GuildAdd(st)
  334. }
  335. if s.OnGuildCreate != nil {
  336. s.OnGuildCreate(s, st)
  337. }
  338. }
  339. if s.OnGuildCreate != nil {
  340. return
  341. }
  342. case "GUILD_UPDATE":
  343. if !s.StateEnabled && s.OnGuildUpdate == nil {
  344. break
  345. }
  346. var st *Guild
  347. if err = unmarshalEvent(e, &st); err == nil {
  348. if s.StateEnabled {
  349. s.State.GuildAdd(st)
  350. }
  351. if s.OnGuildCreate != nil {
  352. s.OnGuildUpdate(s, st)
  353. }
  354. }
  355. if s.OnGuildUpdate != nil {
  356. return
  357. }
  358. case "GUILD_DELETE":
  359. if !s.StateEnabled && s.OnGuildDelete == nil {
  360. break
  361. }
  362. var st *Guild
  363. if err = unmarshalEvent(e, &st); err == nil {
  364. if s.StateEnabled {
  365. s.State.GuildRemove(st)
  366. }
  367. if s.OnGuildDelete != nil {
  368. s.OnGuildDelete(s, st)
  369. }
  370. }
  371. if s.OnGuildDelete != nil {
  372. return
  373. }
  374. case "GUILD_MEMBER_ADD":
  375. if !s.StateEnabled && s.OnGuildMemberAdd == nil {
  376. break
  377. }
  378. var st *Member
  379. if err = unmarshalEvent(e, &st); err == nil {
  380. if s.StateEnabled {
  381. s.State.MemberAdd(st)
  382. }
  383. if s.OnGuildMemberAdd != nil {
  384. s.OnGuildMemberAdd(s, st)
  385. }
  386. }
  387. if s.OnGuildMemberAdd != nil {
  388. return
  389. }
  390. case "GUILD_MEMBER_REMOVE":
  391. if !s.StateEnabled && s.OnGuildMemberRemove == nil {
  392. break
  393. }
  394. var st *Member
  395. if err = unmarshalEvent(e, &st); err == nil {
  396. if s.StateEnabled {
  397. s.State.MemberRemove(st)
  398. }
  399. if s.OnGuildMemberRemove != nil {
  400. s.OnGuildMemberRemove(s, st)
  401. }
  402. }
  403. if s.OnGuildMemberRemove != nil {
  404. return
  405. }
  406. case "GUILD_MEMBER_UPDATE":
  407. if !s.StateEnabled && s.OnGuildMemberUpdate == nil {
  408. break
  409. }
  410. var st *Member
  411. if err = unmarshalEvent(e, &st); err == nil {
  412. if s.StateEnabled {
  413. s.State.MemberAdd(st)
  414. }
  415. if s.OnGuildMemberUpdate != nil {
  416. s.OnGuildMemberUpdate(s, st)
  417. }
  418. }
  419. if s.OnGuildMemberUpdate != nil {
  420. return
  421. }
  422. case "GUILD_ROLE_CREATE":
  423. if s.OnGuildRoleCreate != nil {
  424. var st *GuildRole
  425. if err = unmarshalEvent(e, &st); err == nil {
  426. s.OnGuildRoleCreate(s, st)
  427. }
  428. return
  429. }
  430. case "GUILD_ROLE_UPDATE":
  431. if s.OnGuildRoleUpdate != nil {
  432. var st *GuildRole
  433. if err = unmarshalEvent(e, &st); err == nil {
  434. s.OnGuildRoleUpdate(s, st)
  435. }
  436. return
  437. }
  438. case "GUILD_ROLE_DELETE":
  439. if s.OnGuildRoleDelete != nil {
  440. var st *GuildRoleDelete
  441. if err = unmarshalEvent(e, &st); err == nil {
  442. s.OnGuildRoleDelete(s, st)
  443. }
  444. return
  445. }
  446. case "GUILD_INTEGRATIONS_UPDATE":
  447. if s.OnGuildIntegrationsUpdate != nil {
  448. var st *GuildIntegrationsUpdate
  449. if err = unmarshalEvent(e, &st); err == nil {
  450. s.OnGuildIntegrationsUpdate(s, st)
  451. }
  452. return
  453. }
  454. case "GUILD_BAN_ADD":
  455. if s.OnGuildBanAdd != nil {
  456. var st *GuildBan
  457. if err = unmarshalEvent(e, &st); err == nil {
