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. "bytes"
  11. "compress/zlib"
  12. "encoding/json"
  13. "errors"
  14. "fmt"
  15. "io"
  16. "net/http"
  17. "runtime"
  18. "time"
  19. "github.com/gorilla/websocket"
  20. )
  21. type handshakeProperties struct {
  22. OS string `json:"$os"`
  23. Browser string `json:"$browser"`
  24. Device string `json:"$device"`
  25. Referer string `json:"$referer"`
  26. ReferringDomain string `json:"$referring_domain"`
  27. }
  28. type handshakeData struct {
  29. Version int `json:"v"`
  30. Token string `json:"token"`
  31. Properties handshakeProperties `json:"properties"`
  32. Compress bool `json:"compress"`
  33. }
  34. type handshakeOp struct {
  35. Op int `json:"op"`
  36. Data handshakeData `json:"d"`
  37. }
  38. // Open opens a websocket connection to Discord.
  39. func (s *Session) Open() (err error) {
  40. s.Lock()
  41. defer func() {
  42. if err != nil {
  43. s.Unlock()
  44. }
  45. }()
  46. if s.wsConn != nil {
  47. err = errors.New("Web socket already opened.")
  48. return
  49. }
  50. // Get the gateway to use for the Websocket connection
  51. g, err := s.Gateway()
  52. if err != nil {
  53. return
  54. }
  55. header := http.Header{}
  56. header.Add("accept-encoding", "zlib")
  57. // TODO: See if there's a use for the http response.
  58. // conn, response, err := websocket.DefaultDialer.Dial(session.Gateway, nil)
  59. s.wsConn, _, err = websocket.DefaultDialer.Dial(g, header)
  60. if err != nil {
  61. return
  62. }
  63. err = s.wsConn.WriteJSON(handshakeOp{2, handshakeData{3, s.Token, handshakeProperties{runtime.GOOS, "Discordgo v" + VERSION, "", "", ""}, s.Compress}})
  64. if err != nil {
  65. return
  66. }
  67. // Create listening outside of listen, as it needs to happen inside the mutex
  68. // lock.
  69. s.listening = make(chan interface{})
  70. go s.listen(s.wsConn, s.listening)
  71. s.Unlock()
  72. if s.OnConnect != nil {
  73. s.OnConnect(s)
  74. }
  75. return
  76. }
  77. // Close closes a websocket and stops all listening/heartbeat goroutines.
  78. // TODO: Add support for Voice WS/UDP connections
  79. func (s *Session) Close() (err error) {
  80. s.Lock()
  81. s.DataReady = false
  82. if s.listening != nil {
  83. close(s.listening)
  84. s.listening = nil
  85. }
  86. if s.wsConn != nil {
  87. err = s.wsConn.Close()
  88. s.wsConn = nil
  89. }
  90. s.Unlock()
  91. if s.OnDisconnect != nil {
  92. s.OnDisconnect(s)
  93. }
  94. return
  95. }
  96. // listen polls the websocket connection for events, it will stop when
  97. // the listening channel is closed, or an error occurs.
  98. func (s *Session) listen(wsConn *websocket.Conn, listening <-chan interface{}) {
  99. for {
  100. messageType, message, err := wsConn.ReadMessage()
  101. if err != nil {
  102. // Detect if we have been closed manually. If a Close() has already
  103. // happened, the websocket we are listening on will be different to the
  104. // current session.
  105. s.RLock()
  106. sameConnection := s.wsConn == wsConn
  107. s.RUnlock()
  108. if sameConnection {
  109. // There has been an error reading, Close() the websocket so that
  110. // OnDisconnect is fired.
  111. s.Close()
  112. // Attempt to reconnect, with expenonential backoff up to 10 minutes.
