wsapi.go 14 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. "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. // Make sure Listen is not already running
  83. s.listenLock.Lock()
  84. if s.listenChan != nil {
  85. s.listenLock.Unlock()
  86. return
  87. }
  88. s.listenChan = make(chan struct{})
  89. s.listenLock.Unlock()
  90. defer close(s.heartbeatChan)
  91. for {
  92. messageType, message, err := s.wsConn.ReadMessage()
  93. if err != nil {
  94. fmt.Println("Websocket Listen Error", err)
  95. // TODO Log error
  96. break
  97. }
  98. go s.event(messageType, message)
  99. // If our chan gets closed, exit out of this loop.
  100. // TODO: Can we make this smarter, using select
  101. // and some other trickery? http://www.goinggo.net/2013/10/my-channel-select-bug.html
  102. if s.listenChan == nil {
  103. return nil
  104. }
  105. }
  106. return
  107. }
  108. // Not sure how needed this is and where it would be best to call it.
  109. // somewhere.
  110. func unmarshalEvent(event *Event, i interface{}) (err error) {
  111. if err = json.Unmarshal(event.RawData, i); err != nil {
  112. fmt.Println(event.Type, err)
  113. printJSON(event.RawData) // TODO: Better error loggingEvent.
  114. }
  115. return
  116. }
  117. // Front line handler for all Websocket Events. Determines the
  118. // event type and passes the message along to the next handler.
  119. // event is the front line handler for all events. This needs to be
  120. // broken up into smaller functions to be more idiomatic Go.
  121. func (s *Session) event(messageType int, message []byte) (err error) {
  122. if s.Debug {
  123. printJSON(message)
  124. }
  125. var e *Event
  126. if err = json.Unmarshal(message, &e); err != nil {
  127. fmt.Println(err)
  128. return
  129. }
  130. switch e.Type {
  131. case "READY":
  132. var st *Ready
  133. if err = unmarshalEvent(e, &st); err == nil {
  134. if s.StateEnabled {
  135. s.State.OnReady(st)
  136. }
  137. if s.OnReady != nil {
  138. s.OnReady(s, st)
  139. }
  140. go s.Heartbeat(st.HeartbeatInterval)
  141. } else if s.OnReady == nil {
  142. break
  143. }
  144. return
  145. case "VOICE_SERVER_UPDATE":
  146. // TEMP CODE FOR TESTING VOICE
  147. var st *VoiceServerUpdate
  148. if err = unmarshalEvent(e, &st); err == nil {
  149. s.onVoiceServerUpdate(st)
  150. }
  151. return
  152. case "VOICE_STATE_UPDATE":
  153. // TEMP CODE FOR TESTING VOICE
  154. var st *VoiceState
  155. if err = unmarshalEvent(e, &st); err == nil {
  156. s.onVoiceStateUpdate(st)
  157. }
  158. return
  159. case "USER_UPDATE":
  160. if s.OnUserUpdate != nil {
  161. var st *User
  162. if err = unmarshalEvent(e, &st); err == nil {
  163. s.OnUserUpdate(s, st)
  164. }
  165. return
  166. }
  167. case "PRESENCE_UPDATE":
  168. if s.OnPresenceUpdate != nil {
  169. var st *PresenceUpdate
  170. if err = unmarshalEvent(e, &st); err == nil {
  171. s.OnPresenceUpdate(s, st)
  172. }
  173. return
  174. }
  175. case "TYPING_START":
  176. if s.OnTypingStart != nil {
  177. var st *TypingStart
  178. if err = unmarshalEvent(e, &st); err == nil {
  179. s.OnTypingStart(s, st)
  180. }
  181. return
  182. }
  183. /* Never seen this come in but saw it in another Library.