  458. s.OnGuildBanAdd(s, st)
  459. }
  460. return
  461. }
  462. case "GUILD_BAN_REMOVE":
  463. if s.OnGuildBanRemove != nil {
  464. var st *GuildBan
  465. if err = unmarshalEvent(e, &st); err == nil {
  466. s.OnGuildBanRemove(s, st)
  467. }
  468. return
  469. }
  470. case "GUILD_EMOJIS_UPDATE":
  471. if !s.StateEnabled && s.OnGuildEmojisUpdate == nil {
  472. break
  473. }
  474. var st *GuildEmojisUpdate
  475. if err = unmarshalEvent(e, &st); err == nil {
  476. if s.StateEnabled {
  477. s.State.EmojisAdd(st.GuildID, st.Emojis)
  478. }
  479. if s.OnGuildEmojisUpdate != nil {
  480. s.OnGuildEmojisUpdate(s, st)
  481. }
  482. }
  483. if s.OnGuildEmojisUpdate != nil {
  484. return
  485. }
  486. case "USER_SETTINGS_UPDATE":
  487. if s.OnUserSettingsUpdate != nil {
  488. var st map[string]interface{}
  489. if err = unmarshalEvent(e, &st); err == nil {
  490. s.OnUserSettingsUpdate(s, st)
  491. }
  492. return
  493. }
  494. default:
  495. fmt.Println("UNKNOWN EVENT: ", e.Type)
  496. printJSON(message)
  497. }
  498. // if still here, send to generic OnEvent
  499. if s.OnEvent != nil {
  500. s.OnEvent(s, e)
  501. return
  502. }
  503. return
  504. }
  505. // Heartbeat sends regular heartbeats to Discord so it knows the client
  506. // is still connected. If you do not send these heartbeats Discord will
  507. // disconnect the websocket connection after a few seconds.
  508. func (s *Session) Heartbeat(i time.Duration) {
  509. if s.wsConn == nil {
  510. fmt.Println("No websocket connection exists.")
  511. return // TODO need to return/log an error.
  512. }
  513. // Make sure Heartbeat is not already running
  514. s.heartbeatLock.Lock()
  515. if s.heartbeatChan != nil {
  516. s.heartbeatLock.Unlock()
  517. return
  518. }
  519. s.heartbeatChan = make(chan struct{})
  520. s.heartbeatLock.Unlock()
  521. // this is ugly.
  522. defer func() {
  523. if s.heartbeatChan == nil {
  524. return
  525. }
  526. select {
  527. case <-s.heartbeatChan:
  528. break
  529. default:
  530. close(s.heartbeatChan)
  531. }
  532. s.listenChan = nil
  533. }()
  534. // send first heartbeat immediately because lag could put the
  535. // first heartbeat outside the required heartbeat interval window
  536. ticker := time.NewTicker(i * time.Millisecond)
  537. for {
  538. err := s.wsConn.WriteJSON(map[string]int{
  539. "op": 1,
  540. "d": int(time.Now().Unix()),
  541. })
  542. if err != nil {
  543. fmt.Println("error sending data heartbeat:", err)
  544. s.DataReady = false
  545. return // TODO log error?
  546. }
  547. s.DataReady = true
  548. select {
  549. case <-ticker.C:
  550. case <-s.heartbeatChan:
  551. return
  552. }
  553. }
  554. }
  555. // ------------------------------------------------------------------------------------------------
  556. // Code related to voice connections that initiate over the data websocket
  557. // ------------------------------------------------------------------------------------------------
  558. // A VoiceServerUpdate stores the data received during the Voice Server Update
  559. // data websocket event. This data is used during the initial Voice Channel
  560. // join handshaking.