  113. if s.ShouldReconnectOnError {
  114. wait := time.Duration(1)
  115. for {
  116. if s.Open() == nil {
  117. return
  118. }
  119. <-time.After(wait * time.Second)
  120. wait *= 2
  121. if wait > 600 {
  122. wait = 600
  123. }
  124. }
  125. }
  126. }
  127. return
  128. }
  129. select {
  130. case <-listening:
  131. return
  132. default:
  133. go s.event(messageType, message)
  134. }
  135. }
  136. }
  137. type heartbeatOp struct {
  138. Op int `json:"op"`
  139. Data int `json:"d"`
  140. }
  141. func (s *Session) sendHeartbeat(wsConn *websocket.Conn) error {
  142. return wsConn.WriteJSON(heartbeatOp{1, int(time.Now().Unix())})
  143. }
  144. // heartbeat sends regular heartbeats to Discord so it knows the client
  145. // is still connected. If you do not send these heartbeats Discord will
  146. // disconnect the websocket connection after a few seconds.
  147. func (s *Session) heartbeat(wsConn *websocket.Conn, listening <-chan interface{}, i time.Duration) {
  148. if listening == nil || wsConn == nil {
  149. return
  150. }
  151. s.Lock()
  152. s.DataReady = true
  153. s.Unlock()
  154. // Send first heartbeat immediately because lag could put the
  155. // first heartbeat outside the required heartbeat interval window.
  156. err := s.sendHeartbeat(wsConn)
  157. if err != nil {
  158. fmt.Println("Error sending initial heartbeat:", err)
  159. return
  160. }
  161. ticker := time.NewTicker(i * time.Millisecond)
  162. for {
  163. select {
  164. case <-ticker.C:
  165. err := s.sendHeartbeat(wsConn)
  166. if err != nil {
  167. fmt.Println("Error sending heartbeat:", err)
  168. return
  169. }
  170. case <-listening:
  171. return
  172. }
  173. }
  174. }
  175. type updateStatusGame struct {
  176. Name string `json:"name"`
  177. }
  178. type updateStatusData struct {
  179. IdleSince *int `json:"idle_since"`
  180. Game *updateStatusGame `json:"game"`
  181. }
  182. type updateStatusOp struct {
  183. Op int `json:"op"`
  184. Data updateStatusData `json:"d"`
  185. }
  186. // UpdateStatus is used to update the authenticated user's status.
  187. // If idle>0 then set status to idle. If game>0 then set game.
  188. // if otherwise, set status to active, and no game.
  189. func (s *Session) UpdateStatus(idle int, game string) (err error) {
  190. s.RLock()
  191. defer s.RUnlock()
  192. if s.wsConn == nil {
  193. return errors.New("No websocket connection exists.")
  194. }
  195. var usd updateStatusData
  196. if idle > 0 {
  197. usd.IdleSince = &idle
  198. }
  199. if game != "" {
  200. usd.Game = &updateStatusGame{game}
  201. }
  202. err = s.wsConn.WriteJSON(updateStatusOp{3, usd})
  203. return
  204. }
  205. // Not sure how needed this is and where it would be best to call it.
  206. // somewhere.
  207. func unmarshalEvent(event *Event, i interface{}) (err error) {
  208. if err = unmarshal(event.RawData, i); err != nil {
  209. fmt.Println("Unable to unmarshal event data.")
  210. printEvent(event)
  211. }
  212. return
  213. }
  214. // Front line handler for all Websocket Events. Determines the
  215. // event type and passes the message along to the next handler.
  216. // event is the front line handler for all events. This needs to be
  217. // broken up into smaller functions to be more idiomatic Go.
  218. // Events will be handled by any implemented handler in Session.
  219. // All unhandled events will then be handled by OnEvent.