  184. case "MESSAGE_ACK":
  185. if s.OnMessageAck != nil {
  186. }
  187. */
  188. case "MESSAGE_CREATE":
  189. if s.OnMessageCreate != nil {
  190. var st *Message
  191. if err = unmarshalEvent(e, &st); err == nil {
  192. s.OnMessageCreate(s, st)
  193. }
  194. return
  195. }
  196. case "MESSAGE_UPDATE":
  197. if s.OnMessageUpdate != nil {
  198. var st *Message
  199. if err = unmarshalEvent(e, &st); err == nil {
  200. s.OnMessageUpdate(s, st)
  201. }
  202. return
  203. }
  204. case "MESSAGE_DELETE":
  205. if s.OnMessageDelete != nil {
  206. var st *MessageDelete
  207. if err = unmarshalEvent(e, &st); err == nil {
  208. s.OnMessageDelete(s, st)
  209. }
  210. return
  211. }
  212. case "MESSAGE_ACK":
  213. if s.OnMessageAck != nil {
  214. var st *MessageAck
  215. if err = unmarshalEvent(e, &st); err == nil {
  216. s.OnMessageAck(s, st)
  217. }
  218. return
  219. }
  220. case "CHANNEL_CREATE":
  221. if !s.StateEnabled && s.OnChannelCreate == nil {
  222. break
  223. }
  224. var st *Channel
  225. if err = unmarshalEvent(e, &st); err == nil {
  226. if s.StateEnabled {
  227. s.State.ChannelAdd(st)
  228. }
  229. if s.OnChannelCreate != nil {
  230. s.OnChannelCreate(s, st)
  231. }
  232. } else if s.OnChannelCreate == nil {
  233. break
  234. }
  235. return
  236. case "CHANNEL_UPDATE":
  237. if !s.StateEnabled && s.OnChannelUpdate == nil {
  238. break
  239. }
  240. var st *Channel
  241. if err = unmarshalEvent(e, &st); err == nil {
  242. if s.StateEnabled {
  243. s.State.ChannelAdd(st)
  244. }
  245. if s.OnChannelUpdate != nil {
  246. s.OnChannelUpdate(s, st)
  247. }
  248. } else if s.OnChannelUpdate == nil {
  249. break
  250. }
  251. return
  252. case "CHANNEL_DELETE":
  253. if !s.StateEnabled && s.OnChannelDelete == nil {
  254. break
  255. }
  256. var st *Channel
  257. if err = unmarshalEvent(e, &st); err == nil {
  258. if s.StateEnabled {
  259. s.State.ChannelRemove(st)
  260. }
  261. if s.OnChannelDelete != nil {
  262. s.OnChannelDelete(s, st)
  263. }
  264. } else if s.OnChannelDelete == nil {
  265. break
  266. }
  267. return
  268. case "GUILD_CREATE":
  269. if !s.StateEnabled && s.OnGuildCreate == nil {
  270. break
  271. }
  272. var st *Guild
  273. if err = unmarshalEvent(e, &st); err == nil {
  274. if s.StateEnabled {
  275. s.State.GuildAdd(st)
  276. }
  277. if s.OnGuildCreate != nil {
  278. s.OnGuildCreate(s, st)
  279. }
  280. } else if s.OnGuildCreate == nil {
  281. break
  282. }
  283. return
  284. case "GUILD_UPDATE":
  285. if !s.StateEnabled && s.OnGuildUpdate == nil {
  286. break
  287. }
  288. var st *Guild
  289. if err = unmarshalEvent(e, &st); err == nil {
  290. if s.StateEnabled {
  291. s.State.GuildAdd(st)
  292. }
  293. if s.OnGuildCreate != nil {
  294. s.OnGuildUpdate(s, st)
  295. }
  296. } else if s.OnGuildUpdate == nil {
  297. break
  298. }
  299. return
  300. case "GUILD_DELETE":
  301. if !s.StateEnabled && s.OnGuildDelete == nil {
  302. break
  303. }
  304. var st *Guild
  305. if err = unmarshalEvent(e, &st); err == nil {
  306. if s.StateEnabled {
  307. s.State.GuildRemove(st)
  308. }
  309. if s.OnGuildDelete != nil {
  310. s.OnGuildDelete(s, st)
  311. }
  312. } else if s.OnGuildDelete == nil {
  313. break
  314. }
  315. return
  316. case "GUILD_MEMBER_ADD":
  317. if !s.StateEnabled && s.OnGuildMemberAdd == nil {
  318. break
  319. }
  320. var st *Member
  321. if err = unmarshalEvent(e, &st); err == nil {
  322. if s.StateEnabled {
