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- // Discordgo - Go bindings for Discord
- // Available at https://github.com/bwmarrin/discordgo
- // Copyright 2015 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 (
- "encoding/json"
- "fmt"
- "runtime"
- "time"
- "github.com/gorilla/websocket"
- )
- // Open opens a websocket connection to Discord.
- func (s *Session) Open() (err error) {
- // Get the gateway to use for the Websocket connection
- g, err := s.Gateway()
- // TODO: See if there's a use for the http response.
- // conn, response, err := websocket.DefaultDialer.Dial(session.Gateway, nil)
- s.wsConn, _, err = websocket.DefaultDialer.Dial(g, nil)
- return
- }
- // maybe this is SendOrigin? not sure the right name here
- // also bson.M vs string interface map? Read about
- // how to send JSON the right way.
- // Handshake sends the client data to Discord during websocket initial connection.
- func (s *Session) Handshake() (err error) {
- err = s.wsConn.WriteJSON(map[string]interface{}{
- "op": 2,
- "d": map[string]interface{}{
- "v": 3,
- "token": s.Token,
- "properties": map[string]string{
- "$os": runtime.GOOS,
- "$browser": "Discordgo",
- "$device": "Discordgo",
- "$referer": "",
- "$referring_domain": "",
- },
- },
- })
- return
- }
- // UpdateStatus is used to update the authenticated user's status.
- func (s *Session) UpdateStatus(idleSince, gameID string) (err error) {
- err = s.wsConn.WriteJSON(map[string]interface{}{
- "op": 2,
- "d": map[string]interface{}{
- "idle_since": idleSince,
- "game_id": gameID,
- },
- })
- return
- }
- // TODO: need a channel or something to communicate
- // to this so I can tell it to stop listening
- // Listen starts listening to the websocket connection for events.
- func (s *Session) Listen() (err error) {
- if s.wsConn == nil {
- fmt.Println("No websocket connection exists.")
- return // need to return an error.
- }
- for {
- messageType, message, err := s.wsConn.ReadMessage()
- if err != nil {
- fmt.Println("Websocket Listen Error", err)
- break
- }
- go s.event(messageType, message)
- }
- return
- }
- // Not sure how needed this is and where it would be best to call it.
- // somewhere.
- // Close closes the connection to the websocket.
- func (s *Session) Close() {
- s.wsConn.Close()
- }
- // Front line handler for all Websocket Events. Determines the
- // event type and passes the message along to the next handler.
- // event is the front line handler for all events. This needs to be
- // broken up into smaller functions to be more idiomatic Go.
- func (s *Session) event(messageType int, message []byte) (err error) {
- if s.Debug {
- printJSON(message)
- }
- var e Event
- if err := json.Unmarshal(message, &e); err != nil {
- return err
- }
- switch e.Type {
- case "READY":
- if s.OnReady != nil {
- var st Ready
- if err := json.Unmarshal(e.RawData, &st); err != nil {
- fmt.Println(e.Type, err)
- printJSON(e.RawData) // TODO: Better error logging
- return err
- }
- s.OnReady(s, st)
- return
- }
- case "VOICE_SERVER_UPDATE":
- // TEMP CODE FOR TESTING VOICE
- var st VoiceServerUpdate
- if err := json.Unmarshal(e.RawData, &st); err != nil {
- fmt.Println(e.Type, err)
- printJSON(e.RawData) // TODO: Better error logging
- return err
- }
- s.onVoiceServerUpdate(st)
- return
- case "VOICE_STATE_UPDATE":
- // TEMP CODE FOR TESTING VOICE
- var st VoiceState
- if err := json.Unmarshal(e.RawData, &st); err != nil {
- fmt.Println(e.Type, err)
- printJSON(e.RawData) // TODO: Better error logging
- return err
- }
- s.onVoiceStateUpdate(st)
- case "PRESENCE_UPDATE":
- if s.OnPresenceUpdate != nil {
- var st PresenceUpdate
- if err := json.Unmarshal(e.RawData, &st); err != nil {
- fmt.Println(e.Type, err)
- printJSON(e.RawData) // TODO: Better error logging
- return err
- }
- s.OnPresenceUpdate(s, st)
- return
- }
- case "TYPING_START":
- if s.OnTypingStart != nil {
- var st TypingStart
- if err := json.Unmarshal(e.RawData, &st); err != nil {
- fmt.Println(e.Type, err)
- printJSON(e.RawData) // TODO: Better error logging
- return err
- }
- s.OnTypingStart(s, st)
- return
- }
- /* // Never seen this come in but saw it in another Library.