  220. func (s *Session) event(messageType int, message []byte) (err error) {
  221. var reader io.Reader
  222. reader = bytes.NewBuffer(message)
  223. if messageType == 2 {
  224. z, err1 := zlib.NewReader(reader)
  225. if err1 != nil {
  226. fmt.Println(err1)
  227. return err1
  228. }
  229. defer z.Close()
  230. reader = z
  231. }
  232. var e *Event
  233. decoder := json.NewDecoder(reader)
  234. if err = decoder.Decode(&e); err != nil {
  235. fmt.Println(err)
  236. return
  237. }
  238. if s.Debug {
  239. printEvent(e)
  240. }
  241. switch e.Type {
  242. case "READY":
  243. var st *Ready
  244. if err = unmarshalEvent(e, &st); err == nil {
  245. go s.heartbeat(s.wsConn, s.listening, st.HeartbeatInterval)
  246. if s.StateEnabled {
  247. s.State.OnReady(st)
  248. }
  249. if s.OnReady != nil {
  250. s.OnReady(s, st)
  251. }
  252. }
  253. if s.OnReady != nil {
  254. return
  255. }
  256. case "VOICE_SERVER_UPDATE":
  257. // TEMP CODE FOR TESTING VOICE
  258. var st *VoiceServerUpdate
  259. if err = unmarshalEvent(e, &st); err == nil {
  260. s.onVoiceServerUpdate(st)
  261. }
  262. return
  263. case "VOICE_STATE_UPDATE":
  264. // TEMP CODE FOR TESTING VOICE
  265. var st *VoiceState
  266. if err = unmarshalEvent(e, &st); err == nil {
  267. s.onVoiceStateUpdate(st)
  268. }
  269. return
  270. case "USER_UPDATE":
  271. if s.OnUserUpdate != nil {
  272. var st *User
  273. if err = unmarshalEvent(e, &st); err == nil {
  274. s.OnUserUpdate(s, st)
  275. }
  276. return
  277. }
  278. case "PRESENCE_UPDATE":
  279. if s.OnPresenceUpdate != nil {
  280. var st *PresenceUpdate
  281. if err = unmarshalEvent(e, &st); err == nil {
  282. s.OnPresenceUpdate(s, st)
  283. }
  284. return
  285. }
  286. case "TYPING_START":
  287. if s.OnTypingStart != nil {
  288. var st *TypingStart
  289. if err = unmarshalEvent(e, &st); err == nil {
  290. s.OnTypingStart(s, st)
  291. }
  292. return
  293. }
  294. /* Never seen this come in but saw it in another Library.
  295. case "MESSAGE_ACK":
  296. if s.OnMessageAck != nil {
  297. }
  298. */
  299. case "MESSAGE_CREATE":
  300. stateEnabled := s.StateEnabled && s.State.MaxMessageCount > 0
  301. if !stateEnabled && s.OnMessageCreate == nil {
  302. break
  303. }
  304. var st *Message
  305. if err = unmarshalEvent(e, &st); err == nil {
  306. if stateEnabled {
  307. s.State.MessageAdd(st)
  308. }
  309. if s.OnMessageCreate != nil {
  310. s.OnMessageCreate(s, st)
  311. }
  312. }
  313. if s.OnMessageCreate != nil {
  314. return
  315. }
  316. case "MESSAGE_UPDATE":
  317. stateEnabled := s.StateEnabled && s.State.MaxMessageCount > 0
  318. if !stateEnabled && s.OnMessageUpdate == nil {
  319. break
  320. }
  321. var st *Message
  322. if err = unmarshalEvent(e, &st); err == nil {
  323. if stateEnabled {
  324. s.State.MessageAdd(st)
  325. }
  326. if s.OnMessageUpdate != nil {
  327. s.OnMessageUpdate(s, st)
  328. }
  329. }
  330. return
  331. case "MESSAGE_DELETE":
  332. stateEnabled := s.StateEnabled && s.State.MaxMessageCount > 0
  333. if !stateEnabled && s.OnMessageDelete == nil {
  334. break
  335. }
  336. var st *Message
  337. if err = unmarshalEvent(e, &st); err == nil {
  338. if stateEnabled {
  339. s.State.MessageRemove(st)
  340. }
