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- // Discordgo - Discord bindings for Go
- // Available at https://github.com/bwmarrin/discordgo
- // Copyright 2015-2016 Bruce Marriner <bruce@sqls.net>. All rights reserved.
- // Use of this source code is governed by a BSD-style
- // license that can be found in the LICENSE file.
- // This file contains low level functions for interacting with the Discord
- // data websocket interface.
- package discordgo
- import (
- "bytes"
- "compress/zlib"
- "encoding/json"
- "errors"
- "fmt"
- "io"
- "net/http"
- "runtime"
- "sync/atomic"
- "time"
- "github.com/gorilla/websocket"
- )
- // ErrWSAlreadyOpen is thrown when you attempt to open
- // a websocket that already is open.
- var ErrWSAlreadyOpen = errors.New("web socket already opened")
- // ErrWSNotFound is thrown when you attempt to use a websocket
- // that doesn't exist
- var ErrWSNotFound = errors.New("no websocket connection exists")
- // ErrWSShardBounds is thrown when you try to use a shard ID that is
- // less than the total shard count
- var ErrWSShardBounds = errors.New("ShardID must be less than ShardCount")
- type resumePacket struct {
- Op int `json:"op"`
- Data struct {
- Token string `json:"token"`
- SessionID string `json:"session_id"`
- Sequence int64 `json:"seq"`
- } `json:"d"`
- }
- // Open creates a websocket connection to Discord.
- // See: https://discordapp.com/developers/docs/topics/gateway#connecting
- func (s *Session) Open() error {
- s.log(LogInformational, "called")
- var err error
- // Prevent Open or other major Session functions from
- // being called while Open is still running.
- s.Lock()
- defer s.Unlock()
- // If the websock is already open, bail out here.
- if s.wsConn != nil {
- return ErrWSAlreadyOpen
- }
- // Get the gateway to use for the Websocket connection
- if s.gateway == "" {
- s.gateway, err = s.Gateway()
- if err != nil {
- return err
- }
- // Add the version and encoding to the URL
- s.gateway = s.gateway + "?v=" + APIVersion + "&encoding=json"
- }
- // Connect to the Gateway
- s.log(LogInformational, "connecting to gateway %s", s.gateway)
- header := http.Header{}
- header.Add("accept-encoding", "zlib")
- s.wsConn, _, err = websocket.DefaultDialer.Dial(s.gateway, header)
- if err != nil {
- s.log(LogWarning, "error connecting to gateway %s, %s", s.gateway, err)
- s.gateway = "" // clear cached gateway
- s.wsConn = nil // Just to be safe.
- return err
- }
- s.wsConn.SetCloseHandler(func(code int, text string) error {
- return nil
- })
- defer func() {
- // because of this, all code below must set err to the error
- // when exiting with an error :) Maybe someone has a better
- // way :)
- if err != nil {
- s.wsConn.Close()
- s.wsConn = nil
- }
- }()
- // The first response from Discord should be an Op 10 (Hello) Packet.
- // When processed by onEvent the heartbeat goroutine will be started.
- mt, m, err := s.wsConn.ReadMessage()
- if err != nil {
- return err
- }
- e, err := s.onEvent(mt, m)
- if err != nil {
- return err
- }
- if e.Operation != 10 {
- err = fmt.Errorf("expecting Op 10, got Op %d instead", e.Operation)
- return err
- }
- s.log(LogInformational, "Op 10 Hello Packet received from Discord")
- s.LastHeartbeatAck = time.Now().UTC()
- var h helloOp
- if err = json.Unmarshal(e.RawData, &h); err != nil {
- err = fmt.Errorf("error unmarshalling helloOp, %s", err)
- return err
- }
- // Now we send either an Op 2 Identity if this is a brand new
- // connection or Op 6 Resume if we are resuming an existing connection.
- sequence := atomic.LoadInt64(s.sequence)
- if s.sessionID == "" && sequence == 0 {
- // Send Op 2 Identity Packet
- err = s.identify()
- if err != nil {
- err = fmt.Errorf("error sending identify packet to gateway, %s, %s", s.gateway, err)
- return err
- }
- } else {
- // Send Op 6 Resume Packet
- p := resumePacket{}
- p.Op = 6
- p.Data.Token = s.Token
- p.Data.SessionID = s.sessionID
- p.Data.Sequence = sequence
- s.log(LogInformational, "sending resume packet to gateway")
- s.wsMutex.Lock()
- err = s.wsConn.WriteJSON(p)
- s.wsMutex.Unlock()
- if err != nil {
- err = fmt.Errorf("error sending gateway resume packet, %s, %s", s.gateway, err)
- return err
- }
- }
- // A basic state is a hard requirement for Voice.
