wsapi.go 13 KB

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  1. // Discordgo - Discord bindings for Go
  2. // Available at https://github.com/bwmarrin/discordgo
  3. // Copyright 2015 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. // Close closes the connection to the websocket.
  111. func (s *Session) Close() {
  112. s.wsConn.Close()
  113. }
  114. func unmarshalEvent(event Event, i interface{}) (err error) {
  115. if err = json.Unmarshal(event.RawData, i); err != nil {
  116. fmt.Println(event.Type, err)
  117. printJSON(event.RawData) // TODO: Better error loggingEvent.
  118. }
  119. return
  120. }
  121. // Front line handler for all Websocket Events. Determines the
  122. // event type and passes the message along to the next handler.
  123. // event is the front line handler for all events. This needs to be
  124. // broken up into smaller functions to be more idiomatic Go.
  125. func (s *Session) event(messageType int, message []byte) (err error) {
  126. if s.Debug {
  127. printJSON(message)
  128. }
  129. var e Event
  130. if err = json.Unmarshal(message, &e); err != nil {
  131. fmt.Println(err)
  132. return
  133. }
  134. switch e.Type {
  135. case "READY":
  136. var st Ready
  137. if err = unmarshalEvent(e, &st); err == nil {
  138. if s.StateEnabled {
  139. s.State.OnReady(&st)
  140. }
  141. if s.OnReady != nil {
  142. s.OnReady(s, st)
  143. }
  144. go s.Heartbeat(st.HeartbeatInterval)
  145. }
  146. return
  147. case "VOICE_SERVER_UPDATE":
  148. // TEMP CODE FOR TESTING VOICE
  149. var st VoiceServerUpdate
  150. if err = unmarshalEvent(e, &st); err == nil {
  151. s.onVoiceServerUpdate(st)
  152. }
  153. return
  154. case "VOICE_STATE_UPDATE":
  155. // TEMP CODE FOR TESTING VOICE
  156. var st VoiceState
  157. if err = unmarshalEvent(e, &st); err == nil {
  158. s.onVoiceStateUpdate(st)
  159. }
  160. return
  161. case "USER_UPDATE":
  162. if s.OnUserUpdate != nil {
  163. var st User
  164. if err = unmarshalEvent(e, &st); err == nil {
  165. s.OnUserUpdate(s, st)
  166. }
  167. return
  168. }
  169. case "PRESENCE_UPDATE":
  170. if s.OnPresenceUpdate != nil {
  171. var st PresenceUpdate
  172. if err = unmarshalEvent(e, &st); err == nil {
  173. s.OnPresenceUpdate(s, st)
  174. }
  175. return
  176. }
  177. case "TYPING_START":
  178. if s.OnTypingStart != nil {
  179. var st TypingStart
  180. if err = unmarshalEvent(e, &st); err == nil {
  181. s.OnTypingStart(s, st)
  182. }
  183. return
  184. }
  185. /* Never seen this come in but saw it in another Library.
  186. case "MESSAGE_ACK":
  187. if s.OnMessageAck != nil {
  188. }
  189. */
  190. case "MESSAGE_CREATE":
  191. if s.OnMessageCreate != nil {
  192. var st Message
  193. if err = unmarshalEvent(e, &st); err == nil {
  194. s.OnMessageCreate(s, st)
  195. }
  196. return
  197. }
  198. case "MESSAGE_UPDATE":
  199. if s.OnMessageUpdate != nil {
  200. var st Message
  201. if err = unmarshalEvent(e, &st); err == nil {
  202. s.OnMessageUpdate(s, st)
  203. }
  204. return
  205. }
  206. case "MESSAGE_DELETE":
  207. if s.OnMessageDelete != nil {
  208. var st MessageDelete
  209. if err = unmarshalEvent(e, &st); err == nil {
  210. s.OnMessageDelete(s, st)
  211. }
  212. return
  213. }
  214. case "MESSAGE_ACK":
  215. if s.OnMessageAck != nil {
  216. var st MessageAck
  217. if err = unmarshalEvent(e, &st); err == nil {
  218. s.OnMessageAck(s, st)
  219. }
  220. return
  221. }
  222. case "CHANNEL_CREATE":
  223. var st Channel
  224. if err = unmarshalEvent(e, &st); err == nil {
  225. if s.StateEnabled {
  226. s.State.ChannelAdd(&st)
  227. }
  228. if s.OnChannelCreate != nil {
  229. s.OnChannelCreate(s, st)
  230. }
  231. }
  232. return
  233. case "CHANNEL_UPDATE":
  234. var st Channel
  235. if err = unmarshalEvent(e, &st); err == nil {
  236. if s.StateEnabled {
  237. s.State.ChannelAdd(&st)
  238. }
  239. if s.OnChannelUpdate != nil {
  240. s.OnChannelUpdate(s, st)
  241. }