  341. if s.OnMessageDelete != nil {
  342. s.OnMessageDelete(s, st)
  343. }
  344. }
  345. return
  346. case "MESSAGE_ACK":
  347. if s.OnMessageAck != nil {
  348. var st *MessageAck
  349. if err = unmarshalEvent(e, &st); err == nil {
  350. s.OnMessageAck(s, st)
  351. }
  352. return
  353. }
  354. case "CHANNEL_CREATE":
  355. if !s.StateEnabled && s.OnChannelCreate == nil {
  356. break
  357. }
  358. var st *Channel
  359. if err = unmarshalEvent(e, &st); err == nil {
  360. if s.StateEnabled {
  361. s.State.ChannelAdd(st)
  362. }
  363. if s.OnChannelCreate != nil {
  364. s.OnChannelCreate(s, st)
  365. }
  366. }
  367. if s.OnChannelCreate != nil {
  368. return
  369. }
  370. case "CHANNEL_UPDATE":
  371. if !s.StateEnabled && s.OnChannelUpdate == nil {
  372. break
  373. }
  374. var st *Channel
  375. if err = unmarshalEvent(e, &st); err == nil {
  376. if s.StateEnabled {
  377. s.State.ChannelAdd(st)
  378. }
  379. if s.OnChannelUpdate != nil {
  380. s.OnChannelUpdate(s, st)
  381. }
  382. }
  383. if s.OnChannelUpdate != nil {
  384. return
  385. }
  386. case "CHANNEL_DELETE":
  387. if !s.StateEnabled && s.OnChannelDelete == nil {
  388. break
  389. }
  390. var st *Channel
  391. if err = unmarshalEvent(e, &st); err == nil {
  392. if s.StateEnabled {
  393. s.State.ChannelRemove(st)
  394. }
  395. if s.OnChannelDelete != nil {
  396. s.OnChannelDelete(s, st)
  397. }
  398. }
  399. if s.OnChannelDelete != nil {
  400. return
  401. }
  402. case "GUILD_CREATE":
  403. if !s.StateEnabled && s.OnGuildCreate == nil {
  404. break
  405. }
  406. var st *Guild
  407. if err = unmarshalEvent(e, &st); err == nil {
  408. if s.StateEnabled {
  409. s.State.GuildAdd(st)
  410. }
  411. if s.OnGuildCreate != nil {
  412. s.OnGuildCreate(s, st)
  413. }
  414. }
  415. if s.OnGuildCreate != nil {
  416. return
  417. }
  418. case "GUILD_UPDATE":
  419. if !s.StateEnabled && s.OnGuildUpdate == nil {
  420. break
  421. }
  422. var st *Guild
  423. if err = unmarshalEvent(e, &st); err == nil {
  424. if s.StateEnabled {
  425. s.State.GuildAdd(st)
  426. }
  427. if s.OnGuildCreate != nil {
  428. s.OnGuildUpdate(s, st)
  429. }
  430. }
  431. if s.OnGuildUpdate != nil {
  432. return
  433. }
  434. case "GUILD_DELETE":
  435. if !s.StateEnabled && s.OnGuildDelete == nil {
  436. break
  437. }
  438. var st *Guild
  439. if err = unmarshalEvent(e, &st); err == nil {
  440. if s.StateEnabled {
  441. s.State.GuildRemove(st)
  442. }
  443. if s.OnGuildDelete != nil {
  444. s.OnGuildDelete(s, st)
  445. }
  446. }
  447. if s.OnGuildDelete != nil {
  448. return
  449. }
  450. case "GUILD_MEMBER_ADD":
  451. if !s.StateEnabled && s.OnGuildMemberAdd == nil {
  452. break
  453. }
  454. var st *Member
  455. if err = unmarshalEvent(e, &st); err == nil {
  456. if s.StateEnabled {
  457. s.State.MemberAdd(st)
  458. }
  459. if s.OnGuildMemberAdd != nil {
  460. s.OnGuildMemberAdd(s, st)
  461. }
  462. }
  463. if s.OnGuildMemberAdd != nil {
  464. return
  465. }
  466. case "GUILD_MEMBER_REMOVE":
  467. if !s.StateEnabled && s.OnGuildMemberRemove == nil {
  468. break
  469. }
  470. var st *Member
  471. if err = unmarshalEvent(e, &st); err == nil {
  472. if s.StateEnabled {
  473. s.State.MemberRemove(st)
  474. }