- // We create it here so the below READY/RESUMED packet can populate
- // the state :)
- // XXX: Move to New() func?
- if s.State == nil {
- state := NewState()
- state.TrackChannels = false
- state.TrackEmojis = false
- state.TrackMembers = false
- state.TrackRoles = false
- state.TrackVoice = false
- s.State = state
- }
- // Now Discord should send us a READY or RESUMED packet.
- mt, m, err = s.wsConn.ReadMessage()
- if err != nil {
- return err
- }
- e, err = s.onEvent(mt, m)
- if err != nil {
- return err
- }
- if e.Type != `READY` && e.Type != `RESUMED` {
- // This is not fatal, but it does not follow their API documentation.
- s.log(LogWarning, "Expected READY/RESUMED, instead got:\n%#v\n", e)
- }
- s.log(LogInformational, "First Packet:\n%#v\n", e)
- s.log(LogInformational, "We are now connected to Discord, emitting connect event")
- s.handleEvent(connectEventType, &Connect{})
- // A VoiceConnections map is a hard requirement for Voice.
- // XXX: can this be moved to when opening a voice connection?
- if s.VoiceConnections == nil {
- s.log(LogInformational, "creating new VoiceConnections map")
- s.VoiceConnections = make(map[string]*VoiceConnection)
- }
- // Create listening chan outside of listen, as it needs to happen inside the
- // mutex lock and needs to exist before calling heartbeat and listen
- // go rountines.
- s.listening = make(chan interface{})
- // Start sending heartbeats and reading messages from Discord.
- go s.heartbeat(s.wsConn, s.listening, h.HeartbeatInterval)
- go s.listen(s.wsConn, s.listening)
- s.log(LogInformational, "exiting")
- return nil
- }
- // listen polls the websocket connection for events, it will stop when the
- // listening channel is closed, or an error occurs.
- func (s *Session) listen(wsConn *websocket.Conn, listening <-chan interface{}) {
- s.log(LogInformational, "called")
- for {
- messageType, message, err := wsConn.ReadMessage()
- if err != nil {
- // Detect if we have been closed manually. If a Close() has already
- // happened, the websocket we are listening on will be different to
- // the current session.
- s.RLock()
- sameConnection := s.wsConn == wsConn
- s.RUnlock()
- if sameConnection {
- s.log(LogWarning, "error reading from gateway %s websocket, %s", s.gateway, err)
- // There has been an error reading, close the websocket so that
- // OnDisconnect event is emitted.
- err := s.Close()
- if err != nil {
- s.log(LogWarning, "error closing session connection, %s", err)
- }
- s.log(LogInformational, "calling reconnect() now")
- s.reconnect()
- }
- return
- }
- select {
- case <-listening:
- return
- default:
- s.onEvent(messageType, message)
- }
- }
- }
- type heartbeatOp struct {
- Op int `json:"op"`
- Data int64 `json:"d"`
- }
- type helloOp struct {
- HeartbeatInterval time.Duration `json:"heartbeat_interval"`
- Trace []string `json:"_trace"`
- }
- // FailedHeartbeatAcks is the Number of heartbeat intervals to wait until forcing a connection restart.
- const FailedHeartbeatAcks time.Duration = 5 * time.Millisecond
- // HeartbeatLatency returns the latency between heartbeat acknowledgement and heartbeat send.
- func (s *Session) HeartbeatLatency() time.Duration {
- return s.LastHeartbeatAck.Sub(s.LastHeartbeatSent)
- }
- // heartbeat sends regular heartbeats to Discord so it knows the client
- // is still connected. If you do not send these heartbeats Discord will
- // disconnect the websocket connection after a few seconds.