  242. }
  243. return
  244. case "CHANNEL_DELETE":
  245. var st Channel
  246. if err = unmarshalEvent(e, &st); err == nil {
  247. if s.StateEnabled {
  248. s.State.ChannelRemove(&st)
  249. }
  250. if s.OnChannelDelete != nil {
  251. s.OnChannelDelete(s, st)
  252. }
  253. }
  254. return
  255. case "GUILD_CREATE":
  256. var st Guild
  257. if err = unmarshalEvent(e, &st); err == nil {
  258. if s.StateEnabled {
  259. s.State.GuildAdd(&st)
  260. }
  261. if s.OnGuildCreate != nil {
  262. s.OnGuildCreate(s, st)
  263. }
  264. }
  265. return
  266. case "GUILD_UPDATE":
  267. var st Guild
  268. if err = unmarshalEvent(e, &st); err == nil {
  269. if s.StateEnabled {
  270. s.State.GuildAdd(&st)
  271. }
  272. if s.OnGuildCreate != nil {
  273. s.OnGuildUpdate(s, st)
  274. }
  275. }
  276. return
  277. case "GUILD_DELETE":
  278. var st Guild
  279. if err = unmarshalEvent(e, &st); err == nil {
  280. if s.StateEnabled {
  281. s.State.GuildRemove(&st)
  282. }
  283. if s.OnGuildDelete != nil {
  284. s.OnGuildDelete(s, st)
  285. }
  286. }
  287. return
  288. case "GUILD_MEMBER_ADD":
  289. var st Member
  290. if err = unmarshalEvent(e, &st); err == nil {
  291. if s.StateEnabled {
  292. s.State.MemberAdd(&st)
  293. }
  294. if s.OnGuildMemberAdd != nil {
  295. s.OnGuildMemberAdd(s, st)
  296. }
  297. }
  298. return
  299. case "GUILD_MEMBER_REMOVE":
  300. var st Member
  301. if err = unmarshalEvent(e, &st); err == nil {
  302. if s.StateEnabled {
  303. s.State.MemberRemove(&st)
  304. }
  305. if s.OnGuildMemberRemove != nil {
  306. s.OnGuildMemberRemove(s, st)
  307. }
  308. }
  309. return
  310. case "GUILD_MEMBER_UPDATE":
  311. var st Member
  312. if err = unmarshalEvent(e, &st); err == nil {
  313. if s.StateEnabled {
  314. s.State.MemberAdd(&st)
  315. }
  316. if s.OnGuildMemberUpdate != nil {
  317. s.OnGuildMemberUpdate(s, st)
  318. }
  319. }
  320. return
  321. case "GUILD_ROLE_CREATE":
  322. if s.OnGuildRoleCreate != nil {
  323. var st GuildRole
  324. if err = unmarshalEvent(e, &st); err == nil {
  325. s.OnGuildRoleCreate(s, st)
  326. }
  327. return
  328. }
  329. case "GUILD_ROLE_UPDATE":
  330. if s.OnGuildRoleUpdate != nil {
  331. var st GuildRole
  332. if err = unmarshalEvent(e, &st); err == nil {
  333. s.OnGuildRoleUpdate(s, st)
  334. }
  335. return
  336. }
  337. case "GUILD_ROLE_DELETE":
  338. if s.OnGuildRoleDelete != nil {
  339. var st GuildRoleDelete
  340. if err = unmarshalEvent(e, &st); err == nil {
  341. s.OnGuildRoleDelete(s, st)
  342. }
  343. return
  344. }
  345. case "GUILD_INTEGRATIONS_UPDATE":
  346. if s.OnGuildIntegrationsUpdate != nil {
  347. var st GuildIntegrationsUpdate
  348. if err = unmarshalEvent(e, &st); err == nil {
  349. s.OnGuildIntegrationsUpdate(s, st)
  350. }
  351. return
  352. }
  353. case "GUILD_BAN_ADD":
  354. if s.OnGuildBanAdd != nil {
  355. var st GuildBan
  356. if err = unmarshalEvent(e, &st); err == nil {
  357. s.OnGuildBanAdd(s, st)
  358. }
  359. return
  360. }
  361. case "GUILD_BAN_REMOVE":
  362. if s.OnGuildBanRemove != nil {
  363. var st GuildBan
  364. if err = unmarshalEvent(e, &st); err == nil {
  365. s.OnGuildBanRemove(s, st)
  366. }
  367. return
  368. }
  369. case "USER_SETTINGS_UPDATE":
  370. if s.OnUserSettingsUpdate != nil {
  371. var st map[string]interface{}
  372. if err = unmarshalEvent(e, &st); err == nil {
  373. s.OnUserSettingsUpdate(s, st)
  374. }
  375. return
  376. }
  377. default:
  378. fmt.Println("UNKNOWN EVENT: ", e.Type)
  379. // TODO learn the log package
  380. // log.print type and JSON data
  381. }
  382. // if still here, send to generic OnEvent
  383. if s.OnEvent != nil {
  384. s.OnEvent(s, e)
  385. return
  386. }
  387. return
  388. }
  389. // Heartbeat sends regular heartbeats to Discord so it knows the client
  390. // is still connected. If you do not send these heartbeats Discord will
  391. // disconnect the websocket connection after a few seconds.