  475. if s.OnGuildMemberRemove != nil {
  476. s.OnGuildMemberRemove(s, st)
  477. }
  478. }
  479. if s.OnGuildMemberRemove != nil {
  480. return
  481. }
  482. case "GUILD_MEMBER_UPDATE":
  483. if !s.StateEnabled && s.OnGuildMemberUpdate == nil {
  484. break
  485. }
  486. var st *Member
  487. if err = unmarshalEvent(e, &st); err == nil {
  488. if s.StateEnabled {
  489. s.State.MemberAdd(st)
  490. }
  491. if s.OnGuildMemberUpdate != nil {
  492. s.OnGuildMemberUpdate(s, st)
  493. }
  494. }
  495. if s.OnGuildMemberUpdate != nil {
  496. return
  497. }
  498. case "GUILD_ROLE_CREATE":
  499. if s.OnGuildRoleCreate != nil {
  500. var st *GuildRole
  501. if err = unmarshalEvent(e, &st); err == nil {
  502. s.OnGuildRoleCreate(s, st)
  503. }
  504. return
  505. }
  506. case "GUILD_ROLE_UPDATE":
  507. if s.OnGuildRoleUpdate != nil {
  508. var st *GuildRole
  509. if err = unmarshalEvent(e, &st); err == nil {
  510. s.OnGuildRoleUpdate(s, st)
  511. }
  512. return
  513. }
  514. case "GUILD_ROLE_DELETE":
  515. if s.OnGuildRoleDelete != nil {
  516. var st *GuildRoleDelete
  517. if err = unmarshalEvent(e, &st); err == nil {
  518. s.OnGuildRoleDelete(s, st)
  519. }
  520. return
  521. }
  522. case "GUILD_INTEGRATIONS_UPDATE":
  523. if s.OnGuildIntegrationsUpdate != nil {
  524. var st *GuildIntegrationsUpdate
  525. if err = unmarshalEvent(e, &st); err == nil {
  526. s.OnGuildIntegrationsUpdate(s, st)
  527. }
  528. return
  529. }
  530. case "GUILD_BAN_ADD":
  531. if s.OnGuildBanAdd != nil {
  532. var st *GuildBan
  533. if err = unmarshalEvent(e, &st); err == nil {
  534. s.OnGuildBanAdd(s, st)
  535. }
  536. return
  537. }
  538. case "GUILD_BAN_REMOVE":
  539. if s.OnGuildBanRemove != nil {
  540. var st *GuildBan
  541. if err = unmarshalEvent(e, &st); err == nil {
  542. s.OnGuildBanRemove(s, st)
  543. }
  544. return
  545. }
  546. case "GUILD_EMOJIS_UPDATE":
  547. if !s.StateEnabled && s.OnGuildEmojisUpdate == nil {
  548. break
  549. }
  550. var st *GuildEmojisUpdate
  551. if err = unmarshalEvent(e, &st); err == nil {
  552. if s.StateEnabled {
  553. s.State.EmojisAdd(st.GuildID, st.Emojis)
  554. }
  555. if s.OnGuildEmojisUpdate != nil {
  556. s.OnGuildEmojisUpdate(s, st)
  557. }
  558. }
  559. if s.OnGuildEmojisUpdate != nil {
  560. return
  561. }
  562. case "USER_SETTINGS_UPDATE":
  563. if s.OnUserSettingsUpdate != nil {
  564. var st map[string]interface{}
  565. if err = unmarshalEvent(e, &st); err == nil {
  566. s.OnUserSettingsUpdate(s, st)
  567. }
  568. return
  569. }
  570. default:
  571. fmt.Println("Unknown Event.")
  572. printEvent(e)
  573. }
  574. // if still here, send to generic OnEvent
  575. if s.OnEvent != nil {
  576. s.OnEvent(s, e)
  577. return
  578. }
  579. return
  580. }
  581. // ------------------------------------------------------------------------------------------------
  582. // Code related to voice connections that initiate over the data websocket
  583. // ------------------------------------------------------------------------------------------------
  584. // A VoiceServerUpdate stores the data received during the Voice Server Update
  585. // data websocket event. This data is used during the initial Voice Channel
  586. // join handshaking.