  561. type VoiceServerUpdate struct {
  562. Token string `json:"token"`
  563. GuildID string `json:"guild_id"`
  564. Endpoint string `json:"endpoint"`
  565. }
  566. type voiceChannelJoinData struct {
  567. GuildID string `json:"guild_id"`
  568. ChannelID string `json:"channel_id"`
  569. SelfMute bool `json:"self_mute"`
  570. SelfDeaf bool `json:"self_deaf"`
  571. }
  572. type voiceChannelJoinOp struct {
  573. Op int `json:"op"`
  574. Data voiceChannelJoinData `json:"d"`
  575. }
  576. // ChannelVoiceJoin joins the session user to a voice channel. After calling
  577. // this func please monitor the Session.Voice.Ready bool to determine when
  578. // it is ready and able to send/receive audio, that should happen quickly.
  579. //
  580. // gID : Guild ID of the channel to join.
  581. // cID : Channel ID of the channel to join.
  582. // mute : If true, you will be set to muted upon joining.
  583. // deaf : If true, you will be set to deafened upon joining.
  584. func (s *Session) ChannelVoiceJoin(gID, cID string, mute, deaf bool) (err error) {
  585. if s.wsConn == nil {
  586. return fmt.Errorf("no websocket connection exists.")
  587. }
  588. // Create new voice{} struct if one does not exist.
  589. // If you create this prior to calling this func then you can manually
  590. // set some variables if needed, such as to enable debugging.
  591. if s.Voice == nil {
  592. s.Voice = &Voice{}
  593. }
  594. // TODO : Determine how to properly change channels and change guild
  595. // and channel when you are already connected to an existing channel.
  596. // Send the request to Discord that we want to join the voice channel
  597. data := voiceChannelJoinOp{4, voiceChannelJoinData{gID, cID, mute, deaf}}
  598. err = s.wsConn.WriteJSON(data)
  599. if err != nil {
  600. return
  601. }
  602. // Store gID and cID for later use
  603. s.Voice.guildID = gID
  604. s.Voice.channelID = cID
  605. return
  606. }
  607. // onVoiceStateUpdate handles Voice State Update events on the data
  608. // websocket. This comes immediately after the call to VoiceChannelJoin
  609. // for the session user.
  610. func (s *Session) onVoiceStateUpdate(st *VoiceState) {
  611. // If s.Voice is nil, we must not have even requested to join
  612. // a voice channel yet, so this shouldn't be processed.
  613. if s.Voice == nil {
  614. return
  615. }
  616. // Need to have this happen at login and store it in the Session
  617. // TODO : This should be done upon connecting to Discord, or
  618. // be moved to a small helper function
  619. self, err := s.User("@me") // TODO: move to Login/New
  620. if err != nil {
  621. fmt.Println(err)
  622. return
  623. }
  624. // This event comes for all users, if it's not for the session
  625. // user just ignore it.
  626. // TODO Move this IF to the event() func
  627. if st.UserID != self.ID {
  628. return
  629. }
  630. // Store the SessionID for later use.
  631. s.Voice.userID = self.ID // TODO: Review
  632. s.Voice.sessionID = st.SessionID
  633. }
  634. // onVoiceServerUpdate handles the Voice Server Update data websocket event.
  635. // This event tells us the information needed to open a voice websocket
  636. // connection and should happen after the VOICE_STATE event.
  637. func (s *Session) onVoiceServerUpdate(st *VoiceServerUpdate) {
  638. // This shouldn't ever be the case, I don't think.
  639. if s.Voice == nil {
  640. return
  641. }
  642. // Store values for later use
  643. s.Voice.token = st.Token
  644. s.Voice.endpoint = st.Endpoint
  645. s.Voice.guildID = st.GuildID
  646. // We now have enough information to open a voice websocket conenction
  647. // so, that's what the next call does.
  648. err := s.Voice.Open()
  649. if err != nil {
  650. fmt.Println("onVoiceServerUpdate Voice.Open error: ", err)
  651. // TODO better logging
  652. }
  653. }