- func (s *Session) heartbeat(wsConn *websocket.Conn, listening <-chan interface{}, heartbeatIntervalMsec time.Duration) {
- s.log(LogInformational, "called")
- if listening == nil || wsConn == nil {
- return
- }
- var err error
- ticker := time.NewTicker(heartbeatIntervalMsec * time.Millisecond)
- defer ticker.Stop()
- for {
- s.RLock()
- last := s.LastHeartbeatAck
- s.RUnlock()
- sequence := atomic.LoadInt64(s.sequence)
- s.log(LogDebug, "sending gateway websocket heartbeat seq %d", sequence)
- s.wsMutex.Lock()
- s.LastHeartbeatSent = time.Now().UTC()
- err = wsConn.WriteJSON(heartbeatOp{1, sequence})
- s.wsMutex.Unlock()
- if err != nil || time.Now().UTC().Sub(last) > (heartbeatIntervalMsec*FailedHeartbeatAcks) {
- if err != nil {
- s.log(LogError, "error sending heartbeat to gateway %s, %s", s.gateway, err)
- } else {
- s.log(LogError, "haven't gotten a heartbeat ACK in %v, triggering a reconnection", time.Now().UTC().Sub(last))
- }
- s.Close()
- s.reconnect()
- return
- }
- s.Lock()
- s.DataReady = true
- s.Unlock()
- select {
- case <-ticker.C:
- // continue loop and send heartbeat
- case <-listening:
- return
- }
- }
- }
- // UpdateStatusData ia provided to UpdateStatusComplex()
- type UpdateStatusData struct {
- IdleSince *int `json:"since"`
- Game *Game `json:"game"`
- AFK bool `json:"afk"`
- Status string `json:"status"`
- }
- type updateStatusOp struct {
- Op int `json:"op"`
- Data UpdateStatusData `json:"d"`
- }
- func newUpdateStatusData(idle int, gameType GameType, game, url string) *UpdateStatusData {
- usd := &UpdateStatusData{
- Status: "online",
- }
- if idle > 0 {
- usd.IdleSince = &idle
- }
- if game != "" {
- usd.Game = &Game{
- Name: game,
- Type: gameType,
- URL: url,
- }
- }
- return usd
- }
- // UpdateStatus is used to update the user's status.
- // If idle>0 then set status to idle.
- // If game!="" then set game.
- // if otherwise, set status to active, and no game.
- func (s *Session) UpdateStatus(idle int, game string) (err error) {
- return s.UpdateStatusComplex(*newUpdateStatusData(idle, GameTypeGame, game, ""))
- }
- // UpdateStreamingStatus is used to update the user's streaming status.
- // If idle>0 then set status to idle.
- // If game!="" then set game.
- // If game!="" and url!="" then set the status type to streaming with the URL set.
- // if otherwise, set status to active, and no game.
- func (s *Session) UpdateStreamingStatus(idle int, game string, url string) (err error) {
- gameType := GameTypeGame
- if url != "" {
- gameType = GameTypeStreaming
- }
- return s.UpdateStatusComplex(*newUpdateStatusData(idle, gameType, game, url))
- }
- // UpdateListeningStatus is used to set the user to "Listening to..."
- // If game!="" then set to what user is listening to
- // Else, set user to active and no game.
- func (s *Session) UpdateListeningStatus(game string) (err error) {
- return s.UpdateStatusComplex(*newUpdateStatusData(0, GameTypeListening, game, ""))
- }
- // UpdateStatusComplex allows for sending the raw status update data untouched by discordgo.
- func (s *Session) UpdateStatusComplex(usd UpdateStatusData) (err error) {
- s.RLock()
- defer s.RUnlock()
- if s.wsConn == nil {
- return ErrWSNotFound
- }
- s.wsMutex.Lock()
- err = s.wsConn.WriteJSON(updateStatusOp{3, usd})
- s.wsMutex.Unlock()
- return
- }
- type requestGuildMembersData struct {
- GuildID string `json:"guild_id"`
- Query string `json:"query"`
- Limit int `json:"limit"`
- }
- type requestGuildMembersOp struct {
- Op int `json:"op"`
- Data requestGuildMembersData `json:"d"`
- }
- // RequestGuildMembers requests guild members from the gateway
- // The gateway responds with GuildMembersChunk events
- // guildID : The ID of the guild to request members of
- // query : String that username starts with, leave empty to return all members
- // limit : Max number of items to return, or 0 to request all members matched
- func (s *Session) RequestGuildMembers(guildID, query string, limit int) (err error) {
- s.log(LogInformational, "called")
- s.RLock()
- defer s.RUnlock()
- if s.wsConn == nil {
- return ErrWSNotFound
- }
- data := requestGuildMembersData{
- GuildID: guildID,
- Query: query,
- Limit: limit,
- }
- s.wsMutex.Lock()
- err = s.wsConn.WriteJSON(requestGuildMembersOp{8, data})
- s.wsMutex.Unlock()
- return
- }
- // onEvent is the "event handler" for all messages received on the
- // Discord Gateway API websocket connection.