  587. type VoiceServerUpdate struct {
  588. Token string `json:"token"`
  589. GuildID string `json:"guild_id"`
  590. Endpoint string `json:"endpoint"`
  591. }
  592. type voiceChannelJoinData struct {
  593. GuildID string `json:"guild_id"`
  594. ChannelID string `json:"channel_id"`
  595. SelfMute bool `json:"self_mute"`
  596. SelfDeaf bool `json:"self_deaf"`
  597. }
  598. type voiceChannelJoinOp struct {
  599. Op int `json:"op"`
  600. Data voiceChannelJoinData `json:"d"`
  601. }
  602. // ChannelVoiceJoin joins the session user to a voice channel. After calling
  603. // this func please monitor the Session.Voice.Ready bool to determine when
  604. // it is ready and able to send/receive audio, that should happen quickly.
  605. //
  606. // gID : Guild ID of the channel to join.
  607. // cID : Channel ID of the channel to join.
  608. // mute : If true, you will be set to muted upon joining.
  609. // deaf : If true, you will be set to deafened upon joining.
  610. func (s *Session) ChannelVoiceJoin(gID, cID string, mute, deaf bool) (err error) {
  611. if s.wsConn == nil {
  612. return fmt.Errorf("no websocket connection exists.")
  613. }
  614. // Create new voice{} struct if one does not exist.
  615. // If you create this prior to calling this func then you can manually
  616. // set some variables if needed, such as to enable debugging.
  617. if s.Voice == nil {
  618. s.Voice = &Voice{}
  619. }
  620. // TODO : Determine how to properly change channels and change guild
  621. // and channel when you are already connected to an existing channel.
  622. // Send the request to Discord that we want to join the voice channel
  623. data := voiceChannelJoinOp{4, voiceChannelJoinData{gID, cID, mute, deaf}}
  624. err = s.wsConn.WriteJSON(data)
  625. if err != nil {
  626. return
  627. }
  628. // Store gID and cID for later use
  629. s.Voice.guildID = gID
  630. s.Voice.channelID = cID
  631. return
  632. }
  633. // onVoiceStateUpdate handles Voice State Update events on the data
  634. // websocket. This comes immediately after the call to VoiceChannelJoin
  635. // for the session user.
  636. func (s *Session) onVoiceStateUpdate(st *VoiceState) {
  637. // If s.Voice is nil, we must not have even requested to join
  638. // a voice channel yet, so this shouldn't be processed.
  639. if s.Voice == nil {
  640. return
  641. }
  642. // Need to have this happen at login and store it in the Session
  643. // TODO : This should be done upon connecting to Discord, or
  644. // be moved to a small helper function
  645. self, err := s.User("@me") // TODO: move to Login/New
  646. if err != nil {
  647. fmt.Println(err)
  648. return
  649. }
  650. // This event comes for all users, if it's not for the session
  651. // user just ignore it.
  652. // TODO Move this IF to the event() func
  653. if st.UserID != self.ID {
  654. return
  655. }
  656. // Store the SessionID for later use.
  657. s.Voice.userID = self.ID // TODO: Review
  658. s.Voice.sessionID = st.SessionID
  659. }
  660. // onVoiceServerUpdate handles the Voice Server Update data websocket event.
  661. // This event tells us the information needed to open a voice websocket
  662. // connection and should happen after the VOICE_STATE event.
  663. func (s *Session) onVoiceServerUpdate(st *VoiceServerUpdate) {
  664. // This shouldn't ever be the case, I don't think.
  665. if s.Voice == nil {
  666. return
  667. }
  668. // Store values for later use
  669. s.Voice.token = st.Token
  670. s.Voice.endpoint = st.Endpoint
  671. s.Voice.guildID = st.GuildID
  672. // We now have enough information to open a voice websocket conenction
  673. // so, that's what the next call does.
  674. err := s.Voice.Open()
  675. if err != nil {
  676. fmt.Println("onVoiceServerUpdate Voice.Open error: ", err)
  677. // TODO better logging
  678. }
  679. }