  323. s.State.MemberAdd(st)
  324. }
  325. if s.OnGuildMemberAdd != nil {
  326. s.OnGuildMemberAdd(s, st)
  327. }
  328. } else if s.OnGuildMemberAdd == nil {
  329. break
  330. }
  331. return
  332. case "GUILD_MEMBER_REMOVE":
  333. if !s.StateEnabled && s.OnGuildMemberRemove == nil {
  334. break
  335. }
  336. var st *Member
  337. if err = unmarshalEvent(e, &st); err == nil {
  338. if s.StateEnabled {
  339. s.State.MemberRemove(st)
  340. }
  341. if s.OnGuildMemberRemove != nil {
  342. s.OnGuildMemberRemove(s, st)
  343. }
  344. } else if s.OnGuildMemberRemove == nil {
  345. break
  346. }
  347. return
  348. case "GUILD_MEMBER_UPDATE":
  349. if !s.StateEnabled && s.OnGuildMemberUpdate == nil {
  350. break
  351. }
  352. var st *Member
  353. if err = unmarshalEvent(e, &st); err == nil {
  354. if s.StateEnabled {
  355. s.State.MemberAdd(st)
  356. }
  357. if s.OnGuildMemberUpdate != nil {
  358. s.OnGuildMemberUpdate(s, st)
  359. }
  360. } else if s.OnGuildMemberUpdate == nil {
  361. break
  362. }
  363. return
  364. case "GUILD_ROLE_CREATE":
  365. if s.OnGuildRoleCreate != nil {
  366. var st *GuildRole
  367. if err = unmarshalEvent(e, &st); err == nil {
  368. s.OnGuildRoleCreate(s, st)
  369. }
  370. return
  371. }
  372. case "GUILD_ROLE_UPDATE":
  373. if s.OnGuildRoleUpdate != nil {
  374. var st *GuildRole
  375. if err = unmarshalEvent(e, &st); err == nil {
  376. s.OnGuildRoleUpdate(s, st)
  377. }
  378. return
  379. }
  380. case "GUILD_ROLE_DELETE":
  381. if s.OnGuildRoleDelete != nil {
  382. var st *GuildRoleDelete
  383. if err = unmarshalEvent(e, &st); err == nil {
  384. s.OnGuildRoleDelete(s, st)
  385. }
  386. return
  387. }
  388. case "GUILD_INTEGRATIONS_UPDATE":
  389. if s.OnGuildIntegrationsUpdate != nil {
  390. var st *GuildIntegrationsUpdate
  391. if err = unmarshalEvent(e, &st); err == nil {
  392. s.OnGuildIntegrationsUpdate(s, st)
  393. }
  394. return
  395. }
  396. case "GUILD_BAN_ADD":
  397. if s.OnGuildBanAdd != nil {
  398. var st *GuildBan
  399. if err = unmarshalEvent(e, &st); err == nil {
  400. s.OnGuildBanAdd(s, st)
  401. }
  402. return
  403. }
  404. case "GUILD_BAN_REMOVE":
  405. if s.OnGuildBanRemove != nil {
  406. var st *GuildBan
  407. if err = unmarshalEvent(e, &st); err == nil {
  408. s.OnGuildBanRemove(s, st)
  409. }
  410. return
  411. }
  412. case "GUILD_EMOJIS_UPDATE":
  413. if !s.StateEnabled && s.OnGuildEmojisUpdate == nil {
  414. break
  415. }
  416. var st *GuildEmojisUpdate
  417. if err = unmarshalEvent(e, &st); err == nil {
  418. if s.StateEnabled {
  419. s.State.EmojisAdd(st.GuildID, st.Emojis)
  420. }
  421. if s.OnGuildEmojisUpdate != nil {
  422. s.OnGuildEmojisUpdate(s, st)
  423. }
  424. } else if s.OnGuildEmojisUpdate == nil {
  425. break
  426. }
  427. return
  428. case "USER_SETTINGS_UPDATE":
  429. if s.OnUserSettingsUpdate != nil {
  430. var st map[string]interface{}
  431. if err = unmarshalEvent(e, &st); err == nil {
  432. s.OnUserSettingsUpdate(s, st)
  433. }
  434. return
  435. }
  436. default:
  437. fmt.Println("UNKNOWN EVENT: ", e.Type)
  438. printJSON(message)
  439. }
  440. // if still here, send to generic OnEvent
  441. if s.OnEvent != nil {
  442. s.OnEvent(s, e)
  443. return
  444. }
  445. return
  446. }
  447. // Heartbeat sends regular heartbeats to Discord so it knows the client
  448. // is still connected. If you do not send these heartbeats Discord will
  449. // disconnect the websocket connection after a few seconds.