- //
- // If you use the AddHandler() function to register a handler for a
- // specific event this function will pass the event along to that handler.
- //
- // If you use the AddHandler() function to register a handler for the
- // "OnEvent" event then all events will be passed to that handler.
- func (s *Session) onEvent(messageType int, message []byte) (*Event, error) {
- var err error
- var reader io.Reader
- reader = bytes.NewBuffer(message)
- // If this is a compressed message, uncompress it.
- if messageType == websocket.BinaryMessage {
- z, err2 := zlib.NewReader(reader)
- if err2 != nil {
- s.log(LogError, "error uncompressing websocket message, %s", err)
- return nil, err2
- }
- defer func() {
- err3 := z.Close()
- if err3 != nil {
- s.log(LogWarning, "error closing zlib, %s", err)
- }
- }()
- reader = z
- }
- // Decode the event into an Event struct.
- var e *Event
- decoder := json.NewDecoder(reader)
- if err = decoder.Decode(&e); err != nil {
- s.log(LogError, "error decoding websocket message, %s", err)
- return e, err
- }
- s.log(LogDebug, "Op: %d, Seq: %d, Type: %s, Data: %s\n\n", e.Operation, e.Sequence, e.Type, string(e.RawData))
- // Ping request.
- // Must respond with a heartbeat packet within 5 seconds
- if e.Operation == 1 {
- s.log(LogInformational, "sending heartbeat in response to Op1")
- s.wsMutex.Lock()
- err = s.wsConn.WriteJSON(heartbeatOp{1, atomic.LoadInt64(s.sequence)})
- s.wsMutex.Unlock()
- if err != nil {
- s.log(LogError, "error sending heartbeat in response to Op1")
- return e, err
- }
- return e, nil
- }
- // Reconnect
- // Must immediately disconnect from gateway and reconnect to new gateway.
- if e.Operation == 7 {
- s.log(LogInformational, "Closing and reconnecting in response to Op7")
- s.Close()
- s.reconnect()
- return e, nil
- }
- // Invalid Session
- // Must respond with a Identify packet.
- if e.Operation == 9 {
- s.log(LogInformational, "sending identify packet to gateway in response to Op9")
- err = s.identify()
- if err != nil {
- s.log(LogWarning, "error sending gateway identify packet, %s, %s", s.gateway, err)
- return e, err
- }
- return e, nil
- }
- if e.Operation == 10 {
- // Op10 is handled by Open()
- return e, nil
- }
- if e.Operation == 11 {
- s.Lock()
- s.LastHeartbeatAck = time.Now().UTC()
- s.Unlock()
- s.log(LogDebug, "got heartbeat ACK")
- return e, nil
- }
- // Do not try to Dispatch a non-Dispatch Message
- if e.Operation != 0 {
- // But we probably should be doing something with them.
- // TEMP
- s.log(LogWarning, "unknown Op: %d, Seq: %d, Type: %s, Data: %s, message: %s", e.Operation, e.Sequence, e.Type, string(e.RawData), string(message))
- return e, nil
- }
- // Store the message sequence
- atomic.StoreInt64(s.sequence, e.Sequence)
- // Map event to registered event handlers and pass it along to any registered handlers.
- if eh, ok := registeredInterfaceProviders[e.Type]; ok {
- e.Struct = eh.New()
- // Attempt to unmarshal our event.
- if err = json.Unmarshal(e.RawData, e.Struct); err != nil {
- s.log(LogError, "error unmarshalling %s event, %s", e.Type, err)
- }
- // Send event to any registered event handlers for it's type.
- // Because the above doesn't cancel this, in case of an error
- // the struct could be partially populated or at default values.
- // However, most errors are due to a single field and I feel
- // it's better to pass along what we received than nothing at all.
- // TODO: Think about that decision :)
- // Either way, READY events must fire, even with errors.
- s.handleEvent(e.Type, e.Struct)
- } else {
- s.log(LogWarning, "unknown event: Op: %d, Seq: %d, Type: %s, Data: %s", e.Operation, e.Sequence, e.Type, string(e.RawData))
- }
- // For legacy reasons, we send the raw event also, this could be useful for handling unknown events.