- case "MESSAGE_ACK":
- if s.OnMessageAck != nil {
- }
- */
- case "MESSAGE_CREATE":
- if s.OnMessageCreate != nil {
- var st Message
- if err := json.Unmarshal(e.RawData, &st); err != nil {
- fmt.Println(e.Type, err)
- printJSON(e.RawData) // TODO: Better error logging
- return err
- }
- s.OnMessageCreate(s, st)
- return
- }
- case "MESSAGE_UPDATE":
- if s.OnMessageUpdate != nil {
- var st Message
- if err := json.Unmarshal(e.RawData, &st); err != nil {
- fmt.Println(e.Type, err)
- printJSON(e.RawData) // TODO: Better error logging
- return err
- }
- s.OnMessageUpdate(s, st)
- return
- }
- case "MESSAGE_DELETE":
- if s.OnMessageDelete != nil {
- var st MessageDelete
- if err := json.Unmarshal(e.RawData, &st); err != nil {
- fmt.Println(e.Type, err)
- printJSON(e.RawData) // TODO: Better error logging
- return err
- }
- s.OnMessageDelete(s, st)
- return
- }
- case "MESSAGE_ACK":
- if s.OnMessageAck != nil {
- var st MessageAck
- if err := json.Unmarshal(e.RawData, &st); err != nil {
- fmt.Println(e.Type, err)
- printJSON(e.RawData) // TODO: Better error logging
- return err
- }
- s.OnMessageAck(s, st)
- return
- }
- case "CHANNEL_CREATE":
- if s.OnChannelCreate != nil {
- var st Channel
- if err := json.Unmarshal(e.RawData, &st); err != nil {
- fmt.Println(e.Type, err)
- printJSON(e.RawData) // TODO: Better error logginEventg
- return err
- }
- s.OnChannelCreate(s, st)
- return
- }
- case "CHANNEL_UPDATE":
- if s.OnChannelUpdate != nil {
- var st Channel
- if err := json.Unmarshal(e.RawData, &st); err != nil {
- fmt.Println(e.Type, err)
- printJSON(e.RawData) // TODO: Better error logginEventg
- return err
- }
- s.OnChannelUpdate(s, st)
- return
- }
- case "CHANNEL_DELETE":
- if s.OnChannelDelete != nil {
- var st Channel
- if err := json.Unmarshal(e.RawData, &st); err != nil {
- fmt.Println(e.Type, err)
- printJSON(e.RawData) // TODO: Better error logginEventg
- return err
- }
- s.OnChannelDelete(s, st)
- return
- }
- case "GUILD_CREATE":
- if s.OnGuildCreate != nil {
- var st Guild
- if err := json.Unmarshal(e.RawData, &st); err != nil {
- fmt.Println(e.Type, err)
- printJSON(e.RawData) // TODO: Better error logginEventg
- return err
- }
- s.OnGuildCreate(s, st)
- return
- }
- case "GUILD_UPDATE":
- if s.OnGuildCreate != nil {
- var st Guild
- if err := json.Unmarshal(e.RawData, &st); err != nil {
- fmt.Println(e.Type, err)
- printJSON(e.RawData) // TODO: Better error logginEventg
- return err
- }
- s.OnGuildUpdate(s, st)
- return
- }
- case "GUILD_DELETE":
- if s.OnGuildDelete != nil {
- var st Guild
- if err := json.Unmarshal(e.RawData, &st); err != nil {
- fmt.Println(e.Type, err)
- printJSON(e.RawData) // TODO: Better error logginEventg
- return err
- }
- s.OnGuildDelete(s, st)
- return
- }
- case "GUILD_MEMBER_ADD":
- if s.OnGuildMemberAdd != nil {
- var st Member
- if err := json.Unmarshal(e.RawData, &st); err != nil {
- fmt.Println(e.Type, err)
- printJSON(e.RawData) // TODO: Better error logginEventg
- return err
- }
- s.OnGuildMemberAdd(s, st)
- return
- }
- case "GUILD_MEMBER_REMOVE":
- if s.OnGuildMemberRemove != nil {
- var st Member
- if err := json.Unmarshal(e.RawData, &st); err != nil {
- fmt.Println(e.Type, err)
- printJSON(e.RawData) // TODO: Better error logginEventg
- return err
- }
- s.OnGuildMemberRemove(s, st)
- return
- }
- case "GUILD_MEMBER_UPDATE":
- if s.OnGuildMemberUpdate != nil {
- var st Member
- if err := json.Unmarshal(e.RawData, &st); err != nil {
- fmt.Println(e.Type, err)
- printJSON(e.RawData) // TODO: Better error logginEventg
- return err
- }
- s.OnGuildMemberUpdate(s, st)
- return
- }
- case "GUILD_ROLE_CREATE":
- if s.OnGuildRoleCreate != nil {
- var st GuildRole
- if err := json.Unmarshal(e.RawData, &st); err != nil {
- fmt.Println(e.Type, err)
- printJSON(e.RawData) // TODO: Better error logginEventg
- return err
- }
- s.OnGuildRoleCreate(s, st)
- return
- }
- case "GUILD_ROLE_UPDATE":
- if s.OnGuildRoleUpdate != nil {
- var st GuildRole