  450. func (s *Session) Heartbeat(i time.Duration) {
  451. if s.wsConn == nil {
  452. fmt.Println("No websocket connection exists.")
  453. return // TODO need to return/log an error.
  454. }
  455. // Make sure Heartbeat is not already running
  456. s.heartbeatLock.Lock()
  457. if s.heartbeatChan != nil {
  458. s.heartbeatLock.Unlock()
  459. return
  460. }
  461. s.heartbeatChan = make(chan struct{})
  462. s.heartbeatLock.Unlock()
  463. defer close(s.heartbeatChan)
  464. // send first heartbeat immediately because lag could put the
  465. // first heartbeat outside the required heartbeat interval window
  466. ticker := time.NewTicker(i * time.Millisecond)
  467. for {
  468. err := s.wsConn.WriteJSON(map[string]int{
  469. "op": 1,
  470. "d": int(time.Now().Unix()),
  471. })
  472. if err != nil {
  473. fmt.Println("error sending data heartbeat:", err)
  474. s.DataReady = false
  475. return // TODO log error?
  476. }
  477. s.DataReady = true
  478. select {
  479. case <-ticker.C:
  480. case <-s.heartbeatChan:
  481. return
  482. }
  483. }
  484. }
  485. // Everything below is experimental Voice support code
  486. // all of it will get changed and moved around.
  487. // A VoiceServerUpdate stores the data received during the Voice Server Update
  488. // data websocket event. This data is used during the initial Voice Channel
  489. // join handshaking.
  490. type VoiceServerUpdate struct {
  491. Token string `json:"token"`
  492. GuildID string `json:"guild_id"`
  493. Endpoint string `json:"endpoint"`
  494. }
  495. type voiceChannelJoinData struct {
  496. GuildID string `json:"guild_id"`
  497. ChannelID string `json:"channel_id"`
  498. SelfMute bool `json:"self_mute"`
  499. SelfDeaf bool `json:"self_deaf"`
  500. }
  501. type voiceChannelJoinOp struct {
  502. Op int `json:"op"`
  503. Data voiceChannelJoinData `json:"d"`
  504. }
  505. // VoiceChannelJoin joins the authenticated session user to
  506. // a voice channel. All the voice magic starts with this.
  507. func (s *Session) VoiceChannelJoin(guildID, channelID string) (err error) {
  508. if s.wsConn == nil {
  509. fmt.Println("error: no websocket connection exists.")
  510. return // TODO return error
  511. }
  512. data := voiceChannelJoinOp{4, voiceChannelJoinData{guildID, channelID, false, false}}
  513. err = s.wsConn.WriteJSON(data)
  514. if err != nil {
  515. return
  516. }
  517. // Probably will be removed later.
  518. s.VGuildID = guildID
  519. s.VChannelID = channelID
  520. return
  521. }
  522. // onVoiceStateUpdate handles Voice State Update events on the data
  523. // websocket. This comes immediately after the call to VoiceChannelJoin
  524. // for the authenticated session user. This block is experimental
  525. // code and will be chaned in the future.
  526. func (s *Session) onVoiceStateUpdate(st *VoiceState) {
  527. // Need to have this happen at login and store it in the Session
  528. self, err := s.User("@me") // TODO: move to Login/New
  529. if err != nil {
  530. fmt.Println(err)
  531. return
  532. }
  533. // This event comes for all users, if it's not for the session
  534. // user just ignore it.
  535. if st.UserID != self.ID {
  536. return
  537. }
  538. // Store the SessionID. Used later.
  539. s.VSessionID = st.SessionID
  540. }
  541. // onVoiceServerUpdate handles the Voice Server Update data websocket event.
  542. // This will later be exposed but is only for experimental use now.
  543. func (s *Session) onVoiceServerUpdate(st *VoiceServerUpdate) {
  544. // Store all the values. They are used later.
  545. // GuildID is probably not needed and may be dropped.
  546. s.VToken = st.Token
  547. s.VEndpoint = st.Endpoint
  548. s.VGuildID = st.GuildID
  549. // We now have enough information to open a voice websocket conenction
  550. // so, that's what the next call does.
  551. s.VoiceOpenWS()
  552. }