- s.handleEvent(eventEventType, e)
- return e, nil
- }
- // ------------------------------------------------------------------------------------------------
- // Code related to voice connections that initiate over the data websocket
- // ------------------------------------------------------------------------------------------------
- type voiceChannelJoinData struct {
- GuildID *string `json:"guild_id"`
- ChannelID *string `json:"channel_id"`
- SelfMute bool `json:"self_mute"`
- SelfDeaf bool `json:"self_deaf"`
- }
- type voiceChannelJoinOp struct {
- Op int `json:"op"`
- Data voiceChannelJoinData `json:"d"`
- }
- // ChannelVoiceJoin joins the session user to a voice channel.
- //
- // gID : Guild ID of the channel to join.
- // cID : Channel ID of the channel to join.
- // mute : If true, you will be set to muted upon joining.
- // deaf : If true, you will be set to deafened upon joining.
- func (s *Session) ChannelVoiceJoin(gID, cID string, mute, deaf bool) (voice *VoiceConnection, err error) {
- s.log(LogInformational, "called")
- s.RLock()
- voice, _ = s.VoiceConnections[gID]
- s.RUnlock()
- if voice == nil {
- voice = &VoiceConnection{}
- s.Lock()
- s.VoiceConnections[gID] = voice
- s.Unlock()
- }
- voice.Lock()
- voice.GuildID = gID
- voice.ChannelID = cID
- voice.deaf = deaf
- voice.mute = mute
- voice.session = s
- voice.Unlock()
- // Send the request to Discord that we want to join the voice channel
- data := voiceChannelJoinOp{4, voiceChannelJoinData{&gID, &cID, mute, deaf}}
- s.wsMutex.Lock()
- err = s.wsConn.WriteJSON(data)
- s.wsMutex.Unlock()
- if err != nil {
- return
- }
- // doesn't exactly work perfect yet.. TODO
- err = voice.waitUntilConnected()
- if err != nil {
- s.log(LogWarning, "error waiting for voice to connect, %s", err)
- voice.Close()
- return
- }
- return
- }
- // ChannelVoiceJoinManual initiates a voice session to a voice channel, but does not complete it.
- //
- // This should only be used when the VoiceServerUpdate will be intercepted and used elsewhere.
- //
- // gID : Guild ID of the channel to join.
- // cID : Channel ID of the channel to join.
- // mute : If true, you will be set to muted upon joining.
- // deaf : If true, you will be set to deafened upon joining.
- func (s *Session) ChannelVoiceJoinManual(gID, cID string, mute, deaf bool) (err error) {
- s.log(LogInformational, "called")
- // Send the request to Discord that we want to join the voice channel
- data := voiceChannelJoinOp{4, voiceChannelJoinData{&gID, &cID, mute, deaf}}
- s.wsMutex.Lock()
- err = s.wsConn.WriteJSON(data)
- s.wsMutex.Unlock()
- if err != nil {
- return
- }
- return
- }
- // onVoiceStateUpdate handles Voice State Update events on the data websocket.
- func (s *Session) onVoiceStateUpdate(st *VoiceStateUpdate) {
- // If we don't have a connection for the channel, don't bother
- if st.ChannelID == "" {
- return
- }
- // Check if we have a voice connection to update
- s.RLock()
- voice, exists := s.VoiceConnections[st.GuildID]
- s.RUnlock()
- if !exists {
- return
- }
- // We only care about events that are about us.
- if s.State.User.ID != st.UserID {
- return
- }
- // Store the SessionID for later use.
- voice.Lock()
- voice.UserID = st.UserID
- voice.sessionID = st.SessionID
- voice.ChannelID = st.ChannelID
- voice.Unlock()
- }
- // onVoiceServerUpdate handles the Voice Server Update data websocket event.
- //
- // This is also fired if the Guild's voice region changes while connected
- // to a voice channel. In that case, need to re-establish connection to
- // the new region endpoint.
- func (s *Session) onVoiceServerUpdate(st *VoiceServerUpdate) {
- s.log(LogInformational, "called")
- s.RLock()
- voice, exists := s.VoiceConnections[st.GuildID]
- s.RUnlock()
- // If no VoiceConnection exists, just skip this
- if !exists {
- return
- }
- // If currently connected to voice ws/udp, then disconnect.
- // Has no effect if not connected.