- if err := json.Unmarshal(e.RawData, &st); err != nil {
- fmt.Println(e.Type, err)
- printJSON(e.RawData) // TODO: Better error logginEventg
- return err
- }
- s.OnGuildRoleUpdate(s, st)
- return
- }
- case "GUILD_ROLE_DELETE":
- if s.OnGuildRoleDelete != nil {
- var st GuildRoleDelete
- if err := json.Unmarshal(e.RawData, &st); err != nil {
- fmt.Println(e.Type, err)
- printJSON(e.RawData) // TODO: Better error logginEventg
- return err
- }
- s.OnGuildRoleDelete(s, st)
- return
- }
- case "GUILD_INTEGRATIONS_UPDATE":
- if s.OnGuildIntegrationsUpdate != nil {
- var st GuildIntegrationsUpdate
- if err := json.Unmarshal(e.RawData, &st); err != nil {
- fmt.Println(e.Type, err)
- printJSON(e.RawData) // TODO: Better error logginEventg
- return err
- }
- s.OnGuildIntegrationsUpdate(s, st)
- return
- }
- default:
- fmt.Println("UNKNOWN EVENT: ", e.Type)
- // learn the log package
- // log.print type and JSON data
- }
- // if still here, send to generic OnEvent
- if s.OnEvent != nil {
- s.OnEvent(s, e)
- }
- return
- }
- // This heartbeat is sent to keep the Websocket conenction
- // to Discord alive. If not sent, Discord will close the
- // connection.
- // 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(i time.Duration) {
- if s.wsConn == nil {
- fmt.Println("No websocket connection exists.")
- return // need to return an error.
- }
- ticker := time.NewTicker(i * time.Millisecond)
- for range ticker.C {
- timestamp := int(time.Now().Unix())
- err := s.wsConn.WriteJSON(map[string]int{
- "op": 1,
- "d": timestamp,
- })
- if err != nil {
- return // log error?
- }
- }
- }
- // Everything below is experimental Voice support code
- // all of it will get changed and moved around.
- // A VoiceServerUpdate stores the data received during the Voice Server Update
- // data websocket event. This data is used during the initial Voice Channel
- // join handshaking.
- type VoiceServerUpdate struct {
- Token string `json:"token"`
- GuildID string `json:"guild_id"`
- Endpoint string `json:"endpoint"`
- }
- // VoiceChannelJoin joins the authenticated session user to
- // a voice channel. All the voice magic starts with this.
- func (s *Session) VoiceChannelJoin(guildID, channelID string) {
- if s.wsConn == nil {
- fmt.Println("error: no websocket connection exists.")
- return
- }
- // Odd, but.. it works. map interface caused odd unknown opcode error
- // Later I'll test with a struct
- json := []byte(fmt.Sprintf(`{"op":4,"d":{"guild_id":"%s","channel_id":"%s","self_mute":false,"self_deaf":false}}`,
- guildID, channelID))
- err := s.wsConn.WriteMessage(websocket.TextMessage, json)
- if err != nil {
- fmt.Println("error:", err)
- return
- }
- // Probably will be removed later.
- s.VGuildID = guildID
- s.VChannelID = channelID
- }
- // onVoiceStateUpdate handles Voice State Update events on the data
- // websocket. This comes immediately after the call to VoiceChannelJoin
- // for the authenticated session user. This block is experimental
- // code and will be chaned in the future.
- func (s *Session) onVoiceStateUpdate(st VoiceState) {
- // Need to have this happen at login and store it in the Session
- self, err := s.User("@me")
- if err != nil {
- fmt.Println(err)
- return
- }
- // This event comes for all users, if it's not for the session
- // user just ignore it.
- if st.UserID != self.ID {
- return
- }
- // Store the SessionID. Used later.
- s.VSessionID = st.SessionID
- }
- // onVoiceServerUpdate handles the Voice Server Update data websocket event.
- // This will later be exposed but is only for experimental use now.
- func (s *Session) onVoiceServerUpdate(st VoiceServerUpdate) {
- // Store all the values. They are used later.
- // GuildID is probably not needed and may be dropped.
- s.VToken = st.Token
- s.VEndpoint = st.Endpoint
- s.VGuildID = st.GuildID
- // We now have enough information to open a voice websocket conenction
- // so, that's what the next call does.
- s.VoiceOpenWS()
- }
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