  392. func (s *Session) Heartbeat(i time.Duration) {
  393. if s.wsConn == nil {
  394. fmt.Println("No websocket connection exists.")
  395. return // TODO need to return/log an error.
  396. }
  397. // Make sure Heartbeat is not already running
  398. s.heartbeatLock.Lock()
  399. if s.heartbeatChan != nil {
  400. s.heartbeatLock.Unlock()
  401. return
  402. }
  403. s.heartbeatChan = make(chan struct{})
  404. s.heartbeatLock.Unlock()
  405. defer close(s.heartbeatChan)
  406. // send first heartbeat immediately because lag could put the
  407. // first heartbeat outside the required heartbeat interval window
  408. ticker := time.NewTicker(i * time.Millisecond)
  409. for {
  410. err := s.wsConn.WriteJSON(map[string]int{
  411. "op": 1,
  412. "d": int(time.Now().Unix()),
  413. })
  414. if err != nil {
  415. fmt.Println("error sending data heartbeat:", err)
  416. s.DataReady = false
  417. return // TODO log error?
  418. }
  419. s.DataReady = true
  420. select {
  421. case <-ticker.C:
  422. case <-s.heartbeatChan:
  423. return
  424. }
  425. }
  426. }
  427. // Everything below is experimental Voice support code
  428. // all of it will get changed and moved around.
  429. // A VoiceServerUpdate stores the data received during the Voice Server Update
  430. // data websocket event. This data is used during the initial Voice Channel
  431. // join handshaking.
  432. type VoiceServerUpdate struct {
  433. Token string `json:"token"`
  434. GuildID string `json:"guild_id"`
  435. Endpoint string `json:"endpoint"`
  436. }
  437. type voiceChannelJoinData struct {
  438. GuildID string `json:"guild_id"`
  439. ChannelID string `json:"channel_id"`
  440. SelfMute bool `json:"self_mute"`
  441. SelfDeaf bool `json:"self_deaf"`
  442. }
  443. type voiceChannelJoinOp struct {
  444. Op int `json:"op"`
  445. Data voiceChannelJoinData `json:"d"`
  446. }
  447. // VoiceChannelJoin joins the authenticated session user to
  448. // a voice channel. All the voice magic starts with this.
  449. func (s *Session) VoiceChannelJoin(guildID, channelID string) (err error) {
  450. if s.wsConn == nil {
  451. fmt.Println("error: no websocket connection exists.")
  452. return // TODO return error
  453. }
  454. data := voiceChannelJoinOp{4, voiceChannelJoinData{guildID, channelID, false, false}}
  455. err = s.wsConn.WriteJSON(data)
  456. if err != nil {
  457. return
  458. }
  459. // Probably will be removed later.
  460. s.VGuildID = guildID
  461. s.VChannelID = channelID
  462. return
  463. }
  464. // onVoiceStateUpdate handles Voice State Update events on the data
  465. // websocket. This comes immediately after the call to VoiceChannelJoin
  466. // for the authenticated session user. This block is experimental
  467. // code and will be chaned in the future.
  468. func (s *Session) onVoiceStateUpdate(st VoiceState) {
  469. // Need to have this happen at login and store it in the Session
  470. self, err := s.User("@me") // TODO: move to Login/New
  471. if err != nil {
  472. fmt.Println(err)
  473. return
  474. }
  475. // This event comes for all users, if it's not for the session
  476. // user just ignore it.
  477. if st.UserID != self.ID {
  478. return
  479. }
  480. // Store the SessionID. Used later.
  481. s.VSessionID = st.SessionID
  482. }
  483. // onVoiceServerUpdate handles the Voice Server Update data websocket event.
  484. // This will later be exposed but is only for experimental use now.
  485. func (s *Session) onVoiceServerUpdate(st VoiceServerUpdate) {
  486. // Store all the values. They are used later.
  487. // GuildID is probably not needed and may be dropped.
  488. s.VToken = st.Token
  489. s.VEndpoint = st.Endpoint
  490. s.VGuildID = st.GuildID
  491. // We now have enough information to open a voice websocket conenction
  492. // so, that's what the next call does.
  493. s.VoiceOpenWS()
  494. }