- voice.Close()
- // Store values for later use
- voice.Lock()
- voice.token = st.Token
- voice.endpoint = st.Endpoint
- voice.GuildID = st.GuildID
- voice.Unlock()
- // Open a connection to the voice server
- err := voice.open()
- if err != nil {
- s.log(LogError, "onVoiceServerUpdate voice.open, %s", err)
- }
- }
- type identifyProperties struct {
- OS string `json:"$os"`
- Browser string `json:"$browser"`
- Device string `json:"$device"`
- Referer string `json:"$referer"`
- ReferringDomain string `json:"$referring_domain"`
- }
- type identifyData struct {
- Token string `json:"token"`
- Properties identifyProperties `json:"properties"`
- LargeThreshold int `json:"large_threshold"`
- Compress bool `json:"compress"`
- Shard *[2]int `json:"shard,omitempty"`
- }
- type identifyOp struct {
- Op int `json:"op"`
- Data identifyData `json:"d"`
- }
- // identify sends the identify packet to the gateway
- func (s *Session) identify() error {
- properties := identifyProperties{runtime.GOOS,
- "Discordgo v" + VERSION,
- "",
- "",
- "",
- }
- data := identifyData{s.Token,
- properties,
- 250,
- s.Compress,
- nil,
- }
- if s.ShardCount > 1 {
- if s.ShardID >= s.ShardCount {
- return ErrWSShardBounds
- }
- data.Shard = &[2]int{s.ShardID, s.ShardCount}
- }
- op := identifyOp{2, data}
- s.wsMutex.Lock()
- err := s.wsConn.WriteJSON(op)
- s.wsMutex.Unlock()
- return err
- }
- func (s *Session) reconnect() {
- s.log(LogInformational, "called")
- var err error
- if s.ShouldReconnectOnError {
- wait := time.Duration(1)
- for {
- s.log(LogInformational, "trying to reconnect to gateway")
- err = s.Open()
- if err == nil {
- s.log(LogInformational, "successfully reconnected to gateway")
- // I'm not sure if this is actually needed.
- // if the gw reconnect works properly, voice should stay alive
- // However, there seems to be cases where something "weird"
- // happens. So we're doing this for now just to improve
- // stability in those edge cases.
- s.RLock()
- defer s.RUnlock()
- for _, v := range s.VoiceConnections {
- s.log(LogInformational, "reconnecting voice connection to guild %s", v.GuildID)
- go v.reconnect()
- // This is here just to prevent violently spamming the
- // voice reconnects
- time.Sleep(1 * time.Second)
- }
- return
- }
- // Certain race conditions can call reconnect() twice. If this happens, we
- // just break out of the reconnect loop
- if err == ErrWSAlreadyOpen {
- s.log(LogInformational, "Websocket already exists, no need to reconnect")
- return
- }
- s.log(LogError, "error reconnecting to gateway, %s", err)
- <-time.After(wait * time.Second)
- wait *= 2
- if wait > 600 {
- wait = 600
- }
- }
- }
- }
- // Close closes a websocket and stops all listening/heartbeat goroutines.
- // TODO: Add support for Voice WS/UDP connections
- func (s *Session) Close() (err error) {
- s.log(LogInformational, "called")
- s.Lock()
- s.DataReady = false
- if s.listening != nil {
- s.log(LogInformational, "closing listening channel")
- close(s.listening)
- s.listening = nil
- }
- // TODO: Close all active Voice Connections too
- // this should force stop any reconnecting voice channels too
- if s.wsConn != nil {
- s.log(LogInformational, "sending close frame")
- // To cleanly close a connection, a client should send a close
- // frame and wait for the server to close the connection.
- s.wsMutex.Lock()
- err := s.wsConn.WriteMessage(websocket.CloseMessage, websocket.FormatCloseMessage(websocket.CloseNormalClosure, ""))
- s.wsMutex.Unlock()
- if err != nil {
- s.log(LogInformational, "error closing websocket, %s", err)
- }
- // TODO: Wait for Discord to actually close the connection.
- time.Sleep(1 * time.Second)
- s.log(LogInformational, "closing gateway websocket")
- err = s.wsConn.Close()
- if err != nil {
- s.log(LogInformational, "error closing websocket, %s", err)
- }
- s.wsConn = nil
- }
- s.Unlock()
- s.log(LogInformational, "emit disconnect event")
- s.handleEvent(disconnectEventType, &Disconnect{})
- return
- }
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